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/agdg/ - amateur game dev general

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Thread replies: 802
Thread images: 129

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> 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:https://boards.4chan.org/vg/thread/145059468#top

>New /agdg/ Website (Still in beta)
http://tools.aggydaggy.com/#

Helpful Links: http://alloyed.github.io/agdg-links/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

> Chats
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

> Previous Demo Days
http://pastebin.com/Qi63yBxd

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first for brutal rape
>>
Reminder to post with trip #rocket to join the team that will win Space Jam!

Github organization established, trello too, plenty of donated assets :) We're gonna make it!
>>
>>145133207
Female: To protect the world from devastation
Gay Male: To unite all peoples within our nation
Female: To denounce the evils of truth and love
Male: To extend our reach to the stars above
>>
I just bought Game Maker: Studio after using a pirated copy for ages.

What have I done...
>>
>>145133151

Where can I donate my asses?
>>
>>145133505
Right in my face baby
>>
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Here's how to filter the tripfags, I know some guy was asking last thread so I made a guide.
>>
In SNES art, how many colors could be displayed per sprite? What about Genesis?
>>
>>145133707
>a transient collab trip is the same as a tripfag
Reminder to post with trip #rocket to clench up the assholes of people who spend too much time policing proper /agdg/ ettiquette
>>
>>145133761
In the time you took to post that you could've googled it you lazy fuck
>>
>>145133761

The Genesis had 16 colors per palette (or 15 + transparency), 4 palettes per screen. Not sure about the SNES.
>>
>>145133761
snes was 16 bit at base, but was overclocked 20% for early 90s standards so 16 + 20% = 19.2 to the 8th power = 18467573222 colors. im not an expert on genesis but I believe it was usually 80% as powerful so you can base it off that. my older brother used to take apart consoles so I know a bit about this stuff
>>
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>>145133889
>>
>>145133761
The Picture Processing Unit (PPU) used in the Super NES has a 15-bit RGB (32,768 color) palette, with up to 256 simultaneous colors.
>>
>>145134312
Kill yourself.
>>
>>145134285
yep, the math checks out
>>
>>145134290
Actually nevermind, I've decided to join Team Rocket
>>
>>145132641
>https://boards.4chan.org/vg/thread/145059468#top
anon...
>>
>>145134384

I believe it was more like 16bit x 90s = ~1400 colors
>>
I still keep getting connection errors. I feel like I'm taking crazy pills.
>>
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>>145134451
Sure you did
>>
>>145134636
Have you considered the benefits of protecting the world from devastation?
>>
Reminder that Team Rocket says NO! to object oriented programming!
>>
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>decide to learn about spess physics to see how it's supposed to work
>find out about the addition of relative velocities

what the actual fuck

why does it work like that

pic unrelated
>>
>>145134636
servers are fucked up, Hiro doesn't know what he's doing.
nothing new
>>
>>145134667
shopped
>>
>>145134290
I think it's time to filter the trip.
I'm going to unfilter it once the jam officially starts, July 14th, and if these fucks don't have a game I'm gonna be disappointed in them.
>>
Reminder that Team Rocket says YES! to static type systems

or really, whatever type system works for you
>>
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Did some basic work on a 'beginning' enemy and item drops. Enemies will always drop something and what it drops is based on your current Health and current MP, and hopefully you won't get health drops if you have full MP and vice versa. If they are equal it picks one at random and otherwise it goes off of some weights in favor of health. The items coming out of the enemy are not as exciting as I hoped but I'll work on that later.
>>
>>145134834
spess is weird my nigga. physics are crazy.
>>
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>>145134834
>>
Reminder to post with trip #spacestation to collab on a VN that takes place in a space station.

Also ignore autists who can't tell the difference between tripfags and using trips for transient collabs.
>>
How can I add a trail effect behind my sprites? I vaguely remember the Combine's eyes in Half Life 2 doing something similar, that's pretty much what I want to do.
The only thing I can think of is to quickly draw a bunch of shapes behind the sprites, then erase them after a few seconds.
>>
literally why not just make a discord or whatever the latest chat gimmick is.
All you're doing is mucking up the thread with minutely reminders about your circlejerk.

If you have actual progress, sure post it.
But you're actually getting people to filter possible progress because of your incessant advertising.
>>
>dogposting stops
>tripshit posting begins
>>
http://www.strawpoll.me/10453254
>>
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>>145135641
>>
Probably more for /sqt/ or /dpt/ but no matter.
Why would you ever copy something directly instead of just referencing it?
>>
>>145135760
Dude fuck off.
>>
>>145136074
to learn how it works
>>
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What should be the next thing I work on? other than multiplayer The AI could use some improvement, but the UI still uses the really old UI system in unity and I'm not sure how to use the newer one.
>>
post dev music.

https://www.youtube.com/watch?v=iP369OWR6uY
why do female voices turn me on so much.
>>
>>145136074
A reference adds a level of indirection, plus you have to copy the reference itself. Sometimes, just a straight copy could be cheaper.
>>
>>145136402
>5 minutes long
How is this a dev music post? I'm supposed to dev for 5 minutes and then get interrupted to find something new?
>>
>>145136473
>Sometimes, just a straight copy could be cheaper.
When would that be?
Just realized I know fuck-all about programming so I'm going through a Bjarne book again.
>>
>>145136529
right click and select 'loop'? That song is good for a good 2 or 3 hours on repeat. perfect dev music.
>>
>>145133427
>He didn't buy it during the Humble Weekly
Anon...
>>
Gamemaker is winning, let's run with that. I understand reluctance with posting as a group trip since some /agdg/ers have lost their buttplug up inside them creating a considerable amount of rage. What next, a github?
>>
Anyone else feel burnt out doing your dayjob all day, wanting to come home and relax, but know you have to work on your game for the rest of the night or else you'll never go anywhere?
>>
>>145136592
When it's cheaper than what I just stated. Typically, whenever the thing you're copying is the size of a machine word or smaller.

It would also be beneficial to pass by value if you were going to copy within the function anyways.
>>
>>145136857
Alright, thanks m8.
>>
>>145136832
No, I never feel like I want to relax. Relaxing is a waste of potential. The only time I take breaks from studying, working on something, exercising, etc, is when I feel like a break is necessary in order to begin working at full effectiveness again.
>>
http://www.strawpoll.me/10453328
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>>145137338
Wish I could find that motivation sometimes. Instead I'll relax anyway and just feel bad about it, which doesn't let me fully enjoy relaxing.
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>>145137620
It's actually really shitty. Start playing a video game? Feel guilty, I should be working. Go see a movie with my friends? What the fuck are you doing you should be studying. Go out to eat with family? There are people your age building self-driving cars at google and writing javascript libraries used by millions of people and you're here wasting your time eating food.

High stress all the time bro.
>>
No wonder you guys have so much trouble jeez, relax. I can't believe being so hard on yourself helps your productivity.
>>
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>>145136832
you must cast away the shackles of wagery, accept the freedom of NEET.
>>
1 hour work then 30 minute break is the ideal dev schedule. 15 minute eating break every other cycle. if you skip an eating break you must wait until the next one. keeps pooping in sync which saves more time
>>
>>145137903

what happens when your benefits stop?
>>
I'm calling "Must infiltrate system" for space station VN.

See, the beautiful part about this method of collab, is if you strongly disagree with this, you could just do I dunno, trip #spacestation2 or #spessVN or whatever. I think it's more inline with the agdg/4chan ideology than having some rando anon match us up. I am glad they volunteered to do this, but it's a single point of failure and I think we can do better.
>>
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Was just working on some low poly. It's really fun how quick you can make a character.
>>
>>145138138
Live and dev inside of a van.
>>
>>145138138
Death
>>
>>145138170
isn't this also how trips were originally intended too? like a per-thread identifier but here a project instead
>>
>>145138192

Can't dev unless you got battery power, vans aren't magical infinite battery supplies.

>>145138249

This guy gets it.
>>
>>145138191
Teach me your ways, wise one
>>
>>145138306
>>145138170
Take it elsewhere ffs
>>
>>145138306
At least I can filter you fucks, can at least thank you for that
>>
>>145138191
Bro, yes. Please keep working on this. Kawaii girls wearing mecha armor and/or big weapons like that is the absolute best.
>>
>>145138418
>>145138493
Didn't mean to put a halt to your dev process, thanks for spending the time out of working on your game to post this
>>
>>145134932
Any tips on how to go down slopes smoothly?
>>
>>145138418
>>145138493
You are working on your game, right? Probably you are too busy to respond to this
>>
>>145138012
Make sure to walk regularly too, and if possible do at least a short workout each day. A healthy body will keep you devving better than anything else.
>>
>>145138838
I'm watching anime ok? it counts as gamedev you wouldn't understand baka
>>
>0-4 work on a bunch of easy shit
>5-9 fix enemy ai
>>
If I make a game that is incredibly similar to another gsme, but obviously made by me... Could I get sued?
>>
>>145138782
I used this as a guide. He also has some things on the marketplace that are free that you can look at.
>>
>>145139026
no
>>
ok this kind of works so far, we've agreed on a VN set in a space station, made with Gamemaker, where you infiltrate a space station.
>>
>>145139353
Fuck I forgot to link. https://zackbellgames.com/2014/10/28/understanding-collision-basics/
>>
>>145139026
You can steal game mechanics all you want. Just don't steal characters or anything like that. But that should be obvious.
>>
>1-4 cry in bathtub
>5-9 dev
>0 both at same time
>>
>>145139024
fuh
>>
>>145139665
gz
>>
>>145139665
UGH FILTER UGH MUH AGDG SHITPOSTING UGH DISGUSTING
>>
>>145139493
Thanks, it's pretty similar to a solution I tried before, but I didn't know if it was worth it to fix the bugs. I'll go along with it then
>>
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I wish this shit was in C++. It's so hard to try and follow/understand blueprints that are bigger than 10 nodes.
>>
Simple pause state counts as progress right? Fuck it I'll post it, people need to post more progress.

>>145138191
Jetgirl is cute! That looks awesome. What's it for?

>>145134932
I really hope you get an artist or something, I can't wait to see this at its full potential.
>>
>>145139876
You can convert it to c++ m8
>>
Reminder that team rocket are cool guys who contribute and don't always wear their uniform.
>>
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>>145140001
>Forgetting my webm
Wow.
>>
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Design ideas for the player character. What do you think?
>>
>>145140159
Report what? Collaboration when the next jam is Space/collab themed? Which rule is this violating?

>waaaaah report fun, this clenches my anus
>>
>>145138191
Looks awesome. Is the nose,mouth, and eyes separate textures? Can I see your mesh?
>>
>>145140272
If they're actually yours
2 > 1 > 3 cute wise
armor wise
1 > 2 > 3
>>
Reminder to post with trip #rocket to join the team that will win Space Jam! Disregard autists who need OFFICIAL collab methods. We can do this on our own. Masturbatory gestures to nodevs who think AGDG ettiquette is progress.

https://www.youtube.com/watch?v=ZBVrPWwSlRM
>>
>>145140272
>Tumblr nose
>Freckles
I think that it looks pretty stupid
>>
>>145140293
>taking off your trip to respond
wew
>>
>>145140272
absolute trash
>>
>>145140587
Believe it or not I just think it's funny as hell how worked up people get here
>>
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here is detective game progress
i scripted the adding of evidence cards to the evidence folder.
i can now legally shitpost all i want.
>>
>>145140559
>Let's
>>
>>145140272
>no brown skin
>no vitiligo
Incomplete tumblr experience to be honest.
>>
>>145140826
>no hospital name
>no detective name
Get it together googem.
>>
>>145140989
it's a prototype you nodevshitcunt
>>
>>145140272

3>2>1

blond girl best girl
>>
>>145141039
>have dates and times but not your places and characters
ggm pls
>>
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>>145140826
hoooooooly shit gogem actually posted progress

Really glad you are running with Detective theme, I think it was the best of all you suggested. Though I still think you should go a non-traditional (non-noir) route of something like food inspector who discovers weird shit.
>>
>>145141140
it's all placeholder. sorry if my placeholder is so evocative that you created an entire story in your head by accident but that's just how good i fucking am.

>>145141171
>I still think you should go a non-traditional (non-noir)
it was never noir
>>
>>145141340
>it was never noir
Glad to hear that. Recycling that would be boring as heck. What are you looking at then?
>>
>>145140737
>keeps posting almost the same over and over
>floods the thread with something unnecesary that could be done in a better way trough other communication media.
>no actual progress or content of interest of the thread
Is clearly made to annoy people. Wonder if we could report it for spam.

>>145140272
Cute:
2>3>1
Armor design for knight
2>3>1
Armor design for mercenary or other warrior
1>2>3
Also on a realism context 3's hair would probably be the best.
And totally agree with >>145140574 drop the tumblr nose and the permanent blush.
>>
>>145141482
Not that person but team rocket member here. I'm sorry you hate the idea of anons coming together to collab. I like that the anon putting teams together is doing that, but it is a single point of failure, don't you think it's kind of nice that we can do it ourselves potentially? Do you really need an authority to make teams that badly? Don't you think collabing in the thread is a bit more in-line with the spirit of why we're all here instead of /r/gamedev?

No offense to anyone, you're all doing fine, but using trips to denote a project actually makes a lot of sense to me. And if they're making actual efforts than all the better.
>>
>>145141431
it's a police procedural like you see all over tv. just the procedure is completely in the hands of the player.
storywise it's definitely going to be historical (pre-1990s/post-1930s) so that everything isnt "THE LAB SAYS" like the limits of lab testing from then is very broad blood matching, some bullet casing matching, fingerprints and thats about it.
>>
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I must be retarded. I just downloaded game maker, made an account, downloaded a free asset from the marketplace, but for the life of me I dont see a "marketplace tab" i nthe game maker studio application. Where the hell is that free asset and how do I get it to show up. Only thing I see downloaded from the free version is a player and the studio app
>>
>>145141953
I hope you've atleast played some Sherlock Holmes titles googs.
>>
>>145141993
Marketplace Beta -> My Library -> Download

This is from having a project open at least.
>>
Gogem Let's Play when
>>
Gogem stream a Let's Play Gabriel Knight
>>
>>145141993
out of curiosity what is the asset you downloaded?
>>
>>145142282
kill yourself ? ? ? ?
>>
>>145141815
Don't missunderstand it, I'm not taking part of the jam and I have no interest on controlling the teams. I'm perfectly ok with collabs, I actually love the idea. But spamming the same message over and over is overdoing it and the trip clearly got in the wrong hands too, wich was something to be expected. That's why stuff like that is better done on private.
>>
Gogem stream LP Gabriel Knight or LA Noir
>>
>>145138191

Was that made with Blender?
>>
>>145142459
[ass clenching intensifies]
>>
People who have a Greenlit game: what happens when I click "continue submission"?
>>
>>145142223
God damn you're right. I just assumed I could import it first. That makes a lot of sense now I guess got it working, thanks anon

>>145142347
action-platformer-engine-1. I want to try creating my own platformer, this seemed like a really good thing to at least look at. I don't see where the code is for like moving, jumping etc. but poking around in it
>>
>>145142764
If you don't have any previous experience with GM I would say check out Shaun Spaulding's tutorials. I've been programming for years and they helped me get up to speed really quickly.
>>
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>>145142380
also rip in peace

>your options are 2 prewritten questions
adventure game garbage
>>
Ok, posting with #spacestation. Now what? We've agreed VN, Gamemaker, spacestation is infiltrated. Do we start with programming, art, story, or what?
>>
>>145142753
you fill in your fucking taxes (not a joke)
>>
>>145142972
Gogem LP when

Go on twitch and play a detective game and talk about game plan

COME ON
>>
>>145142972
>watching three minutes of gameplay footage
>not even playing the game to experience the direct puzzles and in-direct puzzles
Jesus googem, if this is really you, you're such a hack it's unreal.
>>
Haven't done much work recently since I built a new computer. I just need to get a new GPU.
I stuck in a shitty GT220 and was surprised to see that my game even worked on it. Minus frustum skewing fucking shit up.
https://i.gyazo.com/15d22e562587c5f80cb5f1bc091eb2e7.mp4
>>
>>145143080
>implying i would waste my time playing an adventure game
>implying clicking all the options myself is any different than watching some shitter on youtube do the exact same thing
>>
>145143161
Alright, for the sake of the thread, I'm just gonna assume (You) bait
>>
>>145143161
You fucking retard just stream yourself playing LA Noir so we can talk with you about your game goddamn idiot love you please acknowledge me
>>
>>145138985
wasn't me btw, i would never watch anime
>>
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>>145143464
>team rocket blasts off again
>>
>>145143242
bait would be saying
im satisfied to never directly play Aviary Attorney because i watched the "game over guys" on youtube play it which is an objectively better experience because you lose nothing from letting someone else click the options and gain great voice acting.
not that bait cant also be true
>>
>14,699 ± 3,061 12,026 ± 2,769
>N/A N/A
wew
>>
>>145134932
Bonus webm showing multiple enemies because I thought it was silly. Going to have to make a stationary enemy next. Shoot some projectiles and be a general asshole.
>>
>>145143537
Just fucking stream LA Noir or Gabriel Knight, what the shit is wrong with you, I love everything you do
>>
>>145143797
>negging gogem into streaming
I don't think it will work but I kind of hope it does
>>
Download LA Noir
>>
>>145144570
*Downloading, sorry I'm drunk
>>
A gogem stream would be hilarious, just for the chat reaction.
>>
Gogem stream when
>>
>>145144674
>>145144570
>gogem playing games
>gogem correcting himself
>gogem drinking
>gogem using capital i
>gogem using unneeded apostrophes
you'll never be as good at gogem as me
>>
please Gogem stream

please

please
>>
Straya music for Gogem to stream
https://www.youtube.com/watch?v=lZGPB4463mM

Gogem please
>>
>>145144986
>>145145054
>>145145252
>>145145492
>Playing games
>Watching people play games
>Doing anything with games that doesn't involve making them.
Just leave the thread and kill yourselves.
Fucking nodevs.
>>
>Gogem watching everything you write
>Could decide to stream and make your dreams come true
>stay quiet
>>
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>>145138617
>>145140001
Thanks! Weapons to come shortly and idk I kinda just made her for fun but now it seems like it'll be much smarter to just make a whole game that's low poly rather than the usual medium polycounts I normally do.

>>145138390
>>145140304
>>145142545
Thanks, here's the wires. The face was just textured onto the body's texture which I guess is a bad idea if I want her expression to change. And yeah I use Blender.
>>
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>>145145492
>Nick Cave
>>
>>145146096
Please
>>
>>145146096

the nodev audience is huge and unexploited, ripe for the taking by the right e-celeb.
>>
>>145146042
>tris
REEEEEEEEEEEEEEEEEEEEEE

jk looks awesome bro.
>>
>>>/v/340707640
>>
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I still only understand like 50% of how this is working, but whatever, it does what I want it to so I'm not gonna waste more time. One more feature to add related to the highlighting and then I'm done with it.
>>
>>145133427
Isn't it free? I remember getting it for free...
>>
is godot still a meme engine
>>
/agdg/ board when?
>inb4 8ch
Fuck off that whole site is slow
>>
>>145146557
There has always been a free version with limited features, and a paid version when you can use everything. If I recall corrrectly there are 4 lternatives now with different limitations. The free one even has huge watermarks on top of your game all the time. They went full jew.
>>
>>145147557
We've had several. The creators got shitpost into oblivion (and the boards didn't really work. Too few posts.)
>>
>>145147557
I like having everyone posting in one thread. On 8's agdg board you just have a shit ton of dead threads, most of them with less than 100 posts, and the only/most active ones are the FAQ and Progress threads. I believe that makes it even slower than it already is
But on the bright side on a board we could get more defined rules, and more competent janitors and we could avoid all the shit we have been having here latelly, so I say we should suggest its creation as soon as we can.
>>
>>145147557
>Thread that get 100 posters tops
>"Make it a board"
fucking retard delete this
>>
>>145148253
Why do you think we only have 100 posters?
>>
>>145148395
Because most of you nodevs leave us alone after a few days.
>>
>>145148472
Nope, it's because yesdevs leave because of the shitposting.
Look at the /v/ gamedev threads, most devs there never show up here.
>>
>>145148395
Only 45 ITT and that's counting all the nodevs and attention whores shitting on it.
>>
>>145148679
You are the reason I can't dev, team rocket must leave.

OOP vs FP yeah get it all out oh god cumming so hard

https://www.youtube.com/watch?v=ZBVrPWwSlRM
>>
>>145147706
I remember getting GM:S for free and they gave you access to the most important stuff - no limitations for scripts or object numbers or anything like they used to have, you could only make games for windows though. Still pretty good.
>The free one even has huge watermarks on top of your game all the time.
When did that happen? I know they were sold off recently.
>>
>>145148679
>>145148803
If anyone hasn't guessed by now, the rocket shitposter is the source shitposter.
>>
>>145147706
Watermarks? really? I knew there's like a splash screen or something now but is there more? I'll just go with Godot I guess
>>
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>Darkest Dungeon-ish game, but without the horror aesthetic and darkness, different (somewhat more complex) combat system, and more focus on bantz between party members rather than big narrator stuff

How successful do you think it would be? I'd have to get it kickstarted because I can't fucking draw.
>>
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>>145149037
>>145149210
Watermark shit was already in GM 8.1 I Haven't used Studio, so I don't know if they still do that. Their website doesn't say anything about Free vs Lite features anymore. Then again, their website looks more artsy than informative to me.

>>145149069
And probably the dog shitposter, and the black shitposter too. Notice there when a new shitposter appears the old ones dissapear.
>>
>>145149539
>different (somewhat more complex) combat system
Don't give me fucking ideas, give me details.
>>
>>145149539
>How successful do you think it would be?
You've said literally nothing about the game m8

>A game like ___ but ____
>>
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I've made some armour for my MMO that's inspired/ripped-off from bloodborne, but I'm having real trouble getting the cloth to not clip through layers when weight painting and animating it, and that's only with a combination of armour + legs/skirt. It's going to be a nightmare when adding even more armour choices.

I thought about using cloth physics for stuff like the shawl and outer-skirt-thing. My game doesn't use a physics engine but I've used PhysX and Newton in the past. I've never used cloth physics before.

Has anyone had experience with it? How hard is it to implement? Would I just spend longer setting up cloth physics and character bounding boxes for it to react to than messing around with weight painting the cloth? I'm not really bothered which looks better, just which will be faster in the long run.

Thanks.
>>
>>145149598
I've never seen anything about watermarks in GM:S so I guess they dropped it.
>>
>>145149598
there is no watermark bullshit in studio

they gave it up pretty quickly after some backlash
>>
>>145138191
This is probably the first 3d cute anime girl i've seen on agdg. Good job anon. Hope you show some gameplay eventually and we can see the character in motion.

Does anyone else on agdg do 3d anime-ish models?
>>
>>145149725
Oh well, that's nice to know. I'm guessing they probably got a huge amount of bad feedback on it.
>>
>>145149598
>>145149725
I imagine that if that image is true, then there would have been a lot of backlash.
>>
>>145149718
i want to hug your character
>>
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>>145149868
Is true, just google game maker watermark and you'll see. And yeah as >>145149821 said, they probably got rid of it because of it.
>>
>>145149625
It's very difficult to describe. When your parter encounters monster(s), you choose a formation, and select and action for each party member(Eg "fight" do nothing" "magic missle") . Then the combat is automated, an the groups do battle, with various events occuring (the paladin can knock someone off balance, for instance, then another parter member coup de graces them instead of a normal attack). Combat breaks again once everyone has had a turn, theres easy "do that again" or "use macro" options for minimal frustration. You can retreat by simply moving away on the map.

>>145149657
How else am I supposed to describe it in a few words?
>>
>>145149825
The anon doing the witch and dance games has ridiculously cute 3d waifus too.
>>
>Feature you thought was working
>Find out it's totally broken
1 hour wasted so far. How long will it take? No one knows!
>>
>>145148395
all the devs post where there's progress to be found, like on 8ch
>>
>thought I was developing all day
>turns out I was actually just shitposting
How does it happen?
>>
>>145150124
>I have an idea
>>
>>145150341
And is usually the dumbest thing ever, anon.
>Fixing a little bug, I just needed to check fr a variable before excuting the rest of the code.
>Made a small tweaks here and there.
>Test.
>keyboard is unresponsive
>Did I just break 3 weeks of work?
>Spent 2 hours looking for the error
>I misplaced a } and no key worked unless that boolean was true, something that happend after you pressed a key on the keyboard.
I felt so fucking retarded.
>>
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Scrap Galaxy progress: Added Splines for placement of GUI objects.
>>
>>145150124
Shit delete this man, someone might steal it
>>
>>145150657
Apparently it broke when I changed the raycast function I was calling. The visibility channel doesn't work like I thought it did (it only returns true if the center of the actor is visible, not if any part of the collision component is). At least I think that's what happened. Anyway it works again now.
>>
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>>145150721
Progress cont.
Can switch between cards.
Card graphic are placeholders.
>>
>>145150636
Yes?

>>145151071
Rip.
>>
I just watched Indie Game the Movie for the first time and I cried.

Thanks for recommending it /agdg/. That was great.
>>
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I checked the opengameart.org link up top, but it's a bit hard to navigate. I'm trying to make an Android game and I'm looking for some generic fantasy RPG 2D art - the kind of stuff you'd find in RPGMaker or whatnot. Any good tags to search by, or other sources of open source assets?
>>
>>145149825
Hey thanks heaps, man but like >>145150328 said, there are some really cute 3d girls here I reckon.
>>
Is there a way in rpgmaker 2003 to create a skill that doesn't display its name? Just plays the animation and does the effect. I could have sworn there was a way to do this. /rpgm/ is dead right now.
>>
>>145152101
anon theres an entire general dedicated to rpgmaker
>>
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clap clap motherfuckers
>>
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>>145149825
I promise ill learn how to rig and animate so you have more 3d animu girls to see..
everyone thinks shes creepy and not cute
>>
>>145152141
...they know. They literally just said that general was dead right now.

>>145152101
Sorry, I know nothing of RPGMaker.
>>
is this place really so fucking desperate for 3d animu
>>
>>145152504
>>145152448
I stand corrected. Cute models the both of you.

>>145152687
It's a niche(for western devs) especially for 3d. You would expect a general on an anime imageboard of all places to be working on a few 3d anime games.
>>
>>145152448
she looks kind of retarded honestly but I like it, its very cute and likeable
>>
>>145152504
maybe tha's because shes hovering an inch over ground?
>>
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I got all the highlighting stuff working and fixed all the bugs/regressions that I could find that I ran into. So when you attack/interact, it targets the nearest valid actor, unless your crosshairs are currently targeting something (then it takes the crosshair target). So, the highlighting will show:
1. which enemy you will attack if you press the attack button (red for enemy, green for friendly)
2. what you'll interact with if you hit the interact button (yellow, eg chests, talking to NPC, etc)
there could be 2 things highlighted at once, for each action, or the same thing could be highlighted for both actions - interact color trumps attack color, but attack range is larger than interact range
>>
>>145152864
Ye I didnt set up the model ccorrectly in the scene. But the whole poont is that the rig is a spaghetti mess, so animations are hard and messy to do. Im trying to find a nice tutorial or a source for a full body rig with constraints that I could learn from.
>>
>>145153114

This will sound generic, but keep up the good work, anon.
>>
>>145152448
I really don't like her hair. The bangs shouldn't be floating like that, and she shouldn't have sideburns.
>>
talk me out of joining team rocket

they won't make a game right? it's just shitposting right?
>>
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>>145153298
>>
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>>145153405
If they were making a game, they would post progress; instead they shitpost.
>>
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>>145151140
>>
>>145153320
Well I just started making this animation this morning, I have to tweak quite a lot of things of course.
> she shouldn't have sideburns.
Why not? Though I guess it would make sense to add bones to them to make them move around.
>>
>>145153698
Those aren't sideburns
>>
I wonder how do 1st person games do it, that when you you have player shadow you see the whole player, even though in reality the player is just a pair of arms attached to a camera
>>
>>145154225
you include the model in the lighting calculations, and then not render the model
>>
>>145154225
The arms are "seperate" from the whole human model. So you render the arms up to a point and set everything else to invisible to render only the shadows. This way you only need details on the arms and the body parts that you can see, while only having to worry about the general shape of the rest of the body, so it casts a shadow.
>>
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wtf is happening
>>
>>145154225
They use the mesh for shadow mapping but don't actually pass it to the renderer.

Although a lot of games that have player shadows also render your body beneath you, see FEAR.
>>
>>145154438
>using gdb
you only have yourself to blame
>>
>>145154438
> he fell for the meme
Anon
>>
>>145154438
in short you fucked up your window creation
>>
>>145154438
>this looks kind of complicated
>I GIVE UP

anon
I know this is hard
but try to give the error message a little read
you can find amazing things if you just try
>>
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Progress has been rocky my workplace sacked a load of people due to having not very good performance.

I should be learning some new technologies but all my spare time i'm been devving. I'm gonna split my time for a while between devving and learning work stuff so I won't be among the next group of people they get rid of.


I done a little bit of progress. The ship has bullet spawners where the lasers shoot from and the cam slightly looks at the ship, for aesthetics.

https://www.youtube.com/watch?v=GMKNXJqyknA
>>
>>145155015
did you have good performance?
>>
>>145136186
new UI isnt that bad. watch a youtube vid or two on it. Its way waaaay faster to work with once you get a feel for it than the old OnGUI stuff.

I watched quill18 do some card game in unity. Its a 12x15 min episode series and i followed along. by the time it was done i was proficient at nearly everything regarding the subject.
>>
What are some alternative names for "equipment"? (i.e. objects your character can equip/unequip for a continuous effect).
>>
>>145155102
They didn't say, they just sacked 4 people and that was their reason.

(There has been a few personal agendas going on)
>>
>>145155135
can you explain what the problem is with just using equipment?
>>
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I'd really like to get into Godot because of it being open source and free but I'm scared it ends up not being sufficient for my project.

GMS might have his quirks but the documentation is super solid and from what I've learned and done so far (2 little games on it and stuff) I know I'll be able to do my real game on it. Might have to do some workarounds and such when it comes to certain things but all in all I know I can make it.
>>
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>>145155015
posted wrong image.
This shows the camera movement.
>>
3d
anime
girls

what do you think
>>
>>145143796
Make it close up / duck into the ground and become invincible too.

>>145152504
shes creepy cute. somehow reminds me of lydia(?) from the beetlejuice cartoons. would hug/10
>>
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>>145155297
> live in eastern europe
> that image looks almost exactly like the view I have from my window

Such is life. Eastern Europe devs report in!
>>
>>145155234
Was just curious if anyone could think of an alternative name that sounded cool.

but since I can't even describe it without using the word "equip", I guess I'll stick with equipment
>>
>>145155389

that looks like 70s new york tb.h
>>
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>>145155106
I've actually found the old system really easy to use since I already knew c#.
>>
>>145155571
As someone that lived his entire life in EE, it gives out a very specific depressing slav feeling. It's subtle. If a western country has such a location in their city, then you have my condolences
>>
>>145155470
There are a bunch of things you can do, depending on how the game works. If it's like an RPG thing, you could just have a "Character" menu which displays stats/equipment, but you don't need the word equipment there anywhere. You could call it Gear. You can use Wear, Wield, Take Off, Remove, Put On, etc.
>>
>>145155571
New York had Commie Blocks?
>>
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>>145155571
it looks like wherever lat den ratte komma in takes place
>>
>>145155785
>>145155680
>>145155658

https://www.google.com/search?q=patterson+projects,+bronx

I thought they looked like these
>>
>>145155678
Gear! That's a good one, thanks!

Yeah I'll be using a "Character" menu, but I just wanted 'type names' for the two types of items you can find.

The other type is "consumable" items like potions - you don't happen to know another name for those do you? (I guess consumable is fine)
>>
>>145155628
Its not hard, its just that its not very intuitive. Trust me. Learn it.
>>
I know there are people who are willing to spend money on artists or purchasing pre-made assets, but what about the other way around? Are there places to 'hire' a decent amateur programmer, and what's expected in terms of rates?
>>
>>145156149
If you want to be quirky/different you could name it something generic like Gear/Stuff.
>>
>>145156278
https://www.upwork.com/o/jobs/browse/c/web-mobile-software-dev/sc/game-development/
>>
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>>145140272
>tumblr drawing
no! you have to go back!
>>
>>145156495
Should've mentioned that it'd also involve porn, but this is a good place to start, thanks.
>>
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>>145156495
>Need a gaming programmer to develop a game.
>Est. Budget: $50
>>
>>145156682
do you want to do this guy's homework for $100?
http://www.peopleperhour.com/job/write-an-informational-program-using-javascript-java-progr-1155372
>>
>>145156614
I do it for lewds.
>>
>>145156682
That's is considered riches beyond wildest dreams in india
>>
>https://www.reddit.com/r/Unity3D/comments/4njyf1/i_have_a_game_that_got_greenlit_but_i_dont_know/
> I made a game in 18 hours, its like an arcade game I really liked it. Anyway I posted that game on Steam Greenlight and well after quite a time it got Greenlit ! Now the main problem is that I have a game I'm working on so I really don't know what to do with that game ?
This is why so many fucking garbage games are on Steam. How the fuck does this get greenlit?
>>
>>145156880
What is it with people and releasing their first game as a commercial one now days?
>>
>>145156880
EVERYTHING
GETS
GREENLIT
How are people still struggling with this concept? Anything you upload that doesn't break the rules will eventually get greenlit.
>>
Just a friendly, daily reminder that the next indie gold rush is going to be web games. Just look at the popularity of slither.io and agar.io, it's just the beginning. Get on the train before you miss it.
>>
>>145156947

mobile games have basically spoiled every developer. everything's a get rick quick scheme now, with jacked up microtransactions in every orifice.
>>
>>145157024
>Get on the train before you miss it.
nty
>>
>>145156880
$100 can get you a 3TB drive anymore and still have change left-over.
Valve make profit just from the fee alone.
>>
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The asset links in the OP are shit.

Don't want to spend all your time drawing? Here's what you do:

1) find an open source game with assets you like the look of. Or at least think are okay.

2) Steal that shit.

The next OP needs a list of open source games worth ripping off. Here's a start:

Space:
https://github.com/MovingBlocks/DestinationSol/tree/develop/main/imgSrcs/hulls
https://github.com/endless-sky/endless-sky-high-dpi

Fantasy:
https://github.com/dachhack/SproutedPixelDungeon/tree/v0.1.1/assets

Anyone got any other favorites?
>>
>>145156947
I find it kind of annoying how people who are obviously terrible game developers are giving people advice on forums and stuff, and then they go "yeah I've released 3 games already" and they're the equivalent of copying baby's first tutorial.

Game Maker is too easy these days where anyone can do it and make total trash.
>>
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i want to make a huniepop-like game. It's been out for a few years, and I think fans are thirsty for something similar but new.

is this viable?
>>
>>145157162
>Anyone got any other favorites?
Yeah the pastebin you need to put all these in.
>>
>>145151676
Don't. Most of the stuff there is low quality and even if you managed to find enough ok quality assets, you should have a cohesive style to your graphics which won't ever work out with assets collected from the internet. People will know, it's subconcious but they will know that all these images don't belong together. It's better to make your own assets, even if you aren't great at drawing as long as you can keep a consistent style and work with a good palette it will work.

Look at FTL, the assets aren't pretty by any means but they work well together and that's what matters the most.
>>
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>Visual studio constantly keeps cockteasing me by putting notes in my code
>"wow breh, this piece of code is so bulky and ugly, here i can convert it into this beautiful clean, modern solution with C#6, look!"
>o-okay *click*
>OH MY GOD IT'S BEAUTIFUL
>then unity compiler grabs the code
>"HAHAHA FUCK YOU CUNT, I DON'T THINK SO, better hit that ctrl+z kiddo and go back to that ugly ass code because fuck you, enjoy your compiler error you filthy piece of shit, also nothing personnel kid"
i hate everything
>>
>>145157289
dont care
>>
>>145157289
How long did you spend typing up that really funny post?
>>
>>145157289
Unity promised support for this several years ago.
>>
>>145157162
none of those are cc0 or public domain. you can use them commercially, but you have to comply with the license

one is apache 2.0, one is gpl, and one is cc-sa
>>
>>145157441
They pushed it again, this time to 2017
>>
Any free alternatives to Visual Studio? I downloaded it a while back and did a Unity tutorial but now the demo expired. About to uninstall it, along with Unity since I already have gotten comfy with Gamemaker. If I do upgrade from GM, I'll probably go Unreal.
>>
>>145157603
visual studio is free
>>
>>145157603
C#?
Then Mono or Atom or the billion other TE
C++
Code Blocks or Atom or the billion other TE
>>
>>145157289
That's what you get for using C#. To paraphrase a great man: There's only one thing I hate more than lying: C#, which is Java that's lying about being a C language.
>>
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>>145157149
Don't they donate the money to some charity?
>>145157289
unity uses .net 2.0 if I remember
>>
>>145157193
Of course it is. The adult game industry is very lacking in terms of solid, fun games with erotic components. Not attributing that description to Huniepop necessarily, but at the same time the market is absolutely there.
>>
>>145157701
Another brain dead serf spouting rhetoric he heard from someone else. Like if we don't have enough of those here already.
>>
>>145157193
I think theres more a market for Akabur games done right.
>>
>>145157193
>released Jan. 2015
>out for a few years

had me worried for a second
>>
>>145157854
Alright Gosling, you can go now.
>>
>>145157701
What's wrong with C#? I've only used it briefly, but it doesnt seem that bad.
>>
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Another week goes by without me starting because I dont know what kind of medium I want
Cant 2D or 3D to the point where I can make anything good
>>
>>145158129
>I dont know what kind of medium I want
you want a video game
>>
>>145157701
I don't think that man is very great if he thinks having a C in the name is what puts a language in the C family and thinks C, C++ and C# are related in anyway. Java is a C language. This guy you like so much sounds retarded.
>>
>>145158553
>Java is a C language.
oh boy here we go
>>
>>145154927
>>145154796
Yeah somehow i must have.

But the thing is, I set a break point in main, and it is still crashing. How is it possible? It is crashing before it is even hitting the breakpoint? So it is crashing in the start-up code before it even calls main? But then how come my window creation code is in the backtrace?

It is as if gdb has disabled breakpoints on the cpu or something.
>>
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I actually belieave that a Female main character doesnt push products hard
But if I had a main character be female, but not the character you play as
Like lets say Youske from Persona 4 is kind of the main character because he pushes the plot forward a lot for key scenes, but Yu is still there and makes decisions
Or how Ashe is TOTALLY more important than whats his face from FF12
Also I want romance choices, so yeah
>>
>>145158701
>I actually belieave that a Female main character doesnt push products hard
People bought Remember Me literally just to stare at her ass, while knowing fully that the game is mediocre otherwise.
>>
>>145158596
No one's going to listen to someone who thinks there's any pretense around C# being related to C in a meaningful way and quotes themselves as "a great man". That person would have to be a legit idiot to behave that way.
>>
>Imagine a 3D action game, where instead of health points and whittling away at your opponent's health and vice versa, every enemy and yourself died in one or two hits, either by bullet or by sword slash or whatever, and sword fights or gun fights were amazing spectacles of parries, blocks, and dodges.

>Things like Souls, DMC, Ninja Gaiden, or Various TPSs/Hack n Slashs

>I'd love a game like this

Why is /v/ so cute?
>>
>>145158939
Who are you quoting?
>>
>>145158939
DMC has an option where you die in one hit but so do enemies.

And it's all about dodges and parries.

I don't know what this post is trying to say.
>>
>>145158939
funnily enough, you can sometimes find good ideas in those threads
>>
>>145158939
link
>>
>>145158939
Samurai Gunn is actually pretty fun though
>>
>>145159040
He wants a game where everything is literally life or death. So things would be intense as Max Payne x all the games he listed
>>145159057
Of course, I have a .txt just for /v/ ideas.
>>
>>145158779
Yeah, and that didnt sell at all
X Blade didnt sell anything and the whole thing was based on her sex appeal really
>>
>>145159231
Blades Of Time was fun though.
>>
>Your game is made up only of matrices with determinant with absolute value 16.
Can you make game?
>>
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LATEST GAME FROM GOOGUM
>>
Please Gogem please stream

Please I need this
>>
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>talking about detective games while Gogem streams
>>
>>145158624
okay i reboot and now its saying this...

how well that explains it, I have 2 mains().

But:
a) Why does it only tell that after I reboot?
b) How the hell does it sucesfully link a binary that has 2 mains without giving an error. It isn't even the case that one override the other, they are both still there simultaneously and you set a breakpoint it hits both, and the program crashes when it runs. Probably because one is in C and the other is a .m file so Objective-C

I hate apple software
>>
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Network densities are good to go
no idea why the framerate got so murdered
>>
>>145160170
just so you know, all those "detective games" you talk about arent detective games, theyre adventure games with detective stories. im making the first ever detective game.... in the future people will make detective games with adventure stories.
>>
>>145157269
>Don't. Most of the stuff there is low quality
How ironic considering that agdg always shitpost about how this place contains the top quality when it comes to free art.
>>
>>145157193
If you can draw lewd girls well, then you're a shoo-in for patreonbux
>>
>>145160349
>tfw my country has no internet
>>
>>145160454
go away sweden
>>
>>145160432
PLEASE GOGEM
>>
>>145160440
>how this place contains the top quality when it comes to free art.
I don't think anyone here has ever said OGA has good content.
>>
>>145160454
Italy actually.
>>
>>145160440
Those aren't contradictory points.
>>
Animation is an abstract kind of hell. I wish i had a qt korean game dev gf slave animator to do this stuff for me
>>
>>145160859
2D or 3D
>>
>>145160893
3d. It's just impossible to get nice clean movements with ik, it juts twists and turns every time you move the ik anchor and fucks up everything. Not even advanced rigs i tried to actually download are immune to this.
Manual animators are fucking sadists and those AAA cunts who can do it the easy way and just use mocap can go kill themselves because i can't afford that ;_;
>>
A game where you tidy up the apt while your gf goes out dancing
>>
>>145153114
Too much motion blur
>>
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>>145160349
why you no like europe ?
>>
>>145161097
Stop being such a defeatist.

Got any examples of what you're talking about? I can't say I've ever had issues with IK fuck ups.
>>
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Why doesn't this work?
>>
Watching a co-op LP, one autist is telling everyone else what to do and where to go, interrupting bantz and exploration, apparently has some kind of map with listing of what's coming up ahead.

How do I stop such people from playing my game?
>>
>>145161097
why not do it without the IK then?
>>
>>145161427
Because it's just a comment?
>>
>>145161427
Is it a ufunction?
>>
>>145152504
You and jetgirl make me want to not do pixels and start the long haul to 3d design. I can draw what I see but cannot make things from imagination. How hard would it be to attempt it?
>>
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>>145161567
oh
>>
>>145161445
Just take their money anon.
>>
>>145157507
Have they fixed the fucking foreach allocation yet?
>>
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started doing thing for space jam
>>
>>145161791
I would honestly rather refunding shitty players and disallowing them from playing
>>
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Added parallax scrolling backgrounds and saving/loading system.

Next is making a fun level.
>>
>>145161245
Because the algorithm ain't properly tweaked yet
>>
a game where you pick your wife's son up at his friend's house and drive him to football practice
>>
>>145161445
Show us your game.
>>
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>>145160432
You are not special
You are not a paradigm shifting originality-oozing development
Don't pretend like your game is going to change the landscape of anything
>>
>>145161445
Make a game like nethack with all kinds of crazy shit in it where most people read spoilers yet still take ages to beat the game.
>>
>>145162103
Just let it come.
We might finally get the school shooter days back.
>>
>>145162040
the coach is the father right?
>>
>>145161930
Is this a normal feeling? I have it too. I don't want shitty people to play my game, I don't care about their money
>>
>>145162184
It's a sign that you atleast somewhat care about video games more than shekels.
gz
>>
>>145162184
start by making a game that doesn't cater to shitty people
>>
>>145162103
it's going to change everything because it's a way to make good gameplay out of stories.
first a few exact knockoffs will happen with the same detective theming, then someone who normally makes VNs will use it and popularize it far beyond me (and become far richer than me off of it) and then finally telltale or some telltale killer will run the framework into the ground using it for all the tie-ins and i'll still be here broke as fuck.
>>
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>>145162753

Goog stream when?
>>
>>145162183
naturally
>>
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GOOOOOG STREEEEEEAM

LET'S TALK DETECTIVE
>>
>>145163027
Are you a BR by any chance?

You seem like that faggot in Jasozz's stream.
>>
>>145163106
No. Also I'm not >>145162932 in case that's what you thought. AGDG has a tendency to be weird about posts being a single person so I thought I'd mention.
>>
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How's my gordon freeman?
>>
Well its obvious those are both you, you dumb faggot.
>>
>>145163456
Even if you were two people, it doesn't matter you're still shitposting the same shit.
>>
>>145160349
Could you explain how you generate the web like structure? Are they meshes?
>>
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>tfw you have an exam in two days and can't stop devving
Luckily it's my last one. After that I just have to finish my thesis and I'm out of Uni FOREVER.
>after that I will have to look for a job
Well fuck me then.
/blog

Ok took a while because I'm a retard but now I can store songs in text files so I can easily save, modify and load them.
I'm sure there's a more sophisticated way to do this but for now this will be fine.

Also working on rating and stuff like that.
>>
>>145163502
Looks like he has a receding hairline and chocolate ice cream around his mouth
>>
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Decided I should clean up some earlier concept sketches and start working on color schemes, shit's hard yo.

Anyone got ideas for NPCs they want to see in fantasy games?
>>
>>145164664
>claps off-beat
good gimmick m8.
Think you just advanced the rhythm genre.
>>
>>145164664
flashbacks to DJ hero
>>
>>145164767
Shit I didn't even think of that. I wonder if I can tweak the animations in code to match the rhythm.
>>
>>145164905
>to match the rhythm.
no stop.
You have a good thing, don't ruin it.
>>
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Started work on my shitty singleplayer Pong clone yesterday, but i cant for the life of me figure out how to freeze the Y axis on the paddle. Working in duality btw

Would be easy if i was working in unity, but i pre
>>
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just fuck my textures up
>>
>>145165147
wow way to type, Me.

I was going to say i'm working in Duality
>>
>>145165147
>Would be easy if i was working in unity, but i pre
Anon, are you alright?
>>
>>145165164
that looks alright though

just add those same streaks onto the chest
>>
>>145165164
Add some earrings and shades and that's actually bono
>>
>>145165254
Just a bit tired desu desu
>>
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>>145165147
HOW DO YOU FUCK UP PONG!?
>>
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>>145136186
need help with the multiplayer?
>>
>>145164754
That's not chocolate, he was giving Alix a rimjob
>>
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>>145165405
>asking people who are making jet fighters if they want help with multiplayer
This is the strangest and most specific AGDG meme ever
>>
>>145164664
When you are flipping those burgers at mcdonalds for minimum wage, while wiping your tears into your useless degree, you will look back and long for all that free time to dev in uni
i've been there
>>
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>>145165354

>>145165283
thanks
>>
Point-and-click adventure games: first or third person?
http://www.strawpoll.me/10455179
http://www.strawpoll.me/10455179
http://www.strawpoll.me/10455179
>>
>>145165793
3rd
>>
>>145165793
Second person
>>
>>145165697
what useless degree did you get?
>>
>>145165385
I'm a filthy nodev trying to reach new heights, Anon
>>
>>145165697
>implying Japanese is useless
Bitch I can read all the untranslated porn I want. The only thing I'll be wiping is the cum from the floor
>>
Hey, is there any good reason NOT to use gamemaker for a ScummVM or Sierra-style adventure game?
>>
>>145166026
isn't it easier to use renpy or some other shit?
>>
>>145165697
>Not being computer science degree master race
>>
>>145166130
I don't think ren'py would be the best thing, because I want to be able to move a character around on the screen where the player clicks. It might be easier to implement dialogue and things, but I think everything else would be a nightmare.
>>
>>145166237
oh, my bad, I guess renpy is only useful for vn's
>>
>>145166334
>vn's
vn's what?
>>
>>145166026
you have to work for gamemaker instead of gamemaker working for you
>>
>>145166454
Venezuela obviously
>>
>>145161950
Looks nice - I like it
>>
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Made some cookies for when you're ready to take a break anon
>>
>>145166593
Sorry, I'll be more clear and use vns next time

's isn't always possessive retard; stop trying to be a meme
>>
>>145166691
They better be shaped like the AGDG logo
>>
>>145151140
This is neato
>>
Is artstyle held in higher regard than gameplay?

Cuphead, Flashback, Skull monkeys.
All more-or-less the same gameplay but completely different artstyles sets them apart from the competition.

Is it enough to carry a game?
>>
>>145166948
>died after it was revealed as a boss-rush, devs DC'd with "n-no we'll add more"
>literally who
>literally who

And no, art-style is never held in higher-regard.
It helps, but if you have shit gameplay, your game is shit.
>>
>>145166462
What would you recommend instead?
>>
>>145166948
Castle Crashers has a shit repetative gameplay and people love it because of it's graphics style.

You can get people to try your game more easily if the art is nice but once they start playing it, the art will not help if the game is shit.
>>
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Dialogue for multiple characters is now working, took me a while to figure out though.
>>
>>145167179
Flashback: The Quest for Identity
really popular game, rotoscoped animation similar to Prince or Persia and Mortal Kombat.

And Skullmonkeys, might be called the Neverhood in other countries.
>>
>>145167213
Assuming that you're the same bloke: if you need me to hold your hand in choosing a setup for you, go ahead and use GM. It's accommodating. As you learn about gamedev, your workflow, how you want to structure your systems, and so on, you'll be able to roughly assess what you need on your own.

>>145166948
If you're doing the same thing and you're not doing it better I have bad news for you
>>
>>145167405
CC had charm and replayability though.
Also some genuinely good levels.
>>
>>145166724
you're right, it's not possessive when it's a contraction
>>
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>>145166873
Thanks

cont. progress. Can use cards now. Juicy enough?
>>
>>145165536

>ask another coder if he wants to collab
>get called a meme

you 12 year olds sure are hard to understand
>>
>>145167695
It's a dip you meme.
>>
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God I wish I could art
Also this hair isnt sexy, it looks more bitch than sexy
Whats a good sexy hair style for someone in their 30's?
>>
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>>145168050
>>
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>>145168219
Dont worry Anon, shes actually a few hundred years old
I just didnt want to do the thousand year old Loli trope
So shes mature looking
>>
>>145154438
Are you surprised that the program aborts before main is executed?
Are you using c++?
>>
>>145168338
But anon that's my fetish.
>>
>>145167405
repetitive isn't bad though
>>
>>145168510
Look, Ive got a Loli, its just shes not priority right now
>>
>>145168625
Not loli, anon.
Much older than she looks loli.
>>
>>145168613
Yeah I agree, Diablo 2 is repetitive and It's a good game.

When the game is both repetitive and has terrible combat with barely any combos that's when it's bad.
>>
I'm the best dev here.
>>
>>145169065
Yeah, he is.
>>
>>145169065
I don't know enough to dispute that.
>>
>>145169065
Yeah, we know hopoo. Stop rubbing it in.
>>
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rate my floodfill
>>
>>145169551
>60fps memes and 38379 swag
I can't handle it
>>
>>145169551
underage / 10
>>
How do you model something like a character with a cape or something with cloth physics? Do you just create a separate model or something for the cape?
>>
>>145167471
>posts legit progress
>no (you)'s

I'm disappointed.
>>
>>145169864
>>no (you)'s
(you)'s what?
>>
>145169864
You've already posted it you nerd.
>>
If I make a tactics game about squads instead of individual soldiers, would I be hurting my game's appeal? It seems like people relate to individuals better, and I can't think of any tactics games about squads that people gave a shit about.
>>
>>145169864
What the fuck did you expect?
>Oh wow, dialogue is so impressive
You didn't even ask something
>>
Is there an easy way to make textures tile in Unity without making a new material for every fucking shape?
I had a script that (I think) would create and apply a new material for each wall in the scene, but some update seems to have broken it.
>>
>>145169839
Yeah the cloth is usually separate
>>
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>>145169937
>>
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Pro gamedev tipp: If you push the matrix stack in the mainloop, don't forget to pop it again!
>>
>>145170134
>manual OGL
for what reason?
>>
>>145169982
>someone implements a dialogue
>"lol wow it's shit you don't deserve replies"

>someone posts a girl locked on the same animation
>"amazing game it looks very fun keep going"
>>
>>145170198
I'm not saying it's shit, it's just not something that's worth commenting on.
>>
>>145170134
>immediate
>fucking
>mode
>>
>>145169996
I haven't done a whole lot related to environment art but I think this is normally done on the uvs of the model.
>>
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>>145170198
>that salt
>>
>>145170180
Because I want to.
Really there is no other reason.

>>145170281
immediate what now?
>>
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Since yesterday I have: Tried to speed it up abit and changed the leg ordering aswell as removing the feet leaving the ground. Now what?
>>
>>145170381
You're worrying too much about the animation, what it needs is sexy particle effects
>>
>>145170481
Yeah I mentioned that particles will be added soon just want to nail down the animation first to please Z͉̝p̻͇͈t̻̪̰̹̙r̠̞̣̬̜o̜̯̟ͅę̖k̲̜͙͙͕̤̀
>>
>>145170180
Because the biggest engines will always uses the lowest level APIs.
>>
>>145170281
yous a dum nigga
>>
>>145170337
If you're going to use OpenGL, at least use 3.3+ core.
>>
How are animations with 2 separate models made?
For example when one character grabs another character and throws him.
I'm not quite sure how to animate for both models because I save individual animations for each separate model.
>>
>>145170578
>OpenGL
>low level
>>
>>145170294
sorry, I should have specified
I'm doing a 2d game, so it's literally just a sprite whose X should tile equal to the X scale of the gameobject

I haven't learned shit about uvs, so if that's something I need to learn, I guess that's where I'll head off to

>>145170381
>>145170553
Ignoring particles, that looks pretty great to me.
Maybe slow down the return as it's coming down?
>>
>>145170381
does it have an idle animation or is it just gonna stand there all static like that?
>>
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>>145170798
Mm might slow it abit, slowing it too much looks weird.

>>145170821
It will dart at the player instantly.
>>
>>145170901
This is not your blog.
>>
>>145170901
Australians are only funny on /int/.
>>
>>145170613
Yeah, I'm using compatibility mode and I know I shouldn't.
I also thought about getting into vulkan but I don't know if it'll be worth it.
>>
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>>145146042
>The face was just textured onto the body's texture which I guess is a bad idea if I want her expression to change
No, that's fine. Just make the face a separate texture and you can easily swap them for different expressions. You can even separate the eyes from the nose/mouth so swap them separately. It's how Animal Crossing does it. (the model is 4 meshes, body+back of head, clothing, upper face, and lower face)
>>
>follow unreals own tutorial for an inventory system
>except they destroy the actor after its picked up
>the rest of the system relies on directly referencing that actor
>as soon as you pick up a second item you get 10 errors saying CANNOT ACCESS X ITS BEING DESTROYED

oh ok then
>>
>>145170798
>x should tile equal to the X scale of the gameobject
I don't think the engine has capabilities for that since scale is not really meant to be used that way. Unfortunately Unity also doesn't support any automation for the correct solution so you either have to get a tile editor plugin or go make your own meshes or shaders. I might be wrong though since I had only used 3D until very recently.
>>
>>145169978
I used to make a tactics game about squads with hundreds of units, i quit due to how hard is it to design.

Micro-managing equipment for an entire squad is boring, having every unit made of multiple entities prevents a lot of design choices, from map generation (3D and squads don't go well together in a tactics game), to class variety (a squad of SNIPERS, sure), to basic battle calculations (the numbers of people in a squad increase HP and ATK, making big numbers the deciding factor, 100 people shouldn't be able to attack all together,etc..).

You can add something about diminishing returns based on commander abilities, but that's it.

tldr. the issue is not relating to the characters, you could relate to the generals a la advance war, but designing the game
>>
>>145171224
Maybe if you'd learn to program first these things wouldn't happen and you'd be able to understand simple errors and how to fix them.
>>
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Temporal Menu progress zzzzz
>>
>>145171174
yeah thats right
everyone is dogs even my fucking webbrowser
im going to make something using planet neptune for space
>>
>>145171253
Do you know how other people solve this problem, then?
I'm baffled by how this doesn't seem like a massive issue in the community. I literally just want to make a floor with a texture and a collider. Scaling a floor prefab fucks up the texture, and walking along a series of prefabs fucks up the collision. This is ridiculous.
Thanks for the knowledge
>>
>>145171730
you should put the planet on a parallax layer a bit further away, to make it look further away.
>>
>>145171939
Probably either
>make the level geo in another program
>use a plugin to make it in the editor
>>
>>145171939
Also I should mention that a tile editor is planned to be developed but I haven't heard of any work being done on it yet.

The prefab thing is actually just a property of the 2D physics plugin they use, Box2D. It really sucks and tripped me up hard the first time I tried using it but your best solutions are either to combine the colliders or reshape your character collider to either pill or diamond.
>>
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>>145171939
Generate your meshes dynamically and apply manual uvs.
>>
>making a 2d platformer as my first game
>realise that there are like 3 other games identical to what I want to do in this general
>demotivated as fuck

I'm still gonna do it guys.
>>
So is there a TLRD for Unity 3D model, just looking to start with a skeleton and basic first person movement
>>
>>145173169
Don't worry, no one will want to play your first game.

I mean that in the nicest way possible
>>
>>145173169
>>making a 2d platformer as my first game
No god why that is almost as bad as making and RPG

Unless you make a masterpiece on your first try (protip impossible) it's gonna get lost to the other 9 dozen inde platformers and RPGs that come out every year
>>
>>145173423
>releasing your first game
>>
>>145173275

I'm gonna do my best to make it good anyway

>>145173423

I hope you didn't get the impression that I'm in this for money. I want to learn about gamedev and hone my skills relating to it and also create a game I will enjoy playing.
>>
>>145172593
Could you link whatever resource it is that you learned that from?
I don't care if its a 100 page chapter or a 3 hour long video, this shit has been plaguing me for too fucking long.
I'm not an artist, I've only drawn placeholder sprites in Aseprite and slapped them in the sprite renderer/animator. I have a very shakey understanding of what meshes and uvs are.

>>145172520
If I'm too dumb to figure out meshes and uvs, I'll probably do a diamond collider. Thanks for the suggestion.
>>
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huh
>>
>>145173670
>making a physics-based game in Unity and not expecting things to blow up
PhysX is fucking garbage.
>>
Any good RPG system for GM?
>>
>>145174134
yeah, the one you code.
>>
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How am I supposed to make a game ""fun""? I didn't have a game design focus or a scope when I worked on my last game and when it came time for content creation it was obvious that it was an unhinged mass of separate ideas that wasn't really fun to play.

So before I started work on this thing I sat down and decided a scope, a gameplay focus, and goals I want to hit. But Is that all it takes -- a focused, coherent gameplay experience -- or is there some magic ingredient?
>>
>>145173620
>I'm not an artist
Neither am I. Mesh and uv manipulations are all about maths.

To be fair, having a 2D-tiled game in Unity right now is extremely unfriendly. Any reasons why you want to use it for that?
I went the mesh way because I'm comfortable with it and wanted some 3D stuff mixed in but I don't know if you can make it with sprites too.

If you want to go down that way you should try to look at the documentation about mesh and mesh creation, but you're in for a wild ride since you'll have to learn about uv and work on your textures to be compatible with that.

Seriously, if I could draw stuff myself I'd probably go back to gamemaker if I wanted something exclusively 2D. I'm staying with Unity because since I have no artistic abilities switching engine would just be a waste of time and wouldn't change anything.
>>
>>145174240
nice framerate buddy :^)
>>
>>145174240
Woah is that you ecs roguelike dev?
>>
>>145174240

What makes any game fun?
If you asked me to give you reasons why I found any specific game fun then they would all be quite different from game to game. It's a broad topic and very subjective.
You might instead ask specifically "what makes games like mine fun?".
At the stage your game is in, it's way to early to decided whether or not it's fun or not. I'd say get a working, comprehensive prototype working and then you can decide if it's fun, and if not what will make it fun.
>>
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Ehm.. thanks?
>>
>>145174475
Webmcam lags my laptop to shit

>>145174545
yeah

>>145174559
That seems like some pretty solid insight. Thanks a lot friend.
>>
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>>145173929
Unity has block-jumping enabled by default tho
>>
Anyone else here using a graphics tablet? Did you eventually get to the point where you could use it as well as a pencil or is it more a mid point between mouse and pencil? I find it harder to draw straight lines and circles at the moment but I only got one yesterday.
>>
>>145174619
Nice meme graphics.
>>
>>145174669

No problem. what type of game you making exactly? someone mentioned roguelike but I honestly can't really tell from the webm
>>
>>145174619
That's brutal.
>>
>>145174284
I guess saw Unity as the "better but harder" engine, which would also let me transfer my skills into 3d development if I ever wanted to.
I could start over in GM, but it seems like games made in it are more prone to bugs.
To be honest, I'll probably just wait for a tile editor. I've been enjoying Unity outside of this so far.

Thanks again to everyone who replied
>>
>>145174803
It gets very comfortable over time, you just need to get used to it. It'll take a month or two.
>>
>>145174619
This is awesome. Not the thing specifically in your webm but the concept of the game, I love it.
>>
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>that feel when you have a great idea for a game, but don't want to pause work on your current game to make it

At least I'll have something to work on next.
>>
>>145174807
>>145174839
>>145174982
samefag
>>
>>145174995
you'll never finish either
>>
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>>145175054
>>
>>145175081
that's the worst part.
My current game scope is HUGE
the scope for this game may not be so huge.
>>
>>145174995

>not switching from your main project to your side project to reduce fatigue
wew
>>
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>>145175169
what are the ideas?
>>
>>145174939
Well, there are lots of people that still go with the "make it outside" way. Do your terrain outside and just import the texture on a quad later.
If it's just top-down and if you don't plan to add real 3D depth then there's no need to try and complicate things around for you.
>>
>>145174995
tell us the idea. someone else will make it

>implying, we'll just laugh and ridicule it
>>
What do y'all legally use for video editing?
>>
>>145175164
3 seconds in paint
>>
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>>145174830
Earlier this year I was working on this roguelike. It still exists, I'll probably come back to it at some point, but it was uninspired and not fun to play because I was working on it as a way to teach myself game development.

The game I'm working on now is more intentional. It's going to be a shop simulator inspired by recettear and power stone 2 -- I don't want to list off a ton of features for fear of sounding like an idea guy when I'm really only in the beginning prototype phase, but this is what I intend:

- You run an item shop that you can upgrade with profits
- There will be a focus on R&D and experimental crafting to create new inventory to sell
- There will be a focus on real-time combat for farming materials and inventory to sell in the shop
- Real-time combat farming dungeons will be generated by using inventory or gold to generate a random 5-floor dungeon. The difficulty of the enemies and quality of items they drop will be dependent on the value used to generate the dungeon.

So there's three aspects to the scope of the game:
- Shop Management (Will require persistent shop, randomly generated customers with AI for haggling, and balance of upgrade progression)
- R&D (Will require a very simple crafting recipe system with mutations, this should not be a difficult system to implement, but will be tough to balance)
- Procedural generation (I've already done this with my roguelike, I can reuse most of the algorithms and adapt it to real time movement. Simple hack and slash gameplay required)

It may be too big a scope for me to handle and I'll probably have to end up cutting something. If I do, I'll end up cutting the procgen farming wing and focus on the first two.
>>
>>145175312
My main game is a side scrolling beat 'em up with a nun vs monster girls.

The new idea is a tactics shmup.
Think of advance wars where the field of battle is moving up and you have to decide weather you spend your turns moving troops so they down get pulled off screen and die, or manage calling in reinforcements.

The closest thing to the new idea is probably one way heroics, but imagine managing many things instead of just one dude.
>>
Bjarne really likes vectors.
>>
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post screenshots
>>
>>145175784
They're superior to linked lists in almost all situations.

Same goes for ring buffer queues vs. linked queues.
>>
>>145175837
Guess I should start using them then.
>>
Holy shit I just opened Blender for the first time

Who the fuck designed this UI? I feel like I'm gonna have a stroke any minute now
>>
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>>145175784
Because he's normal
>>
>>145175925
Animating and modelling professionals who designed it for people who are good at animating and not people who wants their hand held 24/7.
>>
>>145175450

that sounds pretty dope, reminds me of Recettear which was immensely popular.
the R&D system seems like a cool concept too
>>
>>145170381

the animation looks fine already.
>>
>>145175925

Try Maya instead then and see if it's any easier for you. But it's like any other complex field, the UI wasn't designed to be effective, not hold your hand.
>>
>>145176380
>>145176171
Never done animation before, I just get annoyed when programs don't start with a blank slate. Just got what I needed, basic rigged skeleton.
>>
>>145175925
Blender UI is the most flexible shit in the world. You can change it however you want. It's not even that bad by default stop being a retard.
>>
>>145175925
I started using Blender after about 7 years of Softimage and it is indeed a shitshow
>>
>>145174240

>Where's Your Game: The Game

fucking mind blown
>>
>>145174995
that's the moment when you whip out a notebook and write shit down
>>
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>people who shit on Blender, a professional grade modelling software available at the fine price of $0.
>>
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Hand over the money making game ideas!
I don't want to be a wage slave anymore!
>>
>>145177291

see here >>145157193
>>
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Who here /save random shit from github in hopes of using it in game but never do becuase you're too lazy\easily distracted/?
>>145177291
No fuck you. I have a trust fund and I wouldn't give you my game ideas even if I knew you well.
>>
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>>145177291
It's one of those open world survival games, but it isn't made in Unity and isn't a broken pile of shit
>>
>>145177291
flappy bird clone released in april of 2013
>>
>>145177407

>trust fund baby not sharing

nothing new to see here
>>
>>145177291
T I C K
O
C
K
>>
>>145177424
>It's one of those open world survival games, but it isn't made in Unity and isn't a broken pile of shit
Deadly serious I wonder why this hasn't been done yet.

The one thing I lack for making one is experience writing network code. And I could use the quake engine model for that. It's really lightweight considering modern computers and networks. It's not like ~120 players or whatever these servers usually run are that many anyhow.
>>145177595
Would you though? Give away your ideas. Literally the only thing you have to make yourself when everything else is just given.

Obviously not.

It's not like it's hard to get a job programming if you really cared. People get all sorts of programming jobs knowing next to nothing. The one thing people lack is the insight or the parents to teach them how important learning something of any significance is. And really given how braindead public school is that should be obvious to anyone with an IQ above ~80. Could you really imagine that public school would get you a job where those skills are relevant? Doubt it. Huge waste of time, shame it was mandatory.
>>
>>145177057
It's people who can't wrap their heads around the interface.

Also some semi-incompatibilities via file formats exist (mostly scaling issues).
>>
>>145177943
>scaling issues
How can scaling be a problem? With meshes it's literally just multiply everything by a number.
>>
>>145177943
>scaling issues
i don't get this meme. why don't people just 'bake' their scale prior to rigging?
>>
>>145178128
p.s. looking at this from a programmers viewpoint. Maybe you people do some crazy shit.
>>
>>145177847
>Deadly serious I wonder why this hasn't been done yet.
Because its cheaper to make a broken pile of shit in Unity and thanks to idiot streamers these games even sell in that state.
>>
>>145178238
allegedly the workflow is as follows
>model shit at any scale
>use scale on model to 'fix everything'
>rig it
>export it
>import it
>model doesn't line up with bones because hurr durr bumb exporter shit
>>
>>145177847
>Deadly serious I wonder why this hasn't been done yet.

Lack of time
Lack of money
Lack of skill

Take your pick.
>>
>>145178395
>model doesn't line up with bones because hurr durr bumb exporter shit
So scale attach then scale?
I dunno what bones are but if they're a structure representable in (euclidean, god save your soul otherwise) 3D space it should be no problem at all.
>>
>>145176201
It's something I'm really passionate about implementing, because when I was younger I spent hours and hours in Power Stone 2's shop just combining items to try and make cool shit.
>>
>>145178473
>Lack of time
Well considering something like Rust. It's a very very simple game and it's kinda broken. It's not hard to beat that. You'd expect the genre to improve.
>Lack of money
If you live in the first world this is no issue really.
>lack of skill
Yeah sure but it could take you maybe 2 years to get that good from nothing given the right resources and dedication. I'm sure there's plenty of people that have a head start.

Unless they just drown in OOP or other garbage paradigms. Making a game like that in OOP would be hell obviously.
>>
>>145178690
So why don't you do it?
>>
>>145178128
>>145178141
>what scaling problems

Import an fbx model made in autodesk software and you'll see what I mean.
Alternatively just download a couple of free models made in Maya.
>>
Aggy, I have worked out why my motivation levels have been so low. I know the solution! I have decided to become the girl. Should have some pills by tomorrow or the end of the month. Thanks for reading.
>>
>>145179012
*retumblrs blog*
>>
Where is vine?
>>
>>145179143
>>145179012
>>
>>145178758
>So why don't you do it?
Because I assume they're being done decently all the time.

I suppose there's issues with launching the game but people put up their own servers. Also I don't have an artist (art sells the game) or even a game idea that'd work at that scale and be enjoyable. I don't really know the audience. What the fuck is the appeal in games like DayZ? I assumed it was atmosphere but most of these games lack that. They like them despite all the clunky mechanics and shit. They're filled with hackers apparently and I just can't get it.

If someone could explain it all that'd be great. I was pretty much forced to play Dayz back when it was a mod because someone bought the game for me so we could play. So I played maybe 10 hours (not in one go) and it was dreadful. Are people that obsessed over map size?

But yeah I should seriously consider it.
>>145179079
Upvoted madame.
>>
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>>145179012

>willingly turning yourself into the inferior gender in a feeble attempt to get rid of your nodev ways
never gonna make it
>>
>>145179012
>become the girl
anon on suicide watch for fucking with hormones
>>
>>145179012
>I have decided to become the girl.
How would that solve your problems?
Do you see games 1MA games all the time?
I agree women seem very happy most of the time but they don't tend to make much progress in things generally.
>>
>become the girl
>get men to do all things dev related by flirting with them
>start doing lewd things to motivate them
>end up enjoying it more than dev
>now you're their slave and they are just using your body and not actually doing anything for you
>tfw nodev
>>
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I hope all of you have considered these things.

I mean how could you successfully work on something for 6 to 24 months if you can't even take the time and write down 20 pages of planning on it?
>>
>>145179546
>get men to do all things dev related by flirting with them
This doesn't happen. I don't know what /r9k/ fueled mind would think it does but it doesn't. Would you seriously do anything like that for a girl?
Especially at distance?
There's so much porn you could literally not watch everything that sates you in your lifetime.

I'd definitively do dev things for my gf though.
>>
>>145179662
By following the sacred texts of JLMG.
>>
>>145179679
>Would you seriously do anything like that for a girl?
>Especially at distance?
Go take a look at twitter and tumblr one of these days. You're in for a surprise.
>>
>>145179662
>Game Mechanics
>Character Development
>Mechanics
>>
>>145179253
HRT makes you moody but it doesn't fundamentally change how your brain works. I will always have superior honed male brain.

>>145179362
I can just stop if it gets bad. I don't think I am actually a girl inside or anything.

>>145179363
FACT: trans 1MA are more successful than non-trans.
>>
>>145179679
yes
yes
>>
>>145179662
Anon sorry but not even AAA devs do Game design documents like this anymore. You all need to realize that targeting 'fun' is incredibly hard. And feedback is a major part of the process.

Can't make a good game without feedback.
And you fuckers are the worst.
>>145179770
Link me something. I can't really go through entire social media sites to find small examples.
>>
>>145179830
>what is leveling up?
>>
>>145179662
>He thinks waterfall is a good methodology for game dev
>>
>This is a slightly simplified version of the standard-library complex (§40.4). The
class definition itself contains only the operations requiring access to the
representation. The representation is simple and conventional. For practical
reasons, it has to be compatible with what Fortran provided 50 years ago, and
we need a conventional set of operators.

mad men
>>
Public Service Announcement

This is a game DEVELOPMENT general not game DESIGN general.

Thank you, you may resume your dev.
>>
>>145179889
>trans 1MA
I know that seems to be the case. But I suspect it's selection bias.

Or perhaps it's literal autism which causes people to perceive the female life as better and so since they have little emotional attachment to their current state like most people have they trans.

And autists can be very good at things.
>>145179953
>leveling up
Has anyone in this thread invented some interesting leveling up systems? Because everything you see in games suck ass. Getting XP makes no fucking sense and doesn't improve gameplay it just boosts numbers. Role playing board games have very arbitrary decision states.

The model in its entirety should be scrapped if it weren't for the fact that you'd like to have the player specialize their character.
But it's a difficult problem to solve. Ideas?
>>
>>145180223
I suspect it is the people buying the games biasing the selecting. I see a strangely high number of trans game devs and they seem to mostly be successful. It's weird.

Females are dog shit and live dog shit lives.
>>
Could I make a game that looks as good as ori and the blind forest in GM:S?
>>
>>145180439
No.
>>
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The prodigal son returns with new music:
https://soundcloud.com/user-795244489/rainy-evening-friday
Just joking, most of you probably don't remember me but I posted my music a few times in the thread and I made a new game sounding piece. If you wanted to check it out i'd be grateful for any feedback
>>
>>145180439
Could you, personally? No, you couldn't. Is it technically possible? Yeah probably.
>>
>>145180439
Hypothetically yes. But no. Don't even try. It's not hard to move outside gamemaker. It's just a world wide meme that you can't. What you want is a 3D engine with good particle effect and shader support. The rest of the game is really trivial.
>>
>Trying to dev on laptop
>Laptop is on lap
>It's too hot, so I put a blanket over my lap and put the laptop on the blanket
>it obviously just gets hotter because of this

There HAS to be a solution to this that doesn't involve me sitting at a desk. I'm /comfy/ on my couch watching tv while I dev. Damnit.
>>
>>145179919
>Anon sorry but not even AAA devs do Game design documents like this anymore.

I kinda doubt that, considering how automatized lots of aspects in AAA production became. I'm actually pretty sure, that the early pitch documents are even more fleshed out and potentially accompanied by proofs of concept or short gameplay demos, considering how expensive AAA production is.

But apart from that Design Documents don't exclude incremental development and feedback.
I actually know for a fact that many studios use iterative approaches like SCRUM in the design phase.

Also 20 pages are really not that much anon. That's so little you can easily rework that twice a week.

>>145180124
>design documents = waterfall
>what are living documents?

>>145180223
>Has anyone in this thread invented some interesting leveling up systems? Because everything you see in games suck ass. Getting XP makes no fucking sense and doesn't improve gameplay it just boosts numbers. Role playing board games have very arbitrary decision states.

Exactly. Gives it even more reason to be in a design document.
There aren't that many ideas in that field. And most of them are just tacked onto a regular XP system, like in Secret of Mana 2, where you are transformed into a paragon later on in the game and earn new skills (which doesn't make much sense either, but it's a nice variaton)
>>
>>145180542
Stolen for my game.
>>
>What you want is a 3D engine with good particle effect and shader support. The rest of the game is really trivial.

>some people unironically believe this
>>
>>145180654
?
>>
>>145180613
Laptop cushion
>>
>>145175390
Blender
>>
>>145180613

Just get a fucking laptop stand. They're less than 5 dollars at ikea.
>>
>>145179662
God that's one awful template
>>
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Now then? (I have a dynamic material set upp where the skull will get cleaner during the shaking, but no point in implementing that until the particles are done since that can't be previewed)
>>
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>>145180654
>be me
>spends three days composing a new piece for my soundcloud
>tell agdg about it
>first reply: "stolen from my game"
this thread, man
>>
>>145180907
Looks good, bro
>>
>>145180907
Bad choice of particle texture but otherwise I like it.
>>
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>>145180626
>Exactly. Gives it even more reason to be in a design document.
Sounds like a reason to write down fucking ideas.
I've written down tons of ideas. None pertain to a specific game really but they're well organized (though this chart may not seem like it it's really drawing too many lines).

But leveling systems are a tough nut to crack.I don't see how a design document would help. It's something that requires exploration. Writing a game design document is just drawing the map before you explore and then terraforming the world according to the map when you arrive.

I really thought you people would have had something. Not belittling your idea anon. But you're the sole respondent so far.
>>
>>145180960

Thievery is the ultimate form of flattery.
>>
>>145180960
I love your music and would use it all
>>
>>145181032
more like accusations are the ultimate form of cancer
>>
>>145179889
>I can just stop if it gets bad
your hormone balance will be fucked up because you can't undrink the pills. how are you intending to stop that?
>>
>>145180960
I'll credit you dude, don't be a dickhead.
>>
>>145181109
>I love your music and would use it all
thank you very much :0
>>
>>145181113

>accusations
???
>>
>design document
I bet you overuse OOP, or, in general, write code that's very rigid and difficult to experiment with. Why do you think UML exists?
>>
>>145181014
Suggestion of something that would be better? Can't quite figure out how to do dirt in particles.
>>
This is the most cute /pol/ game I've found:
http://ncase.me/polygons/
And I think it's right.
>>
>>145180907
How long did you expect to go before someone mentioned Pikmin 2?
>>
>>145181230
he's talking about this
>>145180654
>>
>>145181231
>2016
>still using UML
>>
>Oz The Game
>The Wire The Game
>Twin Peaks The Game
Which one would you like to see the most? Maybe something else (in this pattern)?
>>
>>145181342

Where's the accusation though?
>>
Is there any chance whatsoever that the old school model where you get a physical book containing the history of the setting, a cloth map, and maybe some other small object, along with a computer RPG, not in some special edition but in the core game, could be viable?

I have quite a bit of free time, and I was thinking of, instead of picking up a few hobbies casually, dedicating myself to really learning to program well, getting some art done, and when I get close enough, making a kickstarter to afford to hire an artist to replace my programmer art and to afford the physical stuff to go in the games.
>>
>>145181351
Exactly. UML is the same thing as a design document, only less abstract. If you need to plan out your code in that much detail before writing it, you're doing it wrong.
>>
>>145181363
Go ideaguy yourself Telltale.
>>
>>145181328
Never played the second one desu. Are you telling me they stole my original "Thing spawning under ground then appearing above ground™" ?!?! Those bastards.
>>
>>145181363

Never saw Oz.
Realistic cop drama game would be neat but probably unoriginal gameplay wise. Same for Twin Peaks, except kookier.
>>
>>145181265
>>
>>145181437
>not in some special edition but in the core game, could be viable?
Your post is hard to read. Are you asking if board games are still viable?
Yes they are. They're just very small compared to normal videogames games. Which are huge
>>
>>145181114
Hormone levels return to normal male status fairly quickly when therapy is stopped.
>>
>>145181598
As in spawning just one or use particles to mimic that?
>>
I know both of these settings are overdone but which is less overdone

>medieval dark fantasy
>cutesy and happy fantasy
>>
>>145181281
Holy shit that game is stupid
>>
>>145181024
>.I don't see how a design document would help.

Well, general formalization always helps keeping your goal in mind. In your case you probably skipped the overall formalization and hopped right into designing the system from a more mechanical point I assume. Which might be a reason why this graph turned out so big.

Ask yourself whether what you want could still be achieved with much less of such a system. Potentially just a part of it. And that's where the GDD comes in. Because that is where you actually formulate what you want in a way that you could "sell" it to someone. So it serves not only as a map but also as a kind of restriction, that keeps your ideas on a leash, so you don't inflate stuff to a point where implementation becomes almost impossible.

Especially for one man army devs the design docs are more of a scale planning thing.
>>
>>145181642
Actually, board games are a thriving and growing industry, though you're right that they're less popular than video games. But I was asking about things like how Ultima IV came with two books about the setting, a map, and a little ankh.

Sorry my post was hard to read. I should've gone back over it before posting.
>>
>>145181442
>UML is the same thing as a design document

UML goes into the technical design docs you donut
Your class diagram is not gonna lay down art style for you.
>>
>>145181784
Using particles to mimic that. Obviously, not as explosive.
>>
>>145181964
>only less abstract
And how the fuck can a GDD describe art style? You determine art style by making art.
>>
>>145181281
>http://ncase.me/polygons/

*bullshitty /po/ game you've found
>>
GDDs for indie games are a meme. Why would you constrain yourself to a formal predetermined format that was designed by and for triple-A bureaucracies?

Just write out your ideas in whatever way is best for you. Or, just like make game, if that's what's best for you.
>>
In Unity what's the best way to populate a list of certain objects on the currently loaded scene, preferably with using Find functions
>>
>>145182097
Did you ever wonder where concept arts go?
Or where they come from?
Or who determines where the journey is gonna go?

This is an incremental thing. Of course it is in the GDD.

But apart from that: Yes. Yes you can describe art style in words. Why would that be a problem? Obviously in later stages the description is complemented by concept art before the thing goes into full production and to 3D/2D asset creation. But before that? It's written down. Mostly not by the artists but the lead designer or a team of designers.

There are actually only a couple of companies that just let the art team do the entire design work without input. I know that Blizzard did it like that for much of WoW, but those artists are like some of fucking best in the industry. Obviously you'll just give them a tiny theme and mostly let them go crazy.

But all the other companies (especially the ones that are looking for publishers) need to define this stuff early. Every concept art costs time and money. Both things you don't have. So the procedure has to be streamlined.
>>
>>145179662
aside from some of that shit in game mechanics it's not a horrible chart, but you're a nodev shitposter and you need to end yourself
>>
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My very first progress ever.
>>
>>145182886
This is all irrelevant for AGDG and JLMG.
>>
>>145182886
You aren't a fucking company. Get over yourself.
>>
>>145182746
>GDDs for indie games are a meme. Why would you constrain yourself to a formal predetermined format that was designed by and for triple-A bureaucracies?

Scale and keeping things managable.

This is actually a massive problem in the indie scene and you know that.

I mean how many devs just in these threads are not gonna make it because they are scaling their projects the wrong way?

Like 90%?
Might even be more actually.
>>
>>145182953
Got a game in mind?
>>
>>145183061
Name me three disadvantages that come with organizing yourself like one?

And you better don't go for "muh creative freedom" because restricting your work to some ideas you have and doing others later is nothing but a wise approach.
>>
>>145181861
>In your case you probably skipped the overall formalization and hopped right into designing the system from a more mechanical point I assume. Which might be a reason why this graph turned out so big.
No the reason it turned out so big is because I only scrapped ideas I thought was bad within two seconds of coming up with them.

That graph is pages, which are generally collections of ideas concerning topics. But the point of this entire thing I've built isn't to make a single game. The point is to note good ideas or at least ideas worth considering. It seems to me that you want to explore ideas. A game design document doesn't let you have ideas because it's all constrained to this one idea. Assuming you don't just use it like I use my wikipages.
>>145181996
Anon I think you should start looking at more interesting effects. There's so much you can do with little effort:
http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/particles-instancing/
Consider implementing the "Smooth particles" bit here. It's very cheap.
http://www.scriptscoop2.com/t/b3890f3a77a6/glsl-shader-for-texture-smoke-effect.html
This is probably going to be useful in a game with hellish-inspirations.
>>
>>145183124
>scaling their projects the wrong way
I think the more important problem is most people here struggle to even develop fundamental gameplay.
>>
>>145182953
lol he thinks he can use real cars in games
Looks good though
>>
>>145182761
>best way
By which criteria?
I don't know unity but:
>preferably with using Find functions
Sounds terrible.
>>
>make a little page flip animation in blender
>two sided plane, looks good in material view
>in the render the one side is just flat white
wat
>>
>>145183124
>>145183327
Did you even read my post??? Yes 90% of these projects will fail because they have a large scope. No, writing a GDD will not solve that. It's because they're delusional and inexperienced.

What I said was to write what works for you. Why constrain yourself to an arbitrary format created by and for bureaucracies? One of the main advantages of indie game dev is that you don't have these constraints.

Right now there's a prodev wanting to gouge his own eyes out because he has to write a 100-page document for a team of devs and a company to express the game he has in mind. But he doesn't need NEARLY as much documentation, and the optimal "GDD" for him would look completely different then the thorough and all-inclusive one NECESSARY for triple-A game dev. And yet you subject yourself to the torture anyway, because you're a poser.
>>
>>145181795
>>145182424
What's so dumb about it? It abstracts an issue people often don't consider and puts forward solutions to the situation. And then offers a societal change opinion which you can consider legitimate or not. It's a well observed phenomena.
>>
>>145183340
>It seems to me that you want to explore ideas. A game design document doesn't let you have ideas because it's all constrained to this one idea.

What you describe sounds more like the brainstorming process to me.

No offense, that is certainly a part of game design. But it's one stage before the GDD.

It's a good thing to do, but once you try and settle on something you gotta snip off some of the ideas and formalize the thing.

There are a couple of requirements engineering techniques that deal with exactly that stage, but I'm afraid I can't recall them right now.

What software did you use for the graph?
>>
>>145184118
No you work towards your abstract idea of your game in your head and snip it off as you go. Because you don't know what your goal is. With most software it'd be easy. You can make a text editor. The set of features is well known. For your specific game that's not the case at all. You have absolutely no idea what the final product should be. That's why a game design document is terrible.
>software for the graph
Graphiviz.
>>
>>145184118
>once you try and settle on something you gotta snip off some of the ideas and formalize the thing
Why should a 1MA or close-knit, small team do this instead of just implementing?
>>
>>145182761

https://docs.unity3d.com/ScriptReference/Object.FindObjectsOfType.html
>>
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Tomorrow is my 29th birthday. Ten years from tomorrow, I want to have completed and released an RPG.

I want to learn enough about programming and organizing bigger programming projects that I can make a larger cRPG (think Ultima 4-7 or Spiderweb Software games) and have it run smoothly on various operating systems. Aside from staying in shape and spending a reasonable amount of time with friends, game dev will be my sole hobby.

Where should I start learning programming, given that I want to learn it well?
>>
>>145183635
No, because it's oversimplifying the causes to make a statement that's flawed from the start.

Making a whole page with flawed statistics to push your agenda is pretty fucking retarded
>>
>>145183593
That's interesting. Because most companies just go by internal formats.
There is no silver bullet for design documents. Neither is there a page requirement. What's most important is that you get the idea down in a way that other can share the vision.

You are NOT constraining yourself. You are formalizing what is already there and rethinking potential inconsistencies.

You are just overly dramatic about the whole issue.

Also

>torture

Oh yeah.
20 pages.
The horror.

Shit nigga, I haven't even sat down properly and the thing already has 16 pages full of stuff that needs to be considered. None of this is bad. All of this is creating structure and guidance I've ALWAYS fucking missed in later development. Even for a small shitty ball rolling game that made me the amazing amount of 150$.

No, this shit is not torture.

It's a fucking relief!
>>
>>145184824
There is a way, but you have to stay determined.
Start from here:
>>145132641
>>
>>145184824
>cRPG

That multiplayer mount & blade mod?
>>
>>145184994
Skimmed the OP. There are lots of options, there, but I'm not really looking for something like GameMaker (I've used it and made a few little games in the past, and I know it can do bigger things, but I want to do something a little more low level so I can optimize better and control things more directly). So I wasn't sure where to go from there. I'll dig through the stuff from the OP some more.
>>145185025
Computer RPG. Things like Fallout 1 & 2, Baldur's Gate, Arcanum, Exile, Wasteland, and so on.
>>
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>>145182953
That looks freaking swish, mate! I hope to see more from you in the future.
The orthographic view warps the picture a bit, though.
>>
>>145184824
Maybe that format is best for you then? For me, it's torture. What would be optimal for me and the majority of indie devs would not be catagorizable as a GDD, herein lies the autism it takes to constrain yourself to that format right off the back.

Also
>Shit nigga
HAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAH
>>
>>145184824
Hi,

I just thought I would let you know you're not alone in starting late. I'm 28 and just started a month ago at *everything*

Cool that you are making a cRPG. Baldurs Gate was my early teens.
>>
>>145185251
You can optimize and control things directly in GM if you implement your own systems instead of drag&dropping. If that's not enough you can implement your own engine
>>
Is it worth making my sprites out of Blender animations if I intend to have a lot of animations?
>>
>>145184441
>Why should a 1MA or close-knit, small team do this instead of just implementing?


Do it and you'll see it.
In the beginning it's super easy and you go "hey this is not so bad - these mechanics are already working out pretty alright".

And then come the systems that require interaction with each other. And there I swear to god: If you don't formalize that shit, it's gonna go down the drain.

Examples are:

Character systems
Art and Implementation synchronization
Generally interface designs, not only from a technical but also from a design point of view
Game Data Persistence

Aaaand so on.

Depending on how complex the idea (or even genre, since e.g. RPGs require more thought than a simple platformer) is, your project will be a clunky unmanagable mess at best and an absolute catastrophy at worst.

Anyone that has gone beyond the implementation stages of a YouTube Engine Tutorial will see that pretty quickly.
>>
>>145185384
Quoting the wrong person?
>>145185403
Thanks. We can both do it. My game will be turn-based, though. More Ultima than BG.
>>145185532
I do use GML. I still want to learn to program more generally as I go, as I think it's a valuable skill to have.
>>
>>145185251
I wouldn't suggest GM if you're going to be doing this for a decade, just to throw that out there.

When I first started I liked the way Bucky Roberts explained stuff on youtube. He offers a wide variety of tutorials (I went down the javascript route and don't regret it)
>>
>>145180542
Found a game to work on yet?

Do you do it for free?
>>
>>145185251
Go learn a programming language like C++ or Java and then come back to game dev once you know what you are doing.
>>
>>145185532
>You can optimize and control things directly in GM
No not by the sense of the word optimize that anyone that cares about making something run well would use.
>>
>>145185638
>And then come the systems that require interaction with each other. And there I swear to god: If you don't formalize that shit, it's gonna go down the drain.
>using OOP
>>
>>145185638
>And then come the systems that require interaction with each other. And there I swear to god: If you don't formalize that shit, it's gonna go down the drain.

Can confirm.
My solution: Don't have any systems interact with each other.
>>
>>145185638
>I'm retarded so everyone is retarded
Okay son
>>
>>145185771
You don't need to know C++ to start making a game in a C++ engine.

Just like you don't need to know GML to start making a game in Gamemaker.
>>
>realize that game dev is actually pretty complicated
>i'm pretty decent at it, can do coding, modeling, rigging, animating and all that shit
>realize that i am doing this insanely hard work for free and then nobody will even play the game because "lel cowadoody is better"
>>
>>145185381
that's wrong. it's down to preference so you shouldn't tell to use one projection over the other. both skew the model in different ways and if you're a good modeller your brain can compensate for that
>>
>>145186032
i'll play your game, anon
>>
>>145186032
Write a compiler and a language, then come back once you're ready to get serious with gamedev.
>>
>>145186032
cowadoody?
>>
>>145184824
best of luck, I like your goals
>>
A couple years ago I picked up this book called "Beginning C++ Through Game Programming, Third Edition," by Michael Dawson from a used bookstore.

Anybody know if it's good?
>>
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>>145180542
Oh I remember your cute but eerie beach theme. I really love your style, mate.
>>
>>145185908
Well yea if your using something like Unreal Blueprints and just dragging and dropping shit in, but you are going to run into problems when you want to implement something complex that you need to program yourself.
>>
>>145186254
It's really not. It is if you've NEVER touched programming before, sure, but you won't learn much beyond absolute basics. Learncpp is going to be much better.
>>
>>145186418
Thanks.
>>
>>145185384
>HAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAH

I-Is that you Tidus? Because that's honestly all I'm reading.

>What would be optimal for me and the majority of indie devs

Tell me anon. How many games have you released?
What do you really know about the "majority"?

I know I made one shitty game and a couple of small ones that could be used as pitches. I'm just drawing my conclusions from that experience.

And from that I have to say: the lack of proper planing in indie games IS a problem. You can call that autism all you want. But go over to indiedb or gamejolt or whatever and tell me: "These guys would have been off worse if they had proper documentation".

You're just clinging to that structureless oh-so-creative interpretation of the indie scene for god knows what reason. I mean you're free to do whatever you want, but mark my words anon:

The more you plan, the more you document, the more you actually think and not just throw out ideas, the deeper you explore your ideas, the more formalized things are, the better the final product will be.

And there is no shitposting in the world that can change that fact, anon.
>>
I'm currently forced to halt the development of my favorite project, so I decided to kill some time by getting my feet wet in Unity (I remembered trying to work with it years ago when I was pretty new to programming). What can you guys recommend as a small beginner project I could build in a weekend or two?
>>
>>145186638
I feel my creativity draining out just reading that!
>>
>>145186254
Dunno.
http://bookzz.org/book/782618/fe9e88
I'm not entirely sure of the author. I think maybe I've read something from the same guy.
I don't see why >>145186418 seems to have a strong opinion on this but if he read the book I guess he should be the guy you listen to. To me it looks like a very valid approach if writing a video game would motivate you.
>>145186356
No shut up anon. You're being retarded.
If you're using an engine it has plenty of functionality that doesn't really make you implement 'complex things' in the sense that makes it more difficult to program in than GML.

It's not that difficult. Sure maybe if you force yourself to use many of the C++ conventions that you should be avoiding in games because you need a better approach than that. Then it can be very hard. But that's not how you should write gameplay code. Since you're using an engine that's pretty much what you will be doing.
>>
>>145185784
>meme arguments
>>
>>145186751
FZero
>>
>>145185025
Oh okay. So a heavily stat driven, possibly usometric RPG ?

Hm. Id hate to say it but Game Maker does sound like the best place to start. But - Saying that, If you have no programming experience, its gonna be messy.

You need to know how to do oriented programming, and manage a database. Its a really REALLY tough first game to go for, because you're compounding the problems you'll face while developing it.

Make a simple snake game first. Make tetris. Make a labyrinth generator. When you've done these, and looked at the above concepts, 2 months from today... maybe... you can start working on a prototype.
>>
>>145186841
>meme paradigm
Why would you use a meme? I don't really care about your game but you're really wrecking yourself if you're using a meme paradigm.
>>
>>145185805
>i'm smart
>you are dumb for planning

That's some hard denial m80
>>
>>145186841
>the only solution to preventing coupling is a GDD
>>
GAME JAM STATS:

>Average submission total on one month jams:
6

>Average submission total on two week jams:
16

>Average submission total on demo days:
39

Can we all agree that month-long jams are pointless and nobody wants them
>>
Do I need to label resolutions with their respective aspect ratios?

Or can I just have a big list and trust that people know their numbers.
>>
Can someone explain what's so wrong with OOP and why I would want to use FP instead?
>>
>>145187003
Anon the guy clearly claimed that you're solving a problem that's a non problem for most people.
>>
>>145186809
Now you're just sounding like a poor special snowflake anon.
>>
>>145187058
>comparing demo day to jams
>>
>>145186819
>I don't see why >>145186418 (You) seems to have a strong opinion on this but if he read the book I guess he should be the guy you listen to.
I read the book. If you've never touched c++ then it's pretty ok, but it jumps right into making basic games and trying to teach why those games work. I think it's the wrong direction to learn c++ for game development because you're learning specific tutorials, and it doesn't really encourage you to understand the underlying principals or explore additional possibilities on your own. It's basically a color-by-numbers book for programming games instead of coloring pictures.
>>
>>145187181
Enjoy writing your reports, meanwhile I will be creative and actually make game
>>
>>145187067

Some tools are better at certain tasks. I can put a nail in with the back end of my screwdriver, but I'm better off using a hammer instead. And I can put a screw in by turning it with the back end of my hammer, but the screwdriver is better suited to the task.

Right tool, right job. Functional programming will not replace OOP, it's just another tool you should use when it's better suited to the task at hand. For games, that translates into things like Entity-Component-System design patterns with clear separation of logic/data/objects instead of hierarchy of objects like you'd find in an OOP pattern.
>>
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>>145185770
im not working on any games yet.
id like to post an ad somewhere to take commissions but if i see a game i like on here i might compose a track or two 4 free.
since its so time consuming, its hard to do an entire game for free and if can make some money from it over the summer, I wont need to get a summer job (hopefully).
>>145186264
thank you very much and thanks for remembering me
>>
>>145187067
>FP is the only option to OOP
No anon. You should be writing an imperative program. OOP is bad in isolation. You don't need an alternative to qualify.
https://www.youtube.com/watch?v=QM1iUe6IofM
I don't see why there's OOP proponents. Maybe they feel that writing useless class bullshit makes them feel accomplished. "Look i made this general thing, I can now use it ANYWHERE". While in reality you often want to specialize things and if you stick to implementing tons of garbage code you will want to use it. You shouldn't.
>>145187304
Ok. Makes sense.
>>
>>145187420
You didn't answer me really, what's wrong with OOPs?
>>
Which one sounds more entertaining: A stealth game where you collect evidence to unravel a conspiracy or a first person game where you explore an extra-dimensional world full of creatures from Greek mythology?
>>
>>145187216

It's still clear that two-week jams are better than month-long jams since every single one we've done has had twice the number of participants. I use demo day is a baseline for how many people total could participate, since anyone not in demo day isn't a real dev. With that in mind, 2-week jams get 50% participation while month-long jams get only 15%
>>
>>145187041
Where did I say that?

Also it's not like this is the only problem it tackles.

>>145186939
First define OOP in the context of game programing anon, so we are on the same page here.

From a technical point of view you can implement a fucking ECS on Squeak and it would still be OOP.
>>
>>145187062
No fuck that. Why not just couple the resolution with its aspect ratio in the menu? It's not even a question.
>>
>>145187606
The former, personally.
>>
How long should it take to draw a single frame of a pixel art sprite, at 32x32? How long does it take you, AGDG?
>>
>>145187103
>Anon the guy clearly claimed that you're solving a problem that's a non problem for most people.

Questionable why though.
My guess is that people here barely finish their games.

I'm actually providing a potential solution here.

But the memes got the best of most people apparently.
>>
>>145187658
>From a technical point of view
By your very wide definition perhaps.
There's no point in discussing it.

The problematic bits of OOP is encapsulation of data and its approach to polymorphism.
Likely if you consider it OK in some form you're not doing OOP you're doing multi-paradigm and just want to couple some methods with some data. That's fine. Inheritance is the core of the problem.
>>
>>145187539
How can you make a game without objects?
>>
>>145187336
do so
Contact me when you released a solid finished product with a scale that goes beyond a flash game.

so, never
>>
>>145187810
It depends on a variety of factors.
Is the frame something easily editable from another frame? 10 minutes.
Is the frame completely different from every other frame? 2 hours.

Being able to reuse parts of sprites makes it much easier to make them quickly.
>>
This might be a retarded quest, but do I need a model for my skeleton? Can I just rig together some bones in blender and import that into Unity?
>>
>>145187975
How many subsections deep do your reports go?
>>
>>145187837
>Questionable why though.
>most people don't finish games
Because most people don't finish games. And personally I never even have it as a goal. Every game I make is for educational purposes.

This is AMATEUR game development general. Nobody here does games to make money as their primary goal.

That shouldn't be the case anyhow it has been opposed for a long time now and I hope it has stuck.
>>145187935
Depends on how you define Object. These terms are very poor choices if you wish to remain clear. There's nothing wrong with objects in the OOP sense alone. It's the object ORIENTED programming that's the problem.
Programming with objects isn't problematic.
>>
>>145187916
>By your very wide definition perhaps.

Well I'm going by what a pure object oriented programming language is (squeak as an example)

>There's no point in discussing it.

Ah I see. Of course.
>>
>>145187584

Consider an RPG-like game, specifically how you'd design the system for enemies.

You might start with a base "Enemy" abstract class or interface. Then you extend that class to make a Slime. Now you want to have green slimes, and blue slimes. Blue slimes can be instances of the Slime class with modified properties. Simple enough! Now you want to add a mushroom. A mushroom isn't a slime, so you extend again from Entity. But a lot of that logic is shared, isn't it? So you turn Entity into an abstract class or add some default implementations on the interface and add all of that shared logic between Slimes and Mushrooms. Now you add your Player. But the Player also shares a lot of logic with Enemies, doesn't it? Like data about its sprite, or fields like movement speed? So you abstract a lot of that into its own interface and have Entity -> Player | Enemy -> Slime | Mushroom -> Blue Slime

And you're only just starting. Things have already devolved into a mess of dependencies and inheritance that will only get more unmaintainable as the game develops.

In an ECS system, you would instead have an Entity which would have a Sprite|Player|Health component and an Entity with a Sprite|Enemy|Health component, controlled by a PlayerSystem and EnemySystem respectively. Extremely simple, extremely efficient, extremely maintainable.

OOP isn't useless, it's just not the best choice for the job.
>>
>>145188116
Three is the maximum in Latex, thank you very much.
>>
>>145188171
I mean how could a function be a game
>>
>>145188293
I'd just like to interject for a moment. What you're referring to as Latex, is in fact, TeX/LaTeX
>>
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>>145188293
someone say latex?
>>
>>145188451

I'd just like to interject for a moment. What you're referring to as TeX, is in fact, ^T_E^X.
>>
Anime Game Dev Graveyard
>>
>>145187629
Not everyone who participates in demo day will participate in jams, and vice-versa.
2-week jams are 41% participation based on your numbers, not 50%.
>>
>>145188451
Absolutely anon. Thank you.

>>145188532
I wish LaTex was that nice. And not awful.

Referencing is pretty cool though and the reason why I use it.
>>
>>145188274
This is such a foolish explanation I'm just going to explain it properly.

It's really quite simple, and OOP is ideal. First, some things need to be visible and thus rendered on screen. That gives us an abstract base class called Entity. This can be used for characters, UIs, such as buttons, etc.

Then we need a Player Character. Players need to appear on screen, so Character inherits from Entity, and has all the custom properties like HP, MP, etc. Players and Enemies are both characters, so they inherit from character.

Players need to handle controller input, so they have a HandleInput function.

It's simple, it means small pieces of code have to be added to each specialised class, it is not a mess at all, in fact inheritance when used correctly makes things a lot simpler.
>>
>>145188313
How can an object be a game?
>>
>>145189135
>This can be used for characters, UIs, such as buttons
>this is how OO "programmers" actually design software
>>
>>145189135
>>145188274

You're both describing OOP. They're the exact same thing.

ECS is OOP. It's just a different way to create objects, favoring composition by specialized components over composition by inheritance.
>>
>>145188939
Can you write a game in LaTeX?
>>
>>145189334
>ECS is OOP
There's no polymorphism (in the dynamic dispatch sense), no inheritance, no encapsulation, and data and behaviour are separate. Not fucking OOP.
>>
beginner here, are OOP and OOPs the same thing?
>>
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>tfw programmer trying to use blender for the first time to create an even basic human
>>
>>145189135

https://en.wikipedia.org/wiki/Multiple_inheritance#The_diamond_problem
>>
>>145189538
OOPs stands for Object Oriented Programming system. So if someone wrote a game using OOP, they might say "I made an OOPs"
>>
>>145189559
any human model is not an easy task, coming from someone with years of modeling experience
>>
>>145189135

If you're going to add small, specialized pieces of code to every object why are you hamstringing your codebase with fixed inheritance instead of using components like you really want to? You're just describing a less flexible version of ECS in your post.
>>
>>145189615
I made no mention of multiple inheritance at all. It's not relevant. And indeed, I have never used multiple inheritance
>>
>>145189559
Yeah bro. I can draw decently, but like >>145189706 said; modeling a person is difficult.

I can model benches and trash cans and even animals. I still have trouble with people.

Just keep at it and don't give up!
>>
>>145189559
it's not that hard just find a picture of a human in a t-pose and drag it into blender and just try to get the shape. The harder thing is proper topology.
>>
>>145189559
>>145189931
Learn basic anatomy, proportion, the primitive deconstructions of vilppu/loomis, etc.
>>
>>145189898
>It's not relevant
Except when you get to a point in your hierarchy where you want to incorporate parts of two different classes.

>And indeed, I have never used multiple inheritance
So you've never written anything of any complexity, because MI is nearly impossible to avoid if you try to use OOP for game objects in the way you described.
>>
>>145189706
really? Cause /agdg/ has gone full /v/ and been telling me to kill myself because I'm struggling with basic blender modeling.

Don't get me wrong, I'm used to that shit, but for some reason when it comes blender or modeling /agdg/ fucking sucks massive cock. Programing questions, engine advice, genre suggestions, game mechanic help, this thread is always willing to help.

But when it comes to modeling everyone turns into massive cunts. Just really weird how angry that topic makes people here. If I didn't know better I would assume the creators of blender just collectively diddled everyone here.
>>
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>>145184824
Make very simple things and progressively raise the bar for each project. Be inspired and creative, don't fall in the pit of just practice and study.

So something like this just to give you an idea:
hello world program > cmd calculator > cmd quiz game > pong > topdown game > platformer > etc.
You don't need to them in this particular order, you don't even need to do these specific programs. They're just examples.

Programming can be very fun, good luck mate.
>>
>>145187810
This
>>145187998
Though I take at least half an hour ever for easily editable stuff
>>
>>145190212
I dunno how it is here but it's easier to commentate on something visual like a model without knowing anything about the subject
>>
>>145189763
>>145189135

Which was basically the original point of >>145188274

It's not that it can't be done, or even done in a way that's not immediately repulsive, it's that you're not using the best tool for the job. It's getting the job done. It works. But there's better ways, and you're already trying to get your OOP code to behave like ECS anyways.
>>
>>145185771
>Go learn a programming language like C++ or Java and then come back to game dev once you know what you are doing.
kys
>>
>>145190090
That's not why it's hard, at least not entirely.

Topology is a bitch.
>>
File: basic menus.webm (1MB, 1198x803px) Image search: [Google]
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Does basic menus count as progress? 'Cause I'm gonna post it like it's progress.
>>
>>145190764

All progress counts as progress anon. Don't let the pixel artists tell you otherwise.
>>
>>145189135
You are everything that is wrong with introductions to OOP.

>"Oh kids like to play vidiagamz, lets make our OOP introduction about games, that will hook them!"
Yeah right, let's just have an Entity base class that has a virtual render function, then everything can inherit from that! Oh and then we can have a list that holds all Entities, no matter if they are player, monster or particle! Great! Now we just have to go through the list and call the render function on every Entity!

And if anyone actually implements this piece of shit design they will see that it's slow as fuck and get even worse over runtime to a certain degree. Because OOP managed to get people in a mindset so far away from the actual machine that things like memory lookup times suddenly don't exist anymore.
>>
>>145190219
is your image a existing game or your project? it inspired me
>>
It's funny to see all that programming and OOP arguments in here considering the quality of the average agdg games.
>>
>>145191031
What did he mean by this?
>>
>>145191031
If you think OOP is so wrong then come up with something better
>>
>>145190934
Not only is it inefficient, but it's extremely rigid and doesn't lend itself to adding new functionality or new game objects without serious refactoring. This is completely against the JLMG mantra.
>>
is there a limit to texture size that is used in lowpoly style generally?
>>
>>145190934

There are two kinds of developers. Those who are programmers, and those who just use programming as a tool.

Someone working in GameMaker or Unity writing gameplay scripts doesn't care about any of that stuff. Code is a tool to generate gameplay, just like a DAW is a tool to generate audio. And just like most Musicians know absolutely nothing and could not care less about audio engineering, most Gameplay Programmers know absolutely nothing and could not care less about computer science.
>>
>>145191232
Generally, people also use very low texture sizes but a lot of mobile games have used lowpoly with high-quality textures in order to try and look more modern. Do whatever you feel you can do.
>>
This discussion is interesting. Are there any good resources to help an intermediate level programmer to bridge the knowledge between OO design and ECS?
>>
>>145191083
>>145191110
My point is that none of you have enough skills, as anyone can see with the games in here, to worry about whether OOP is good or not. Leave that to professionals and work on your fucking game.
>>
>>145191232

What platform are you targeting, and what are the VRAM restrictions? How big is the object? What style of low poly are you using (PS1-style, mobile, etc)? How much detail do you want in the object?

Take all of those factors into account and then decide what seems reasonable for your object.
>>
>>145191450
boreal.aggydaggy.com
>>
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>>145191023
i don't remember which game it is, it's just something from my inspiration folder
>>
>>145191274
>Someone working in GameMaker or Unity writing gameplay scripts doesn't care about any of that stuff.
Yeah, that's because with GM and Unity you're locked into the architecture they force.

>>145191524
>Leave that to professionals and work on your fucking game.
The point is that blindly using OOP makes it much more difficult to just "work on your fucking game". Also, stop projecting.
>>
>>145189763
Yes, generally in fact you should favour composition over inheritance.

But you should use inheritance when there is "is a " relattionship. And we can say for certain that a player is a type of character, for example

>>145190097
Which for me has been never, and I think with good design you can avoid it anyway

>>145190419
See my first part of the post. Inheritance is used with "Is a" relationships. I agree for some extremely complex things, entity component systems might be desirable, but I've never seen the need for one.

>>145190934
Yes, that's exactly how it goes. Read anything on game engine architecture. If you want complete efficiency use data-oriented design, and stop complaining
>>
>>145173620
I'm not that guy but I learned procedural mesh making from this tutorial
http://forum.unity3d.com/threads/tutorial-procedural-meshes-and-voxel-terrain-c.198651/
I don't use voxels anymore but the skill has been useful for generating grass and adjusting character's UVs at runtime
>>
>>145191571
I'll check it out. Thanks.
>>
>>145191561
Basically I'm just making a pc game that uses a low poly style because it's just 10 times faster than realism.
I haven't modelled for games so I'm not quite sure if I'll run into performance issues later on if I make the textures too big.
>>
>>145191274
>>145191754
I wasn't even really attacking gamedev, I see this on online programming courses, in universities and in books.

You are teaching me something like OOP which is industry standard for most of the software companies out there and you use something as an example that would not use OOP in the way you described.

It's just mind boggleing to me how many people use gamedev as bait to get peoples attention.
>>
threads
>>
>>145191698
figured it out, tradewars 2002. thanks anyway!
>>
>>145191754
>But you should use inheritance when there is "is a " relattionship. And we can say for certain that a player is a type of character, for example
Inheritance is not a tool for modelling is-a relationships. Inheritance is an is-a relationship in the code. There's a big difference - don't domain model.
>>
>>145191450

Depending on what you mean by "intermediate", you have probably already started implementing some ECS-like functionality in your code as you notice issues on the projects you've done. Things like strict separation of concerns, object composition, modular code, etc.

>>145191862

The issue with the question is that there's no generic size that every object should use. Which is why I recommended a variety of factors to consider. If we're talking about a prop like a tree, 128x128 might be fine if you can fit all the detail you need to match the style you have in mind. But if you have a third person game, and your character will be closer to the camera, you may want to use higher resolution textures like 256x256. And if we're talking buildings, you might want to use 512x512 or higher to fit all the additional detail that a Victorian-style building needs, but a 128x128 texture for the clay huts in the desert environment.

It's all relative. Every object should have its texture match that object. There's no blanket answer.
>>
I think most "idle animations" look stupid as fuck.
>>
File: crab guys.png (2MB, 3840x2160px) Image search: [Google]
crab guys.png
2MB, 3840x2160px
Concept artan

Trying to make a race of undersea crab people for a short RPG maker game, the only thing I'm really sure about are the arms and black sclera.
They're turning out more like lobsters, I could use some help.
>>
>>145191754
>>145192293
Furthermore, consider that you can spin "player is a character" to fit composition as well: "player has traits of a character".
>>
>>145152504
looks cool,is it gonna be a silent hill type of game?
Because I'm getting those vibes along with a slight hint of jrpg.
Also is this in unity?
>>
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what do you guys use to edit textures in unity? do i need to edit the meta file ?
>>
>>145192837
>do i need to edit the meta file ?
Clearly shows that you just want to shitpost.
>>
>>145192578
Let's not dwell on the negatives
how could they be improved?
>>
>>145192678

The most immediately distinguishing characteristic of a crab is the "C"-like shape of their body and claws. Your characters have crab-like features, but as you said they look like any crustacean and nothing specific to crabs.

Maybe modify the shoulders in some way so their silhouette resembles a crab?

>>145192093

NEW THREAD WHEN
>>
>>145192975
just fucking help a noob out for once mate
>>
>>145192678

Crabs don't really lend themselves to anthropomorphic designs. The only way it'd look more crab like is if you made them more crab like, because as they are, they're just weird humans.

Maybe make them hunchback? Give them more arms? Make them have a dominant claw and a minor claw?
>>
>spent a lot of my life making "synthesizer" music
>immediately take to orchestral stuff better

makes sense, it's what I always liked growing up.
>>
I still don't understand what's wrong with OOPs
>>
>>145193106
>>Maybe modify the shoulders in some way so their silhouette resembles a crab?
That's something I can work with, this is way harder than just slapping wings on a person and saying they're avian.
>>145193253
>>Make them have a dominant claw and a minor claw?
This could work. It looks like I'll be busy for a while.
>>
My game is up on greenlight, vote!

http://steamcommunity.com/sharedfiles/filedetails/?id=690210935
>>
>>145193494

I've always liked the caricature style for
zoomorphic design. Take the one thing that most immediately sticks out for that creature, then make the humans have it. It may not be terribly clever, but it's effective.
>>
>>145193492
http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
http://gamesfromwithin.com/data-oriented-design
>>
>>145193736
The butthurt in the comments is well worth the greenlight fee.
>>
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>>145193736
>those butthurt cringing autistics in the youtube comments
>>
>>145193492
people tend to get caught up on the wrong thing (because primitive examples are shit) and slice their cakes in the wrong axis. what basically happens is
>entity
>-character
>--player
>--basic monster
>--basic monster 2
>--basic monster 3
>---1st level boss character
>-ui element
>...
this is fucking retarded if you ever tried to implement it. it locks you down or you have to write garbage code if you ever decide to add anything new to the game

for counter-example, here's a quick brainstorm of what good OOP would look like
>model
>game object
>character
>base controller
>-ai controller
>-user controller
>-networked controller
>-physics controller
>character action
with this you load and create appropriate objects from files, which allows you to change your game as you get new ideas
>>
>>145170381
This is fine and everything but I think you overanimated it. The animation would look a lot better if it was shorter and to the point.
>>
>>145194204
>here's a quick brainstorm of what good OOP would look like
The thing is, the first example is obviously OOP, just from seeing the inheritance hierarchy. The second isn't.
>>
>>145194323
>>145180907
>>
>>145194204
Is there more on this?
I think of OOP as first example, but second seems foreign.
>>
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>>145194170
>first 4chan is filled with this stuff
>then reddit/youtube/etc. get it and 4chan hates it
>now 4chan has ascended to post-irony and reddit/youtube/etc. hates it even more
>>
>>145194204

That is *good* OOP though. The inheritance hierarchies you created are shallow, as they always should be.

Entity
-Character
--Enemy

and from just 2 levels, you can have every kind of player, boss, miniboss, ambient critter, whatever you can imagine.

There are many ways to do inheritance badly, which is something Nicolai Josuttis discussed at length in his book OOP with C++. However, when used right, it is good as hell
>>
>>145194204
>>145194414
And by this, I mean that the second could be anything. Oftentimes when people describe a design as "good OOP", it's hardly (inherently) OO at all, which I find quite amusing.
>>
NEW
>>145194745
>>145194745
>>145194745
>>145194745
>>
Thread at 800 almost. So I made one, but not sure if that's how you guys do it:
>>145194767
>>145194767
THREAD
>>
>>145194845
>>145194847
fuck which one?
>>
>>145194414
that's because there's not much use of OOP in games. can you come up with more healthy OOP? because that controller thing is the only one i can cough up

>>145194537
more? idk, it's just a few years of personal experience. i'm sure some anon can post some youtube videos where people share their experiences

>>145194713
>--enemy
and that's where i start to disagree. why does the enemy have to have a separate class?
>>
>>145194937
The earlier one.
>>
>>145194847
>>145194845
y'all needa not do shit a second apart, c'mon
>>
>>145194592
full circle?
Thread posts: 802
Thread images: 129


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