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AGDG - Andrew Grant Design Group

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Thread replies: 759
Thread images: 151

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And something about amateur games

> 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: >>144894384

>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/
>>
>advertising in OP
why
>>
disgusting thread. fuck your advertisement
>>
>SPACE themed.
>you can start early.
>if you WANT to collab

so basically i can make the game alone now? I won't have much time during the second half of july.
>>
>>145059679
>not shitting on the OP

>>145059468
fuck you
>>
>>145059620
>>145059669

I just picked it because its acronym is AGDG.
>>
if i made an anime /agdg/ thread, would you all go there instead
>>
>>145059679
Yes.
>>145059720
Shitty pick for a shitty joke.
>>
>>145059759

Dew it. We haven't had any good thread-on-thread drama in a while.
>>
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>>145048861
Neetdev as in a specific dev or as in me being e NEET?
Currently doing an 3 year uni entrepreneurial programming course, essentially its designed by companies like Oracle and we get taught what they want to hire. Something like 3 people have finished the degree because everyone gets work after the first 2 years. Actually a really good course, learning a ton.

And memes aside no its actually not code monkey work afterwards, due to the way its design people from this course often get hired in more layed back companies from what everyone who got work afterwards told me
>>
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Kill me
>>
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>>145057346
>>145057380
>>145057558
>>145058032

I would continue the project if I learnt how to rig and animate properly. Right now animating is a pain and I know it shouldn't be such a big hassle.

Also the games story felt abit weak and I wasn't even sure what mechanics to add to the game. Like one anon pointed out, it's just a model with animations.

So that's why it was abandoned, or more like "postponed".
>>
>>145059867
Noice.
>>
How to UI design/art?
>>
>>145059830
some guy called neetdev (you can find him on tumblr) that keeps switching game and likes skeletons
>>
>>145060026
Yeah nope. Im the good book dev or someone once reffered to me as candle-dev due to wave-candle-webm i keep spamming. This is the first game I have posted alot about on here.
>>
OP you didn't even update the previous thread link. It's now linking back 2 threads into the archive. Here's the real previous thread link if anyone's interested: >>144976927

Next time please put more effort in OP. I know you can do better than this.
>>
>>145059867
while I don't like how memey your game's premise is, I have to applaud the effort you put into this - it all looks really solid
>>
>>145059867
>It is not truth that matters, but victory.
My sides.

Isn't that RPG Maker 2003, by the way?
>>
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How do you guys like dialogue in your RPGs?

Just a plain old text box?
Character portrait on the left + text box?
Huge, almost full body character pictures on either side of the screen?
Banjo Kazooie style grunts/noises while each word appears?

Do you think speech bubbles like this could work? It makes it easy to have multiple characters talking at once (like a crowd of people arguing), and means I don't have to make character portraits... but I'm not sure.
>>
>>145005224

What the fuck is this.
>>
>>145060739
Depends on what you're trying to convey.

Is dialogue very important, will the game stop for minutes at a time for dialogues, or it's just short phrases?

If it's the latter, this doesn't break the pace and looks fine. Characters talking while you move inside the dungeon are cool.
>>
>>145060739
The game's already a haphazard mess, just use whatever system fits the mood; swap between them.
>>
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>>145060547
Yes. I'm a C++ programmer and Unity dev, but OFF and Space Funeral are two big inspirations for me, I figure I could take my own shot at the RM2K3 scene.

>>145060341
It's hard to do without them, since it's meant to be a sort of neo-liberal dystopia. You're surrounded by Snowflakes, superpowered trans-humans who have techno-magically transformed into what they believe to be their true selves. The snowflakes, unfortunately, are largely unstable creatures. They sort of vacillate between being cognizant hypersensitive sycophants and mindlessly aggressive abominations.

The ends justify the memes.
>>
>>145060739
>>145061042
This, since characters from different games meet each other, each one should use the dialogue system from his/her original game.
>>
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What would be the absolute quickest way to check if a value is the same as a set of previous values in C#? A dictionary?

I'm doing recursive functions over a gargantuan number of points and I want to prevent double-calculating points, so I need something that can be added to quickly and that can have a value checked quickly.
>>
>>145059936
You... really... REALLY should resume work on this. The art style alone makes it seem like a quality title. Is this Unity? It feels like Unity for some reason. Either way - I love the visual style.

If you settle for a very basic puzzle based small levels you could easily make 5-10 levels and throw out a demo at the least, but I dont know if that fits with your story and vision. Only you know that.

Speaking of which, whats the story? I'm an artbro that does a lot of DMing and as a result - believe it or not - a good deal of writing on the side.

If you pick this up ever again, and if you want, Id gladly help / brainstorm with you.
>>
Was agdg dropbox ever reuploaded?
>>
>>145060739
>barrel mimic
Holy shit.

I mean, I'm sure some game somewhere has done that before but it's my first time ever seeing that shit. Mind -> blown
>>
>>145061191
Don't think so
>>
>>145061078
Good luck with it! I devved in RM2K when XP was the newest installment, and I really miss those days sometimes. Every asset and the whole software was stolen, so even if all the games looked the same, you could do whatever you want without worrying. I just want to warn you that on /agdg/ RM devs sometimes get bullied back to the RM general.

Another thing: I don't know your overall goals, but I think you should now that the timer system (that little line which needs to be filled up if you want to attack) is licensed by Square as I know. So one of the reasons why RM2K3 wasn't such a huge hit is because there were legal issues with it even back at Japan.

Keep it up!
>>
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>Want to make game as homage to N genre
>That justification for spending all my free time playing video games
>>
>>145061578
Nice N clone, faggot.
>>
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>>145061168
It's unity.

The general idea was that she suffers from depression and bullying at school. You play as her subconsciousness in her mind. You have to do all you can to get atleast some balance in your inner world.

As for as gameplay goes i had multiple ideas but they all felt like random gimmics that would be unfun.
Generic action game where you have to clean up an area from monsters?
A puzzle game where you need to find secrets in the area?
Kaiju fights? Shadow of the colossus as the inspiration?
Hub worlds maybe?
How would I want her to fight? ranged? Melee? Make it a complex system I probably couldn't finish, or a very simple one?

As you can see i just had random ideas, but nothing that worked with the story itself or sounded like it would be fun. That's was the second roadblock that I hit, together with the rigging of the model.
>>
>>145061078
I'm pretty sure as long as I don't call it "ATB" I should be fine. Patenting game mechanics is completely bogus, and I'd like to see them try to sue me over it so they can garnish the wages I don't even earn.
>>
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Also enjoy some music courtesy of my composer. I'm thinking it'll be the one of the generic Snowflake themes.

https://soundcloud.com/zawazawazawachameleon/no-not-the-face-prototype
>>
Is unity still using that archaic .net 3.x ?
>>
>>145062000
Sadly yes.
And the unity devs (people working on the unity game engine) are leaving and being laid off left and right.
>>
>>145062068
Source?
>>
>>145061976
>the epitome of human trash
lol
>>
>>145061976
Something kinda grating about it.

"i am a nice fellow", although doing a similar thing, is a lot easier on the ears. I'd even go as far as to say it's a great track.
>>
>>145059867
BANNED IN GERMANY
>>
>>145062068
>are leaving and being laid off left and right.
No they aren't. In fact the exact opposite. Stop making shit up because you feel bad about your shitty choice of some other engine.
>>
>>145062274
He's still revising a lot of things and getting the hang of mastering audio. Surprisingly, he only picked up composing seriously about about two months ago or so. He's been hitting it really hard and the progress really shows.

But yeah, "I am a nice fellow" seems to be our favorite track. I want to use that for the White Knight.
>>
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made a new level and did some lighting stuff

we still post progress here right?
>>
>its a 100 lines rewrite of the entire 2000 lines thing you wrote last year episode
past me was really stupid
>>
> tfw blender keeps 2 hidden backups if people fuck up and the autosave didn't help

Thank you blender.
>>
>>145062408
Yeah.

Nice smooth movements mate but lol P1 sure moves fast...
>>
>>145062632
kept changing movement speed every single build, can't figure out the right balance
>>
>still no vr bdsm game where you walk around and do things to a immobilized target
come on
it's been months already
get on it, devs
>>
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>>145061534
I'm gonna count that as the first fanart for my game. Have some progress of the new walking syringe cherubi.
>>
>>145061976
>he just takes some samples and chops and sequences them randomly to make a "new song"
>composer
>>
>>145063592
turntablism is a skill anon
>>
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Oh man I fucked up big time
that fucking performance though, this game is ENGINEERED

I haven't slept in 24 hours because I'm trying to reset my sleep schedule, help me
>>
> people said UE4 is shit and blueprints are horrible
> actually like it

Why do people hate blueprints so much? They're fucking amazing and fun to use. I can see them becoming a spaghetti factory when doing something complex, but then you just jump into c++.
>>
>>145063649
So is preparing a microwavable meal but that doesn't make me a cook.
>>
>>145063832
I think it's because it encourages you to be lazy and less creative. I'm not a programmer so idk the finer points but thats what my programmer friends tell me.
>>
>>145063814
>when the arachnids claimed Earth

>>145063832
>taking 4chan seriously
You don't even need to spaghetti because you can block out chunks of it in modular fashion.
>>
>>145063814
world wide web amirite
>>
>>145063832
Because hating things is a meme
>>
where can i find loli sounds for my game?
>>
>>145063952
> I think it's because it encourages you to be lazy and less creative. I'm not a programmer so idk the finer points but thats what my programmer friends tell me.

That sounds wrong. Weird your friends would say it.
When you start learning to code in school or uni, you first learn to code it in logical nodes. Basically what blueprints are. Blueprints and code follow the same logic. I guess the only lazy part is you're not technically writing the code. But the logic for both is completely identical.
>>
>>145064116
Pay me, and I will.
>>
>>145064546
What the FUCK are they doing to that girl? Why?
>>
>>145064546
Thanks, just what I was looking for.
>>
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>>145064698
Make a future champion, of course!
>>
>>145064546
will this hurt my freedoms if i click it?
>>
>>145064947
It's just russian 4chan.
>>
>>145064979
That fails to answer the question
>>
>>145064979
It's literally child porn.
>>
>>145065068
Come on, you can go to prison for posting adults imitating children in russia, do you really think they would risk that?
>>
>>145063869
Lisa's soundtrack is a delicious microwave dinner if that's the case.
>>
>>145061078
would absolutely play
>>
>>145059936
you girl is about to take off
fix this.
>>
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trig master rice, calculus is for nerds
>>
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what do you guys think of GDevelop?
>its similar to clickteam fusion, events based visual drag-and-drop programming
>can export to both PC and mobile.
>free of cost, and free for commercial use
>promised fast performance
compared to GMS this one looks way easier
is this engine good investment?
>>
>>145061716
Hm. Fighting ones subconsciousness is quite an abstract concept to present visually. One of the things that immediately comes to mind are mechanics of dual worlds like some games have done before. Meaning you have twice the work to do creating a "corrupted" and "uncorrupted" game world, then using things such as defeating enemies, or using special abilities to clean up said world.

Have you ever considered doing what Alice: Madness Returns did, and have an outside influence dictate the protagonists inner thoughts and as such enemies and level designs? (This is taking a dark turn all of a sudden but:) For instance - It's heavily implied that Alice was raped, and this reflects in the final boss and the narrative heavily.

Either way - I don't know much about depression and its causes and symptoms, but reading up on that could be a good start. Same as how the Dante in Dante's Inferno faces the Seaven Deadly Sins, your protagonist could face bosses / themed levels / concepts of whatever drove her into this state.
>>
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>>145065560
Thanks.

Have a sprite.
>>
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>>145065856
have you thought of writing your own engine instead? it's actually pretty easy
>>
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>>145061716
Not that guy, but here's my idea for your game:

Every day you go to school, interact and get bullied.
Every night is a dynasty-warriors brawler where you fight many types of faceless, grinning, jeering bullies. Perhaps every week there's a boss (some form of the head bully). Doing well in the dream unlocks more assertive options for interaction with bullies during the day. Eventually, through your dream-fighting you gather the strength to stand up to your bullies in real life, at which point you've won.
>>
>>145065821
Are you cheating for Space Jam.
>>
>>145066330
nice persona clone

Nah just kidding, I actually really like that idea. Especially with the art style that was posted earlier.
>>
>>145059936
>yet another cute grill going on hiatus
>meanwhile I can into code, gameplay, mechanisms, rigging and animating but can't model
Story of my life.

>>145065856
>another engine
How about spending more time making your game than looking for alternate engines?
Do you guys believe that getting a new engine will magically make your game for you or what?
>>
>>145066341
Maybe a little bit. It's just a quick test to try using radians and float coordinates with pixel shit.
>>
New thread, new question time: Best 3d engine for lots of moving parts ala Dwarf Fortress or Project Zomboid?
>>
>>145066669
How many times are you gonna ask this?
>>
>>145066217
as long as it's /pol/ tier, in the non newfag way
>>
>>145066669
literally
any
engine
Engines deal 0% with backend logic, that's 100% on you.
>>
>>145059936
>>145066554
Yeah, after writing it I was thinking of Persona, despite having never played it. Thanks. I hope this game gets back on track, whatever it turns out to be. I'd play it based on the art alone.
>>
>>145066962
when you say backend logic...?
>>
>>145067057
the "moving parts"
99.9999% of what dwarf fortress does doesn't end up on screen, it's tracking shit like hunger, sleep, skills, etc.
If you don't know what backend logic is, you can't make a dorf fort clone or something with even remotely as many "moving parts", because the more "moving parts" you have the more math/computer science you need to know
>>
>>145066669
All engines would be shit for complex simulations. You need a custom engine built to specifically handle complex simulations like DF.

You could maybe use ue4 for it, if you customize the engine itself but it's a stretch. There would be too many things you didn't need. Especially for 2d.
>>
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GUI never ends, does it?
>>
>>145067143
Presuming that you're retarded and seek a complex mathematical model for everything
>>
>realize ive been working one hour without saving
BACK UP YOUR SHIT
DO IT NOW
SAVE IT SAVE YOURSELF
>>
>>145067361
did you lose everything anon?
Why don't you have 2 of everything across 4 different devices? What's wrong with you.
>>
>>145067321
If you're making something like dwarf fortress then you're going to have to, how else will you do shit like calculate livestock positioning live even when they're 10 miles away
There's a reason that the game runs on devices other than supercomputers and it's the same reason that the game is impressive- Everything is controlled efficiently, even though there's an unbelievable amount of data being processed.
>>
>>145067385
No I just saved it after realizing I was a crash away from losing one hour of hard work.
About different devices I used to have some automatic sync software working but I don't have time to get it working right now
>>
>>145067573
Why are cows tits on their crotches?
>>
>>145066867
Until I get an answer, probably.

>>145066962

Untrue. Unity falls apart when you have greater than X different objects on screen at once, and terrain customization like DF or PJ would cause it to sudoku.

>>145067175

I just want something that isn't going to shit itself when I have thousands of low-poly models and sprites on screen at once. I don't have a problem writing the backend.
>>
>>145067714
>Until I get an answer, probably.
You're not gonna get one, no one here have to knowledge or skill to answer properly.
>>
>>145067308
It does if you make your game before the ui
>>
>>145066669
Pick up sfml or monogame.
Sure, it's not a 'custom engine' but you're given the tools to make something complex.

Monogame is nice because of the asset pipeline.
>>
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>>145065856
Soooooo no one uses or know GDevelop?
>>
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>>145068175
I only use Scratch
>>
>>145067714
I would say don't bother with unity if you want to have thousands of AI moving around.

Again, you can try and look into ue4 for that, since it exposes the engine code, but it would just be simpler to write your own engine from the ground up, like the guy that did Banished. You could maybe even do a banished clone with it, since the world is relatively static.

Wanting to make a 3d dwarf fortress-like with thousands of actors in a pre-built engine, that can move the distances the units can in DF and interact with the world..the short answer is it's basically impossible in a non-custom engine. That's about it.
>>
Is there a place where someone or a group of people post a massive collection of game ideas? Preferably isolated features explained in some context. But just a massive lost of ideas is fine.
Just not 'Game X with Y'.
>>145068241
At least do stencyl. Doing a game in basic scratch is pointless. But if you need the Lego stencyl works quite well.

It's pretty nice considering the constraints they're working under. I'm surprised there's not more aggydaggy projects done in it given how people struggle with basic GML shit.
>>
I wanna put it in the chicken. Am I the only one here?
>>
>>145059468
>did not update the previous thread link
>>
>>145068763
t. chicken lover
>>
>>145068976
pls dont bring int memes here
we got enough
>>
>>145066572
learn how 2 model fggit
>>
>>145064116
Rip them from audio drama CDs / anime / other games (http://www.sounds-resource.com)
Maybe >>>/soc/fsa
>>
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DDOSing is working well now
>>
>>145061078
Looks rad anon, will still play the memes.
>>
ok cunts, is this sound? http://pastebin.com/LSnKKaty
>>
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>>145069439
This looks so cool
>>
>>145061138
I kinda like this although bubbles would be perfectly acceptable.
>>
>>145069334
Shit, I should have done this for my wj game.
>>
>>145069439
wut game is this
>>
>>145069542
Thanks anon!
It's a lot better when the quality isn't being manhandled by the video compression, let me see if I can get it onto a web player
>>
>>145069521
no it's text
>>
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>>145069636
thank you for the deep and insightful analysis
>>
>>145061716
I like the idea of bigger monster fights. Using these to kind of represent the struggles she's having in her day to day life. Make easter egg with a poorly animated/glitchy monster to represent your own inner struggle with rigging.
>>
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Reminder that making your "original, good, creative" game idea is a waste of your time.
>>
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>>145070012

Good thing I'm working on an uninspired mediocre ripoff.
>>
>>145070012
There's no money in video games anyway, just make what you want to play and get a real job loser
>>
>>145070012
>Owners: at least 16k
>16k * $5, assume takings of 25% = $20k
>let's say for your first game it's shit, so you make $1k instead
I'd cop that. Monetizing a hobby isn't supposed to be a primary stream of income. Presumably experience is key and it's easier to get going and make great games with experience under your belt, so a few 6 or 12mo side efforts towards $1k each doesn't sound too bad
>>
>>145070489
>assume takings of 25%

what?
>>
>>145070624
Gay Ben needs money that's worth the weight.
>>
>>145062468
it's really funny how ridiculous old code can seem. especially when you're a complete beginner and you're still making huge leaps in understanding every month or so

when it clicks it clicks, i guess
until the next time it clicks again and then all your old stuff is a huge pile of >wat all over again
>>
>>145070624
>bullshits overinflated steam spy numbers
>tax
>steam cut

Yeah 25% is about right.
>>
>>145070624
publishing ain't free
>>
>>145059867
At the end, does Hitler fail miserably and blow his brains out just like IRL?
>>
>>145070738
I know gaben is a faggot
Are you sure steam takes 25% of your profit ?
i thought its something like 5% - 10%
where did you read that?
>>
>>145070984
They take 30% before tax.
>>
>>145070984
30%
>>
>>145070489

valve takes 30%. you get 70%.

if you have 16k owners at $5, you made 16 * $5 * 70% = $ 56k

are you shitters this bad at basic arithmetic?
>>
>>145070984
Steam takes 30%

Among other sources this came up in the Sega-THQ lawsuit
>>
>>145071053
>>145071068
oh sweat god of fuck! now thats great news!
>>
>>145070923
Hitler's wife killed herself at the same time, interestingly.
>>145071212
>sweat god
>>
>>145071347
*sweet

sorry :D
>>
>>145071158
if you couldn't tell by my the broad assumptions and napkin math, I don't really give a fuck
>>
valve also make super popular shitty games

>sell them on steam with zero cost
>le_happy_fat_merchant_feac.png
>>
I'm a Java developer, how difficult will the transition to C++ be if I want to make games in the unreal engine?
>>
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>>145071464

>I was only pretending to be retarded

crea has, at least, 16k owners as per steam spy, and they are selling at $13.49, which means they made $151k. laughing all the way to the bank as you faggots cry.
>>
>>145071668

you will have to get used to memory management, besides that, it's not hard.
>>
>>145071668

If beginners can do it, so can you. Tutorials and research, same way you learned Java.
>>
>>145071668
UE can be a pain in the ass to get started with desu, a lot of the documentation feels a bit subpar and if you combine that with learning a new language it could be a recipe for disaster.

But the way you write code in UE (or at least, in the C++ code I've written in UE games so far) there isn't much dynamic allocation going on, so you might not have to deal with actual memory management that much which is probably the big difference between Java and C++.
>>
Does anyone have any experience running scripts in Monogame? I need to create scripted entity movements and dialogue and I'm not sure..how, exactly.
>>
To do a first-person dungeon crawler where all movement is in two dimensions (that is, there's no verticality), do I just need to do a top-down level with a grid system, give the character a "facing" attribute, and then check the tiles directly ahead, those to the left of directly ahead, and those to the right of directly ahead, say 3 tiles (or a wall in the way) whichever is sooner?

Sorry if I'm describing this badly.
>>
>>145072025
That's good to hear thanks


>>145071904
>>145071961
Thanks for the input
>>
>>145071814
it's a ballpark figure einstein, although it's nice to see such vitriolic commitment to imaginary finances. channel that shit into your game dev and you might just be the richest autist in the world
>>
>>145072164
adding a picture would help

>and then check the tiles directly ahead, those to the left of directly ahead, and those to the right of directly ahead, say 3 tiles (or a wall in the way) whichever is sooner

you mean render tiles based on what's the character is facing?
>>
> want to do spacejam
> realize I don't understand spaceship physics or how to do proper controls in 3d space

Well I have a month to learn, right?
>>
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>>145072224

>ballpark figure

actual difference is between $1k and $151k..

please keep going. this is hilarious
>>
>>145072535
>he thinks space jam has to be about spaceships
>>
>>145072464
Yeah. Have a set of images that represent "okay, there's a wall immediately on the left," for example, and lay them all out in front so that together they make the shape of the hallway.
>>
>>145072535
Just make it one long QTE.

Or a cinematic VR experience where you sit in the cockpit of a space shuttle during launch and then the boosters explode and you sail through the air for two minutes before crashing this shuttle with no survivors
>>
>>145072581
But I want it to be about spaceships anon. I like spaceships and spaceship battles.

I also loved Freespace when I was in my teen years.
>>
>No sandbox game about being an inmate in a jail with procedually generated NPCs
One of these days
>>
>>145070850
I'd put it at more like 30% - then 90% of that 30% is what you get to keep unless you make mad cash - then maybe it's only 60% of that 30%.
>>
>>145070923
If you believe that, I've got 28 pages of the 9/11 report to sell you. Everybody in my country knows Hitler escaped in a submarine to here and married a local girl. It's common knowledge. I don't want to say to what village, but from what I've heard he was well liked and lived a quiet and peaceful life until he died in old age surrounded by his family.
>>
>collabfags
>>
>>145072906
So, like, let's say somebody made $120,000 on their game for fun. I'd expect what you get to take home to be around $58,800.
>>
>>145072601
Look up the painter algorithm, but that sounds about right. I can't comment on assembly-style stuff, but I just used to 2d array of cell types to point the index of an appropriate array of sprites: e.g. leftWalls[n], rightWalls[n]... etc
>>
>>145073254
That makes sense to me. Thank you.
>>
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>>145072906
>I'd put it at more like 30% - then 90% of that 30% is what you get to keep unless you make mad cash - then maybe it's only 60% of that 30%.

Wtf are you on? You think steam + taxes + lets say ue4 will take more than 70 percent? Are you high sir?
>>
>>145073484
Bad wording. I'm expecting it works out like: (your_sales*0.7)*0.9 or (your_sales*0.7)*0.6.

Taxes are a bitch - especially if you're an LLC.
>>
>>145072906
Lets say you have a profit of 100,000 from steam.
Steam instantly takes ~30%, 700 000 left. Then you pay your UE4 revenue fee, thats 665000 left. Then if you live in a country like Sweden they take around 30% of that, so that leaves 465500 cold in the bank, not mentioning the fact that here you can avoid alot of that tax by registering yourself as a company and you as the only employee, letting you bypass things like VAT and income tax by buying as much as you can as your company rather than yourself.
>>
>>145073484
> Wtf are you on? You think steam + taxes + lets say ue4 will take more than 70 percent?

Actually in most countries, it would. Steam and ue4 for example would take a nice cut. And then your countries taxes would apply.

It would be absolutely amazing if you could get atleast 50% of the money, but in most cases you will get less. Unless you live in some shithole where there are no taxes.
>>
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Does anyone know how to make a splash screen on open GL or know some tutorial i can follow ?

thanks
>>
>>145073889
100k
down to 70k (steam)
down to 66.5k (ue4)
in the land down under, down to 53.865k (tax)
so about $50k from a good game, assuming you're not factoring in losses, but if you count expenses as investment since it's really just your work, then you've made a nice little profit so long as you're not in the red... yes?
>>
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>>145073924
>>145073889
In communist Sweden you get just under 50% although i missed that the UE4 revenue is before steam takes it off. And if you publish to GOG or on your own its way more than 50 percent.

>>145074114
Yeah I made it as a positive thing, I just dev for fun so.
>>
Gentlemen, in the interests of protecting the singular importance of demo day, a question presents itself:

How do we stop the space jam?
>>
In UE4 I have an actor class with some primitive variables defined in the header. How do I access them from the UE4 clinet? I want to place lots of copies of that actor in my level and I want to manually set those variables to something unique for each one
>>
>>145074845
Add UPROPERTY(EditAnywhere, BlueprintReadWrite) before the variable declaration and I think it should work. The blueprint thing might not even be necessary. So e.g.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float example;

Read more about the arguments to UPROPERTY here https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/Specifiers/
>>
Is it jsut me or are speedtree trees horrible in Unity? I remember I used to be able to do quite large forest scenes in unity back in 4.x. Tried using unity 5.3 and I can only do a fraction of a scene i could do before, even with OC.

What's wrong with the free speedtrees provided in the standard assets?
>>
how do i make a map like in paradox games (eu ck etc) with just as complicated territory borders?

just making a random shape and then dividing into triangles and checking each of them seems like too much
>>
>>145075046
That worked for me

But why do I have to keep adding meta = (AllowPrivateAccess = "True") into every uproperty? It doesn't seem to be written about in the docs
When I had only UPROPERTY(EditAnywhere, BlueprintReadWrite) I kept getting a compiler error
>>
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Someone on /g/ requested this so I might as well post it here as well
>>
>>145075456
That's weird, I don't put that in mine. As I understand it that basically hacks around the "private" specifier in C++ so you can access private variables from the editor but not from C++ code? So basically if your variables aren't public you're going to need that to edit them from the editor if I understand correctly.
>>
Steam and GOG, both take 30% of revenue. This has been documented several times.

http://www.pcgamer.com/steam-and-gog-take-30-revenue-cut-suggests-fez-creator-phil-fish/

http://www.eurogamer.net/articles/2013-07-10-sega-sues-bankrupt-thq-for-630k-over-company-of-heroes-2-pre-orders

http://www.pcgamer.com/notch-on-why-minecraft-still-isnt-on-steam/
>>
>>145075495
What are you using to make this?
How did you do the map and how do you handle the node connections?

Can you tell something about this project/game?
>>
>>145075602
>decided to stay as independent as possible
It's funny how $2bil can change everything.
>>
>>145075495

nice meme. but brexit will have no impact on non-EU migrants.

when people talk about brexit and immigration, they are usually talking about poles.
>>
>>145075602

30% is pretty much the industry standard. You might be able to lower if it you've got a big publisher backing you.
>>
>>145076095
That really is such a ridiculous amount of money you'd have to be a bonafide retard not to take it though desu.
>>
>>145075640
I'm using Unity

For the map, it's just an image file. Nodes are loaded in from a data map (clear = no nodes, opaque = possibility for nodes, black = forced nodes(transcontinental lines), and land masses are colored which let me target Africa like that.

Node connections are done back-end through an array of Neighbor classes on each node which contain data (weights) as well as some other stuff (line data, etc).
Visibly, the connections are a mesh drawn with the mesh topology "lines". I was called a retard when I was first doing this but now my graph can be as dense as
>>145063814
while still running at 150FPS, so I guess I'm not so retarded after all

As for the actual game, I essentially asked myself "What would plague inc need to be an actual game?" and then I worked from there, so it plays a little similarly to plague inc but it's much more focused on the actual spreading of the virus and tactical placement of resources than just killing everyone.

>>145069634
Root//Kit, name pending

>>145076241
I don't know shit about euro politics
>>
>>145076328
Notch doesn't even have to do anything and he's making millions of dollars every year.
He's like an ascended NEET.
>>
>not sure if my game is too hard and it only seems very easy to me because I know how everything works and what to expect or way too easy and despite knowing how things work and what to expect I still stuck at vidya gaims

I guess thats why there are playtesters, but that could also lead to casualification because the playtesters might be stupid. I remember some developer commentary in Half Life 2 about playtesters and how the playtesters couldnt advance and they had to dumb down the level design or something.
>>
Anybody remember that UE4 game with the trypophobia inducing mushroom thing?
>>
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>>145076668
It's just something you have to deal with, the first time I watched someone play one of my games they failed the tutorial.
>>
>>145076980

>the first time I watched someone play one of my games they failed the tutorial.

I'm going to try and give them the benefit of the doubt. What did you have to do in the tutorial?
>>
>>145076980
>>145076668
There is a lot of this stuff in Portal too.

But desu its not like that's always the wrong choice. People like to act superior about these dev commentaries but obviously you understand it when you have a developer telling you about it. If you were playtesting a game you had no prior knowledge of and the game didn't explain something that's not the player's fault.
>>
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>>145077075
Yeah I wasn't really blaming them, it was quite a dark game and they just didn't see the thing they were supposed to do.
>>
>>145075602
>sell game on steam
>get customers
>don't sell game on steam
>don't get customers.
>>
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>>145077113
True, but I mean really.
>>
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progress
>>
>>145077496
Can you explode everything
>>
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Amusing consequence of spawning past particle limit by replacing oldest ones.
>>
>>145077773
everything in color yes
>>
>>145077496

Is the physics of the map blocks/elements only active when they get touched by an active thrown object? I guess otherwhise the map would just collapse or explode.
>>
>>145077370
Does offering a 20% discount compared to steam on say humble bundle at all times make sense? Assuming humble bundle takes 5% of revenue and steam takes 30%. You're still making 5% extra and you're encouraging users to move to a platform where you can make more.

Is this being done? Would advertising humble bundle discounts on steam be OK? Does posting tweets of your humble bundle discounts somehow bite you when it comes to steam?
>>
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>>145077960
Nah everything is active at all times
>>
>>145078064
"everything is active at all times" he says as a section of the castle happily hangs in the air
>>
>>145078064
LOL. This is unity I assume. Everything is clearly not active. You had blocks hanging in the air. Or is that just a few identical looking blocks that are special flying type blocks?
>>
>>145078064

Oh okay, but why are th elongated blocks on your side still hovering even though you removed the blocks underneath them? I really like it, I just wanted to know.
>>
>>145078205
yeah I don't know why but sometimes when I grab things below others the ones on the top don't drop, sometimes they do tho.
>>
>>145078064
Anon I can see you being very disappointed by your design in the future I suggest you add joints of some form between the different blocks in the future. Allow them to break but clearly you're just relying on their inactivity to hold the entire structure in place. You can throw a pebble at a wall and your structure will slowly crumble.
>>
>>145078327

Its probably decided by the Unity physics system which objects are active physics object and which dont. It would be interesting to know if you can influence this. if you would change any value slighty in one of those floating blocks they probably would get activated and fall, thats my guess.
>>
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>>145077496
>>145078064

you were accused of plagiarism in the last thread >>145039628

how do you respond?
>>
>tfw nobody will ever stream again
>>
>>145078886
It looks like he replied in the last thread
>>
>>145078064
>>145078886
I was the accuser,

He responded with an honest "Yes, I'm making a game based on Toblo!", and that's fair in my book.

Looks good, too. Keep up the good work!
Also, PLEASE make better netcode than Toblo! had.
>>
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>downloaded about 6000 sci-fi/space related pictures as inspiration for space jam
>will probably shit out a shitty game anyway
Why am I so bad at everything?
>>
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Im handling collision from all sides, but when its perfectly diagonal the Ball get stuck. Why is that? How to fix? Sorry for the pic but i cant acess 4chan from here. Only through my smartphone
>>
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Teleport effects! Currently emitters only spawn particles with a direction and spread, but I want spherical spawn types to be possible.
>>
>>145078471
This was an old version where everything would crumble easily. And just as you said, it was going to be a problem especially with more players on the map
My walls are way more solid now, look.

>>145078617
I'll look into it, thanks for the advice

>>145078886
And I responded to it
>Yes, Toblo! is one of my favorite games of all time, and it saddens me that no one tried to push its concept to something greater, that's why I'm doing it or at least trying to.
Tho I think there will be enough differences in my game for it to not be a complete"Toblo!-clone".

The more I progress, the more I'm certain the experience will be really different in the end, more fast-paced, more dense.
Also I don't see how taking the concept from a game I respect is a problem, lots of people (especially here) mostly try to reproduce a game they loved (Castlevania, Animal Crossing, Shoot'em'ups, etc...)

It's been 10 years since Toblo!, I don't want this cool concept to be left unexplored.
>>
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>>145079721
forgot the webm
>>
What do you guys use for devfuel?

Salads have been letting me down, just not enough fuel.
>>
>>145079721
>>145079865
As I said, keep up the good work!
I loved Toblo!, but was severely disappointed when I tried playing it with friends and it just shat itself trying to send the physics data back and forth between players.
Please make a working version.
>>
>>145081476

Green Tea.
>>
>>145081476
I'm about to get some wok desu shits lit
>>
>>145081476
Eggs chicken and (frozen) mango.
Protein and fat, protein and low calorie snacks.
>>
how much does a small game that takes 5-10 minutes per session but has great replay value would do on steam?

basically an old NES or old arcade game type of game.
>>
>>145078907
Why does it have to be aggydagger streams? There are many people streaming you could watch right now.
>>
>>145081957
We don't know. Ask SteamSpy.
>>
>>145081957
aim for atleast 20-30 min, that's about as long as it takes to go from start to finish in an average shmup
>>
>>145082216
any examples?

>>145082374
was planning more like you have this weapons, there are enemies, survive until you can.
>>
>>145081957
Binding of Isaac didn't even have a save system and it did well
>>
Can you please give me some info(pricing and features) about MIDDLEWARE tools for matchmaking on PSN and XBOX Live? For development purposes.

Thanks.
>>
>>145082872
No.
>>
>>145081957
if you make it feel good like downwell, its gonna do well.
>>
What are some good resolutions for game which uses 32x32 sprites and 16x16 tiles?
>>
>>145084091
640x360 @2x zoom
>>
How viable is it to just use Game Maker with no training or tutorials and figure it out as I go?
>>
>>145066572

Buy a base mesh.

>https://shop.bitgem3d.com/collections/3d-models
>>
>>145084262
On a scale on viable to unviable... viable

Whatever you want to do, there's a tutorial out there.
Do that dozens of times and you have a functioning game.
>>
>>145059936
Where did you learn to model, broseph?
>>
>>145084368
I cannot sit through rudimentary tutorials, even if I don't know that rudimentary information.

It drives me fucking insane with boredom.
>>
>>145084636
just power through it till you get a fair idea of the basics
>>
>>145084707
No.
>>
>>145084353
>Buy
No.

And if you buy something it means that you will have to buy a full pack at some point if you don't want to have art inconsistencies.
>>
>>145084636
I know what you mean, I recommend Unity.
You don't have to watch any tutorial, any problem you have you can find the answer on the internet easily, with lots of different solutions, it's really accessible, you can figure a lot of things out with the interface only.

Alternatively, UE4 is probably even more accessible since you can do everything through visual scripting, it really didn't click with me tho.
>>
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Working on circular particle emitters. Not sure why my look vector is affecting the output.
>>
>>145084779
>>145084636
Good luck then
>>
>>145084878
You're right about Unity, I've used it before and it does have that inherent accessibility. But 8 want to make a 2D game now, and my experience trying to make Unity work with 2D physics was a grueling failure.
>>
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show me raep code 4 rape gaem
>>
>>145085129
bool consent;

if (!consent)
{
Sex();
}
>>
RIP in peace Peepee. Your drawings will be missed
>>
>>145085273
Honestly bootiful

>c/ps to Team Rocket github
>>
>>145085129
As I side note my other project is an RPG Maker VM game with tk17 used for hScenes.

S'all consensual though, you're a space slut on a space station. Kind of a life sim really.

Hilariously I re-purposed the jRPG combat system for the sex.
>>
>>145071164
why 30%? Apart from running servers it costs gaben nothing to sell unlimited copies of any game. 30% of revenue just because the store lets you put your coffee automat there is a fucking extortion.
>>
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>>
>>145085541
Holy fuck that's rad.
>>
>>145085541
Nice bullying
>>
>>145085531
It's still better than retail stores and AFAIK other digital distribution stores that were around when Steam was created. It's what people are willing to pay so that's what they charge.
>>
>>145085531
If you don't like it, don't use it.
>>
>>145085531
It's also the exposure of being on the frontpage, making buying simple for consumers etc

You're never going to get 10,000+ to your site buying and then downloading an exe.
>>
>>145085893
what is Minecraft desu~
>>
>>145086065
The exception that proves every rule
>>
>team rocket fucking up their own trip
They really are like their chinese cartoon counterparts
>>
>>145085541
How'd you pull that off? What engine are you using?
>>
>>145086114
You get 10K+ going to your website PayPaling moanies for .exe;
not everyone is n0tch but it's within the realm of plausibility for games with ebin meme potentiality.
>>
is this retarded collab the worst thing to happen to agdg in 2016?
>>
Reminder to post with trip #rocket to join the team that will win Space Jam! Novice or expert, you are welcome to collab with Team Rocket!
>>
>>145086245
>>145086661
>Doubleposting
>As a namefag
How's your first week going?
>>
>>145086245
>>145086661
No you are.
>>
>>145086862
i actually meant to ask if team rocket especially is the worst thing but i guess you answered that
>>
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do I dare click it to find out what's going on?
>>
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Love all these assets kind anon donated
>>
>>145087083
How do you filter like that? I might actually come back if the rocket fag and googum are filtered.
>>
>>145087336

4chan-x http://4chan-x.net/
>>
>>145086245
>>145086661
Alarmingly, we are two separate people.
>>
How long is space jam?
>>
>>145087623

about an hour and a half
>>
Post some space assets :)
>>
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Progress! Made wind!
Wew!
Maybe I should start doing some level design...
>>
>>145087606
yeah
>>
>>145087776
Man, that's looking sweet.
>>
>>145087623
Why do you care? It's not like you're going to participate. You're too busy posting dogs.
>>
>>145087931
I just want to finish a game
>>
>>145088027
what's stopping you? Oh right, the urge to shitpost.
kys
>>
>>145088190
> implying you've come close finished anything
> implying you don't just shitpost on AGDG and shit on all the devs here
> implying you even know a programming language

I bet you can't even post a picture of a single game you've worked on.
>>
>>145088292
I think you meant to reply to this post here. >>145088027
>>
>>145087776
good but gay
>>
>>145088428
simply epic
you surely put me in my place

now let's see that game, oh wait...
>>
I'd rather have pedo sim posting than this nodev dogposter
>>
>>145088504
You forgot your dog, dogposter.
>>
>>145087931
>>145088190
>>145088428
>>145088528
>>145088603

which dog are (you)?
>>
>>145088663
wheres your game
>>
>>145088734
same place as yours ;)
>>
Can we report him?
>>
>>145087516
Thanks bro
>>
>>145088504
I have 8 games on my itch.io page. 5 are Jam games and 2 are demos. I did start gamedevving last summer though.
Now where is yours?
>>
>>145079615
Because you plan but don't execute
>>
>>145079615
Show space inspo
>>
>>145088960

Post your itch then? Not him but any retard can say they've made games and not prove it.
>>
>>145089501
Sure. I have no reason to lie or hide my identity.
squaredev.itch.io
>>
>>145082617
BoI has an overall progression though
>>
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>>145089473
Ok.
My folder is uploading to Onedrive as we speak. Might take some time because my speed is shit but I could share it when it's up.
>>
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>faces adjacent to each other on mesh nowhere near each other on UV
What the fuck blender
>>
Would be greatly appreciated friend.

In other news what do y'all use to make WEBMs, and does it not require downloading a codec\encoder? That would be optimal senpai.
>>
So the trip shitposting is his new thing now? He's not going to leave agdg isn't he?
>>
>>145089983
f f m p e g
f
m
p
e
g
>>
>>145089624

I like your progress, but I'm disappointed you are the type of person to tell people to kill themselves.
>>
>>145090425
That last poster is NOT part of team rocket. And Team Rocket has a number of members and we're starting up a github and have some assets already. We're going to win space jam, deal with it
>>
>>145090573
You sound like a whiny little bitch. Not even the guy you're replying to.
>>
>>145090573
I'm sorry but the dogposter really gets on my nerves, especially because I like dos myself and seeing them used for shitposting irks me greatly.
>>
>>145090661

And you sound like an edgy 12-year-old.
>>
>>145089967
then don't put a seam in the middle of them
>>
>>145090598
Cool! I'll go work on some logos.
>>
>>145090482
Appreciated friend'O.
>progress inbound
plz no bouli?
>>
>>145088453
Why is it gay?
>>
>>145090801
https://github.com/agdg-teamrocket
Watch spacegame or post a github name you'd like to be invited to the organization if you want
>>
>>145089624
>>145090718
So what are you going to do with that cute 3D witch? Are you going to let her rot on your HDD too?

Also who the fuck replies to the dogposter seriously? Just ignore him.
>>
>>145087896
Don't you think it's a little too brutal? I'm not sure about the result...
>>
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>>145090768
woops, that was it.Thanks.
>>
>>145091026
Not sure. If I were better I would make a full RPG with her but it's way too early for me.
I guess I could upload it to opengameart or something. I'm sure someone can use her better than I can. I don't like the idea of other people using my daughter as they please though
>>
>>145090736
>someone tells you to kill yourself (as many people already do on this)
>post game faggot
>he does
>w-wow now that you're no longer anonymous y-you should behave yourself better

Kill yourself my man
>>
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anyone has a good tutorial or at least some hints on how to create a map like that
>>
>>145091408

I wasn't the person he was arguing with. I hope you feel better after your tantrum though.
>>
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ITT: Special butterflies ruining the culture of 4chan
>>
Reminder to post with trip #rocket to join the team that will win Space Jam! Novice, expert, we don't care, let's make game.

Why do we need someone to put us into teams? Just like make collab.
>>
>>145091608
what i mean is not just drawing this shit which is piss easy but rather making it work so that when u click somewhere it somehow shows which territory you clicked on
>>
Reminder to post with trip #spaceroguelike to collab on a roguelike set in space.
>>
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>>145091821
It's nice that your group decided to meme the shit out of this general, but please, we would be happy if you would rather not do that. Thank you in advance!
>>
>>145092202
>I hate fun, it stops me from making progress
>>
>>145059468
Hey guys for Unity I need a basic model for a first person to move around, how do I start this? Is there a template with a basic skeleton or something?
>>
>>145092357
Get the fuck off of this board. What a coincidence this shit happens at the start of summer.
>>
>>145092357

>attentionwhoring is fun

So what's the fun part? reposting people's progress and the forced stolen asset meme that didn't work with your last alias?

Just fuck off, you are a cancer on this general.
>>
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>>145092202
>>145092438
>>145092482
>blasting us off this savagely
>>
>>145091608
Voronoi diagram
>>
>>145092081
>it shows which territory you clicked on
this is so easy i probably understood you wrong
You use the mouse position and find the closest node?
>>
>filter shitposter
>in time the hidden posts start to outnumber the non-hidden ones
wew lads
>>
Why is literally nobody talking about the jam?

Post spacegress.
>>
>>145092901
thats the obvious solution but with so many territories with varying shapes it wouldnt really work and if it did it would be slow as shit
>>
>>145092531
We don't like you. You are not a part of our community. Nothing you have posted once has been funny or productive. If you expect sympathy for the clearly boring life you lead in as an overlooked high school student, you won't get it. All I can say is I genuinely want you to die, and no, soliciting that emotion is not an accomplishment from you.
>>
>>145092637
i knew someones going to suggest that but im sorry to say its completely useless in this case
>>
>>145093434
Where's your game though?
>>
>>145093198
Because it starts in a month?
>>
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>>145093652
>>
>>145077974
Valve doesn't give a shit if you link to a humble store page or an itch page or whatever AFAIK.
>>
>>145093257
checking the distance between two points is one of the cheapest operations, why would it be slow as shit

>>145093443
also why would it be useless? that looks like voronoi with euclidian distance for sea and manhattan for land
>>
>>145059830
how long does it take to animate something like this? let's say you already have the model. Do you have to rig it yourself or do you use software to make the rig?
>>
>>145093721
It's officially in the rules that you can start now. There's literally no excuse.

Post. Spacegress.
>>
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>>145094132
>>
>>145094073
>>145093443
>>145093257
>voronoi
>useless for picking
http://bl.ocks.org/mbostock/raw/8033015/
>>
>>145089848
do artists that make these ships know what all the stuff they draw do? Or do they just slap stuff on because it looks cool? I usually give up on planes and stuff because I can only think of the basic shape, but adding in little panels and stuff that I've never seen or understand before is pretty hard. Like in the pic you posted, how d do they figure out where to draw the thin separation gaps in the metal plating? Or the random light fixtures/spotlights?
>>
>starting space stuff before jam begins
>transient trip-based collabs instead of the Official method of collabing
My OCD can't handle this
>>
>>145093725
You know, that Lorem ipsum placeholder text actually looks good next to those Jesuses.
>>
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>want to dev hard
>can't have a single decent idea to motivate me to start devving
>>
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>>145094468
who cares lol

>>145094978
The guy using trips is a shitposter. Ignore him.
>>
>>145094073
>checking the distance between two points is one of the cheapest operations, why would it be slow as shit

because there are quite a few points

>>145094327
i dont really think its as easy with a map like that as opposed to a few static functions
>>
>>145094978
>official
>on an anonymouse korean fishing enthusiasts image board
>>
>>145094468
>thin separation gaps in the metal plating
Whatever looks cool

>other stuff
Think roughly about shit that would belong on the thing you are designing. You don't have to understand how it works but identify where it should be pointing. The ship in that picture has spotlights on the bottom because it's surveying the planet or something, and also to see where it's landing. See also that observation window. It also makes sense for a spaceship to have weapons, antennae, maintenance hatches, radiators (?), etc.

Exposed piping is a grey area, you can easily go overboard and some would argue it doesn't belong on military hardware.
>>
>>145095154
oh but it is. the voronoi is just generated from all the points on the curves, all you have to do is figure out how to represent your edges correctly
>>
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>>145094080

I rig everything on my own using blender (which i also model in). Since its mechanical rigging it up took me maybe 40 mins, except that it actually took 80 mins this time because I encountered a new problem with Blender in regards to vertex groups (sorted it out now though),

That simple walk anim took maybe 10 mins because again, its a machine.
>>
>>145095119
make an engine, find a use for it later

its the hello world of devving
>>
>>145095119
make a real time path tracer
>>
>>145094215
thats pretty good. how long did it take to make?
>>
>>145096074
Some anon said it was free for anyone to use. It looks pretty nice, I agree!
>>
how do I make webm? I want to start showing progress too
>>
>>145096394
Learn to read the OP.
>>
>>145095154
>quite a few points
anon, those really aren't enough to cause performance issues. if you really want to, you can subdivide the globe in bigger invisible areas, pick the one you are in at realtime while hovering and the only look for nodes inside said area.
>>
>>145096637
yeah im always afraid of performance issues no matter what i do

well im going to try out a few different approaches now and will probably update which one works the best soon enough
>>
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QT
T
>>
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>>145095817
Hey I made a thing,loosely based off of your thing.
>>
You might as well give up if your game engine isn't using dependent types.
>>
>>145096806
Literally me.
>>
>>145096806
source?
>>
>>145096996
I don't take advice from people who haven't posted progress this thread
>>
>>145097159
Join a team to collab with. Everything's easier when you have people to help and bounce ideas off of and test things
>>
Why is Krita so laggy when I use the line tool. Anyone else?
>>
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>pass an integer called time (equal to 600) into function
>myInt += time
>myInt now equals 110
>>
>>145097159
why the fuck would you bet all of your cards on game dev when you aren't even a yesdev? you should've been perfecting your craft for years, working jobs along the way until you actually show some promise. the NEET mentality baffles me.
>>
>>145096970
Nice, any anims yet?
>>
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>trying to make a web game
i feel like killing myself

javascript is awful

i think i'll go back to regular gamedev
>>
>>145097369
was myint a negative? if no, time isn't 600.
>>
>>145097369
Clearly, myInt is -490.
>>
>>145097369
>what is a debugger
>>
>>145097379
Because I still have money and lots of time and I have all the knowledge needed to make a game. I am actually a great programmer and a good artist. The only thing I can't do is compose music and I'm a bit shit at making good UI.
It's just that a job opportunity came up but it's something I wouldn't enjoy doing even though taking it would make sense since full time game dev is risky.
>>
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>>145097564
>>145097617

You're right, I forgot I had been subtracting from myInt in another function.
>>
>>145097762
>global variables
>>
>>145097762
dumb /v/ poster

also >>145097837
>>
>>145097543
>javascript is awful
javascript has come a long way since 1995. As long as you know about the pitfalls and follow best practices it's quite comfy.
>>
>>145097762
disgusting
>>
>>145096806
What fucking order are you meant to read this in?
>>
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>>145097837
It's not global, it's a member variable.
>>
>>145097885
>comfy
stop using that fucking word
>>
>>145097885
>dynamic typing
>global by default
>"assembly of the web"
>comfy
>>
>>145097976
>can't read nip format
>>
>>145097976
bottom to up dumbo
>>
>>145097976
right row from the top then left row from the top
>>
>>145098180
I'm not him, but it still makes no sense to me.
>>
>>145097976
The panels are numbered clockwise from the lower-right, and only prime numbered panels should be considered, composite numbered panels are considered supporting but not necessary.

This has been standard in manga for years anon
>>
>>145090913
text at the bottom
>>
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Making my first game to learn core concepts of design for things like AI and turn-based/rts gameplay using action queuing while paused. Trying to make something similar to how Chapter Master was supposed to turn out, with mechanics but a lot of stuff that can happen within them.
Any good guides for AI or anything else I should keep in mind? Language is Java.
>>
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How do I know if my game is good if I don't enjoy games anymore?
>>
>>145098603
are you me?
>>
>>145098603
It won't be
>>
>>145097716
you do know you can work a job and dev at the same time right? lets see your game.
>>
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Hopefully this animation will look decent with particles or z̷z҉͚̲̥t͝o͓̞r̨̰̮͕̼͔͔q̣̙͈͕͇̀s̞̘̦̩ will have my ass on a platter.

>>145098603
If only there was some sort of threads where you could ask people to test it for you.
>>
>>145097538
No not yet, I still need to rig it.
>>
>>145098584
This book is my Bible on the subject matter:
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf

Also understanding the A* path finding algorithm might help. It's not like I've implemented it yet, but it's on my list.
>>
>>145097976
Start at the right side of the topmost square on the left. You may look at the picture now if you wish, or save it for later. Move down, then top right within the square, reading all the text in all the bubbles. When you're done reading, make sure to look at the picture, if you haven't already. Now proceed to the next square to the right, and repeat the above steps, until you reach the final square of this row. When you're done reading this final square, you may move to the top right of the next row of squares and begin reading it, repeating the steps above. Congratulations. You can now read manga. Enjoy.
>>
>>145098748
Holy crap that looks good.
>>
>>145098748
Good shit

>>145098584
No AI guides in particular but I'd suggest for that type of game to keep score maximization in mind and treat it like you're building a bot rather than simulating an "person" like you would in an rpg.
>>
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>>145098857
Awe shiet thanks.
>>145098948
score maximization? As in a cap on what's possible?
And yeah, I wasn't considering making them in any way resemble people, just reactionary obtacles to overcome.
>>
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It's time to get back to deving after a month long break for exams.
Question, should I drop webm related. Basically it's a turn based game sort of like pokemon mystery dungeon where you control a squad of 3 (warrior, archer, healer) and you do quests for the king or some shit and do other rpg crap. Each unit has would have multiple abilities, there would be upgrades, etc.
At the moment it looks shit and I wouldn't call it any fun but I'd just like to ask if there would be any interest at all in a game like this?
>>
That might be a dumb question, but how hard is it to lay down networking for an MMO?

I'm not actually planning to make an MMO or any game really. But if I would, I'm wondering what's the easiest approach.
>>
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>>145099334
Looks good, but shouldn't the sides all look like the top side of the pit? Like if you're looking inside a box from the top, you see all sides. Like in Zelda.

I mean, if I would just play it, I would be ok with it, but when I want to visualize my world form a top down vies, I always come to small issues like this, and I don't know how to solve it, that's why I wonder why you've made this decision.
>>
>>145099517
An MMO is essentially hundreds of small servers that are constantly transfering the player to other servers. If you're in area A it'll be served by one server and as you move to area B you'll be swapped to that one.

Each server can't actually hold all that many players.
>>
>>145099517
Tibia was made by four guys on an in-house engine in 1997, so it cannot be that hard
>>
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>>145099812
It's just a placeholder map with placeholder tile sprites for me to test the combat. The actual map would actually be something like this pic I found on the internet
>>
>>145099897
this

Also keep in mind that there is going to be a hybrid persistence going on where data gets stored on a database and kept in memory on the current server, while at the same time sending a client what it needs to know.


It's not that hard in theory, but its very complex once you delve down into it as there are so many moving parts that needs to sync properly while retaining performance

>>145100184
>Tibia was made by four guys on an in-house engine in 1997, so it cannot be that hard
Requirements and complexity for the typical mmo has grown quite a lot since then
>>
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>>145100184
>>
>>145100284
Do you mean that in a sense
"If you were to make Tibia today, I'd innately take more work"
or
"Expectations for MMOs have increased"
>>
I don't think it's fair that gamedev is hard
>>
>>145099232
I mean they should be built to try to succeed as though you were building a bot.

So if there's a legit "score" Than the AI would take whichever of the tested options gives it the highest score. If not, then you should make some sort of a score in the background of the code, taking into account the resources, cities, etc.

That's just my opinion assuming I understand what kind of game you're making.
>>
Anyone who actually uses or has used Godot have opinions on it? As in, specific praise or criticism?
>>
anyone know any guides or tutorials, for developing multiplayer games, local and online on GM??

I dont have a clue on how to do it, specially the online one.
I'm afraid that if i keep developing my game further, it will become impossible to implement an online thing on it.
>>
>>145101190
It's a good engine for 2D, I'd easily recommend it over Game Maker if you're not a complete beginner. it's okay for very simple 3D hopefully this part get's better when they introduce the Vulkan renderer and PBR support. Documentation is still very sparse though so don't use it if you're a beginner.
>>
>>145085541
Great explosions. Just add a little debris and it will be perfect.
>>
>>145101110
Oh. I get you now.
Makes sense. There's no flat out point score but there's a series of them that I could make a formula for and have it run off of that I suppose.
>>
>>145102140
Thanks, I was planning on 2D anyhow. A shame about the sparse documentation. I understand they made their own scripting language, is it tolerable/great/awful/what, in your opinion?
>>
>>145098748
recomendations for you
*dont make all the legs "sprout" at the same time. First one, then other two, and then the last one.
*put some noise on that animation, like that thing is "putting" effort getting out.
*put a extra animation, like it "shakes" all the ground or sand over him.

sorry for my shit english, spic here
>>
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>Realise I recently switched versions of blenders
>Hadn't set it up for the retarded UE4 pipeline.
>Can't scale everything properly since you can't scale an armature in blender without it breaking ALL animations

Please tell me there is a way to scale an armature(and applying the transform) in blender without breaking animations...

>>145102638
Yeah that would have been the plan but read above.
>>
Is there any reason I can't just draw my sprites at like 256x512 then shrink them?
>>
>>145102550
It has a Python like syntax and is generally pretty easy to learn and write. The integration with the editor and syntax completion is great. It being an in/house language you can't just load Python libraries though. Personally I never missed that since everything I need is built in.
It's still missing some features I'd like to see atm, like a terniary operator (which is planned iirc).
>>
>>145102892
Scale the model in engine, animations are directly to the verts so you dont need to scale the bones.
>>
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considering that he hangs out on /agdg/ sometimes, I thought this was worth mentioning here.
>>
>>145103112
or just use DATA TRANSFER
>>
>>145103207
who?
>>
>>145103207
Who
>>
>>145103207
I want crowdfunding too so I don't have to make anything worthwhile
>>
>>145103248

creator of Ricky & Morty
>>
>>145099334
Iunno. This serves as a good base to build a game upon. You could turn this into any number of things, but yeah. Given enough content and interesting combat mechanics, leveling up dudes and getting cool gear... I can see myself playing it.

I wouldn't drop it if i were you, but it comes down to how passionate you are about your project. If youre not feeling it, youre not feeling it. Fuck it.
>>
>>145102992
Depends on what exactly you meant with that.
Do you want to sketch a detailed image and then shrink it to the smaller size. It can help if you aren't used to draw at a small size but the result will be a blurry and unpolished mess and you'll have to clean it anyway to make it look like proper pixel art.
>>
>>145103207
He would never have a hard time getting funding.
What makes u think hes been here?
>>
>>145103207

Justin roiland posts here?

Bullshit.
>>
>>145103084
I wonder why they didn't just go with Python. I don't have much experience with Python but missing out on all the libraries, for what gains I wonder? Especially if it's very python-like
>>
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>feel like I'm constantly coming up with good ideas during the day that I should prototype later
>when I actually sit down to write something I've forgotten all of them or feel like they're not going to be good anyway

it's a nodevs life for me
>>
>>145103417
Do you even have a whiteboard?
>>
>>145103332

I want to make a fighting game sized character for my MC. I can't do pixel art worth shit but I can draw a little bit. I was hoping to just draw the basics then shrink and tune up from there.

I'd like to do something approaching the skullgirls art style, but I'm 1MA so I highly doubt that's possible for me.
>>
>>145103417
Be a shit nodev with other losers by joining team rocket
>>
>>145103409
NIH syndrome that plagues all enginedevs
>>
>>145103409
Mostly to integrate tightly with the engine.
http://docs.godotengine.org/en/latest/reference/gdscript.html
>>
>>145103349
>>145103382

he has been following the twitter accounts of yesdevs who post on /agdg/ for sometime now.
>>
>>145103207
Just writing a Rick and morty script.
Rick :Fart bacon. Burp
Morty : kittens ninjas Fart burp.
Rick : 90s references.
Morty : burp reddit.
>>
>>145103626
So
>>
>>145103626
We're not this thirsty for acknowledgment, are we?
>>
>>145103859
Who is we?
>>
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>>145103585
>Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code.
>OOP
>>
>>145103762

You've never watched it, have you?
>>
>>145103207
>Whos this retard, sounds like hes going nowhere.
Upon seeing its roiland i suddenly respect that tweet.
>>
>>145103585
Oh, interesting, thanks. I skimmed a bit of some state machine vs coroutine "discussion" here recently, and I see that GDscript offers coroutines. My understanding from the "discussion" is that coroutines can do everything a state machine can but more, so this is a good thing?

>>145103940
So Godot is an OOP engine? I relate to the OOPs.png spaghetti so I've been thinking of learning more about functional programming. But my understanding is just because something is an OOP system doesn't mean I have to swim in the spaghetti, or that I can't use functional paradigms.
>>
>>145104139
I'd say that writing a coroutine instead of a state machine is easier to maintain.

OOP has its uses in certain parts of a game engine (mostly platform abstraction, in which case scripting wouldn't be an issue) but the issue is likely that the game object system uses a lot of it. I don't know, I haven't used Godot.

Also, it's a mistake to think that "not OOP => FP". They're different strokes for different problems - I'd hesitate to even call them tools as they are really just fuzzy descriptions of programming styles.
>>
>>145104139
The OOP sucks is a meme made by shitposting nodevs man. Its essentially a bunch of people who can't mention even a single game programmed using only functional programming, because guess what OOP is actually really god for some things, like games. They don't understand that you can use OOP without abstracting everything 20 levels without reason, they are the kind of people who believe that if you want an dog in an OOP system you NEED it to inherit from <-mamal<-vertibrate<-animalia<-alive<-material_realm
>>
>>145104710
not an argument
>>
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rate my new start menu
>>
>>145104865

16
>>
>>145104834
It is. OOP by itself isn't bad, but it's easily abused, which too many developers do, which is where the OOP is bad talk comes from
>>
>>145104710


OOP sucs for games.

https://www.youtube.com/watch?v=U03XXzcThGU
>>
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>>145104834
>Communism has never worked before but it will work this time!
>No there have been no games programmed using functional programming yet but everyone should use it because it just hasn't been used because everyone is dumber than me and haven't realised that my paradigm is universially the best at everything!

also:

>Knowing about functional programming somehow makes you cool/smart
>>
>>145103518
This link could help you if you want a standart-fighter-sized sprite (think about Street Fighter)
http://2dwillneverdie.com/tutorial/the-making-of-tekken-megaman-sprite/
Skullgirls has way bigger sprites, that really don't count as pixel art anymore. They'res just handrawn animations.
>>
>>145105026
Criticizing OOP has nothing to do with FP. You also didn't give any reasons that OOP is good for games.

089
It's amazing how riled up you OOP guys get.
>>
>>145100559
>"Expectations for MMOs have increased"
this

>"If you were to make Tibia today, I'd innately take more work"
It would be far easier, tooling has come a long way
>>
>>145105159
>Criticizing OOP has nothing to do with FP. You also didn't give any reasons that OOP is good for games.
Right, because all I said is that OOP is not inherently bad.
>>
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>>145105159
>I have no game and there are no functional-programming games so I am somehow right

Okay Aron summer break is here but you still have to go to bed at 10 you know
>>
>>145104710
>List that goes from right to left.
Why would anyone listen to you.
Backwards assed fool.
>>
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I made a spherical emitter system by just making 18 circular spawns with 10 degree rotations of the axis. It looks mostly good, but I'm not sure why there seem to be a few extra particles on the "front" of the sphere and not on the sides. Maybe my method of slicing the sphere is off.
>>
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>>145105089
>thinking functional programming is the only alternative to OOP

time to take the oop to the loo rajesh
>>
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how make space sheep 4 Spaec jam??
>>
>145100559
>Expectations for MMOs have increased
Ironically most of them are getting simpler and shittier
>>
>>145105438
What are you even on about? Where the fuck did I say that? Arguing online is hard mate but the mental judo you had to do to summon those words from nothingness is impressive.
>>
>>145105438
FP isn't even an alternative to OOP. They're totally orthogonal. OOP (state and behaviour go together) exists in contrast with procedural programming (state and behaviour are separated).

Most FP is PP but that's because functional programmers usually understand why PP > OOP in most cases.
>>
>>145105397
THE SPHERE
>>
>>145105604
>Where the fuck did I say that?
You were the first person to mention FP when everyone was talking about OOP.
>>
>>145105604
Because as soon as someone mentions your precious OOP you try to deflect it by pointing towards FP as if anyone gives a fuck it certainly seems like you think those are the only options
>>
>>145105627
Do you also brew your own beer?
>>
>>145105573
that has nothing to do with expectations
>>
>>145105789
It's hardly hipster to be against OOP these days.
>>
>paradigms
>design patterns
Are not tools. They are descriptors.

Write Good Code and figure out if it's FP or OOP or uses Observer or Visitor or whatever later, when you're trying to talk to somebody about it.
>>
>>145105397
looks like there's a dick shape on the sphere
>>
>>145105953
What's wrong with it?
I genuinely want to know because I use it.
>>
>>145105953
Brewing your own beer is also not hipster in the slightest, it's fun, challenging, cost-effective and delicious. Off-topic but that triggered me a little.
>>
>>145105270
also, tibia was incredibly simple and buggy when first released to public

only after it got an audience the 4 guys started working on it full time eventually recruiting more people
>>
>>145105867
It does for some people. We are expecting more and more for them because the technology would allow us to have a lot of impressive stuff, but all we get are carbon copies of the same boring click-quest game over and over but with different graphics.
>>
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>>145105953
Uhu that's why there are so many games implemented in non oop paradigms ye? How much does a barista make these days?

>>145106158
Thanks for telling us, want to share your experience with being a vegan as well?
>>
>>145104865
make Frogs Life bigger, make the buttons smaller, make spin that planet aaaaand donde! a copy of RoR start menu
>>
>>145106120


see this >>145105068
>>
>>145104865
>frags lifc
>>
>>145098468
But the game doesn't seems too much gay?

And I'm probably the best sucker you'll ever hear of.
>>
>>145106298

almost every Unity game is implement in a non oop paradigm. thanks for outing yourself as a nodev.
>>
>>145106120
https://www.youtube.com/watch?v=QM1iUe6IofM
>>
I heard you're a nodev
>>
>>145106183
mmos are dead.

the ideal mmo is a long quest line that hand holds you to max level, with realistic graphics, deeply customizable character graphics, 1v1 pvp and base building.

so basically not a mmo.
>>
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>>145106550
Uhu sure they are https://docs.unity3d.com/ScriptReference/GameObject.html
>>
>>145106761
you heard right
>>
Give me a problem that you think is best solved with OOP and I'll tell you why you're wrong.
>>
>>145106919

just because objects exist, does not mean they use the OOP paradigm.

wtf, you're even denser than we thought you were.
>>
>>145098748
post wireframe
>>
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>>145107094
Right mate

"Object-oriented programming (OOP) refers to a type of computer programming (software design) in which programmers define not only the data type of a data structure, but also the types of operations (functions) that can be applied to the data structure."
>>
>>145107249
That's not how you put together game objects in Unity, though.
>>
Lookit all these nodevs.
>>
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>>145107249

jfc... just stop embarrassing yourself mate
>>
>People still arguing about OOP

It's good. And it's good for games.
>>
>>145107516
Proofs?
>>
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>>145107341
>https://docs.unity3d.com/ScriptReference/GameObject.html

Huh I guess the official documention is not to be trusted but some anonymous hipster is, how could I be so stupid! So you are saying that ALL the information they post online is just lies then?
>>
>>145107591
99.9% of games
>>
>>145107681
You don't define a game object by subclassing GameObject.

>>145107719
How do you know how they use OOP and how do you know that it was beneficial and not harmful?
>>
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>>145107125
Best I know how to do I'm afraid, hope it suffices.

No its not optimized don't bully
>>
>>145107516
I don't even understand this meme.
>>
>>145107904
The only part I don't understand is how the pro-OOP side has NEVER produced a real argument and ALWAYS resorts to name-calling and fallacies.
>>
The only part I don't understand is why you're arguing about pointless shit instead of posting progress
>>
I learned OOP and Java in school and it works just fine. Checkmate, anti-OOP.
>>
>>145107591


The same reason OOP is good for anything complex: we can use objects to model the state and functionality of things. Their properties and affordances.

If you don't understand this then then you need to go back and study programming some more.

I recommend Josuttis's OOP in C++ or Eckel's Thinking in C++. Both excellent programmers with histories of commercial programming teaching.

I also teach programming at a university, but you don't need to take my word for it. Ask Josuttis, Eckel, Larman, Fowler, etc. All their books explain why OOP is great for modelling complex systems
>>
>>145107887
It wasn't to bully, it looks good I was just intrigued as to how you did the skull.
>>
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>>145107056
No takers?

>>145108179
>pointless shit
Making the right programming decisions is the difference between JLMG and dropping a project.

>>145108242
Okay, you just gave me an argument for why OOP can be a solution, not why it is a good solution.
>>
>>145108015
Dude just stop, everyone knows that if you take oop to absurd lengths its retarded, same as with all other paradigms.

Nobody thinks you're cool with your functional programming / other paradigm unless you make a game with it, which you haven't.

But okay, please explain why every succesfull game ever uses OOP?
>Not all do!
Okay give one example then and you win? No you can't? Okay.
Can you then please explain why every single gamedev before you where dumb enough to use OOP if other paradigms are so superior? Genuinely curious.

Tl:Dr OOP is good in moderation as with all paradigms. Stop thinking your'e cool because youre using paradigm X because all that matters is MAKE GAME
>>
Where are all your games?
>>
>>145107681

Ok. Let me explain this very clearly.

First, read this. https://en.wikipedia.org/wiki/Object-based_language

Unity uses composing (with components) instead of inheritance to build GameObjects.

The mere fact that it uses C# or GameObject is strictly an object as defined in the language, does not mean the dominant paradigm is "object-oriented". To be considered object-oriented the framework has to use inheritance, subtyping etc.
>>
>>145108270
Sketch in Zbrush with tablet then a slow an painful remesh in blender.
>>
how do i finish games?
i used to be so inspired when i first started out coding games, but now i know that things take a lot of time and i get bored of a project after a few weeks

i've seen some people here work on their games for months, years even, i just can't imagine how they do it.
>>
If we had our own board, this would be the moment I close this thread and make another one since this one has gone to shit.
>>
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>OOP makes sense to my brain as a modeling technique so of course it is the best way to implement a model in code
>>
>>145108761
Gamdev would be cool as a slow board. We'd need a bigass sticky to avoid all the "where do I start?" threads.
>>
>>145108502
Can't see an argument here, only appeals to authority and popularity.
>>
I'm afraid to make choices for my game.
Whether you'll get power-ups or not.
What happens when you die.
How saving works.
How health works.
Stuff like that.

I'm afraid to make these decisions because I fear realizing it was a bad choice later on, and have to remake a big part of the game.

At the same time I can't continue working on my game because I'm not sure how everything will work yet.

Help me out of this paradox /agdg/.
>>
>>145108015
>>145108872
>>145108915
Whew you reverted to the same tactics quickly. Now stfu and make game.
>>
Everyone arguing about OOP vs FP post your games.

Oh wait, you won't because you are all nodevs.
>>
So that's it: tomorrow is the last day having my rent payed. So here's the thing:
-Either I sell my ass to pay my rent and I can continue making Vitomiom
-Or I go back to my parent's house with no internet and not being allowed to use my computer or crossdress or anything, so I'll have food and house (and a clean ass) but I have to stop Vitomiom (the game with the ball going up and down).

Sooo... What do you think?

I know I'm not supposed to ask that kind of things here, but the choice would decide if my game die or not.
>>
>>145108983
I'm still waiting for a concrete reason to make my code OO.

>>145109005
Nobody is, though.
>>
>>145108015

see my other post: >>145108242

There's no need for pro-OOP people here to argue because the arguments have already been made by the giants of the programming scene

>>145108382

>Okay, you just gave me an argument for why OOP can be a solution, not why it is a good solution.

It's a solution because OOP makes it easy for people to think about complex systems which need modelling.

It's no different for games. Players, cameras, enemies, etc, they're all easily understood as objects with state/properties and responsibilities/functionality.

Players have HP, speed, etc, and can do things like move, shoot, interact, etc. Cameras have properties like size, movement speed, location of the clipping planes, etc. and they can do things like move, or rotate, etc.

>>145107681
see
>>145108536

Unity uses aggregation/composition rather than inheritance. In fact, in OOP inheritance can cause huge complications needlessly if not used well. In even more fact, most OOP books recommend the classic principle "favor aggregation over inheritance".

Aggregation/composition means an object "has a" relationship with another object, rather than an "is a" relationship.

For example, a texture cache has an unordered map of textures, it doesn't inherit from the texture class in any way

>>145108872
Yes this is correct. For computers, data-oriented design is the best because you can layout things in memory much better for the computer to understand.

But computers don't write programs, so we use OOP to make it easier for the programmers
>>
>>145108957

>trying to make an entire game without making any mistakes or having to redo anything

you're in for a rude awakening my friend.
>>
>>145109009
Thank god I have this impersonator radar on me or I might have actually thought you where him.
>>
>>145109009
Get a fucking job and work on your game
>>
>>145108761
>>145108894
the other chan has its own /aggy daggy/ board.
Its a ghost town.
>>
>>145109221
Wew lad. I don't mean THAT slow. I'm thinking like /int/ speed.
>>
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Working on a sort of demon astronaut.
>>
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Friendly reminder to yesdevs still working on waifu games, purity is immersion breaking. Your protags don't need to be a light in the darkness, they can be part of the darkness. There's no such thing a pure waifus. If they exist, then there is porn of her somewhere. In fact, it would be more realistic and immersive to make an H-game.

So don't fall for the purity meme, and don't let your waifu protags take advantage of you.

Don't accidentally become a cuckdev.
>>
>can draw girls
>can't draw trees
>use a girl wearing a tree costume as a tree instead of a real tree
I think I'm a genius.
>>
>>145109221
this site blocks me from saying
Faggots
Ultimaly
Lull
Languages

Choose
Hate
And
Niggers

Fucking sensorship bro.
>>
>>145109154
Then your impersonator radat doesn't work, because my last progress was made with the same computer than this post.

>>145109160
If I'm in that situation, it's because I can't find a job.
>>
>>145109117
>Yes this is correct. For computers, data-oriented design is the best because you can layout things in memory much better for the computer to understand.

>But computers don't write programs, so we use OOP to make it easier for the programmers

In other words, OOP is wrong.
>>
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>>145109117
>Non OOP guy gets this triggered in another thread

Are you the same dude that fed the trolls in the other thread? Speaking shit in Swedish and stuff?
>>
>>145109361
google moemon.
>>
>>145109319
>that lewd, feminine body

A skeleton is fine too
>>
>>145109117
>But computers don't write programs, so we use OOP to make it easier for the programmers
It's great to be able to understand code but it's even better to be able to reuse it in unprecedented situations without refactoring, reason about it instead of testing and debugging, optimize it, etc. OOP is terrible when it comes to those things.
>>
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>>145109319

spooppy
>>
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>>145109361
you might be on to something
>>
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>>145109319
Was pretty spooky in Dr. Who
>>
>>145109412
I recognise that shitposting image
>>
>>145110032
where is it from/who is she
>>
>>145109412

I did see that guy, but nope, not him. Not sure why there has been a huge fuss about OOP vs non-OOP all of a sudden, but I guess it's good to see people talking about programming.

I'm writing my own game framework in SDL2 atm. I want to make some cool 2d games but I'm still laying the ground technology.

I've got rendering things, event processing, and user input, I'm working on implementing AABB collision atm.

I think when I'm done I'll be in a good position to whip up some games for game jams quickly.

>>145109708
Good OOP analysis and design makes code modular and very open to changing requirements, that's part of the OOP philosophy.

For example, I am writing my game framework in SDL2 which is a wrapper for openGL, but what happens if I decide I want to release it on a microsoft console which means I need to use directx?

No problem, I can just go into my code for my graphics, which uses SDL_Window and SDL_Renderer and SDL_Texture and SDL_Surface, and change out all of this for D3D12_Window or whatever directX uses.

I can go into my event processing and change SDL_Event to whatever microsoft uses.

Because the game uses my own Window class and Texture class, to change them to work for microsoft, I just need to go under the hood and make adjustments to their underlying implementations, swapping out the SDL specific code for DirectX specific code.

The overall game engine can't tell the difference, because as far at it is aware, it's still just working with a "Window" or a "Texture", it doesn't know about the underlying implementation or whether it's in sdl or directx.

Refactoring is done in small chunks, when needed, and in good OOP there are never any huge unwieldly functions or objects that don't do specific things well.
>>
>>145110561
OOP isn't the sole "provider" of polymorphism.
>>
>>145110561
>>145110768
Also, that is one case where I agree that OOP works. You don't ever have to make radical changes to a platform API as they're all more or less the same, you don't need to test one as it's just wrapping, and they're not a bottleneck nor is OOP hurtful to performance (branch prediction makes virtual calls cheap).
>>
>>145106890
An no interaction between players unless is pvp at all.
>>
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>tfw you're making progress and you see that one guy anti OOP posting in agdg again
>>
>>145111048
Most of the people here who are "anti OOP" aren't even anti, they just think it's over-used and applied badly.

It's the Java CS grads who see this as anti-OOP because they're threatened by the thought of learning new paradigms
>>
>>145111048
OOP is anti-JLMG.
>>
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Anyone know if you can add notes in the action editor for specific frames? Would be terribly useful.
>>
>>145111243
I don't like thinking in paradigms, in general. I just write code that works (in more than just the "runs acceptably without too many bugs" sense).
>>
>>145109898
Don't drop that pickle pee
>>
>sit down thinking you will have to spend all day on a problem
>fix it right away
>fix multiple other problems too

feels great desu
>>
>>145112057
That said, most of this code is not very object-oriented.
>>
>>145111436
The what now?
>>
>>145112624
In blender*
>>
I like how AGDG can have semi-productive programming "discussion". Most of /dpt/'s "discussions" are about intricacies of the C standard.
>>
>>145112057
Sounds like you have never taken on a large project.
There are times when i know how to hard code a solution. But instead take the time to make sure next time i reach this problem, i wont need to hard code another work around.
>>
>>145059867
>>145061078
this game looks like the shit
>>
>>145112848
I mean "just works" in the sense of:
>reuse it in unprecedented situations without refactoring, reason about it instead of testing and debugging, optimize it
I say "just" because I'm not thinking of any particular way to do it, I just do what feels natural using all of the tools that are available when appropriate, not thinking "does this fit paradigm X?".
>>
My game is an endless composition of functions, like an infinite serpent eating its tail
>>
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>>145102638
Well had to redo everything so here is a semi attempt at what you suggested.
>>
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remember, practice.
>>
>>145113065
FP-kun?
>>
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>>145113065

It's a game within a game, but the game is not written in object-oriented programming.
>>
>>145065856
>>145068175
Havent used it but Clickteam is pretty good despite what others say. There are some constraints but provided you aren't making something beyond maybe SNES or Neo Geo in terms of complexity you should be fine. I think the speed you can make stuff with is the biggest advantage of stuff like this. I think if it gets you to finishing your first game faster its worth it. You can learn coding later, but its important to get the basics down now and stuff like fusion are very good at teaching you the basics.
>>
>>145108536
>to be considered object-oriented the framework has to use inheritance

You are a braindead fucking moron. I have no idea why any one takes time to argue with you.
>>
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>>145113264
>>
Whatever happened to Noctet Studio and Slipstream?
>>
>>145113765

yet, here you are, replying to my posts.

also, not an argument, for realsies.
>>
>>145113173
I liked it when the legs went down at the same time personally. This way seems a little unnatural
>>
>>145113773
Reality has 0 potential.
What a joke.
>>
>>145113773
>gameplay potential function of single variable
>not a gameplay potential symplectic manifold
>>
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>>145113950
Made it slightly different (more like the guy suggested)
>>
>>145113264
Your meme image is missing the idea as much as 99% of this general.
Game design has nothing to do with coding.
>>
>>145114251
eh
>>
>>145114140

This is the best version. Looks spoopy.
>>
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>>145114406
Did one last change where 2 of the legs now appear closer, looks more natural I think, or is still nb3 better?
>>
>>145087623
>>145087663
a little more
>>
>>145113949
I'm not the anon you are arguing with. I'm not arguing with you either, I'm just calling you what you are, a pompous dimwit.
>>
>>145114624

imo do this but with the 2nd and 3rd appearing quicker instead of 3 and 4.
>>
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>>145114830

oh fuck. someone on the internet called me a dimwit. I'm so hurt and I can't stop thinking about this ... ever.
>>
>>145113264

Someone should dump all of these images.
>>
>>145114748
that joke was even funnier the second time. -.-
>>
>AGDG is in a bad mood today
>I better come back later
>who am I quoting
>>
>>145114140
Best one yet
>>
RIP Ludum Dare
http://ludumdare.com/compo/2016/06/08/well-this-is-awkward-2/

It's not actually dead, but the August LD wont be happening, a new website is being worked on to fix a lot of the issues LD has. It should start again in December.
>>
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>>145114834
Will probably implement that tomorow afternoon, to tired now.

>>145115579
Thanks

I can't explain how creepy it is to have one of these fuckers pop up beside you in VR. Its not even textured or has proper particles yet but it hits some primal shit in me.
>>
>tfw nobody talking about programming anymore

Anyone just getting started needing advice?
>>
>>145115943
Other anon here.
I think it'd be an idea to have that animation be a tiny bit faster, and maybe have the interval between the starting movement of each leg be shorter.
>>
>>145116313
how do compilers work
>>
>>145115943
The horror genre has been so stale lately. Hopefully VR can resurrect it, it sounds like a terrifying combo.
>>
>>145115943
The legs leave the ground towards the end, makes it look unatural.
>>
>>145116408
Mm, however the delay can't be too small as the legs clip (which is noticeable sadly). Will also remove the wait before the "heave" tomorrow.
>>145116529
Pssh that was intentional because the momentum of the skullBut yeah agree, I'll fix that tomorow
>>
>>145061716
Man a SotC style game with that style would be goddamn neat as fuck. You can keep the world simple. All you have to do is make a bunch of giant unique monsters (representing inner demons) and put them in your cool as fuck looking world.

Please make your game.
>>
https://youtu.be/EkjgQxB9Yv8

Any of you guys know how I can select a whole object thats apart of another object? Like in this video? At around 00:18 he selects only one of the leg cubes thats apart of the main object.
>>
So how will Kotaku cover my game by the time it's finished when they no longer exist anymore?
>>
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>>145117291
Select one "part" of it and press ctrl-L and it selects all connected verticies.
>>
>>145117367
Who cares, there's better game news sites
>>
>>145117367
Kotaku isn't going down. They're going to be bought by another company and continue shoveling clickbait
>>
>>145117751
IGN wants to buy them last I heard

I'm gonna get beheaded for this but I thought kotaku had some cool shit from time to time like that expose on the shitshow around destiny's development.
>>
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>>
guys, give me ideas for a melee shmup where the MC has three fairies, one that pick up items, other that has fireballs and the other that has magic shield.

I need to flesh this.
>>
>>145105397
how smooth is your gameplay?
>>
>>145118406

all three trans
>>
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>>145095119
>get an idea for a game
>want to keep it simple enough for a beginner 1ma like myself
>within a day it's exploded into a AAA-scale mess
>>
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Anyone know of this OpenGL bug?
I dont even know how to look it up.
Left is how it is supposed to look.
Right is when i take a step forward and the bug occurs.
>>
someone stream
>>
>>145118492
no, just loli fairies.
>>
>>145118731
>Right is when i take a step forward and the bug occurs.
If it didn't break until you moved then your matrices got fucked
>>
Does a game that takes place exclusively inside a space ship(as in you don't pilot it, you just run around and do shit in it} count as a space game?
>>
hey guys, not sure if anyone remembers me, but I interviewed at microsoft r&d a few weeks ago after they saw my game.

Fart, then a no hire.

Anyway I just want to say that this week I interviewed at one of the worlds largest banks.

And I didnt get the job.

So basically Im back to deving the game.

Just thought you might all appreciate the update.

Oh and if you can spare a moment, wish me good progress. thx
>>
>>145119075
As long as you put in a few windows where you can see out into space
>>
>>145118731
just design your game around still cameras
>>
>>145118913
I can walk to 99% of the map.
its seems to be where a vert is slightly off screen.
My matricies are not complicated so i doubt the problem is there.
I think it is some problem where OpenGL creates verts on the edge of the screen to replace the ones off screen.
>>
>>145119103


nice blogpost
>>
>>145118801
>not shjota fairies pretending to be loli fairies
>>
What are some examples of hand drawn games that would be doable for a 1MA?

Skullgirls and WL:shake it are too much, I think.
>>
>>145119761
cuphead :^)
>>
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>>145119103
Brutal.
I failed an interview with Hitachi this week too.

May good progress, and job prospects fall upon you.

>>145119761
there's not a lot out there. Hand drawn animation is a time consuming gig.
What sort of thing did you have in mind?
>>
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>>145119761
touhou
>>
>>145119103
what kind of questions did they ask?
>>
>>145119895

This game actually looks fucking cool


>>145119930

I don't know really, I'm doing a sort of dark/dreary game and I just feel like I'd prefer hand-drawn sprites. Starting to come to the realization that pixels are the only reasonable option though.
>>
>>145118406
MC is a shaman that summons spirits (the faries, and the attacks).
>>
I literally just need to start doing shit. I have everything planned out, but every time I think of doing something, I either spend my time on here or sleeping or something as equally unproductive...

Should I write myself up a schedule??
>>
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>People are always asking me if I know Tyler Doak

Overhauled air momentum to make momentum management a more interesting part of air game.

Attack bumps, before, simply overwrote your velocity. Now, they average your current velocity and the attack's desired velocity (weighted 2:1 in favor of your current velocity) to calculate your horizontal speed. So attacks don't completely nullify your velocity, but nor can you use them to accelerate beyond their "default" speed (flying forward and triggering an attack that launches you forward still slows you down toward that attack's speed, but how much is determined by your starting velocity).

Meanwhile, if your lateral velocity is LESS than the bump's, you immediately accelerate to that speed. So attacking from a stationary position will cause you to drift around.

Enemies also buffer against air attack positioning with an air pocket now, so that they can't get so close to you that they stop you from moving with your own momentum. Air attacks still use per-attack knockback values to determine which, and how strongly, attacks will suck enemies into you (up to that point).

Also, more Crouch Commands in place. We have a Leg Slide that gap closes SUPER fast; this one is interesting because double-triggering it stops it short, so mashing it isn't a viable means of transport but it works really well as a gap closer. It knocks enemies over you so you wind up behind them. We also have a Headbutt which guard breaks and dazes, and the anims are done for an air-to-ground lifter and a Tatsumaki kick.
>>
>>145120180
You need to push this out.
>>
>>145120102
>Starting to come to the realization that pixels are the only reasonable option though.

As someone who tried to go hand drawn and gave up, low-res is less over head. While you didn't have to be pixel perfect, it took more animation to look smooth, there was more detail, and just over all more work.

If you can get a work flow and patience that lasts give it a shot, but pixels are less work than hand drawn.
>>
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>>145118731
Has anyone here seen this before?
Why is OpenGL clipping freaking out?
>>
>>145120312
Kek

It's YEARS from finished. Literally, there's 2, maybe 3 years of dev time left.

New demo hopefully soon, I'm quietly doing boring boss stuff in the background, and it's nearly done (when it is, the demo happens).

I keep doing these gameplay tweaks because fighting giant enemies is so different; it's really jarring to fly ultra-fast off the up-sword grind toward Big Jim's head, only to pop gently backwards when you swing at him just a smidge too early and fall to the ground.

And once you start trying to preserve air momentum through melee in a game like this, you NEED to do an Aces Wild / Fairy Bloom Freesia style enemy velocity-carrying system (which I could fortunately piggyback on my existing anti-frustration air tracking system) to make air comboing possible.
>>
>>145120329

Thank you for the reply,

Yeah, this is my first game so I think making things more difficult for myself is unwise.

Would you advise using a scaled down version of a drawing for reference, then putting pixels over the top for the first keyframe? I'm new to pixel art.
>>
>>145120180
dude that looks fucking rad
>>
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What resolution would you guys guess these are?
>>
>>145120658
Try gamedev stack exchange.
So they can tell you the same thing
>>
>>145121171
128x128?
>>
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Can someone explain bitmasking to me like I'm a retard? I can't really grasp it or bit operations, despite reading several articles and explanations about it.
>>
>>145120697
How much time have you spent so far? How many NEETbux do you have left in the tank? And how much do you think this'll pull in when it's done?
>>
>>145121274
it's ezpz brah
>>
>>145120150
no you should start doing shit
>>
you dont get to bring games
>>
>>145121274
Just bit yourself
>>
what's literally the easiest engine out there.

something like rpg maker level of easy but for other genres?
>>
>>145121274
you have bits A = 01011101, you want to extract only the last 4 bits of it for example, so you use a bitmask B = 00001111, myresult = A & B;
>>
>>145121274
its literally just turning bits on or off using different operations that compare bits to other bits
>>
>>145120765
Not him but I wouldnt recommend it. It'll just become crutch that you'll need to get rid of so it's best not to.

Remember: practice
>>
Tried something out https://clyp.it/pbmqxirt
>>
>>145121974
It was good before you tried to add the noir sax.
>>
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Progress
>>
Glad to have you back aggydaggy
>>
>>145122084

Alright, I'll change it to something with a cello instead. Or maybe try an oboe.
>>
Am I doing something wrong if I have a lot of states for the player character?
>>
>>145122802
If it makes sense to you then its all good. If you see stuff that is redundant or could be consolidated do so. Don't worry anon.
>>
Holy shit... I wrote down what I'm pretty sure is all the assets I need to make for my game... Am I Fucked.
>>
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>Weekend's to-do list

>Get a pause state, save data, and window/game settings working in my game
>Figure out how to script entity movement and dialogue systems because I shouldn't be hard coding that shit (does anyone know how I could go about doing this..?)
>Play around with an anonymous collab / chat system for aggydaggy site

What are you going to accomplish this weekend agdg?
>>
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I finally made a trailer, what do you think?
https://youtu.be/1Ql5p0gpFZg
>>
>>145122781
I think you're okay on layers m8.
Just keep the string as your lead.
>>
>>145123162
Not a whole lot. The wife wants to go to her friend's kid's birthday party, and then I work from 4 to 4 on Saturday. Sunday I might get a little deving in but I doubt it.
>>
gotta go to my wife's son's circumcision
>>
>>145122957
Thanks. There's some code with small differences, but it's kind of hard to abstract it without screwing up something else
>>
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>spent a moth working on my game at the start of the year
>lost motivation but kept writing lore, ect
>from than until now I kept trying to start doing it again, and failing
>yesterday, I FINALLY managed to get back into it and code a bit
>then I was struck with massive inspiration for a completely different game and now im getting passionate about that instead

K I L L M E
>>
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big flashy progress is slow
unassuming structural progress is not.

things that are working:
-rail movement, including moving between rails
-player movement/camera/etc. (player object can just hijack any arbitrary ship object)
-highly flexible weapon class
-unified collision/damage system between game objects (ship, projectile, interactable scenery, etc. all simply do damage to each other on collision, unless selectively invincible based on designer-defined "material" tags)
-nonlinear music
-single effect class for particles/sounds/lights, easily place-able on tagged markers defined in a game object's model
-lots of audiovisual sweetening (flash/tilt on ship damage, fx orienting to point of collision, resolution-independent reticle, camera panning/rolling on player movement, etc.)

things needed:
-collision with "world" (terrain, static objects) is detected and does damage properly, but doesn't push player out yet
-fx system "works" but there are just a couple too many hacks; i want to redo it
-need ui system
-need save/loading state

i think that's a pretty short todo list before i'm ready to go into actual production, i.e. praying to fuck the guy i want to do the art isn't going to back out 15% of the way in

really most of the work the past couple of weeks has been creating a less "lol whatever" system for game object behavior than tossing 15 components into a prefab. i mean, that's nice for prototyping and game jams, but hell for more content-heavy stuff -- i'm a big believer in enforcing coherent and sane game design through object structure, instead of just trusting myself not to be lazy and bad
>>
>>145119207
try it on a different computer

it might just be your card / drivers
>>
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>>145123601
>wife's son's
>>
>>145123239
Not good, you should really highlight all your main features for a space game. People shouldn't be lost watching a gameplay trailer. And you probably know this, but those sfx won't cut it for the final thing.

1:05-1:22 is pretty awkward

And then I got bored and skipped around and didn't really see much new gameplay.
>>
>>145123662
No problem. I run into similar stuff and it rubs my glass ocd table with sandpaper.
>>
>>145123162
Just got team select implemented a couple minutes ago. Time for some dinner but tonight I want to have character select finished. This weekend I want to a tighten up the rest of the current UI and make all the menus affect the actual game. Right now they're just imaginary numbers that don't do anything.
>>
>>145123898
determination > motivation

don't fall for the inspiration meme, anon. the moment you start working on that new project you're going to have 'inspiraiton' to abandon that one too and start yet another one. don't do it. have some willpower or take a break and watch some anime, but dont become a full-time nodev.
>>
so /agdg/ what system would you recommend to make a game. I've been feeling the itch to make my own game. Currently i have expereince in C++/Visual (5 years) 3 years of Java and a few years in python

would it be worth to learn unity or UE4 or program my own engine due to previous knowledge?
>>
>>145124446
>C++/Visual (5 years)
2D: download SFML/GLFW
3D: UE4
>>
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>>145123965
But those were most of the features; I was trying to make the trailer "cinematic"
>>
>>145124660
>I was trying to make the trailer "cinematic"
bad
bad
bad
https://www.youtube.com/watch?v=Yi3XRUkvq28
>>
>>145124446
Depends on the game. If you want to make pretty AAA-quality games, go with Unreal. If you want to make artsy fartsy indie experiments, go with Unity. If you don't plan on finishing your games, make your own engine.

I went with GameMaker because I want to make games but I don't know how to program.
>>
>>145123162
>What are you going to accomplish this weekend agdg?
Doing a programming test for a company and probably failing it.
>dialogue systems
Create a dialogue reader that loads from JSON, XML, or your own scripting concoction and then spits it out as text in-game. That's what I did (with XML) but I'm thinking I might just go back and make a simple homegrown solution that's easier for me to write/parse.
>>
>>145123334
>>145122781

https://clyp.it/5orzsmzm
>>
>>145123162
I'm gonna finish my placeholder 4 directional sprites and hopefully implement jumping in my top down game.
>>
>>145123239
those fucking sound effects are too cute, anon. nice work
>>
>>145124863
Json data might work for dialogue, but for scripted movement? Say I need to start a cutscene that moves an entity to the player -- how would I do that in a script? Unless I should just use C# for everything and store it away as an action and then reference that action with an enum and then use that enum as a component.... but I really, seriously doubt that's how I should do it....

For dialogue it's probably going to be easy to give an entity a component that is a dialogue component which references a json file, which in turn can reference new json files for dialogue brancing, but even then is there a better way? Wouldn't that get very verbose very quickly?
>>
>>145124839

well a Co-oP Multiplayer RPG where you play a god with two domains *fire/water etc based heavily off of the CoH/CoV character creator) i dont think unity would fit tit that well
>>
>>145125218
Friend, you're suggesting something well out of your ability. Make something simple.
>>
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>>145124446
Unreal is pretty great. I also have about 5 years of C++ experience and this is my first time trying 3D stuff. Everything looks good by default without any custom shaders or anything. You get to focus on gameplay programming without wasting too much time on engine stuff.
>>
>>145124908
Alternate your bells after the string comes in.
Get rid of the church bell at :57.
Whatever that noise is at 1:01 needs fixed, stay away from hard-pans. If you have to, either sweep it slowly or soft-pan it the other side at like 10-15%.
>>
>>145125290

probably, but playing games like destiny and shit like that infuriates me with so much pleb mistakes they've done. ive got several other ideas but thinking about how much ball dropping these triple A developers have been doing lately really rustles my jimmies
>>
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trying to come up with a tileset that fills up the screen with a workflow that is doable for one person. a little drab but hopefully readable with props/characters/stuff
>>
>>145126467
>trying to come up with a tileset
why
get your gameplay done first
>>
>>145126467
Holy shit this looks great. My only advice would be to work on the stained glass
>>
>game coming along well
>only just started learning to pixelart

i-i'll be able to do it passably in a year or so right?
>>
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I also got more webms.
If my trailer isn't that good, maybe I could shitpost my way to success.
>>
>>145127035
If your game's fun, it'll be fun even with programmer art. You'll get to the point where it'll look good too though, I'm sure.
>>
>>145127035
Why do people think pixelart is the only means for art?
There's so many different styles and people just automatically default on pixels.
>>
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>>145127389
I concur; Using/making "pixel art" is just an excuse to be lazy.
>>
>>145127360

Good point anon

>>145127389

I've been wanting to do hand-drawn but the man hours are just too much.
>>
>>145127309
Or you know, take my advice and watch the trailer to see what you could do better.
Simple and concise points to sell your features to sell your game instead of just context-less gameplay footage jump-cuts.
>>
>>145127548

I can't tell if this is a joke post
>>
>>145127579
>I've been wanting to make a game but the man hours are just too much
>I've been wanting to do <thing> but man it'd take too long
stop
>>
>>145127710

I'm not sure you fully understand the work required to hand-animate 1000+ frames per player character plus 300+ for each enemy.

Very easy to criticize when you don't know what you're talking about, I imagine.
>>
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>>145127589
I will; that trailer was my first try.
>>145127696
It's not. The art for my game isn't particularly good, but at least I did my best.
>>
>>145127879
Or you could quit bitching and get started instead of settling for mediocre pixel-art.
>>
>>145127710
>Everyone's a NEET
Get a load of this human failure
>>
>>145127962

So anyone who uses pixels is just "being lazy" despite the fact that the art style in your game just as (if not more) simple?

Sounds kinda pompous desu.
>>
>>145127879
If you're at that level of detail, you might want to either rethink scope or possibly use 3d in some way. 3d is harder to learn, but it will save you time if you're making something massive.
>>
>>145128027

I would literally never finish. Again, you don't know what you're talking about.
>>
>>145128114
>muh busy life
>muh assumptions
m8 please, I and many other people dev'd while they wageslaved.
Just because you weren't smart enough to save up your neetfunds to dev free for years doesn't mean you can excuse away everything.
>>
>>145128317
>save up your neetfunds to dev free for years
I have an actual career and dev in my free time though. A wageslave like you wouldn't understand
>>
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>>145128139
>The art for my game isn't particularly good
Pixel art made sense 25+ years ago because that was the best that computers were capable of. To use it now to get nostalgia points is being lazy.
>>
>>145128152
No one ever made a 3d indie game
>>
how do compilers work
>>
>>145128430
>is being lazy
You seem to think that is a bad thing.
>>
>>145128475
You don't need to do full 3d - you can render frames out to 2d if you don't feel comfortable making stuff in a 3d engine, but with indie games you have to consider as many time savers and shortcuts as possible.
>>
>>145128578
0s and 1s
/g/ might have their machines general up though, or just ask in sqt
>>
>>145128430

That's bullshit though. Decent pixel art is a lot more difficult to implement than the art in your game.

I'm not even saying it's bad, but to say pixel art is lazy whilst using an objectively easier form of graphics is pretty dumb. There are some pretty incredible-looking pixel based games too.
>>
Do I want to do a 3d metroidvania, or a 2d metroidvania?
>>
>>145128759
1d metroidvania
>>
>>145128759
As in graphics or gameplay?
If graphics, no one cares. Just whatever you're more comfortable with.
If gameplay, 3D isn't metroidvania.
>>
>>145128841

Well, think about your question for a second. I said I wanted to make a metroidvania, so it stands to reason I was talking about graphics, for the very reasons you mentioned.
>>
>>145129070
2D is better for Metroidvanias, but I doubt you have both the talent and time to make it look good
>>
>>145128841
>3D isn't metroidvania
>there's literally 3D Metroid games and 3D Castlevania games

>inb4 b-but those aren't REAL games!!1
>>
Okay so I made a plan... A model a day. Maybe not textured, but at least one finished model a day.

I'm going to leave earth behind.
>>
which booby streamer do you want to stream your game?
>>
>>145129614
Anyone who says Metroid Prime isn't a good game has objectively
O B J E C T I V E L Y
shit taste.
>>
>>145122085
Yaoi Jam?
>>
>>145129756
>I'm going to leave earth behind.
Would you say you want to extend your reach to the stars above?
>>
>>145130002
>not wanting to dev in space
>>
>>145129226
>I make judgements based on absolutely no evidence

Shiggy diggy, bb.
>>
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>>145130226
It's perfectly reasonable to doubt you can pull off what it takes months or even years for a team of professionals to do. I never said you couldn't buddy
>>
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I'm more or less used to the sculpting tools in Blender now, but I still need practice in shaping the lowest res mesh to start with. A mistake there can really sink everything.

I'm not at a point where I feel I can even seriously attempt eyes. Every time I try, I wind up with what look like a praying mantis eyes. It doesn't help that I forgot to add extra verts for the eyes in the beginning like I did the nose / mouth.
>>
>>145129985
>Googum mocking people for their yaoi style

Oh wow, please tell me this is irony.
>>
Can I make a straight porn game if I have never seen a vagina?
>>
>>145130002
team rocket must leave
>>
>>145131104
No
>>
File: crab thing.png (77KB, 398x309px) Image search: [Google]
crab thing.png
77KB, 398x309px
I just discovered CrazyBump, what a wonderful tool.
>>
>>145130969
i didnt mock, i was asking if that was progress for https://itch.io/jam/yaoijam
>>
>>145131104
you can do anything
>>
>>145131298
>gay vns
pls no
>>
>>145131104
Yes. I'm a raging heterosexual and I'm not turned on by clinical closeup vagina.
>>
>>145131104
it could potentially be a better porn game than from soneone who has seen a vagginaA
>>
>>145131429
>>145131468
>go down on gf
>tuns more boogers later
>realize pussy mucous and nose mucous is not so different
Closeup sex is always eldritch
>>
>>145131669
>go down on gf

haha fucking cuck
>>
>>145132013
How else am I supposed to prevent her from getting preggy from my son
>>
>>145132163
get that cunt on birth control
>>
new

>>145132641
>>145132641
>>145132641
>>
File: Untitled.jpg (103KB, 434x570px) Image search: [Google]
Untitled.jpg
103KB, 434x570px
I tried to make the PC look more like a pile of clothes, like he's supposed to. since his ambiguous design is such a common criticism of him. It turned out pretty badly.
>>
>>145061139

>recursion

I spotted your problem :^)

To actually try to answer your question direct access table and then probably a dictionary. It kind of depends on what you are doing and what do you mean by gargantuan.
Thread posts: 759
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