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/agdg/ - amateur game dev general

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 757
Thread images: 158

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Dead Monkey 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

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

Previous thread: >>144839460

>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/
>>
>>144894384
Does anyone have the deflating rhino webm saved? I want to make it into an agdg OP pic/banner.
>>
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>Added a chatbox
>Finally got it running in Firefox
Gonna start working on UI
>>
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Reposting for (you)'s

What can i do to make this thruster particle effect better? Do they move to slow? Are the particles too big?
>>
>>144894706
Thanks doc
>>
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>>144894594
>>
Stream when?
>>
>>144894815
Thanks, I'll try to have it ready by tomorrow.
>>
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The player can now toggle various attachments on the weapons
>>
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so where the games at?
>>
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Set sail for progress!
>>
>>144894972
>>144894815>>144894594

topkek. Looking forward to it.
>>
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For those who have trouble coming up with a game idea, here's a challenge:

>think of a game you like that has a story (even a simple one like "the princess was kidnapped... gotta save her!")
>ignoring mechanics briefly, consider the core conflict of that story, and the thing that the player is trying to achieve
>figure out at least one totally different way to depict this "story"

Examples:

>Super Mario Bros.
>someone has been kidnapped and needs rescuing
>Original method: Jump through platforming levels until you kill the final boss and save her
>Alternative one: Stealth game where if someone sees you, you have to kill them before word gets back that they sent you to rescue the kidnapping victim, or they'll kill her
>Alternative two: Hostage negotiation simulator.

>Sim City
>you are the mayor of a city and have all the responsibilities that come with that
>Original method: Build your city top-down and try to make it thrive
>Alternative: Play as a selfish asshole trying to get as much campaign funding and prestige as possible by negotiating the minefield of politics, all while keeping your skeletons firmly in-closet, possibly eventually running for higher and higher office.

The upside to this is that you're taking tense situations that you KNOW players will find interesting and you're detaching them from the same old gameplay.

What this means is:

1. You can make the game as simple or complicated as you like.
2. You aren't stealing gameplay, but instead giving yourself a framework around which to build gameplay yourself.
>>
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Mid-boss music

https://soundcloud.com/zawazawazawachameleon/i-am-a-nice-fellow
>>
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>>144894815
>>144894972
>>144894594

>mfw I will never be and AGDG OP
>>
>>144895221
Now I want ot make a sailing game.

Fuck you
>>
>>144895331
How long have you been reposting that? Feels like ages.
>>
>>144895331
I could try something with it. Cross your fingers.
>>
>>144895348
Naval combat game where you actually have to sail and think about the wind when?
https://en.wikipedia.org/wiki/Weather_gage
>>
>>144895249
Let me try:
>Pokemon
>kid wants to become the greatest at what essentially amounts to a sport everyone plays
>this is represented through turn-based, classic JRPG style combat
>could be a sports game where all the other players are AI and you build your stats up like an RPG. You have to balance between teamwork and making big plays to make your team successful and show off your own skill if you want to keep making progress and ultimately go pro.
>>
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Reminder to use trip #rocket to join the team that will win Space Jam. Open enrollment, we already have like 4 assets.
>>
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>>144895302
Fucking awesome

>>144895449
Probably a week now. Promised to stop reposting it when someone told me to stop with progress. Have some new content:
>>
>>144895618

I always thought someone should expand on a blitzball-type game. Used to play that shit for hours at the save points.
>>
Reminder that the team rocket poster is the same person as the game thief and source poster

just some butthurt faggot trying to ruin this general.
>>
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>>144895639
It's ok I'm used to working with shit like this. I'll start working on optimization once the core design is finished.
>>
>>144895249
Holy shit, this is gold.
>>
>>144895302

I like this sort of wacky music. would be very fitting for an rpg.
>>
>>144894384
Godot Engine needs GTA-like open world game template. Something that newcomers can use to start building open world game without reinventing the wheel.
Someone please help me make it.
>>
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>>144895249


you make me proud kiddo
>>
>>144895302
You should make animated+sound webms, it probably makes it even better in action
>>
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Started to work on a new level and realized that an enemy is not designed to work on curved surfaces. It's an easy fix, though.
>>
>>144895249
>>Alternative two: Hostage negotiation simulator
desu Rainbow Six: Diplomacy sound fun, would play.
>>
What's the best way for me to "trace" a picture I have scanned in using krita?

I drew it with pencil but just dragging the mouse over the lines makes it super wobbly looking.
>>
>>144896498
Will there ever be a playable demo?
>>
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>>144896424
I still need to make some cool attack/skill animations. Still kind of shaping the project as I go along, I have a general script to follow, but I really want to just get a demo dungeon out so I can get a feel for where I want to go with it.
>>
>>144896621

Maybe nest demo day. Either way, I'll do a more substantial release in October 2016. When Yooka-Laylee was originally supposed to come out :^)
>>
>>144896883
>When Yooka-Laylee was originally supposed to come out.
When's it scheduled for now?
>>
>>144894761
>another 2d top down pixel space game

Luh mayo
>>
>>144896117
Trove
>>
>>144897020

And it's more than you will ever accomplish. Sucks for you.
>>
>>144896339
Godot's 3D support is still pretty lacking. There's a big update coming later this year that's supposed to alleviate that a bit.
>>
>>144896996

"Early 2017".
>>
>>144896594
throw it into Inkscape and go Path -> Trace Bitmap
https://inkscape.org/en/doc/tracing/tutorial-tracing.html
>>
>>144894761

there's too much emphasis on the rockets and not enough on the ship. also, I feel the smaller particles could be made a bit smaller.
>>
>>144896339
It's not reinventing the wheel if there's isn't already a wheel you dingus.
>>
>>144896594
>>144897262
o wait
>using krita
IDK
Still do the Inkscape thing, then export result to fuckhueg .png, then put that into Krita (Unless Krita knows how to .svg already, then export as .svg)
>>
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Working on a player model (the back is too long in game so wil change it).

Apart from that I downloaded spacescape (free) which is a very good star, nebula generator and will export as a skybox for unity, ue4 and other stuff.

Right now I'm texturing the model and adding some acceleration onto the player movement so its less jerky and hopefully easier to aim.

https://www.youtube.com/watch?v=GMKNXJqyknA
>>
Any good tutorials on how to become a decent writer/director?

I don't even know how to approach something as bittersweet as this trailer:
https://www.youtube.com/watch?v=p19qjIf34zI

How do I even begin to make something like that. (Never played the game, but the trailer is so good until the lady starts singing, then it got cheesy with the fucking horseback riding, but it was good up until that point, even the ending, was very sad and I don't even know what's going on)
>>
Finally found myself an idea guy to collab with.
I think after all those years, I'm finally going to take part in an AGDG jam
>>
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>>144897376
I see what you mean
In that case, help me make the wheel
So that other people can steal it
>>
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>>144892898
>>144892740
>>144896149
First is called the "Bottom Up" approach.
Goes from the mechanics and systems to the player experience

Pros:
- Easier to prototype and see results quickly
- Rational approach, easier to iterate on

Cons:
- Harder to have a clear vision of where you're going

Examples:
Portal, Minecraft, Splatoon, most Nintendo games...

Second is called the "Top Down" approach.
Goes from the experience and the theme to the mechanic
Pros:
- Clear creative vision
- Natural creative process
- Easier to have a coherent experience

Cons:
- Harder to focus on the design
- Easy to miss the player's expectations of the theme

Examples:
Assassin's Creed, Far Cry, most AAA games...
>>
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>>144897580
>9-11.webm
Can your use jet fuel to melt steel in the towers?
>>
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Well, I'm reading Bjarne Stroustrup principles and practice using c++ and going to do every exercise.

See you in three months /agdg/,

What are some recommended books to get good at programming. My friend recommended Bjarne books because he invented C++ so is the best.
>>
>>144897964
No, but you can trigger the explosives that you placed earlier.
>>
Weird question. Are real world locations copyrighted? Like, if I made a 3D model of a city, say New York, would I be in trouble if I used some of the NY skyscrapers like the Empire State Building or even some more unique places like the Yankee stadium?
>>
>>144897525
>>144897262

I'm gonna get inkscape purely for the bitmap tracing. Also seems like the kinda program I could use anyway.

Many thanks for your helpanon.
>>
>>144898121
https://en.wikipedia.org/wiki/All_persons_fictitious_disclaimer
>>
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Anyone have any advice for this shitty attempt at a blacksmith? Shading hasn't been put in yet, I know that. But general design ideas, anything. Right now he kinda just looks like bara bait
>>
>>144897942

You've been posting this same webm for months.
>>
>>144898121
gta4 was in new york buddy
>>
Reminder to post your progress webms on /wsg/ so we can hear your game's sound and music. Your game does have sound right?

Here's my progress:

http://i.4cdn.org/wsg/1465299336639.webm

Please no bully.
>>
>>144898739

Looks like a machoke mixed with a koopa
>>
>>144898739
Kinda looks like he has tits and is wearing a dress. Maybe make his tunic longer and more ragged?
>>
>>144898739
roids squirtle
>>
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>>144898739
nice freddi fish clone
>>
>>144894761
Noted!
I definitively agree about the particle size. The ship isn't lighted because it would require some really sprite specific light masks and this isn't the final ship design because i'ts not mine
>>
>>144898946
>>144899027
All true. I'll keep these in mind going forward

>>144898951
I'm thinking of starting fresh, maybe giving myself a few extra pixels uptop to work with. The form seems kinda fucked and stiff at this point

>>144899038
Didn't even realize, that's pretty funny
>>
>>144898792
No it wasnt it was set in Liberty City.
>>
>>144899359
Meant for >>144897293
>>
>>144895249
Games are gameplay, not story. Think of mecânica and good gameplay first and then make your story around it.
>>
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Put up my first game on the google play store 2 days ago. 2 years of very messy development with it starting on the PC with a friend as an online game, then scrapped once we didn't get any kickstarter funds. It was only scrapped because my programmer friend lost interest. Decided a year later to try to learn programming myself, then by chance found playmaker. Used it, learned it, and bam. Went through 6 different unfinished projects before I went back to Dega Madness to try and do it (as a single player game now) on android. Took around 4 months to make (I also work fulltime)

I find that the alpha maps in the title screen don't work properly on some of the lower end devices, just the ones that are set to unlit/transparent cutout (unity), so I'll have to go back and try to find out why. Also with my joystick that I designed myself, I had a problem with confining it to within a certain spacial distance. So you can move the controller all over the screen, but the player will only move if you keep the joystick within the bottom GUI area. Some players have problems keeping their thumb in that area, as they just tend to keep pushing it up the screen. Also some fairly bad lag on lower end devices. I'm not sure if that's because my game isn't optimized or if it's the phone.

Anyway if you have a decent android it should run fine, I'll have to find a way to try and bind the joystick though. For now just keep it within the bottom gui. Was fully made in playmaker btw.

***Game is called Dega Madness

The goal is to try to dodge all of the "Dega's" and reach the end. Each vehicle has it's own ability that can be used by hitting the "ability" button, and most abilities can only be used once per life.

No idea what my next project is gonna be now...anyway hope you enjoy it!
>>
>>144892628
I just checked Ableton, its pretty sweet but the price tag is a bit too high for now I guess I could download it for free somewhere...

Probably will end up using pxtone that >>144892865 suggested, so far it looks just what I need (a lightweight way to make/"sketch" some music out)

Cheers!
>>
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>>144896339
The next Godot version is going to support an "asset store"-like system. It will have templates too.
So go make that GTA template anon, you'll be famous.
Right now I think the templates and assets are going to be free only.
>>
>>144899804
>Reading comprehension: the post
>>
>>144900040
He is literally saying to create a diferent gameplay based on a existing game story.
>>
>>144899905
Nice. Did you get pic by compiling Godot from Github?
I'm a freetard, so I care for freedom more than I do for money.
>>
>>144899804
Very lucid point, shitposter #87. How about you go make a game.
>>
>>144900236
And?
>>
List of reasons why you shouldn't use Gamemaker or Unity
>>
>>144900587
https://www.gnu.org/philosophy/free-sw.en.html
>>
>>144900587
because Defold exists
>>
>>144900587
>Gamemaker
>3D

>Unishit

If you're not making a custom engine you're basically a nodev.
>>
So there's four players and they are ranked.
In case of a draw, should they be ranked like this:
1 - player a
2 - player b
3 - player c
3 - player d

or like this
1 - player a
2 - player b
4 - player c
4 - player d

I would like to have multiple of those ratings and give the players points for each round
So rank 1 would get 4 points, rank 2 would get 4 points, rank 2 would get 1 points and rank 1 would get 0 points. Does this make sense?
>>
>>144900304
Yup, I compiled it from the github. It's updated pretty much every day.
>>
>>144900863
are you retarded?
>>
>>144900682

you can make GPL games with Unity.
>>
>>144899867
It looks good and is well made. My oncly concern is that in the levels I played I never felt the challenge was really coming from the level, but rather from a lack of being able to control my vehicle well enough
>>
>>144901036
Neither GM nor Unity are free software.
>>
>>144900863
1 2 3 3 obviously.
Makes the player feel better about being shit.
>>
>>144901024
Maybe. I've also been coding all day, so I can't think straight.
>>
>>144900587
because Godot and UE4 exists
>>
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Nobody here mentioned this. Massively disappointed

https://twitter.com/SteamDB/status/740625050638913537
>>
>Can't decide between Monogame and GameMaker: Studio

>Monogame gives me more control, I know the language better, it's something I can show off to potential employers

>GameMaker takes care of a lot of engine boilerplate shit like window management, sprite and object creation, and allows me to work much faster

Shiiiiit
>>
>>144901417
How come no one here uses Cryengine? Is it a clusterfuck?
>>
A wild progress appear!
I just made it so some kind of places change the "gravity". This is the water, which is not really impressive, but some other will be more, like wind.
>>
>draw 2spooky basic enemy for my game
>literally 100 percent sure everyone is going to think it looks retarded
>working on it anyway

I'll show it when it's done, because fuck giving up on things.
>>
>>144901417
I would use Godot if it didn't have it's own scripting language.
>>
>>144901787
It takes like 1 day to learn, provided you know at least 1 programming language well.
>>
>>144901658

Personally I'm using GM:S to get a game made and get accustomed to scripting language, then I intend to move to Godot and learn C++ later for cred.

I think if you want to just get a game made sooner rather than later, GM:S is your best bet.
>>
>>144901154
Thank you!

Yeah It starts to get very challenging around lvl 8, as the vehicles grow bigger and slower with each level.

Also yeah the controls is a big point of frustration to me right now. Hopefully within the next few days I'll have figured how to deal with it.
>>
>>144901787

You can use C++ I thought
>>
>cvant draw people for shit
>dont want to waste years learning how to draw from scratch

maybe this whole "dont be a waste and do something artisitic with yourself" thing aint for me.
>>
>>144901928
I'd rather use a language that's actually usable outside of gamedev.
>>
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>>144901973
Hey guys, I've got a website now. Podcast and history and pictures and wowow.
https://remproject.wordpress.com/

Youtube videos SOON.(tm)
>>
>>144901973
I think my main problem with them was that having a joystick would seem to imply 360 degree motion, but its still locked into 8 way movement. If you took away that restriction I think the game would improve 10 fold.

Also, while having the menu require you to move the tank is cheeky, I think poeple generally like to have buttons on a menu. Something like the level select could makeyou move a vehicle
>>
>>144901658
GM fucking sucks dick. Didn't someone on here post that GM deleted their entire game and his project just had empty objects/sprites/scripts?
>>
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Ideas on how to make JRPG turn-based combat more interesting? One of the more fun things I've seen was the Judgement Ring from Shadow Hearts (https://youtu.be/C9TEFC1vDAo?t=48s) or maybe the Baten Kaitos TCG/battle setup (https://www.youtube.com/watch?v=CVK3A9G1eqU - please rock out to True Mirror while watching), but I think the first is actually patented, and the latter is a little too complicated to undertake. It's difficult for me to think of anything that really stands out from the norm.
>>
>>144902240
>Wordpress.com
:l anon why
>>
>>144902286

Nice basis for that extremely damning statement mate.
>>
>>144902072
Sort of, you can make custom modules http://docs.godotengine.org/en/latest/reference/custom_modules_in_c++.html
But you can't use C++ in the editor. It's just a lot better to use GDScript for most stuff.
>>
>>144902438
Worked for Yanderedev, and I got better things to do than fuck with a website anymore than I already have done.
>>
>>144902286
I've heard of people having the same experience with Unity and Unreal. You gotta back up regularly
>>
>>144902119
It's basically python, which is very useable outside of gamedev.
>>
>>144902552
>Worked for Yanderedev

No, a Youtube account is what worked for Yandere
>>
>>144902286
But I use source control, anon.
>>
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>>144900682
>making your game open-source/"free" as in freedom
>>
>>144902641
Well, in any case, I have one of those too and videos SOON. The wordpress is going to just be a place to go to fine aggregate information about it.
>>
>>144902278
>Something like the level select could makeyou move a vehicle


Sorry I'm not exactly sure what you mean by this.

And yeah I'm gonna try for 360 of movement rather than 8 directions when I figure it out.
>>
>>144902848
What's wrong with this?
>>
>There are people in this thread RIGHT NOW who do not make regular (weekly at a minimum) backups of their work.

What's the matter? Never worked on a game for more than 2 weeks before? Or are you just retarded.
>>
>>144903142
I make daily backups to my dropbox. :^)
>>
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>>144902894
>>
>>144902997
So in your main menu you have to move a vehicle to the "Start" or "Tutorial" platform

If you are planning to have a level select, you could do that same thing. That is, you move a vehicle to a platform labelled with the level you want.

Then the main menu could just be tapping start or tutorial, which is far more intuitive, especially because the average retard may not know how to use the control stick or that they're supposed to, and will just close the app
>>
>>144896779

What engine is this?
>>
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Ignore filename
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I was just going back through my folder of saved images from AGDG and stumbled upon this. Good times, eh?
>>
lol if you are developing an ECS and aren't using an MPL
>>
>>144903842
Yeah I just did the moving in the start screen because I wanted a more original start screen...but that doesn't mean better. I'll just make it touch based on my next update so people dont get confused, thanks.
>>
>>144904197
What's an MPL?
>>
>>144902317

Being able to freely move about the battlefield while awaiting your action bar before you can attack? I dunno, turn-based is a little boring now. Maybe something like a tactics game?
>>
>>144902848
>being scared that people are going to make fun of your code
kek
>>
>>144903142
>not storing your progress in titanium safe so the unity assassins won't steal your information
>>
>>144904197
What does metaprogramming have to do with procedural, compositional entities?
>>
>>144903142
What do you use to backup your work? Currently I just add all my GM files to dropbox
>>
> Look everyone, I made a game

Jokes aside, what does /agdg/ think about stencyl?
>>
>>144904173
What happened to magic meisters anyway

Did he an hero after the kickstarter failed?
>>
>>144904786

I have a folder which stores all of my relevant files. Music, SFX, concept art, notes, everything. I make a regular zip of this and store it on 2 hard drives.
>>
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>>144904858
It's shit, Philip.
>>
>>144903142

autosaves to onedrive
>>
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>>144904505
>Maybe something like a tactics game?
Tactics games aren't as entertaining for me to play or make. I feel like each battle tends to take too long for me to enjoy them. If you can think of JRPGs with relatively fast tactics mechanics (less than ten minutes per battle), let me know. For instance, Resonance of Fate had a pretty cool system that was relatively quick, from what I've seen so far.
>>
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>>144904878
That's a good question. Where are you now, David?

Posting more old AGDG games.
>>
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>Everything seemed to be okay
>Ready to move to the next step
>Before that, try to polish and review code
>Find an error
>Fix it
>It fucks up everything

I've build the whole game upon that error, and now that I've removed it, everything just collapses like a house of cards. Now I have to do it all over again from ground zero.
>>
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Darkened the colors on my little space fighter, looks better from a distance. Does it look like a space ship? A friend didn't realise the yellow thing was the cockpit, so I'm worried it doesn't look right.
>>
>>144904502
Meta-programming language.
>>144904707
You can take advantage of using templates to auto-generate your data-types for you, add tags to your entities so you can easily sort (at COMPILE time) your entities by the components they are composed of, and much much more.

https://www.youtube.com/watch?v=NTWSeQtHZ9M
>>
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>>144905889
>>
>>144905889
>Posting more old AGDG games.

do you have any of red tactics?
>>
What exactly is a 'material'?
>>
>>144906086
Shader + associated data that isn't part of the geometry
>>
>using krita
>whenever i hide the base layer the top layer disappears too

what the fuck is happening
>>
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>>144906062
>>144906080
It's funny you asked, I was just about to post one from there. I don't know if I have in-game shots, but I have this.
>>
>>144905986
Can you give a tl;dw of how metaprogramming works here? I can't really imagine how it would help.
>>
>>144906258

Hmm, I don't remember it looking like that. Weird
>>
If I want to work in 2D and do know how to code, do I still choose GM over Unity?
>>
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Please watch this, /agdg/.

And please think twice about pressing that 'Post' button when you know you shouldn't.

https://www.youtube.com/watch?v=Sq60ccWHJcQ
>>
>>144896339
>>144897173
>>144899905
how does godot handle >20 multiplayer game? im starting to make a game that might escalate a lot, im trying to know if godot is alright for it, does it rely solely on my programming skills with the gd script?
>>
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>>144906258

>>144906513
Unfortunately, I didn't save as many images as I now wish I did. Maybe it's from a later/earlier version or a mockup?
>>
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>>144906565
anon is a feg
>>
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>>144906634
Whatever happened to Pornoblade dude?
>>
>>144904858
graphics sort of remind me of paper mario
>>
>>144906540
You choose neither.
Unity is shite for 2D and GML isn't a proper language.
>>
>>144906540

Yes, absolutely.

Or monogame, or godot. Unity sucks ass for 2d.
>>
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>>144906821
Was this the one where people raged when it went from 2D to 3D? Can't remember.
>>
>>144904858
>Thick outline pixel art

Fuck I love this shit
>>
>>144907038
We raged when it went from being developed to absolutely dead.
>>
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If I ever were to collab it would be with someone who could set up the animation BP's for me. They are like black magic. Can work 40 mins on one without finding whats causing it to spazz out, then i rotate my char 13' clockwise whilst my foot is touching my pc case and BAM it just works.
>>
>>144906916
>>144906925
Thank you.

>>144906916
Of Monogame, Godot, or Defold, do you have a preference for any particular one?
>>
>>144905893
That may not be the case anon. Perhaps it just takes some minor retooling. I believe in you
>>
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seeing all these dead AGDG games fills me with indescribable sadness

is this like what war veterans feel when visiting military graveyards, seeing their dead comrades rotting in the ground?
>>
>>144907287
Monogame
>>
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>>144907265
Didn't this guy have a history of doing that?

>>144907038
Was this the same dev? Again, can't remember.
>>
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>>144907287
I used monogame for my roguelike and I'm using it for my shop simulator, and it's fun. If you know how to program then it's easy to pick up and prototype with after getting done with some boilerplate state management stuff.
>>
>>144907401

Yes, that is exactly how they feel you absolute fucking retard.
>>
>>144907492

did I trigger you? calm your vagina
>>
>UE 4.121.1 crashes when trying to compile BP

Thanks EPIC GAMES!
>>
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My second attempt at a blacksmith enemy. I think it looks a lot nicer, but also more generic. Doesn't have much pizzazz, and I'm not sure if it matches my usual art style. Considering making him into a turtle (recoloring to green and adding a shell)
>>
>>144907418
>>144907459
Thank you for the input. Going with Monogame.
>>
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>>144907426
I'm mostly trying to pick out ones that are no longer being developed and aren't too obvious. Blockhead falls into both categories, right?

This one was for the "Mundane Jobs" game jam.
>>
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>>144907669
I always wondered what happened to this dev. Tiny gifs, but the horror-esque elements kind of reminded me of Catherine.
>>
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>>144907871
Holy fuck thats like a frame by frame implementation of one of the bosses I'm planning to have, colors and everything.
>>
>>144907669
>This one was for the "Mundane Jobs" game jam.
What happened to that trap maid game from that jam
>>
>>144907669
Lucas?
>>
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I've just started to switch to pbr, I'm pretty sure I've fucked up my shaders somewhere but I'm too tired to work on this shit for now
>>
>>144907459
if you choose the windows setup in visula studio can you then use it on linux too? because there's an option to choose linux when you choose the project
>>
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Any opinions on the menu to the right? Position, color, size, anything really.
>>
>>144907492
Thank you for your service
>>
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>>144907669

>>144908110
>Lucas?
Me? Nope.
>>
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28 years old knownothingnodev with no job beginning right now for the first time with: learncpp.com
an entry level Lynda course on Maya
and the tutorial series for unreal engine from the unreal engine website

Anyone else in this position? Just about to start on getting ready to even put your foot on the starting line?

Anyone have faith in folk like us?
>>
>>144908328
Monogame 3.5 just has one "Desktop Project" that you can build games for linux, mac, and windows on since it uses opengl.
>>
>>144908562
25 years old and started more than a year ago
i know i can do it, i just need to push myself some more

the key is: don't be just that guy that make "things", you need to stand out
>>
>>144906460
Sure. Using a MPL library, like boost.Hana, you can do this:
struct Position{};
struct Velocity{};
struct Collider{};
struct Health{};

using StaticThingy = tuple<Position,Collder>;
using Monster = tuple<Position, Velocity, Collider, Health>;
using Player = tuple<Position, Velocity, Collider, Health>;

using EntityList = tuple<StaticThingy, Monster, Player>;

Using template black magix, you can now take that EntityList and create a tuple of vectors for each component of each entity.
This allows you to have multiple "Entity Managers" without having to explicitly declare them.
You can also write some metafunctions, that would automatically filter out all entity types that didn't meet some requirement.
For example, you can have a metafunction that would, when invoked, iterate over all Entity types (StaticThingy, Monster, and Player), figure out which ones had the components <Position, Velocity> (or <Velocity,Position>, it would check for both), and operate on those component vectors.
You won't have to write, for each Monster do X to it's Velocity, Position
For each Player do X to it's Velocity, Position
For each Whatever else that has Velocity, Position do X to it

The meta function would figure that all out, expand out at compile time, and do that for you.
If you're writing an ECS, please look into boost.Hana and read up on the tricks that MPL does for you. I wish I would have known about these dark arts long ago

https://www.youtube.com/watch?v=L2SktfaJPuU
>>
>>144908738
Right, that all makes sense.

Metaprogramming is a confusing thing to me nowadays because I'm used to working in systems where the line between "regular" programming and metaprogramming is blurred.
>>
>>144907392
Thank you for the encouragement, anon. I've realized since then that the whole thing is rotten to the core. However, I don't mind it after all. Recreation should be much more faster, and I'm happy I'm realizing my errors and that I could learn along the way. Not to mention the joy of the moment when everything will fall into place, and the fact that from now on everything will work as intended.
>>
>>144895249
There was a princess in Super Mario Bros.?

I legit don't remember that.
>>
>>144909492
If I remember correctly, in the original SMB, the story was only mentioned at all in the instruction booklet.

But yes.
>>
So, does VVVVVV prove that addictive gameplay, a story, and pretty colors can make people buy a game even if the art itself isn't all that great?
>>
>>144908725
>>144908562
There has got to be more people boarding the self education train around now.
>>
>>144910197
No? It doesn't prove anything.
>>
>>144910197
it proves that titles > graphics
>>
In an ECS what's the best way to have systems communicate with each other? Or should I design them in such a way that they do not ever need to communicate?
>>
>>144908562

I'm 28 too bro. I started a month ago, no experience coding at all. Some experience as a musician, and havent drawn a single page since I was 17. I've started work on my game now and even though I'm using GM:S I have big plans. I am finding myself taking to coding well.

I get depressed about these people 8 years my junior that are better than me at all of these things, but then I just have to remember that it's not a competition. If someone can be 25 and amazing at this, why can't we be by the time we're in our early 30s? It's hours and effort in, results out.

Anyway, sorry for the rant. Good luck and stay positive.
>>
>>144910467
It proves that gameplay> graphics
>>
>>144910713
They "communicate" through the memory in the components. It's not really communication, though, just compatibility and interaction.
>>
Making low-poly models in blender and then saving screencaptures as sprites: Good idea or bad idea?
>>
>>144910882
There's almost definitely a better way to do that
>>
>>144910874
By my systems shouldn't ever really be calling other systems themselves, correct? All system calls should come directly from the game update function?
>>
>>144908725
>>144908562
>the key is: don't be just that guy that make "things", you need to stand out
wrong, at least at first. Don't make your first project your dream FPS roguelike with randomized world and detailed storytelling. Focus on making a game you know you can finish. If its a 1 level platformer, good. It'll give you the experience of making a whole game, not just starting one. You'll learn way, way more from 1 platformer than you will 5 unfinished dream games. It doesn't matter if its good, it doesn't matter if its new, it doesn't even matter if anyone plays it other than you and your friends, it just matters that you finished and released a game.
>>
>>144910865
ive seen plenty of games with good gameplay and poor graphics fail
clearly vvvvvv succeeded due to its title quality. not just of the game but of every screen of the world.
>>
>>144911009
They could call each other, but it wouldn't make much sense to do it that way.
>>
>>144908562
I'm the guy in the thread who released the dega madness game on android, I'm 30, and I taught myself everything I know. It's never too late, and although it can seem like a lot to take on at once, if you just concentrate on just getting it done piece by piece, focusing on the smaller individual aspects instead of everything at once, it becomes a lot more do-able.
>>
Anyone have any experience using Krita Animation Edition?

I'm starting to consider drawing all my characters and stuff on paper, scanning them, tracing the lines, and then animating them that way.
>>
I'm gonna make a detective game
>>
>>144910882
>>144910959
https://www.youtube.com/watch?v=QSVwtVir5fM
1 second of googling blender sprite sheet render.
>>144911240
If you draw better with pencil sure, but I always find the ability to undo mistakes digitally makes the drawings better.
>>
>>144911410
I know it's possible, I just don't know if it's optimal or even a good idea at all.
>>
>>144911467
Try it and find out
>>
>>144911561
Cool thanks for the help anon
>>
>>144911410

Oh yeah, the pencil stage is just for me to get the idea down comfortably. After that I tidy it up in Krita, then I'm thinking I can just animate it with onion skin.

I've never really animated before, but I haven't animated pixels either, so I wonder which way is better.
>>
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you guys are all pretty great
>>
>>144912036
thanks
>>
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Just made this guy in Blender over the last couple days for a 3D platformer I'm making.

I'm currently looking for an artist to work with who can do 3D and 2D art. Sometimes my art isn't too bad, but I find it really stressful and I'm not that good overall.

Let me know if you're a competent 2D and 3D artist who would like to work on a 3D platformer.
>>
>>144908725
What are you learning? Managed to settle into a regular curriculum?
>>
>>144908725
>>144910820
>>144911230

This is wonderful news. With discipline This can surely work, can't let those mistakes of the past take away the future. How did/do you folk structure your day? What are you doing today and what are your plans for the future?
>>
>>144904858
>stencyl
hey, if you can make the game you want to make in it, then it's a good enough engine. That being said, I would advise Unity or GameMaker instead. I've used stencyl for one tiny project in the past and it's not a development environment I would want to return to personally.
>>
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i think this is the hardest level i have ever made
>>
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I want to give the smaller ships a sort of "melee" tool to use in space. Anyone have any wacky ideas? The smaller ship class needs a close range alternative too.
>>
>>144913886

Can one reasonably work on the free version of gamemaker when they're just starting out, or should I invest the 140$?
>>
>>144898121
IANAL but I heard that you can't actually use the Empire State Building without permission either by name or looks IF it's mentioned that the setting is actually New York City, this is also the case with a lot of notable, famous buildings.

So like GTA4 could get away with having a building that looked very much like the Empire State building because it's not actually set in New York City and the building isn't called the 'Empire State Building'.

The Division on the other hand couldn't include the building (Along with a bunch of others) because it's specifically set in New York City and they'd have to get permission.

The Eiffel tower is another notable example, you're allowed to include the tower itself, but you can't have the night lighting on the tower, because it's protected by copyright/trademark or whatever.
>>
>>144911361
Is this the first clue?
>>
>>144913514

28 yo here,
I spent all day drawing today, which I feel a little bad about cos programming, but practice is practice. I tend to just wake up and either draw, program, or make music as much as I can whilst avoiding everything/everyone else as much as I can desu. Probably isn't super healthy but I'm hyped about making a videogame. I'm unemployed at the moment, which is shit on the wallet but pretty good on the progress.

I have found putting targets on a whiteboard to be a really good motivator. It feels really good to tick things off. Good to keep records of your progress too.

In the future I just plan to finish this game, then move on to making something more complicated. Probably with C++ or C# and a relevant engine.
>>
>>144914042

You can work on the free version of gamemaker without ever upgrading and you'll be totally fine.
>>
>>144906617
I have no experience with multiplayer in Godot. It does support multiplayer, but I don't know how good it is.
What kind of game is it? Is it going to be 3D or 2D?
>>
>>144914075
Thanks for responding with a serious post. I remember hearing about that eiffel tower thing as well.
>>
>>144913982
Pressurized hammer or battering ram?

What about groups of small ships that attach themselves with high powered magnets to your ship and begin cutting away at you?

Ships that have a sort of short range radial emission? At a distance the AI can activate it defensively as a burst shield and then use it to attack at close range.
>>
I set my HUD to just be an object with x and y coordinates based on the current screen view

In GM it basically looks like
x = view_xview[0] + 25;
y = view_yview[0] + 25;

But the HUD lags behind the camera a little bit. Anyone know why / a better way to do a simple HUD?
>>
>>144915178
https://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/events/draw%20gui%20event.html

There's a special event for it.
>>
>>144905896
Why does your space fighter look like a dual gun wielding chav?
>>
>>144914960
All good ideas anon, thanks!
>>
>>144915178
use Draw GUI
>>
>>144914260
This is my exact plan also, going to go full hermit mode and simulate as best as possible a class environment with each of the different disciplines making up the subjects in the curriculum.
Got to split time in Year 1 fundamentals between:
C++
Fine Arts
Music Theory/Production
Maya
UE4
Exercise/Sleep/Nourishment

At the moment I'm following Kimon Nicolaides Natural Way to Draw and getting poses from that Pixelovely pose site. What do you do for drawing and music?
>>
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>>144913982
In Lover in a Dangerous Spacetime you can upgrade your ship with a directional electric barrier that can serve as a melee attack if you bump into enemies with it. there is also another melee attack that is basically a boulder and a chain it's really satisfying to use.
Both are in pic related but there is probably more, I recommend you check this game for inspirations.
>>
>>144915790

I'm doing Loomis at the moment (check out the book thread on /ic/ for a lot of great books to do with drawing btw). I've been making music for a good while, so these days I just make music for practice (probably the best practice you can do desu)

What are you using to produce?
>>
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post game dev:
>Manga
>movies
>documentaries
>series
>youtube docs/series/movies
>anime?
anything
I need some inspo here
>>
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>>144913982
WHAT THE FUCK DO YOU THINK
GIVE IT ARMS FOR PUNCHING
>>
>>144911038
yeah but don't get comfortable telling yourself that you are hot shit and you can make a fortune selling indie games.
i see lots of indie devs doing this, they are simply not willing to invest in their and see indie devving as "plan B" that is going to fail anyway so why put everything you have into it
>>
>>144916468

https://www.youtube.com/watch?v=vVBdhADeAAE
>>
>>144914260
good, really good
>>
>>144917109

I did say good a lot, you are right.

Good of you to point it out. Good thing I'm anonymous.

Good day!
>>
>>144916332
I have a novation launch key coming soon so Im going to be using Ableton based on recommendations
>>
>>144908717
what do you think about the documentation? is api well documented?
>>
>>144917612

Those are both solid choices. I use Ableton myself and I find the workflow to be pretty nice. Don't be scared of arrangements, they are critically important to get started with as soon as possible or you'll get stuck making loops that don't go anywhere for years.

Also check out SadowickProduction on youtube. He has entire courses for pretty much anything you'll need to worry about for a while.
>>
>>144916468
A Clockwork Orange is gamedev.
>>
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Idea guy here:
Use game-of-life inspired mechanics to make a strategy game. For example the player must set up "factories" to make units which can then be controlled. All dynamic and shit.
>>
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>>144918349
Gogem thinks he has the right to speak
stfu gogem you blight on this society
>>
How big is the chance that google-drive corrupts my files?
>>
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>Rewriting my ECS while watching anime for the fourth time in my life
Fucking comfy. I was making more gamedev progress faster with GM:S but I just already know C# and Monogame and in a few days I'll have basic gameplay prototyped hopefully.

Any super duper programmers got any criticism for how I'm setting up my ECS?

Basically:
>Entities are an int ID and a BitArray
>Component flags are turned on and off in an entity's bitarray based on what components the entity has
>A container structure holds all component containers basically for organization's sake so my level classes don't need a million private containers for components
>Use extension methods on Entity when possible to check for flag combinations because of lack of ability to check components with a bitmask

>>144917835
Honestly no-ish, but it is getting better as time goes on. BUT it's a descendant of XNA, so there's a huge wealth of how to do shit that's usually not out of date.
>>
>>144913982
Giant Chainsaw. Just cut right through those mofos.
>>
>>144917359
no, i was being honest
good on you
>>
>>144918672
2%
>>
>>144918759
so when I dont find something on mono docs, i just search for the same in xna?
>>
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>>144913982
A short dash mechanic so that you can bumper cart people sorta or use it as an escape during combat
>>
>>144918759

>component flags are turned on and off in an entity's bitarray

stopped reading there.

You've already limited yourself, and cut yourself off from the main benefits of ECS - unlimited composition.
>>
>>144918867

Oh, my apologies. Thanks man, I appreciate that. Good luck with your projects.
>>
>>144917957
Excellent, I will check that out. This sense of urgency and mortality is a potent motivator, just gotta cultivate long-lasting discipline before it runs out. Or just look up average life-spans every week or so.
>>
>>144919057
Honestly if you just google search "How to _____ monogame" it's going to come up with an XNA result like 80% of the time, and that'll work like 75% of the time, the other 25% will at least tell you how it used to be done which helps a lot. But yeah, bottom line you'll never want for knowlege.

>>144919137
How does a BitArray limit composition, anon? It's literally the same length as the number of components, and each component has an index in the BitArray -- so any entity can have up to all existing components.
>>
>>144918759
1. Bitmasking is worthless if you're not actually using bit operations to check for combinations of components.
2. I strongly suggest against trying to represent every entity as possibly having any combination of components. The amount of fragmentation you get will hurt the cache just as much as if they were randomly heap allocated, not to mention you'll be wasting memory.
>>
>>144919259
What if you want to create components dynamically?
>>
>>144919259
I don't know what that other anon means, but I don't think you need the bitfield. To check if an entity has a component, check if the component array has a valid entry for that entity. This may require an extra bit in the component data to indicate valid/invalid, which you can think of like you're scattering the bits of the bitmask out to the individual components instead.
>>
>>144916468
https://www.youtube.com/watch?v=nw7pt6hC23w
kickass music though, I hope they release an OST soon even though I probably won't watch the movie itself
>>
>>144919567
Not him, but a bitfield is essentially an optimized version of just having a boolean per component. So you'd never go from the former to the latter.
>>
>>144919530
What's an example use case for that?

>>144919663
Space-optimized, sure, but it sounds like anons think the bitfield is worse in terms of software architecture.
>>
>>144919584
All the devs are such faggots
at least in IGTM, some of them are likeable
all these faggots with dyed hair and hipster idealism. looks so bad but i do like the music
>>
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Good night aggydagy
>>
>>144919832
You create scripts while your game is running that become script components of your entity, so you can dev faster
>>
>>144919832
Not really. The way you're "supposed" to use it is to have each system associated with a mask and check against the entity's mask instead of checking for individual components.

That said, it's only something that makes sense if you do what I advise against in >>144919309 and make every entity capable of holding all components, stored in SOA layout.
>>
>>144919309
>I strongly suggest against trying to represent every entity as possibly having any combination of components

As >>144919137 said, isn't the main benefit of a pure ECS implementation the ability to allow any entity to have any composition of components? I tried to fashion my implementation based off of the tutorial at boreal.aggydaggy.com at first, but I wasn't happy with it because it felt restrictive and prescriptive compared to pure ECS, even if it means that I end up with more a dispersed architecture.

I'm not exactly an amazing programmer, how will this increase fragmentation and impact performance in a non-negligible way? Thanks for the feedback, really, but I'd be really grateful if you told me why that is the case as well so I can improve.

>>144919530
I'm not sure what this means. You mean some sort of generic component that is formless until I define it during runtime..? How would my Systems even work with such a component? I've always defined components as atomic structures of data and then used them as I need them, and made more if I need more.

>>144919567
Checking indexes for valid components would definitely work, however it seems like that would require a lot more code (having to go through all component containers) for little payoff. It seems more organized to just be able to check an Entity's bitarray than to have to poll all of the component containers and return the results, then interpret them.
>>
>>144919906
sleep tight sweet kitter
>>
>>144920064
>isn't the main benefit of a pure ECS implementation the ability to allow any entity to have any composition of components?
No, it's useless in practice and extremely wasteful of computing resources.

>I'm not exactly an amazing programmer, how will this increase fragmentation and impact performance in a non-negligible way?
Well, if you understand how the cache works, it's kind of obvious. If any entity can have any combination of components, you're going to be doing a lot of skipping over entities when running the systems. Lots of skipping means you're not making use of the cache lines effectively. If you split the entities up like I showed, you simply don't have to iterate over entities that you KNOW won't be processed because they CAN'T have the requisite components.
>>
>>144920064
In an ECS, you'd be able to define both script components and script systems. Obviously, native systems wouldn't be able to work with script components, but script systems could work with both native and script components.
>>
>>144919906
Nice faggy pillowcase you piece of shit cat, get out of bed and go look out the window some more like the useless parasite you are
>>
>>144920064

if you want to have a look at a simple pure ECS implementation in C#, take a look at this

https://github.com/Brian61/Peanuts
>>
>>144920398
>If you split the entities up like I showed, you simply don't have to iterate over entities that you KNOW won't be processed because they CAN'T have the requisite components.

Oh, yeah, I understand that. I guess my main issue is I'm not sure if it's actually that impactful that it's worth the trade-off of the larger amount of code... Maybe I'm just being lazy, but I also like the idea that I can just toss a component on an entity and see what happens, without having to manually add it to every entity type or having to keep track of specific entity types (mainly because I don't have that planned out and my entities' composition possibilities have basically emerged from fucking around with combinations :) )

But now that you put it like that, I guess it does make more sense to limit it pragmatically from a technical standpoint.
>>
>>144920398
Depends somewhat on how many components you're checking for. Suppose each component has an array of "valid" bits stored separately from the main data array. For anything up to 3, maybe 4, components, I'd expect the operation "iterate over all entities that have all these components" to be faster with the bitarray-per-component representation than with the bitfield-per-entity one. The difference being that the bitarray version lets you check 32 or 64 entities with only 1-4 loads (one per component), while the other requires one load per entity.

Not that any of this is likely to matter outside of microbenchmarks...
>>
>>144920789
This is cool anon thank you
>>
>>144920870
You could have a "scratch" entity type that just has an optional for each component type, or use it as your default and specialize when you profile and find a perfomance issue that could be solved that way.

Nobody said you couldn't use both techniques, either.

>>144921257
The issue isn't the layout of the masks, it's the layout of the components themselves. Either way you put it, you're still doing a lot of skipping over component memory, which is a much more pressing issue.
>>
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>>144907278
my problem is I have to copy/paste my anim graph for every enemy I have even though they all use the same base class with the same variables. I don't see a way to add a reference to an animation as a variable and play that in the anim graph, or something like that (so I could just set the death animation variable when I create a new enemy, and it would auto-play on death)
>>
>>144921665
What are you proposing, then? Is it to have a separate array for each type of entity, and place each entity into an array based on its type? That would certainly have good locality during iteration, but to me it doesn't look much like an ECS anymore.
>>
>>144921665
Hmmm, ok. I'll try again anon.
>>
>>144922446
boreal.aggydaggy.com

>to me it doesn't look much like an ECS anymore.
Well, doing ECS in a particular way simply because it "looks like ECS" is a pretty bad fucking design decision.
>>
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Pixel art is easy and perfect for pretentious indie games, they said.

Fuck this, fuck 4chan, fuck video games, fuck everything. I'll work towards a real job like electrical engineering.
>>
>>144919839
before you read further i am in no way defending these guys, i am defending their ideologies
>they seem to fight for freedom of self expression
not gamedev but a valid cause
>they seem to take foul language seriously
which is something i respect, have you seen how the new generation have no respect for what comes out of there mouths? "Cunt" and "fuck" and so on, how cool they may make you sound, are still ugly for a gentleman... do you shout cunt in front of your father? no!
>they seem to try to find new ways for gaming
that walking simulator is actually pretty great, never saw any concept similar for such a game, only a movie
that sound thing, i can tell you it works, if you are drugged that is, like he implied
>those flashy hairs are ugly to me to be honest
but they are doing something almost none of do, something almost all of are afraid of.... being ourselves, how weird they are -which all of us are- they are not afraid to show it.... feminine? yes, but the masculine era was over even before the romantic era.
>the girl uses CSS
we use GMS, unity, ue4...etc which is using what BEST works for us. she having web as her publishing platform and Multiple choice as game concept, her choice of CSS makes sense to me, requiring her less code to write vs output since she is by her self.
>the music man is using some custom instruments
when did any of us do that? watch "we are your friends" and you will get what i mean

all in all, they may appear extreme and hippie and such, but they are themselves, narcissistic? totally, but thats how one always should be... PROUD of himself, and believing of whatever ideologies he/she has and ready to fight for it... dont you think? you me and everybody have different personalities and ideologies, so why not be proud of them, mirror them to the world?

dont you think at least they got a point of view even a tiny bit valid?
>>
>>144922997
>but they are themselves, narcissistic? totally, but thats how one always should be...
stopped reading there
>>
>>144923168
You got that far?
>>
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>>144922716
I think you are trying to hard.
What you are going for is closer (albeit really far from) traditional pixel art.

Pretentious shit is like this or RoR, use less pixels.
>>
>>144922668
Let me clarify. By "doesn't look like an ECS", I meant that I didn't see why you would call that an ECS, since it seems to have very little in common with what most people mean by the term "ECS". After skimming your blog post, though, I see the connection.
>>
>>144923168
why do you think this is wrong? not trolling, i am honestly asking this
>>
>>144922716
Use smaller pixel resolution.
Actually learn how to draw before doing pixel art.

Problem solved.
>>
>>144918453
You'd have to be a goddamn genius to play that.
>>
>>144923252
It's a textbook ECS in every sense except one: that any entity should be able to have any combination of components. I don't find that to be useful nearly as much as it is wasteful.
>>
>>144922716

>cant do something
>immediately quit

what a moron
>>
>>144922716
>falling for the 4year degree meme
Be an electrician instead

But also keep making game
>>
>>144922716
>Pixel art is easy and perfect for pretentious indie games, they said.
no, its actually one of the hardest forms of art because there are no tools to automate the animation.
>I'll work towards a real job like electrical engineering.
lel
>>
>>144923475
Yes, obviously, but back when I was trying to reverse engineer your design from your complaints about cache locality, I didn't get as far as splitting common entity state into components before I posted to check if I was on the right track.
>>
Someone should start a github for a stupid simple general collab game that anyone in /agdg/ can PR or fork. Github has groups too, but is that free?
>>
>>144903748
https://www.youtube.com/watch?v=VUNl35b9tkw
Video version of the audio cast. Proper video with actual structure and showing off of game mechanics SOON.
>>
can anyone help me with this?
long story, i'm doing some animations on blender for a medieval rts in unity, where you customize your troops armor/weapons in a similar fashion to dwarf fortress, so, is there a way to add meshes (armor) to a naked, animated human model in unity with armature deform/automatic weight? or do i have to animate my model in blender with every kind of armor before exporting it?
>>
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Still doing boss work, but I wound up going down a rabbit hole.

I realized that dodging out of a long-jump (knee slide jump) was launching straight downward rather than forward. So I went in to fix that.

And then while I was in there, I changed dodging so that it only resets your momentum if it's less than the dodge velocity; if your (lateral) velocity is above that, dodging redirects it without diminishing it, which makes it feel more fluid.

THEN I realized, while testing this, that if you crouch-jump in mid-air there was an animation break that caused it to start lerping to the backflip anim. I changed it so that crouch-jumps don't work in mid-air.

But then THIS had an interesting side effect of making crouch+jump in mid-air an automatic hover trigger without using up your double-jump. Which I realized meant you could use it to hover when ATTACKS launched you (such as Get Up) without breaking air tracking.

So I sort of went with that, and wound up making a lot of technical tweaks that, in accordance with hover-melee using your ground strings in air, enable you to do some pretty cool shit with crouch-hovers mid-air-combo to extend ground block stocks into the string.

WebM related.

Also, obviously fixed the long jump bug, fixed a state-break when taking damage during a dash, and some other basic movement quality/stability fixes that got more corner case state machine bugs (though there are still some surrounding knee slides). Made the crouch-dash reticle work again (it was defaulting to the dash reticle rather than the full 360 aim reticle).

Boss progress: Big Jim can now walk across the arena, though he still can't (yet) turn around when you get behind him. You can also parry his down-strike (very hard), which also produces energy waves on impact. I added a close-range shot effect where he does a radial sweep dropping explosive grunts but the issue is the radius where this does damage is too wide for the distance that triggers "close" so needs a rework
>>
>>144923980
What engine are we going to use?
Or will we also be making the engine as we go?
>>
>>144923998
could you do something like iterate through all the bones in the armor, and parent them to the corresponding bone in the person?
>>
How was the art for old games like Street Fighter 2 made? It seems unlikely that it's actually pixel art. Was it hand drawn and converted to pixel art some how?
>>
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Little bits of progress! Got sub-types added into the item table, so I can classify weapons into swing, thrust, smash, etc.

Also got Great Weapons working, which obviously deal alot more damage and almost always stagger enemies out of attacking, but are pretty damn slow.
>>
>>144924370

It was pixel art.
>>
>>144924167
Probably the highest level we can go while still being able to commit everything. I've never used an engine like unity or ue so I don't know how projects are saved, could you commit a unity project to github and have it be usable by someone else?

I was imagining something like C++/SFML, programmer art, something like that. Maybe the github could host a couple different basic games that people could PR and fork.

Basically stupid fun stuff that nobody would want credit for, but that's still good for learning or as a jumping-off point.
>>
>>144924514

I'm sorry, but I don't believe that. It's just too complex for that.
>>
>>144924624

Street Fighter 2? It's not even in the realm of the more complicated pixel art. Don't be ridiculous.
>>
>>144924370
downsized paintings
>>
>>144923475
So going back to my old implementation based on your write-up, this is how I'd structure it:

> As base type of Entities as I can manage
Creature (npc/player), Item (consumables, equipment), Decor (Basically just collision data and sprites. Something like that.

Then, those entities are going to have:
>Required Components
Component properties that it will always have
>Optional Components
Nullable Component Properties that it may have
>Dynamic Components
Dynamic Properties that can be any type of component

Then, in the game loop, when I need to make a system call(s) I loop through the relevant entities (for instance I wouldn't loop through items to call the MovementSystem).

But to do that, in the update function for each foreach loop, for each entity, I'd have to check to see if the nullable components are null, then call systems if they aren't, and I'd need to set up some sort of switch statement for the Type of the dynamic component (your graphics example) and call a relevant system call based on that type.

Is that correct so far?
>>
>>144924587
Also good experience dipping your feet into the world of git collaboration. There's really no good middle-ground for someone who knows the basics of git, until they have to use it in a job setting. Unless they take it upon themselves to jump into open source contribution. With this, you make a stupid mistake, act retarded, nobody cares (assuming here that people wouldn't use their work github if they have one, but an agdg fucking-around github account)
>>
>>144924624
>I'm sorry, but I don't believe that. It's just too complex for that.
>millenials once again taking EVERYTHING for granted.
You know, back in the day, you had to explain everything to computers using only 0s and 1s. Including graphics display.
>>
>>144924753
>Dynamic Properties that can be any type of component
What are you planning to use this for?
>>
>>144924587
this is basically the equivalent of doing a tutorial project in your engine of choice and then uploading the finished code to github
>>
>>144924440
hey
thats pretty good
>>
>>144924948
In the boreal.aggydaggy.com example an entity has a Either<Model, Billboard> Graphics property in one example. Something like that, basically.
>>
>>144924587
Honestly I think Godot would work best for this kind of thing. Godot projects are git friendly. Scenes and resources can be saved as text files (.tscn, and .tres respectively).
Plus the engine itself is no bullshit, no making an account, no logging in. Just download and play, so anyone can contribute easily. The download is tiny as well.
>>
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>>144900587
your game might look like this


finaly fixed the physics and the animations are WAY faster now
but im too lazy to make a new webm
>>
>>144924440
Gameplay looks slick as fuck but why does he run like a dipshit? Your torso leans forward when you run, not back.

Seriously, you've got this bad-ass knight running like SMB3 Mario, it's goofy as hell.
>>
>>144924926
Thank god we don't live back in the day, fuck.

>>144924370
I was nostalgia'ing over the Quest for Glory series recently and found this that might interest you http://www.questformoreglory.com/forums/index.php?showtopic=3600
>>
>>144924753
I don't really know what you mean by "dynamic component". Are you thinking about what that anon said about scripting components? I would store those as a list of, well, script components. For example, if you were using Lua, a script component would just be a reference to a table. Other than that, yeah.

>>144925040
Oh, well I guess you COULD do that with a dynamic type. Either is similar to Optional.
>>
>>144925040
That's just a required component, of type Either<Model, Billboard>. Which is much less complicated to deal with than an actual "dynamic component" that could be literally anything.
>>
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I'm trying to get a geometry wars look going on.

How does the bloom look? Is the yellow border too thick? How about ship size?
>>
>>144925074
That's reasonable. But how about instead of weathering constant backlash over what engine/framework, we come up with a way where a Godot project could be hosted as well as a C++/SFML roguelike starter, Gamemaker stuff if that's possible, a group-effort engine in C, etc
>>
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First one of hopefully many. Didn't really want to do the eyes / mouth since it was turning into a bit of a clusterfuck but it was useful to get acclimated to the Blender sculpting tools.

The ear is a hot mess. Misshapen and positioned wrong on the head, but I wasn't really sure how to fix it quickly so I didn't bother.
>>
>>144925303
Well maybe I'm wrong, but I don't think there's actually an Either<T1,T2> in C#, so dynamic would be the best way to accomplish that?
>>
>>144925473
You could...implement your own Either?
>>
>>144924440
>>144924159
These both look like a lot of fun. Keep up the good work.
>>
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Street Fighter 2 Pixel art? No way, it was way too complicated.
>>
>>144925167

Interesting stuff. Thanks.
>>
>>144925507
I knowwwwwwww but I wanna be lazy. :(
Ahhh fine. It's for the best.
>>
>>144925604
Though, internally, since C# doesn't have unions, you'd have to probably use dynamic.
>>
>>144925109
Fair enough. I was intending to redo the run cycle and jump cycle eventually, but I'm probably going to wait until I've decided on the full range of movement (sprinting, dashing, dodging, etc.) before I go through and re-animate the movement.
>>
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>>144925536

You're not the guy that posted asking about street fighter 2. I know, because I am him.

That is not street fighter 2 in your image. Of course, you knew that.
>>
>>144925604
>>144925652
Actually, it might be interesting to check if it's more efficient to do it with two nullable references (one to T1, the other to T2) or a single dynamic (or I guess object?) with downcasting.
>>
>>144925790
Yeah I'm actually looking into which way might be best right now.
But regardless of the implementation specifics of the Either<T1,T2>, the overall structuring and game loop that I described is on point right?
>>
>>144925931
Yeah, I mean you pretty much just summarized the article...
>>
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>>144923336
Like this?
>>
>>144926028
That's good, because if I summarized it wrong that means I didn't understand it and I'd have to go back and see where my understanding went wrong.

Thanks for your help anon! :)
>>
>>144925371
We could have one main /agdg/ account with several repos or something. Each repo could be for different engines or frameworks.
>>
>>144925540
Yeah, having failed at art too many times, I'm pretty interested in alternative approaches. Taking pictures of clay/other sculptures and models seems like it could be a good approach for me, of course there's some major disadvantages such as not being able to apply lighting, the relatively slow process of animating. Though stop-motion is absolutely a thing done in film, I don't see why it would be so terribly different in a game, depending on the game.

https://www.youtube.com/watch?v=Gd03-wm6DDM
>>
>>144926218
We run the risk of a single point of failure in that case. I know github has organizations because my employer put me in one. I just don't know the details on setting one up, if it's free, etc.

But if we had that, then anyone who wanted to start an "/agdg/ roguelike" for others to PR/fork, they could just do so under that umbrella.
>>
>>144924316
no, because the armor is just a mesh that i parent with the model's bones and weight painting it
>>
>>144925653
Right on, that makes sense.

Gameplay really does look tighter than the low strings on a concert grand piano though, well done.
>>
>>144925386
just keep shaping it little by little
im using zbrush and thinking about moving all my workflow to blender, the sculpting is not half bad and i don't have to constantly export/import from one program to another
>>
>>144925789
Potentially relevant.

http://danfessler.com/blog/thoughts-on-modular-animation
>>
>>144926259

I am considering using pre-rendered 3d as sprites, like Warcraft 2, Diablo 1 &2, Fallout, etc.
>>
>>144926134
Yes, way better already
>>
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Is there any good reason for a 2d space shooter to have 3d graphics
>>
>>144927883
I have a bunch of old digital cameras, but I don't think any of them have a remote/wired clicker for taking a picture, which would be the optimal setup for stopmotion.

So you'd make the 3d and just grab a flat image of it? How would it work? Forgive my ignorance
>>
>>144927737

Yeah, I really want Spriter. I am broke as fuck though.
>>
>>144928358
Geometric stuff (like spaceships) are really easy to model. So it may be easier to make the art in 3d.
>>
>>144928436

Yeah. Basically just model rig and texture what you want, then render individual frames for your animation. Kind of like the stop motion thing you are talking about. Render out with an alpha background, and you're good to go.

The guy who made Age of Barbarian did it. It's on Steam right now. He did it with DAZ assets though. I'd go with all custom stuff to get the look I want.

>http://store.steampowered.com/app/402880/
>>
>>144928358
less expansive in terms of labor and manhours
can render in any angel you want and animate it
>>
>>144929014
expensive*
>>
Looking to learn how to make an adult text game with Unity. Any integral reading on how to make that happen?

Also, I understand that it's like using a gun to cut an apple, but I'd rather make something visually impressive as opposed to doing it with something like Twine or Ren'py.
>>
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A game where you're a female developer/findom and get your sub piggy ATMs to pay tribute through your game
>>
>>144929343
I'd just roll with it. When you get to something you dont know how to do, just google how to do it in very general terms and I bet there will be a dozen tutorials and documentation pages.
>>
>>144929619
Thanks, bud. I've just been doing a general search-around before getting started, but I definitely should just try getting into it first.
>>
how are your game project directories structured?
>>
>>144930438
src
bin
>>
>>144930438
All files on the desktop
>>
>>144929556
It would sell itself through publicity alone. Gamergaters would push it until people get outraged, and it snowballs from there.

You'd need to independently publish it though.

>>144929014
>>144929156
Less*
labour*
people hours.*
Can*
angle*
it.*

>>144929343
>text game
>visually impressive
?
>>
Could someone recommend me a Renpy game with stat increase? I don't know how to write a script and the tutorial and website don't spoonfeed me, so I want to see an example.

Alternatively another easy to use engine where I can increase stats.
>>
>>144930762
You might actually be a moron. I'm very sorry, we can't help you when you act like this.
>>
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>>144931027
>moron
You hurt my feelings anon, though I don't understand the insult.
>>
>>144930710
>You'd need to independently publish it though.
No, the winning move here is to make such games for existing findoms.

Your welcome
t. ideaguy

Also I'm still looking at possibilities for agdg on github, set up a throwaway github and starting on making an organization. TeamRocket, post with trip #rocket to join the team that will win Space Jam actually I just think it would be really fun to make a stupid game using hodge-podge slightly altered stolen agdg assets, also an adventure in whether we could collab just using trips. Also Team Rocket spectacularly fails so I feel it's fitting. I like shitposting with style.

https://help.github.com/articles/permission-levels-for-an-organization/
Trying to read this but a little drunk. The only concern is, when would billing come into play?
>>
>>144931296
I'm saying nigga u dum
>>
>>144930762
Variables, brev. The whole thing is just Python with a coat of paint.
>>
>>144930710
>labour*
fuck off you fuckin brit.
>>
in game maker when I have a number thats like 100 for health how do I change the number to something else
>>
>>144931653
health = something else
>>
>>144931653

Could you ask your question in a smarter way?
>>
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Reminder to post assets with trip #rocket to be a member of the team that will win Space Jam.
>>
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So, this is how everything begins.....

Next progress, make the ball move!!
>>
Daily reminder that using the name field under almost any circumstances is degenerate and ignorant of this website's purpose.
>>
>>144932868
You can't tell me what to do.
>>
Daily reminder that utilizing the tools available is always the smart option, such as when setting up transient collaborations and when you're interested in easy scraping.

Post assets with trip #rocket to extend your reach to the stars above.
>>
>>144933682
Doing my part

jukedeck->audacity->slow->reverb
https://clyp.it/4x11dq5p
>>
Which is best to use for a 2D map?
A 2D array
A 1D array
A Dictionary with Vector2D keys
Or something else?
>>
>>144934048
2d array
>>
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>>
>>144934238
Man, I wonder if it's just nostalgia for Lego, but I absolutely love minimalist small Lego creations like this.
>>
>>144934238
>literally every piece is some custom shit

welcome to modern lego
>>
>>144934425
I have literally all but 2 of those pieces and I last bought lego about 16 years ago
>>
>>144934238
OH SHIT

I should go back to my abandoned Lego spaceship game for the jam. It was a port of a Creative Commons /tg/ game.

>>144934425
What? Those are all pretty standard bricks. An old as fuck too.

>>144934048
If you're going to have holes or non-rectangular maps, hashmap (dictionary). Otherwise array.
>>
>>144934425
M8, the only pieces I don't recognize are the green blocks on the ends of the outriggers. Everything else is at least from the 90s.
>>
>>144934425
I remember every bit of those from the 90's. I think 95% of that was made with bits from an Apollo rocket set.
>>
>>144934660
>Lego spaceship game
shit, that would be cool, you should do it.
>>
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>>144934660
>>144934867
>>
>>144934739
Those look like they're made out of the "2x1 with a hole for those bastard +-shaped rods" pieces with "2x1 to 1x1 centering adapter things" on top.
>>
GameMaker advice?

Better to hide reusable objects/instances for future use within the same room or destroy them when no currently in use and then recreate them when needed?

From what I understand, hiding them will take up more memory but will reload them faster, why destroying them frees up space while also being slower to reload. No room changes.
>>
i don't know how the fudge to design levels in unity

i'm just throwing shit together and oh god it's such a mess
>>
>>144935048
playtest it. Is it fun? If yes, then keep throwing shit together until it stops being fun. When that happens, change the design up or add new stuff.
>>
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>yfw space jam will be fucking awesome

https://www.youtube.com/watch?v=IFPwm0e_K98
>>
>>144935227
So you really do just drag and drop shit to make levels? Because I feel like I'm missing something. It feels so... crude, I guess?

And should you put all content in a room under one parent gameobject? Yesterday I was getting 190 FPS, but today I've started added static objects to the fringe of the map (so they should be unrendered) and it's dropped to 120 FPS. I don't know if Unity should be doing autoculling of these objects or what.
>>
Is there a FOSS alternative to Spriter?
>>
>>144936009
No, foss is shit and if there was one it would be as unusable as gimp because programmers can't into UI
>>
>>144934921
This reminds me of that Lego Racers game on the PS1, that shit was so much fun to build and race cars.

I would love a space game with Lego space ships.

Also a bit related, but if someone were to sell a game like this, could Lego sue the creator for using Lego bricks, even if they're named differently?
>>
>>144936074
>all FOSS is shit
>I don't know what Krita is

Shiggy diggy, bb.
>>
>>144936524
Also shit
>>
Post your assets for Team Rocket to steal

https://www.youtube.com/watch?v=_jBLyIQvNf0

TR wins Space Jam
>>
>>144936614

I own and use Photoshop, Manga Studio, Sketchbook Pro, Paint Tool SAI, and Krita. They all have their uses.

To be perfectly honest, Krita is as good a digital painting tool as exists for doing non-traditional media. Painter is of course the go to tool for traditional media simulation.

Just because a thing is FOSS does not mean it is shit. If you think it does, you're just plain wrong.
>>
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Thats it for today, here is a webm of the current state:

http://webm.land/w/7tdR/
>>
>>144936843
These anti-foss shitters come around every once in a while. They will always say every foss program is shit no matter how good it actually is.
I'd be willing to bet they use Unity or GMS, because they're "professional" engines.
>>
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>>144936782
>>
>>144935791
>So you really do just drag and drop shit to make levels?
That's all level designers do. They try to make the encounters fun and have variety, they don't 'create' any content aside from the way the levels are organized. It's the artists' job to create the assets for the drag and drop system. The programmer implements this system into a usable engine for the level designers to do their thing. So basically, programmer makes the drag n' drop system, artists create the pieces, level designers drop those pieces into the level. With level design it's more about philosophy, timing, fun factor, etc. Your job is to make sure the levels have the right amount of challenge, pacing, fun, all that. And in order to find out if your design worked, you just gotta playtest it over and over until it feels right.

If you've ever used a mapmaker/editor in another game, that's essentailly level design. Now, good level design, that's something entirely different. Anyone can throw random pieces together to make a level, but professional designers, devs who know how to make a fun level, that's the challenge. Would someone else have fun playing your levels? Have them test it out to see if they get stuck or beat it too quickly.

I haven't used Unity so I can't answer your other questions, sorry.
>>
>>144936285
>sell a game like this, could Lego sue
Probably. There was some junk about their patent on the physical bricks expiring but if you're profiting off their IP you're gonna get a C&D. They're pretty reasonable about not-for-profit stuff though.

>build
Unfortunately making a virtual Lego builder is actually quite difficult. There's a couple of programs that do it already, and I had an import script for Blender to take their format and make it into models. Problem is I couldn't get it into the game without packing Blender in with it and that's kind of overkill. Also the Blender Game Engine is pretty trash.

If/when they end up integrating it with the rest of Blender it might be good. As is it's documentation and gotchas where it works differently to everything else in Blender is too painful.
>>
>>144937007
This is creepy as fuck. Really fucking creepy.
I don't like it at all because I hate being creeped out like this. I mean it looks good, but fuck it's creepy.
>>
>>144937007
This is bringing back some spooky memories from when I used to play this one hardcore space shuttle simulator.
>>
https://www.youtube.com/watch?v=Jo_-KoBiBG0

Extend your reach to the stars above, join team rocket, post with trip #rocket github soon
>>
>>144937757
https://www.youtube.com/watch?v=BulFwGSi8bc

Join TEAM ROCKET today!

Create a SPACE GAME today!

Post with trip #rocket to WIN SPACE JAM
>>
i get all my legal advice from randoms on agdg posting opinions as if they were fact
>>
>>144937007
this is great. gave me goosebumps
>>
>>144938689
return to reddit
>>
>>144937007
First time seeing this game, nice work. I like the screen effects and the sound design is great.
>>
If you don't post assets with trip #rocket then you fundamentally disagree with the notion of group collaboration.
>>
>>144939798
Project A could be given some trip pw. It doesn't need to be cryptographically secure.

Project B some other trip. This is a different game. We could even have it in the OP, "VN spacestation post with #spacestation". What is the problem here? It's the same problem as email collab, but it stays in the thread.
>>
>>144940225
https://www.youtube.com/watch?v=A2VpR8HahKc

fag
>>
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>>144896498

And it's done. If you need to align your character with the ground, do a downwards raycast in world space and use transform.rotation = Quaternion.FromToRotation (Vector3.up, RaycastHit.normal);
>>
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>>144937757
https://www.youtube.com/watch?v=yydNF8tuVmU&index=5
>>
please stop shitposting
>>
... my game got pulled off Greenlight because it was judged too offensive to Islam / muslims. The only thing my game had was a muslim character blowing himself up in a fight against 3 of his enemies.

I don't know what to do.
>>
>>144940936

Just change the Muslim to a sack of muslin. Your game doesn't change, but now you get the protest money.
>>
TeamRocket just give up and kys

Nobody will ever collab with you

Your idea of making a hodge-podge weird game out of stolen and slightly altered /agdg/ assets is stupid. You should give up.

The whole thing is pointless. Nobody cares.
>>
>>144940936
>reality is offensive
truly dark times
>>
>>144937286

I am sorry if I spooked you.

>>144937480

>hardcore space shuttle simulator.

What game?

>>144938959

thanks!

>>144939296

Its fairly recent (I had the idea for much longer) thanks!
>>
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>>144931947
>>
>>144941531
Sorry but we don't give up in the face of criticism.

Go fly a kite, jerk
>>
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Rooty tooty point and shooty
>>
>>144941715
https://www.youtube.com/watch?v=quCnLEr3r-0

DONUT LISTEN TO THE H8ERS

SPACEWARD FRIEND SPACEWARD
>>
Reminder to post with trip #rocket to collab with the winning team, Team Rocket
>>
Reminder to post with trip #Stop to stop shitposting.
>>
>>144935048
Create levels from simple blocks first and add detail later.
Download ProBuilder's free version for quick prototyping.
>>
https://www.youtube.com/watch?v=S03nrwuKz1I

YES YES OH YES

You talk about NPCs like I'm a fucking ghost fuck you, my time is now
>>
>>144942831
Cool it my friend. We have to make game.
>>
>>144942831
>>144942980
Hey hey hey

Just take it from me, The Gogem, you have to make game.

https://www.youtube.com/watch?v=cfoMx6vNdFE
>>
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>>144941986
Also still offering free animations (first person or anything mechanical) if anyone needs some for the jam since I'm bored.
>>
>>144943157
This isn't me

https://www.youtube.com/watch?v=sA6YKtU26A4
Team rocket blasts off again
>>
>>144943268
Team Rocket needs you, post trip #rocket to join team rocket and win Space Jam
>>
>>144943279
>>144943157
please
>>
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>>144943409
>>144943268
Also still offering free animations (first person or anything mechanical) if anyone (except for the rocket shitposter(s)) needs some for the jam since I'm bored.
>>
>>144943751
Please what? Please fight? You will die. DIEEEEEEEEEEEEEEEEEEEE
>>
>>144943816
Join Team Rocket, post with trip #rocket


Tactical hugging
>>
>all this tripping
what's going on /agdg/, I've only been gone three days.
>>
>>144944016
->
>>144942282
>>144942737
Became a meme (or not)
>>
>>144908093
>trap maid game
you have my full attention.
>>
>>144944127
So collab-kun actually got his wish and space jab + collabing is a thing?
>>
trying to make a nice way of telling when a crop is done, I was thinking these exclamation marks might do justice but I also figure it would get annoying when you have a lot of crops and can eyeball a finished one. I might have an option to turn them on and off, or if someone has a better idea than these that'd be great. also I changed the camera to follow the player at a slower pace as recommended by some anon. shit quality because I'm posting from the night shift and the only internet here is on my phone
>>
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>>144916468
>In the workplace manga, the main character Aoba Suzukaze graduates from high school and joins a game company. The person who made the game that Aoba loved as a grade-schooler just happens to be Aoba's senior at the company. The story follows girls who work and aspire at the Eaglejump company.
http://www.animenewsnetwork.com/news/2015-10-26/new-game-manga-about-game-studio-gets-tv-anime/.94644
>>
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>>144944016
Reminder post with trip #rocket to collab with the team that will win Space Jam.
>>
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Gamedev.
>>
>>144944275
R U N E S C A P E
Each crop should have stages.
1. just planted
2. just began growing
3. almost done
4.done

Optionally if you have watering, you should illustrate that too.
>>
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>>144896498
IS THAT FUCKING PLOK?
>>
Need some GM help

I'm trying to make projectiles hit all enemies, so I'm having them hit obj_ParentEnemy (the parent object of all enemies, duh). But it doesn't detect a collision with any enemies. Any advice?
The basic code is:

target = instance_place(x + hsp, y + vsp, all)
if (target == obj_ParentEnemy) {
blah blah...;
}
>>
Foolish beasts. You think you can make it on your own? Without us?

Absolutely disgusting.
>>
>>144944687
Shush no, they will work on their 1MA for their own purposes. We should wish them luck in everything they do.
>>
>>144944809
Faggot, kys

https://www.youtube.com/watch?v=aZZU0MvXG48
>>
>>144944474

Yes, it's a fan game. I don't know when a demo will be released.
>>
>>144944652
I'm not sure, but it could be that you can't use the parent object_index in that context. You could try checking object_is_ancestor(target.object_index, obj_ParentEnemy);

You should also rethink your collision code. Checking collision with all isn't a good idea unless you seriously need the bullet to collide with any instance.
>>
Reminder to post with trip #rocket to WIN SPACE JAM
>>
>>144945165
Stop giving TeamRocket a bad name
>>
can't wait until this jams over.
>>
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Looking forward to see all the nothing you collab fags are going to make together.

Sounds like most of you are just the regular nodev ideaguys who posts dogs here everyday.
And now you're desperately trying to recruit actual devs to you teams.
>>
>>144945438
I know right
>>
>>144945438
For real, disgusting
>>
>>144945461
Fuck, I kept forgetting to take that shit off.
>>
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>>144945438
>>
>>144945556
https://www.youtube.com/watch?v=FK4JAnszGvk
>>
>>144945373
>>144945525
I warned you, dog. I told you about the collab posters.
>>
is there a way to filter all tripcodes? I tried putting ! and /!/ and *, etc. in the field for tripcodes and it only works if I copy a specific tripcode exactly
>>
>>144945078
Thanks that worked perfectly!

Also, my game involves controlling enemies, so using all and then running through a switch statement is the quickest and most generic way I can run projectile collisions (at least that I've thought of). I also don't use all, I actually use obj_ParentReal, which is a parent object for all physical instances, so walls and enemies.

I've spent an hour and a half on this, but now I can detect collisions and how to react for all projectiles just based on a few variables I initialize with each.
>>
>>144945963
With 4chan-x you can automatically filter anyone using a name or a trip in the options.
>>
>>144945890
To denounce the evils of truth and love

https://www.youtube.com/watch?v=8JpHoAnaPK0
>>
>>144945963

install 4Chan-X https://www.4chan-x.net/

put these under Tripcode


#/^!/
/^!W1MmioNU0A$/
/^!E0rycVwH\.I$/
/^!G\.lchf75Fc$/
>>
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>>144934238
>>144934349
Same. I fucking love them.
>>
>>144945963
Install 4chan x or appchan x
use anonymize or use the specific trip filter
>>
>>144946091
Faggots

MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME MAKE GAME

https://www.youtube.com/watch?v=5X3-RRCR7qY
>>
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>>144946232
>>
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Bokube is now on steam greenlight please vote yes or no anons.

https://steamcommunity.com/sharedfiles/filedetails/?id=700230651&searchtext=Bokube
>>
>>144946497
fag

I love you but explain how you will take over the world else d r o p p e d
>>
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>>144946378
>>
>deleting 10 gb of content because I just added everything to my project when I was starting
it's gonna suck if I want to add stuff and have to do it 1 by 1 though. I wonder if there's a non-manual way to do this cleanup
>>
>>144946719
Not even worth stealing
>>
>>144946497
Looks amazing dude!

Gotchu there senpai, are you planning to release this for phones sometime?
>>
>>144946785
Post your game. Not your Jam game, the regular one.
>>
Reminder that TeamRocket is open enrollment. Just post with trip #rocket to win SPACE JAM.

https://www.youtube.com/watch?v=W3TuQiJzxw4
>>
Reminder that I love you.
>>
welcome to reddit
>>
>>144946868
It will come out on phones eventually, but PC release and possibly consoles need to happen first.
>>
https://www.youtube.com/watch?v=CPbWMvQwroo
>>
You're really nice people.

https://www.youtube.com/watch?v=yVD1-2cLKjA

:)
>>
It's the start of the shitposting hours everyone. Abandon the thread.
>>
https://www.youtube.com/watch?v=dp017Crrx7I

Love, love will tear us apart.
>>
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>>144946719
>>144946378
>>
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>>144937007

spoopy
>>
Love will tear us apart
again
>>
>>144948295
https://www.youtube.com/watch?v=8oWO7Om17v0

Love will tear us apart (again)
Post with trip #rocket
Die with me
>>
The fuck? What is it with all the trips?
>>
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>code should not be working
>it works perfectly
what to do?
>>
>>144948665
ctrl-z
>>
Does anyone have any old GameMaker executables that have been flagged by Windows Defender as "Trojan: Win32/Maltule.C!cl" ?

I got a notification of this today unexpectedly and upon further inspection, even though Windows is calling this "Maltule C" (?) the file its referring to is actually a several years old exe from I believe GameMaker 7 that was on my desktop. I'm guessing that it is a false-positive and they just recently updated the malware definitions to include this sort of file, but I have no idea what Maltule C is supposed to be (thanks for being so informative Microsoft) and for all I know something could have been injected into the file somehow.
>>
>>144948665
Try not to think about it.

Or think about it a lot and figure out why you're wrong.
>>
We love you.

https://www.youtube.com/watch?v=B1yRtQ_RSCQ
>>
>>144948665
what if it doesn't work but there's something else with the same behaviour in action
>>
>>144948665
Then try to fix it.
It'll break once if it's not good. Don't wait for that to happen.
>>
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So I guess this is why you don't use short movie assets in a game. I deleted all but 7 assets and it's still this big. Have to find some replacements at some point.

If I get some trees and rocks that don't have 8k textures, it should bump my total file size down to about 250mb I think.
>>
>>144948750
Who the fuck uses Windows Defender?
>>
https://www.youtube.com/watch?v=B1yRtQ_RSCQ

Reminder post trip #rocket
>>
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what the fuck is going on in this thread
>>
>>144949193
why don't you create the textures at runtime for natural environments?
>>
>>144949396
Embarrassing autists made a collaborative "team" for our space jam.
>>
>>144949350
Most people.
>>
>>144949396
Report and move on.
>>
>>144949483
what does this mean

how would you procedurally texture a mesh of a tree?
>>
HELLO RADIOHEAD

https://www.youtube.com/watch?v=yI2oS2hoL0k

HI
>>
>>144949762
Very carefully
>>
>>144906062
That just gave me an idea of board!
The weird part is that it probably doesn't have any link with your game...
>>
>>144907426
How is that made?
>>
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>>144949762
voronoi, sine and perlin noise?

use something like substance designer or neo texture edit to find out nice function combinations, and then just implement them into your game.
>>
>>144918453
Idea guy, your idea is good, it don't need a lot of graphic or development skill, and would have easy patern (and it would be a great puzzle/strategy game).
How about becoming a devguy?
>>
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>>144950259
that sounds pretty time consuming. maybe some day.

I have virtually no artistic aesthetics or experience so I'm just grabbing what I can find for now.
>>
1-5 dev
6-9 uni work
0 masturbate then reroll
>>
Hey space jammers, post your inspiration.

My inspiration is Farscape.
https://www.youtube.com/watch?v=rHciMYCAJbM
>>
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Jesus fuck, particles are way too much fun!
>>
>>144951114
ikr
>>
>>144951114
I suppose it's time I slapped particles into my game... Although I've got other juice, shit seems to fall flat.
>>
Hopoo is now making a 3d game after his latest failure.
Why are you still making pixelshit agdg?
>>
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This somewhat boring webm is the culmination of tons of behind the scenes code cleaning. Time for bed.
>>
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the goal is to place maps in a semi reasonable way, similar to what you might see in a fire emblem world map; but instead of nodes, its just the actual levels

-LITERALLY- took all day to make this

using quad tree spatial partitioning(*i think?) to place maps and define adjacency. adjacency is then used in Dijkstra to define map connections, which are drawn in red here

needs lots of tuning of course but most of the bugs are fixed
>>
>>144907426
>Was this the same dev?
It was.
>>
>>144951841
>Hopoo is now making a 3d game
Wew, have any pictures?
>>
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>>144908401
Haha jokes on you I'm still working on this.

It's 3D now and the theme has shifted. Still the same project though, kinda.
>>
>>144951963
elaborate
>>
>>144951841
>Deadbolt is a failure

How so?
>>
>>144952276
Hasn't even moved 20k, so compared to RoR, yeah it flopped.

By itself, it's just another fairly unknown but mildly successful indie game.
>>
>>144944275
pls no exclamation mark. it ruins the comfynes.
If you want give it something easily recgnizable the player can learn to observe. Make it a noticeably lighter/darker tone than all the other stages? or give it little flowers near the top, or something of the sort.
>>
>20k sales

Those are Aerannis tier numbers.

It probably made Hopoo around 50k but taking dev time into account it's likely less than McDonalds wage.
>>
well that was unpleasant
>>
ded?
>>
>>144940225
>It doesn't need to be cryptographically secure.
Ok at this point it's just shitposting.

It's not about the fucking security. The public-private key scheme was just because of the nature of the system. If we could somehow make it so only #rocket could see #rocket posts that'd be just as good.

You're just doing this to piss me off I swear.
How can you be devs if you can't even see how interesting that kind of system is? It's literally an entirely new forum concept.
>>144953258
Pretty sick of these interruptions. They're so regular. And there's no warning.
>>
>>144951963
your QPU is misaligned
>>
We are back! I hope you made lot's of progress in the mean time
>>
I have object which has several sprites tied to it. Now I have few questions (GM:S):

How can I have different image speeds, without adding variable like "ispeed" to create event and then "ispeed += 0.5;", for example, to step event?

With this method, how can I check when the animation has reached last frame? With image_speed and image_index, I can just do check "If floor(image_index) == (image_number-1)" but I have no idea how to do this with the method above.

Would it be something like:
var ispeed_max = (sprite_get_number(index)-1);

if ispeed < ispeed_max {ispeed += 0.5;}
if ispeed => ispeed_max {} //do what needs to be done after animation "ends"
>>
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I don't know what's the big deal about Overwatch smears.

>hurr durr 3d characters should not do smears.

Fightan games in 3d have been doing smears for 2 decades now.


Also, in case you're wondering animated characters in 2d or 3d don't move like normal people, they move from pose to pose and if you don't have smears they'll just look cringey and not graceful at all.
>>
>>144953506

Overwatch is just ugly to me desu, looks like a pixar game (Which is not a style I want in a videogame)

Blizzard makes ugly games desu. Diablo 1 and 2 and SC1 looked nice but they've turned into a shitty company.
>>
Imagine if 4chan went down permanently. Would /agdg/ just die? I tried going to the 420chan version but it was completely dead, no posts for days. I don't want to go to the other one either.
>>
>>144951841
Because I like pixels but the AAA devs abandoned me and betrayed me by turning all my favorite pixel games into 3DPD. So now it is up to me to make pixels.
>>
>>144953732
Why is 4chan getting down so often anyway? What the hell is Hiro doing?
>>
I have a friend who's an artist that doesn't know shit about pixel art, but wants to do pixel art for my game. Is it worth learning? Is pixel art that much more efficient and simple?
He keeps saying that pixel art covers up for little mistakes, and vector art would have to be way too detailed
>>
>>144953732
My second option is 8gdg
Third is tumblr
>>
>>144953940
I have it the other way around. I might miss some discussions there, and I could not ask for any help if I'm stuck, but at least on Tumblr it's pure progress posting.
>>
>Source 2 SDK Tools Being Released Tomorrow
Memes aside, will you consider making a source 2 game?
>>
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>>144953817
>What the hell is Hiro doing?
Hiro things
>>
>>144953732
We need to start visiting other agdg's when this happen. 8ch or 420 or both.
>>
>>144953489
I highly recommending writing your own sprite management system. It doesn't have to be complicated - here's how I did it:

1. In the Create event, create a bunch of ds_maps that store sprite related attributes like sprite, imageSpeed, imageLoop (i.e. whether or not it loops), etc. So you'd have, say, spriteMap, imageSpeedMap, etc.

2. Also in the Create event, fill the maps for each of your sprites (using a string as the key). Example:

ds_map_set(spriteMap, "run", spr_run)
ds_map_set(imageSpeedMap, "run", 0.5)
ds_map_set(imageLoopMap, "run", true)

3. Now whenever you want to change sprite, just pull the data out of your maps

sprite_index = ds_map_find_value(spriteMap, "run")
etc

4. Now take all of the above and convert them into scripts (e.g. scr_sprites_init(), scr_sprites_add_sprite("run", spr_run, 0.5, true), scr_sprites_set_sprite("run"))

---

For your other questions: yes you need to use your own variable, but that's better anyway since you have more control. And yes, you need to use sprite_get_number.
>>
>>144953871
>vector art
You guys are not talking about the same thing.
Pixel art and "traditional" (digitally made) art are BOTH pixel based, not vector based. In games pixelart refers to art made in tiny spaces (ie. 32x32 pixels instead of 1200x1200 pixels).
Your friend seems to think that when you're talking about something that is pixelart, you mean something that is just not vector based.
>>
>>144954303

Not him, but if I just shrink down my drawings that are scanned after tracing them in krita, am I making the process any harder than just doing pixel art? I was going to onionskin them to animate.
>>
>>144954181
To be honest, if the new /agdg/ site will come out of beta, there should be a chan forum on a subdomain.
>>
>>144953940
>>144954112
Tumblr is unforgiving if you're not an artist, even more than agdg, you won't get any replies.
>>
>>144954470
Why are you assuming
>>
>>144954456
There could be a feedback page also. Like the job/collab board but with feedback instead. So you can have a neat collection of progress for a single project.
>>
>>144954437
Pixelart ist designed in small spaces, for the purpose of using the space most efficiently. NEVER just downscale something. You can draw something and base your pixelart on that, but then you're drawing two times completely.
>>
>>144950853
Claudia Black made my dick diamonds in Stargate
>>
>>144954303
I pretty much just used vector art to mean traditional art, and he knew that's what I meant. He draws everything at like 5000x5000, so I don't know if there's even a difference. So, any input on my question anyone? He seems to not even know where to start. Should I tell him to do less detailed traditional art? Or try to find pixel art learning resources?
>>
>>144954456
Anon let's be real if I did that I'd be run out of here for trying to take over AGDG like, who's that guy who tried to make a site before but was super attention-whorey about it.... that guy.

Besides I can't afford all the hosting space it would take to keep that massive amount of data.

>>144954540
This is a cool idea. I could have a feedback button on each of the recap games that, when you click it, show feedback from anons on the game and lets you post your own. Unfortunately, again, hosting costs become an issue.

I'm always here. Gamedevving.
>>
>>144954690

What if I'm using medium-large spaces? Skullgirls sprites for example.
>>
>>144954437
>am I making the process any harder than just doing pixel art?
It all depends on how good you are at getting the shapes you want at low resolutions. By doing the down scaling approach you will be drawing everything twice but if you're not good at drawing at small resolutions you will be doing the same so it doesn't matter. Just be careful as to not waste time drawing minute details that will disappear or become unfeasible when you downscale the high res drawing.
>>
>>144954540
I don't think that's necessary. Adding these features will make the site look like some sort of DevinatArt or any other site where people set up profiles for stuff.

There should only be an option to search for games and devs in previous recaps, and a list with games considered finished.

All other discussion should be contained in one general, like here now. If you set up different small pages and sub forums, the already small /agdg/ community will be more devided. I love it here, since I can easily scroll trough everything. Questions, discussions, progress posts, and I can just as easily reply to things.

When I said that there should be an anonymous forum on the site in case of an emergency, I meant that there should be only one board with one single topic, like we have /agdg/ now here on /vg/.
>>
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>stuck on AABB collision detection/resolving for 3 days now
maybe i should just make everything a circle so i only have to check the distance between objects
>>
>>144954761
>>144955009
I understand, and your idea is much more welcoming than I've imagined.
>>
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How was this game likely animated?
>>
>>144954736
>He draws everything at like 5000x5000, so I don't know if there's even a difference.
Yes, because it's still pixel based. Vector art can scale INFINITELY without blurring.

>Should I tell him to do less detailed traditional art? Or try to find pixel art learning resources?
Do you like his traditional style? If you're fine with his drawings, there's no need for him to learn pixelart.

>>144954818
>Skullgirls
They still count as traditional art, because the frames are drawn traditionally. Search for a sprite of skullgirls and for one of blazblue, then compare them. Blazblue has huge sprites, but are still pixelart (they did this for the style of it, and not the normal purpose).
>>
>>144951963


I dont understand what you are doing please explain
>>
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>>144954761
You should made a kind of bulletin board/wanted ads page where people could post their collab requests like
>2D artist needed for top down strategy game
>for info contact [e-mail address]
>>
Two 2560x1080 34 inch screens or three 1920x1080 27 inch screens?
>>
>>144955202

Yeah I see what you mean. If I'm more interested in learning to animate period would you suggest I just do it the hand-drawn way then? I was considering pixels mostly for ease of use desu but I much prefer drawing things out by hand.
>>
>>144955354
3 screens, 2 horizontal one vertical
>>
>>144955472
Yeah, that what I though. Getting those.
>>
>>144955132
What exactly are you stuck on?
>>
>>144955292
Ok, I'll do that this weekend.
>>
does face topology matter if i'm not planning to animate it?
>>
>>144955367
Animations are definately faster to do in pixelart, since you don't necessarily need to redraw the entire frame. I'd suggest you draw a single frame traditionally and try to break it down into pixelart, then animate it.
>>
>>144955581
Yes, it canl effect lighting too.
>>
>>144955571
Cool, thanks! I think it would be useful to many anons.
You may need to moderate it a bit since I can already see a bunch of troll ads on it.
>>
>>144955660

Okay, I think what I'll do is draw on graph paper with 1 square = 1 pixel in mind, then transfer the information over manually to a pixel sprite. I think I will try animating a small enemy in the manual way just to get a feel for the process though, cos why not.
>>
>>144952120
Looking good, I like this art.
>>
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>working on game with all of my free time for almost two weeks
>find out collab member did all the same work i did without telling me. rendering my struggle pointless
>decide to compromise by designing the levels
>sketch out first one, go to bed
>wake up
>mind telling me to dev
>body refuses to follow
>Day continues
>about to go to bed with nothing done
How do you deal with burn out, anons?
>>
File: help.png (4KB, 960x320px) Image search: [Google]
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help i can't make my dude smaller
>>
ARCH OR NOTHING
ARGH
>>
>>144955948

Taking a break helps. Communicate more with your collab teammate and have individual tasks to achieve rather than just both blindly doing work, too.
>>
>>144955864
Anon I'm super busy all the time between work, gamedev, freelance, and jobhunting. I don't think I'd be able to effectively moderate anything, which is why having user-driven content has been such a pressure point - since everything has to be anonymous, there's difficulty in restricting abuse and spam. I will just have to rely on agdg's good will really.

I mean I've had a feedback form on the site for about a week now and no one has spent their time stuffing it with messages to kill myself and copypasta, so I think agdg can handle it.
>>
>>144956148
Oh alright then. Yeah in the end agdg is pretty small and we're not THAT retarded.

Keep up the good work my man.
>>
>>144956230
Yeah agdg is pretty great i like all you guys. Plus if I start moderating things that puts me in a position of authority that I'm not comfortable being in or having exist in the first place, it's just not my place to act like any sort of gatekeeper here.

Thanks for the kind words anon
>>
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Why don't you have a kinda-standing-kinda-lying desk?
>>
>>144956013
Bully
>>
>>144956808
Jonathan blow tier
>>
>>144956808

Cos I'm poor.
>>
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>>144956808
I prefer flying desks.
>>
>>144955132

AABB is really really easy. as simple as checking whether x1 > x2 and y1 > y2.
>>
>>144955183
Particles from the looks of it.
>>
>>144956809
who did i bully?
did they deserve it?
>>
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>>144956808
<- This is the future of programming desks, not this "standing" bullshit.
>>
>>144957084
I have a standing desk chair like the pic at my nodev job in insurance. It's comfortable to stand and when you get tired, lean back. It looks a bit autistic but I have my own office so I can work in health and peace.
>>
>>144956808
p. much this
>>144956907

I mean I'm not starving, but I definitely don't have 100 bucks to go spend on a meme chair. I do agree sitting down is the ultimate blue pill and people need to spend much less time sitting on our asses.
>>
>>144957321

>100 bucks

Try 500+. Standing desks are ridiculously priced.
>>
>>144955260
Verbose, inefficient, mapping.
>>
>>144957404
>buy $50 chair
>unbend it in the middle
>standing desk
ez
>>
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>>144956808
>chromatic abberation
for what reason
>>
>>144957786
Because she's desking inside a 3D render and those are probably the default render settings.
>>
I hate everything
>>
>>144908562
Everyone started somewhere, and the four disciplines of game development are almost entirely reliant of self education anyway.

Code:
>Read official documentation
>Learn design patterns
>Read relevant articles, e.g. game programming gems
>Read source code
>Search engine queries

Art:
>Learn fundamentals, read loomis, vilppu, bridgman, etc
>Draw a lot, reference what will inform your style: landscapes, figures, w/e
>Try to intone the basics so you're always conscious of things like standard human proportion, perspective, etc regardless of whether or not you're a "2bit pixel art" faggot

Music:
I can't comment on this, but theory, cords, study existing music, learn a tool/tracker, plagarise the fuck out of something.

We're all gonna make it. $100 profit and $50k debt, that is.
>>
>>144956808
All that is missing is the steven hawking talking device
>>
>mfw
http://pastebin.com/3RFBwybL

>>144958097
>design patterns
anon, pls, stop it with this meme
>>
>>144958024

Even me?
>>
>>144958193
What's wrong with design patterns?
>>
>>144958358
It's enterprise-tier bullshittery. If you have a problem, go ad-hoc with that specific problem in mind, don't try to shove in some meme pattern because your CS103 Java teacher put it on the exam and it sounds like it's something important.
>>
what is your favourite "hub" area design in any game ever
>>
>>144958293
Statistical evidence indicates that there is no other possibility.
>>
Getting frustrated. Does anyone know how layermasks work? I've googled it a hundred times and every tutorial I follow doesn't fucking work so I feel like they are missing steps.
>>
>>144958549
this is my favorite store in the citadel
>>
>>144958549
Super Mario Galaxy 2 motherfucker. Followed closely by the Nexus in Demon's Souls. Honorable mention for Super Mario Sunshine because the hub is a whole fucking town.
>>
>>144958662
what are you trying to achieve?
>>
>>144958524
You're autistic. It's about informing design, not dictating it.

Few people will implement some abstract action class to map configurable inputs to on their first try, and it'd take more than a few ad-hoc solutions to come across that kind of thing.
>>
In unreal engine 4, how do I get a pawn to respond to root-motion WITHOUT inheriting from Character? Preferably in blueprints
>>
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>>144958524
compilerdev please leave
>>
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>>144958524
The "I have never done a program larger than 30000 lines of code" the post.

Just because you don't understand when and how patterns should be used doesn't mean that nobody can make use of them effectively to save time you know. Yes "patterns" are overused by scriptkiddies who learnt programming themselves but the first lesson we were given at UNI was to never ever do things more complicated than they needed to be unless we had reason for it. i.e huge program or future development.
>>
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I have an idea for a game but I'm not sure how to make the concept translate to gameplay.

I would like to make a game that plays in sync with its soundtrack. Obviously the soundtrack would be completely original but I'm really pondering over the gameplay itself.

I draw inspiration from Asura's Wrath's and Gitaroo Man's gameplay as well as intense battle music like https://www.youtube.com/watch?v=er96g27UKMQ and https://www.youtube.com/watch?v=QfOTEH1ZTck.

Basically I wanted to make an Rhythm game and an Action game without making the gameplay too repetitive and making the action of the fight be more focused than the matching of button presses.

What I loved about Gitaroo man was that the levels and music changed depending on how well you did. So until you got really good at the game you couldn't just memorize the levels. On the other hand if you know the song you can predict how the notes
are laid out which makes it easier still.

I'm pondering over a system which basically tries to make QTE engaging, not distracting, and in sync with its music which would mean that the level and battle would end when the song ended. It would mean levels were basically intense interactive cutscenes that could change on a whim and when the music and level changes, the enemies attack patterns and how you defend have to change too.

I wonder if that's even possible. I don't even know why I'm blogging about this here since it's just an idea at this point. I guess I want to hear if its a stupid idea or not from amateur game designers.
>>
Modelling is hard, I'd rather be unfolding UVs.
>>
>>144959660
Yes it's been done.

No, you're too stupid to pull it off.

Start with pong. It's insulting to real devs to have to hear nodevs blogging about their over-ambitious ideas like they actually have a chance at materializing them, while actual progress is completely ignored.
>>
>>144959629
The "we need more bullshit to feel productive and make our manager happy" the post
>>
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>>144960762
Sorry did I hit a nerve? Its fine that you haven't actually programmed anything impressive yet you know, just don't be an ass about it.
>>
>>144960757
where is the progress
>>
How to explain to mom & dad that game dev IS A JOB?
>>
>>144961085
It isn't. If you're in it to make money then It's closer to lottery.
>>
>>144961085
Shove money on their faces
>>
>>144961170
https://www.linkedin.com/jobs/game-developer-jobs
>>
>>144961298
Oh sorry, I thought we were in Amateur Game Dev General instead of Professional Game Dev General. My bad.
>>
>>144961298
No one posting in agdg is employable at anywhere that would give a salary
>>
>>144961483
>>144961524
It might not be YOUR job, but it's a job still.
>>
>>144961170
>>144961298
>>144961483
>>144961524
>>144961632
I was joking guys, calm down
>>
>>144959660

the easy way would be to split the fight in as many phases as the song and switch between them on a timer.
See MGR. the fights alternate between actual fight and qte, with the music reaching the apex at the most cinematic part. Polish it enough and it feels great even if it's a cheap trick.

https://www.youtube.com/watch?v=kHPouzEdw68

If you want the gameplay to affect the music, it becomes trickier. You'd need to prepare multiple versions of a song and play one the correct one based on the derivate of the function player score/time, generating/loading the next qtes based on the song.

A more complex approach would be to change the speed of the song and activating/removing instruments based on the the derivate value (ie. going badly, only the guitar plays, only when the player input is correct, if the player is going well add other pieces of the band)
>>
>>144962027
If he's wondering if it's "even possible" rather than asking about advice on implementation specifics, then he clearly doesn't have the ability to develop it in the first place.
>>
>just make it with placeholders
I swear that people parroting this are the ones with no games or the ones who already have arts.
Anyone can code the mechanics for a megaman or metroidvania clone in less than 3 days and the market is being constantly filled with them, yet the difference between the successful ones and the others is all about which one got the better visuals.

It even happens in this thread, stop bullshit everyone with your placeholders talk.
>>
>>144962554
The lake is over there m8
>>
>>144962554
https://m.youtube.com/watch?v=DgRUJqrBVIM

fuck off
>>
what is you guys opinion on my game

#include <iostream>
using namespace std;

char square[10] = {'o','1','2','3','4','5','6','7','8','9'};

int checkwin();
void board();

int main()
{
int player = 1,i,choice;

char mark;
do
{
board ();
player=(player%2)?1:2;

cout << "Player " << player << ", enter a number: ";
cin >> choice;

mark=(player == 1) ? 'X' : 'O';

if (choice == 1 && square[1] == '1')

square[1] = mark;
else if (choice == 2 && square[2] == '2')

square[2] = mark;
else if (choice == 3 && square[3] == '3')

square[3] = mark;
else if (choice == 4 && square[4] == '4')

square[4] = mark;
else if (choice == 5 && square[5] == '5')

square[5] = mark;
else if (choice == 6 && square[6] == '6')

square[6] = mark;
else if (choice == 7 && square[7] == '7')

square[7] = mark;
else if (choice == 8 && square[8] == '8')

square[8] = mark;
else if (choice == 9 && square[9] == '9')

square[9] = mark;
else
{
cout<<"Invalid move ";

player--;
cin.ignore();
cin.get();
}
i=checkwin();

player++;
}while (i==-1);
board();
if(i==1)

cout<<"==>\aPlayer "<<--player<<" win ";
else
cout<<"==>\aGame draw";

cin.ignore();
cin.get();
return 0;
}

(continued)
>>
>>144963242
just post a pastebin you fuck
>>
>>144963242
int checkwin()
{
if (square[1] == square[2] && square[2] == square[3])

return 1;
else if (square[4] == square[5] && square[5] == square[6])

return 1;
else if (square[7] == square[8] && square[8] == square[9])

return 1;
else if (square[1] == square[4] && square[4] == square[7])

return 1;
else if (square[2] == square[5] && square[5] == square[8])

return 1;
else if (square[3] == square[6] && square[6] == square[9])

return 1;
else if (square[1] == square[5] && square[5] == square[9])

return 1;
else if (square[3] == square[5] && square[5] == square[7])

return 1;
else if (square[1] != '1' && square[2] != '2' && square[3] != '3' && square[4] != '4' && square[5] != '5' && square[6] != '6' && square[7] != '7' && square[8] != '8' && square[9] != '9')

return 0;
else
return -1;
}

void board()
{
cout << "\n\n\tTic Tac Toe\n\n";

cout << "Player 1 (X) - Player 2 (O)" << endl << endl;
cout << endl;

cout << " | | " << endl;
cout << " " << square[1] << " | " << square[2] << " | " << square[3] << endl;

cout << "_____|_____|_____" << endl;
cout << " | | " << endl;

cout << " " << square[4] << " | " << square[5] << " | " << square[6] << endl;

cout << "_____|_____|_____" << endl;
cout << " | | " << endl;

cout << " " << square[7] << " | " << square[8] << " | " << square[9] << endl;

cout << " | | |" << endl << endl;
}
>>
>>144963062
>functional models, just not high quality
>animations, just clunky
>sound
>music
>effects

>placeholder
You fuck off.
>>
>>144962554
The only reason people keep saying "use placeholders" is because there are many people, who won't even try to make a game with metroidvania etc. mechanics, because they don't have art. Just try to look at things in context.
>>
>>144963242
>>144963337
Have you never heard of ncurses?
>>
>>144963242
>>144963337
where did (You) find this abomination?
>>
>>144963535
No

>>144963546
internet
>>
>>144963361
Do. . . Do you not know what placeholders are?
>>
Is decent-looking 3D always easier than great-looking 2D sprites or drawings?
>>
>>144963692
>texturing every single triangle
if you absolutely cannot draw then maybe
>>
question about game maker studios.

can I use string to get asset name that works with draw_sprite() function? like:

run_sprite = "sPlayer" + string(player) + "Run";
draw_sprite(run_sprite, image_index, x, y);
>>
>>144963821
what the fuck are you even trying to do

run_sprite = "sPlayer" + string(player) + "Run" will get you something like sPlayer100005Run
>>
>>144963692
Depends what your skills are.

I'm definitely better at 3D so it'd be easier for me, but everyone is different.
>>
>>144963642
Do you? Something of that quality is already above placeholders. If everyone could create placeholders like that then the average quality of agdg games would skyrocket.
>>
File: progress.2016.06.09.webm (2MB, 1280x720px) Image search: [Google]
progress.2016.06.09.webm
2MB, 1280x720px
Progress, the sql client has a GUI
>>
>>144963913
if I have variable called player, which determines which player character sprite is used, I could do sprite swaps easier.

like I'm trying to get sprite called sPlayer1Run for player character 1 and sPlayer2Run for player character 2. I was just wondering does draw_sprite() function accept strings or do I need to use asset_get_index()?
>>
>>144955183
All frames were done by hand. I remember reading there were something over 1000 individual hand drawn frames for Wario alone
>>
>>144965175

I see. This is probably not a 1MA approach then?

I'm no great artist but I'd really love to make a hand-drawn game.
>>
>>144965393
hand drawn games are literally impossible for a single person unless it looks like shit (see Dust)
>>
>>144965393
>I'd really love to make a hand-drawn game.
Then you have 2 choices :
- learn to draw
- hire an artist
>>
>>144965687

Guess it's pixels for me.

>>144965697

I am learning to draw and have been.
>>
>>144965393
You're best bet is a tool that allows you to stretch and reuse assets to animate

They're not that cheap, but far more efficient than hand animating, and they have some neat features. If I were doing vector art I would certainly consider it
>>
>>144965687

>dust
>looks like shit

fuck off mate
>>
>>144965992

I don't suppose you could recommend such a tool, or give me a keyword to google?
>>
File: 1376615722356.jpg (3MB, 2970x3400px) Image search: [Google]
1376615722356.jpg
3MB, 2970x3400px
>>144965869
just plagiarise
it's the easiest way to learn
>>
>>144966141
https://brashmonkey.com/#

I just watched the video, and if I could draw vector art at all I would probably try and cop this. It looks pretty sweet. You'll never get that Sweet Skullgirls fluidity, but I doubt you're expecting to.

https://www.youtube.com/watch?v=pmSAG51BybY
This talk is also really good. It talks about game feel and how you can change things, especially if you have modular pieces, to make your game feel good
>>
>>144966387

Thank you very much anon.
>>
File: 04.png (33KB, 169x286px) Image search: [Google]
04.png
33KB, 169x286px
Animated and modeled enemy. Thoughts?
>>
>>144966387
>flash
so I'm not alone
>>
>>144966609
I think a webm would be more appropriate
>>
Can anyone think of any other games done in a paper mario style with 3d backgrounds and 2d characters?
>>
>ready to start prototyping
>cant draw for shit
>cant even make placeholders

God damnit ill never make game
>>
>>144966946
Literally use boxes for everything you can.
>>
File: TorchFire.jpg (122KB, 1024x683px) Image search: [Google]
TorchFire.jpg
122KB, 1024x683px
>>144966609
I think the fire effect is too strong. Makes it hard to tell what I'm looking at. I think it'd look better if the fire effect was MUCH less potent around the front to let more detail shine through. Sort of like the fire on a torch.
>>
File: hqdefault.jpg (10KB, 480x360px) Image search: [Google]
hqdefault.jpg
10KB, 480x360px
>>144910059
>>144909492
>the story was only mentioned at all in the instruction booklet
The princess, however, is mentioned in one of the few lines of text in the game itself.
>>
>>144967020
I did that with my last game and it was very unsatisfying
>>
>>144967857
>use boxes
>get prototype
>find artist who likes prototype
Or just get good at art.
>>
>>144966683
Aye aye

>>144967034
See now that's what I originally had and a mate of mine came in and 'fixed' it.
>>
File: unity.png (232KB, 963x564px) Image search: [Google]
unity.png
232KB, 963x564px
Has anyone seen this in Unity?
The camera is quickly vibrating back and forth, and it leaves afterimages for some reason.
It's almost like the screen is not cleared properly. What the fuck is going on?
>>
>>144968091
Maybe motion blur
>>
>>144968091
Speed mirage
>>
>>144968091

try turning it on and off again
>>
>>144906634
Did he ever come down?
I'm worried, anon.
>>
>done all the pong clones and shit
>can't come up with a game idea I care enough about to finish
>>
>>144968091
Tested it a bit more, it works properly as long as you have the Render Quality tab open in inspector. The one where you set your shadow settings and such.

>Unity™
>>
>>144968835
This is what $125 with a 12 month commitment gets you.
>>
>>144951996
Think he got/had a job in the industry as a game designer, if I'm not mistaken.

>>144950163
Probably Unity + LineRenderer.

>>144950078
Not my game, but glad you're inspired.

>>144952120
What, you're the same guy? I'm genuinely surprised and proud of you.
>>
>>144941651
Orbiter 2010. Its the most realistic space sim I've seen so far. And its free!
>>
>>144968872
>>144968835

That's like complaining that your recording application (Open Broadcaster, Webmcam, whatever) is lagging you as you record.

Don't be a dumbass.
>>
>>144969364
?? In that case it's clearly not an issue with the program itself. The renderer only working correctly when a certain tab is open in the editor window is absolutely a problem with the program.
>>
File: Particle24.gif (1010KB, 377x244px) Image search: [Google]
Particle24.gif
1010KB, 377x244px
Particle effects are so easy and fun it's almost disgusting.
I always thought it would involve a lot of programming, and be super math-based.

Here's a ghost trail

>>144951114
>>
>>144966946
>>144967947
There we go again with the placeholders. >>144967857 perfectly gets it.
>>
>>144970202
You act like you're making them.
>>
File: Particle8.gif (367KB, 186x152px) Image search: [Google]
Particle8.gif
367KB, 186x152px
>>144970202
Here's some napalm
>>
>>144967981
>came in and 'fixed' it.
Ehhh? It sounds like your friend is more confident in his judgement than he deserves. But I don't know him so I'm just talking out my arse.
>>
File: Particle9.gif (744KB, 186x152px) Image search: [Google]
Particle9.gif
744KB, 186x152px
>>144970290
I am?
Not that involves much more than changing parameters, but still.

Here's some explosion particles.
>>
>>144966683
Here we are.
>>
File: Particle15.gif (925KB, 186x152px) Image search: [Google]
Particle15.gif
925KB, 186x152px
>>144970537
Winged enemy death (Harpy/Valkyrie)
>>
File: Particle21.gif (1MB, 251x244px) Image search: [Google]
Particle21.gif
1MB, 251x244px
>>144970739
Japanese blood
>>
>>144970669
Nice, maybe tone down the particles a bit so you can see what it is
>>
>>144970669
Maybe spawn flame particles inside the head, instead of in front of it?
Looks like a mess right now.
Why does fire-smoke spawn in front of it, and then move inside it?
>>
>>144970669

can't see shit fa.m

also, the particles are dots right now. should probably use an image/sprite
>>
The effects are well-made, but they really need better sprites instead of generic dots or ovals. Nothing fancy, you could probably just drop some stock sprites into them and it would look 10x better.
>>
>>144966376
>trying to trick me into drawing THICC girls

I'm on to you
>>
I just took procrastination to whole new level..
i was supposed to dev and instead i ended up laying down tiles in our garden ;_;
>>
>>144968091
Happens to me all the time. I just ignore it and it goes away by it self
>>
>>144973057
And now here you are, blog posting
>>
>>144946497
the reception seems very negative
are you allowed to update it while its in greenlight?
I think a lot of people had a problem with the vague trailer
>>
>>144973393
The trailer is indeed disgusting
>>
>>144973535
It needs to be more regimented and slow paced.
not some spastic music video (no offense)
the game is probably fun but the trailer is inhibiting the game from doing well on steam I would imagine
>>
How do I use a variable from the current object and apply it to another object using with?

e.g.

with (obj_player)
(player)hp -= (enemy)attackDamage;
>>
>>144946497
Okay, you got a No vote from me you dirty whodev.
>>
>>144973783

Sorry, using GM:S if not obvious.
>>
Anyone here making a software toy with no goals instead of a real game, e.g., something like SimCity?
>>
File: astroneer.jpg (92KB, 1920x1080px) Image search: [Google]
astroneer.jpg
92KB, 1920x1080px
Hopefully bokube can improve its most noticeable flaws and polish itself then come back and get a yes vote from me. Right now, it is not a game I, nor anyone would spend money on quite frankly.
>>
File: destitute.gif (300KB, 540x330px) Image search: [Google]
destitute.gif
300KB, 540x330px
vote on some legit projects instead
http://steamcommunity.com/sharedfiles/filedetails/?id=690609875
>>
>>144974527
Voted no
>>
File: faquestion.png (333KB, 702x437px) Image search: [Google]
faquestion.png
333KB, 702x437px
>>144974794
how rebellious of you
>>
>>144974527
If that's your way of helping the devs stop now or learn how to shill effectively.
>>
>>144974527
>>144974851
voted no cause you're a faggot
>>
>anime style
>languages: English, Spanish

Voted no pretty hard on that one, m8.
>>
can somebody pass me that pic on how to put womens in vidya without making it look like rape and turning the game into a walking simulator ?
>>
>>144974527
Is this the Apocalypse Now RPG I've been waiting for?
>>
>>144970202
They're far more fun once you got an eulerian simulator at your disposal.
>>
>>144970210
You quoted me, and then you said I get it in a second quote...
>>
>>144974996
Make her run away from rapists.
No rape or walking
>>
>>144972729
>tfw unable to draw thin girls
Thank god for thickfags
>>
File: Elf.(Dragon's.Crown).full.634037.jpg (437KB, 942x1200px) Image search: [Google]
Elf.(Dragon's.Crown).full.634037.jpg
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>>144974996
>womens in vidya without making it look like rape
Well you always gotta rape women to some degree. Putting fictional characters in videogames is implicitly without their approval so there's always some rape. Elf from Dragons crown is the most happy medium I can find between character without any defining features aside from 'rebellious' appearance like Sarah in Titanfall. And bimbo like something from Dead or Alive.

Just don't go the Blizzard route where you make the character a stereotype. Zarya.

There's nobody who can complain about elf. She's cute as fuck but there's no way you could make her cover herself up more without being a literal muslim.
>>
>>144975720
>elf ears are showing
RAPE
>>
File: blastingoffagain.jpg (88KB, 500x646px) Image search: [Google]
blastingoffagain.jpg
88KB, 500x646px
>>144975597
draw then thin, not that hard
practice drawing thin models and get the body type down you lazy fuck
your characters will look disgusting until then
i couldn't draw girls, period. only boys for some reason (not a faggot) but I started practicing as hard as I could and got them on par with the males.
Don't just lay down and say o well
you have to actually try in life
it will be worth it when your hard work comes to fruition and your characters look attractive
>>
>>144976003
I want to hug that
>>
>>144975720
>Putting fictional characters in videogames is implicitly without their approval so there's always some rape.
http://reason.com/blog/2016/06/01/yale-students-tell-english-profs-to-stop
>>
>>144959629
>Yes "patterns" are overused by scriptkiddies who learnt programming themselves but the first lesson we were given at UNI was to never ever do things more complicated than they needed to be unless we had reason for it. i.e huge program or future development.
This is bait. This is terrible terrible bait.
Uni is what breeds all the overuse of design patterns. I have no idea where you got that info but it's certainly not any university on planet earth. My uni taught OOP first thing after C. We (the class, I had been programming for years) hadn't even had time to develop a proper understanding for what a program is or what it's supposed to do before they threw away any understanding of what was going on in favor of an abstraction that doesn't help you produce code. It was a CS+Gamedev masters degree. Not game design. There was barely any. We had a 2 month course and were encouraged to buy a book. The rest has been engine development.

>>144976003
This thin you posted looks like shit.
>>
File: 11.jpg (16KB, 570x300px) Image search: [Google]
11.jpg
16KB, 570x300px
Video games and rape are entirely unconnected you dumb fucks
video games are not a girl you are forcing your dick inside so there should be no relation
portraying rape directly is one thing (its perfectly fine) but drawing conclusions about rape based on a females roll in games..
if you are going to let those dog meat for brains social justice whores dictate anything in your life (including your game deving) then you are a part of the problem
>>
>>144975720
What if you put a disclaimer like Fansadox comics do?
(fansadox is heavy BDSM cartoon erotica where every comic starts with some form of 'we're making this becuase we're slutty toons who love BDSM roleplay')
>>
>>144976554
Anon I think you're being retarded here. The question wasn't "how do i not rape frictional characters". It was more "how do I avoid upsetting a group of potential consumers".

Not that not being controversial is a good thing. Phil Fish made a shitty game that had the same gimmick as a flash game. Except it explored it less. But being controversial is everything and he got enough attention.
>>
File: god.jpg (272KB, 1067x1600px) Image search: [Google]
god.jpg
272KB, 1067x1600px
>>144976278
how about this one
i've got a whole database of thin girls
not ano-tier but perfection tier
whatever gets the inspirational juices flowing for our artist friend with the fat characters
>>
joyce winthrope
>>
New thread

>>144976927
>>144976927
>>144976927
>>
>>144973783
with (obj_player)
hp -= other.attackDamage;
>>
>>144976805
if you were an "artist" you wouldn't care about any of this but all you guise care about is sucking the dicks of each potential customer.

its not controversial for a game with women to get dumb sloots mad, its commonplace.
>>
>>144976921
>>144976003
Calm down buddy I didn't say I wasn't practicing drawing thin girls. Thanks for the cute girls though
>>
>>144976921
m a n f a c e
>>
File: ignorethemouse.gif (66KB, 256x224px) Image search: [Google]
ignorethemouse.gif
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>>144967947
Asked this a couple of threads ago but didn't get any reply, so I'm trying again.

How often would you recommend updating your game. How many content should you add on each update?
I just fixed all the reported bugs on my game and made slight tweaks on the control and collisions. But is that worth an update, or should I add new content before releasing it again?
Thread posts: 757
Thread images: 158


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