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/agdg/ - amateur game dev general

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Thread replies: 779
Thread images: 161

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Space inspo edition.

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

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

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

Previous thread: >>145194745

>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 OOP
>>
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Reminder to post with trip #rocket to join the team that will win Space Jam!
>>
Last thread sucked.

Try harder.
>>
>>145238082
For the beta I won't be allowing any image uploads, but if I did I'd be doing it through firebase, which uses the google docs services to upload files, so if anyone tried to upload CP google would know about it basically immediately.
>>
>>145238015
I sculpted it in MudBox and then exported the Heightmap to World Machine for better natural erosion and shit like that and then, I imported it into UE4...
>>
>>145238621
That doesn't stop link sharing. Are you going to have mods? It's honestly too much work for something that's not needed
>>
>>145238621
What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site? Maybe I'm overly paranoid but these would be the kind of things I would wonder if I was hosting such a thing. I'd personally try to move the collab'ing off-site as soon as the people are connected but I don't know your plans for it. But the less user-provided content you have to host, the better, I'd imagine.
>>
>>145238814
>What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site?
As long as you remove them, and comply with any law agency, you're fine.
>>
>>145238814
>But the less user-provided content you have to host, the better, I'd imagine.
Yeah, it's tough. I have a few other projects I'm running that I don't need to worry about nearly as much but with 4chan you never really know. People have been asking for a collab tool for a while so I'm thinking I want to at least provide a way for people to advertise they want someone to work with.

>>145238794
No mods. But also no link sharing. For the collab request system I'm thinking just anons filling out a form that has:
- A checkbox for what kind of collaber they need (artist, programmer, idea guy, music)
- a field for how to contact them
- a textarea for explaining what they need

They will be deleted after 1 week.

>What are responsibilities/liabilities of a webmasta for if folks are trading like, links to CP via your site?
Alert FBI, supply IP logs for who has accessed the site, and delete content.
>>
>>145239352
Why are you even bothering?
e-collabs are the worst shit ever.
Don't bring unnecessary shit on yourself BLD.
>>
waifus
>>
>>145239352
I see, interesting. It sounds like you're capable enough to make something work, it'll be fun to see what happens.
>>
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>>145239545
>Why are you even bothering?
The only reason is because there's been a lot of people that have asked for it. That's the only reason I'd ever add anything to the site.

By the way, I just got game settings to work after struggling to understand a really basic issue :^)
>>
>>145239627
where are the waifu space games?
>>
>>145218131

Weren't you doing a sidescrolling frog game? What's all this then
>>
So what does oop mean?
>>
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>>145239807
Perhaps they're bringing back the ancient art of trolling, in which they create maximum damage with minimal effort.

"Yeah collab is a good idea"

and then other Anons waste years of their life
>>
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Why hasn't anyone actually tried to emulate Doom's gameplay with a strong emphasis on projectile monsters, being able to bait and whiff melee attacks, monster infight, and have big levels? If someone could pull it off correctly it'd certainly gain quite a bit of traction.

It'd be infinitely better than those garbage "retro inspired" shooters that've been rearing their ugly heads up with procedurally generated stages
>>
>>145240246
>Why hasn't anyone actually tried to emulate Doom's gameplay
Because they make a .wad instead
>>
>>145240201
You really think people would do that? Just fuck with me in a mean-spirited way when I just wanna help make aggydaggydev lives a little easier? Well, the second most requested thing is a shilling page for completed games so devs can have their itch/steam/google play/apple store games linked.
>>
>>145240386
>>145240201
To be honest the on ly thing they do is spam the threads with the same stuff over and over, so I doubt they can really think outside that box.
>Well, the second most requested thing is a shilling page for completed games so devs can have their itch/steam/google play/apple store games linked.
I love that idea.
>>
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Musicfag with writer's block here, describe your game and I'll write a shitty loop for it
>>
>>145240641
you fuck hot anime girls
>>
>>145240386
When I was running the Recap, people would fuck with me nonstop.
>>
>>145240386
>You really think people would do that? Just fuck with me in a mean-spirited way when I just wanna help make aggydaggydev lives a little easier?
Yes, absolutely.
>>
>>145240616
Maybe I'll work on that instead then.

>>145240713
>>145240971
:(
>>
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>>145240374
>>
>>145238126
So you basically work out for 4-6 every day unless you're running errands?

You just gotta decide between being 2swole and being a gamedev mang
>>
>>145240386
I think it's likely people would do that sometimes, but I also think there is some sincere interest in collabing too. And if you had a system that was mostly resilient to trolling, I do think it could fulfill a need. Worst that happens is: illegal content, but it sounds like you have that covered... "let's collab / haha just kidding" which is ultimately pointless... or nobody ever uses it, in which case you can just remove it after pronouncing the RIP.
>>
Quick /agdg/ give me some 3D work focusing music.
>>
>>145241263
The problem is that the most resilient to trolling methods require user accounts, which I am absolutely unwilling to implement on the site. I considered a user account system where users do not actually have usernames, but instead have three passwords, but even that is borderline inappropriate.

>>145241253
Time balance is important, but you can definitely lift and work and gamedev. You just need to avoid having a social life.
>>
>>145241403
The sweet music of discipline is all you need. Don't worry, it's a knowledge issue, not a willpower issue.
>>
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>>145241518
>Being a bitch
>>
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You are now forced to work for Sony, Microsoft or Nintendo in order to make games and thus for the rest of your life.

Where do you go, anon?

http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
http://www.strawpoll.me/10462615
>>
>>145240703
https://clyp.it/qnvulpe0
ez
>>
>>145241748
>forced
As in a code-monkey, or a Kojima type deal?
>>
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Reminder that bitterness and salt is the currency yesdevs and helpfulfriends here prefer to be paid in!

Next time someone helps you remember to tell them to fuck themselves and then shitpost about them nonstop. They're stupid cunts who need to get off their high horse, after all¡
>>
>>145241851
Depends on you. You can work your way through there.
>>
>>145241810
I dunno thats kind of rapey
>>
>>145241494
Well what you laid out >>145239352 sounds like it wouldn't take a crazy amount of effort, and you could always shut it down if you were getting spam, or you could somehow just have it show you each ad for you to say "this is legit" or not quickly. I don't imagine there'd be a huge number of them per week.

But I guess it seems like a page for completed games is probably a better effort. Also I'm really excited for where your game is going! It's looking like it has some nice features already, congrats.
>>
>>145240703
https://youtu.be/dk8W_E-cDlY
>>
>>145241748
>Nintendo
>Rest of your life
>Nintendo is going to die soon
>You die with Nintendo
oh boy
>>
>>145242005
Your point being?
>>
>>145241941
Well Sony is ez mode, most success and all that. But I personally think it'd be more fun to work your way through the ranks of Nintendo like Shiggy did, and at this rate possibly save them. And replace that senile hack
>>
>>145241748
sony
>>
>>145242072
Nintendo has billions in reserve, they'll never die.

I voted Nintendo. Even after so many years they're the only ones I can still slightly relate to.
>>
Anyone know of a tutorial on pixel art explosions/particle effects?
>>
>>145242664
just make an explosions and pixel it down
>>
Someone here is using Godot?
I never used it, is it good or should I create my own engine? (I'm creating android games)
>>
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>>145242664
Just make an explosion sprite like this.
>>
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>>145243316
>>
>>145242072
Have you ever heard of Pokemon?
>>
Ready to blast off and reach for the stars this Space Jam™
>>
>>145242014
Thanks friend. I just wish I could art well. It's going to be a big hurdle.
>>
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pantsu
>>
>>145244025
thats a pretty cute face
>>
>>145244025
l-lewd
>>
>>145242690
>>145243316
Don't troll me!!!!!!!!!!!!!!!!!!!!!!!!!
>>
>>145245512
just make a rough explosion, and refine it about a billion times over
>>
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Menu juice whatever the fuck
>>
Drunkard walk > BSP Trees
>>
>>145244025
Rule 34 of waifu jams when?
>>
delet
>>
*this
>>
>>145245695
Make particle system explosion, render it to sprite.
>>
Is it a good idea to get rog to narrate your game trailer?

https://www.youtube.com/watch?v=05i1QhCJRDw
>>
>>145238719
Why even bother sculpting it when WM works better.
>>
Space progress
>>
>>145246847
make a 3D explosion simulator, take screenshots of one angle, re-colour each one in photoshop, put them all into a .gif
>>
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>>145244025
Let me fix this for you
>>
>>145246203
Looks like BSP trees are for rendering polygons. How's random walk used here? tldr go on
>>
>>145247216
How'd she break her leg?
>>
>>145247236
Procgen algorithms
>>
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>>145247236
BSP Trees for random map generation basically create a bunch of rooms, then connect them with hallways.
Drunkard walk is used to create cave-ish type worlds.
>>
>>145247314
oh ok, I'm just starting to look at the BSP tree algo

neat stuff
>>
>>145247216
no bully pls.
>>
>>145246429
No. My waifu is NOT for lewds.
>>
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>tfw it's barely not working
>>
>>145248039
>have been working on this shit for years
>main gimmick is still fucked
duuuude
>>
>>145248039
This would be relatively easy to do with particles that bounce around
>>
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>11 hours to implement texture mapping
time to sleep
>>
>>145247756
But lewds can be tender lovemaking too, and that's what waifus are for.
>>
>>145248039
What's not working about this?
>>
>>145248039
Vector reflection is fun.
>>
>look at the greenlight for that meme game
>people crying how a 2 hour and a half long game doesn't belong on steam
>tfw my game is going to be 2-3 hours

Should I just stop it all and give up already?
>>
>>145238282
PLEASE

someone
rate
my
progress

PLEASE

https://dl.dropboxusercontent.com/u/54522709/progress.webm

thanks
>>
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>>145250679
>greenlight comments
>>
>>145250937
Where to even start..
>>
>>145250679
What game?

Also, no. Even the most shittiest game can get greenlit.
>>
>>145250937
It's ugly and it looks like there's no skill to the combat. Looking forward to what you make of it in the future, though.
>>
>>145251549
>What game?
I don't have one yet.

>Even the most shittiest game can get greenlit.
Unless you make a rock paper scissor game.

But yeah getting greenlit is not the problem, it's getting people to buy a 2 hour long game.
>>
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>>145251060

Goog stream when?
>>
>>145250679
>people crying how a 2 hour and a half long game doesn't belong on steam
People who? There is way shrter games than that on steam, so they clearly don't have any saying on what belongs and what doesn't in steam. Don't give up, get your shit greenlighted and laught when retards like those complain about it.
>>
>>145251747
I mean the meme game that had those comments.
>>
>>145251060
Hey Gogem, you should take a look at Phi Brain and copy the games that appear in the show because they're pretty fun.
>>
>>145251809
https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=690210935
>>
how long would it take to make a simple game based on rock paper scissors?
>>
>>145252020
3 years.
>>
>>145251442
w-what. I didn't think it was that bad...

>>145251702
i'm s-sorry.... I only started last week....


i guess i will come back when I have something better.
>>
>>145252312
>w-what. I didn't think it was that bad...
Well I don't know anything about your game, or the progress you made. If you made this in a week then it's pretty good I guess.
>>
>>145250937
So far looks like a prototype more than like a game to me.
I'm guessing most of the assets are placeholders and that's why the styles don't match. If they aren't you should work on that to make everything look like it belongs to the same game, ie if pirate and slimes are pixel art, UI and background textures should look like pixel art too.
The combat needs something to make it more interesting and fun, since so far it looks like your standard minecraft "spam left clic to kill while receiving some damage" combat.
Overall I'm interested on seeing what this will become.
>>
where's the googstream
>>
>trying to psuedocode up something that I think will be pretty simple, an algorithm for determining the order of turns in my gamemaker RPG battles
>it turns out to be a cyclopean nightmare

I highly doubt that anybody here is both willing and able to help me, but maybe typing it out will let me see something I'm missing.
>Have an unknown number of entities that will take turns. Each character has the same amount of AP to spend per turn, let's say 100.
>Characters decide their actions before the battle actually starts. These cannot be changed mid-fight, but other noncontrollable actions may take place during the fight
>Each Action has an AP cost and a Priority
>Characters can use self-buffs in addition to normal actions. These go at the start of the fight, count as an action, and some affect the AP costs of subsequent actions
>order of turns is decided by the amount of AP that a character has left, if equal then the cost of the action(ones the cost less are faster), if those equal then by the priority value, if those equal then randomly
>ambushes may happen, in this case the ambushing party will have 101 AP at the start of the fight
>have to take all of this information and formulate an advance turn order display which may need to be recalculated mid-fight in case of death or other events
>all in fucking gamemaker, where objects can't have methods, passing objects as parameters is extremely wonky, and lists are complete fucking garbage

Just fucking end me already. It wouldn't be too hard if it wasn't for the fucking advanced display, but I really don't want to cut it, nor do I want the entire thing to be predetermined at the start(the display would spoil when things die). How fucked am I? And don't say not to use gamemaker because I fucking hate doing GUI shit in other environments.
>>
I figured out that tiling issue I had yesterday, I'll post the script I'm using if anyone asks for it.
I had changed the script from accessing "material.mainTextureScale" to instead access "sharedMaterial.mainTextureScale" because Unity said I "probably wanted to." This made it not work, as I would have known if I knew what the script did.
So now I can stretch my floor prefabs however much I want, and the tiling will scale perfectly, and unload the unused material instances as it creates new ones.
Went from feeling like a retard in over his head to a not retard, good stuff.
>>
>>145253090
Yeah, Game maker is a nightmare for turn based stuff, but alarms excuting scripts and timelines are your salvation
>>
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I'm making an RPG card game. Can I get some feedback on the basic card design I came up with?

The cards are divided into sets following the four humours, and this is a sanguine card thus all the red/blood.

A card cost is added programmatically over the red bookmark thing in the top left so it isn't on the card itself.

The card art is a public domain placeholder so ignore that.
>>
>>145253090
why are you using game maker if its such a problem
>>
>>145253524
edgy
>>
>>145253524
Hearthstone / 10
>>
>>145253524
card and image are too muddled compared to the text
>>
>>145251896
To be honest the game looks bad in every aspect it could possible be bad. I doubt is even a serious project, looks more like a joke game, or a desperate attempt to mil money from 10 years old kids. Doubt it actually gets greenlight.
People wouldn't complain about a game being 2 hours long if the game is actually good, and has a lot of replay value too.
>>
>>145251896
>that pajeet voiceover
kek
>>
>>145253524
>That text
I remember the first time I used Photoshop as well anon.
>>
>>145253971

that's not an indian voiceover, that's south african.
>>
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>>145253643
I looked at a lot of different card designs from other card games and it was surprising how awful they all were - Magic, Yugioh, Pokemon, Shadow Era, etc. It really didn't give me much room for ripping stuff off.

I would've come up with something original but I'm a programmer, not at artist. I can barely copy things.

>>145253674
Is pic related better? Or would it need more removed?

>>145254087
Does it look that cheap? How would you suggest doing the text? I tried it with plain white text with a black outline but I didn't like it.
>>
>>145254610
>Thinks HS is better because it's simpler
wew lad
You should pobably play the games before dismissing them.
>>
>>145254610

Your card design is too dark, and lacking in contrast.
>>
>>145254610
to be honest with you family, it looks good. I don't know what these cucks
>>145254692
>>145254087
>>145253674

are talking about, and I don't think they know either.

Worry less about the graphics and more about the gameplay.

Even though the card looks good, if you for some reason feel like fixing it you can always do it after you like make game
>>
>>145254610
I know that you've made that just as a representation, but don't forget that we start our sentences with capital letters and end them usually with a dot. This rule also applies to games. You should test your font against every possibility.
>>
Really looking forward to playing your game!
>>
>>145254610
>Does it look that cheap?
Yeah, all those photoshop text effects usually do. because almost anyone knows how to do them.

The card design looks mostly fine, but it needs a lot of polishing, a little bit brighter colors, more contrast, more emphasis on the art, that would lead to the a need of better looking art too. Think about how beautiful magic cards artwork is, and that's a big point on this kind of games.
For a game like this your best bet in my opinion is using those cards as placeholders while coding, and then get a great artist to help you with the assets.
>>
>>145255134
Thanks, anon!
>>
>>145254610
>Does it look that cheap?

It literally looks like you went in Photoshop and selected random effects for text like the emboss one.
>>
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What kind of game do you plan to make for Space Jam?
I'm not very creative so I'm playing around with a space shooter idea.
>>
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>>145254610
>Vampiricism

Program the whole game, use placeholders and then find someone to make the art/use open art like the guy that made aviary attorney did.
Something like picture related would look better than that, and you can add a description in the UI.

Explaining cards with a more complex effect in that tiny space won't work.

>>145254680
he said nothing about the gameplay
>>
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>>145255461
Probably look for some ideas in the Godot jam
>>
>>145253090
What's the actual problem though? None of that seems extremely hard to implement.
>>
>>145255667
Wait a minute, I have seen you guys before somewhere!
>>
>>145255667
isn't godot shit/a meme?
>>
>Read dozens of pseudo code and tutorial on a subject
>Doesn't get it
>No matter how hard you try, for some reason the end results never look as good as on the picture
>Literally just like cooking from a book
>Try to find a solution on your own
>It finally fucking works and you fully understand why and how

If the end results are the same, does it matter if someone didn't follow the "traditional way", but rather reinvented the wheel?
>>
>>145256039
https://www.youtube.com/watch?v=hQp5l4-sfFA
>>
>>145256038
What gave you that idea? Do you know anything about it?
>>
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>>145254680
I've don't like Hearthstone, too casual, I was just talking about the look of the cards (sans card art, obviously games like Magic have some stunning card art). My game doesn't play anything like HS.

>>145254692
Is this any better? Sorry but I can't tell what looks good/bad, I've been staring at it for hours and I've gone art blind.

>>145255157
I don't really mind if it's easy to do, just if it looks good. I mean my second option was just plain white/black text which is obviously easy too. Have you got any examples of alternatives you think look better I can go look up and copy? Thanks.

>>145255592
I've already programmed most of the game, the combat system anyway. I don't really get what you mean with your example, that card doesn't look like anything from any CCG I've seen.
>>
>>145256469
The Photoshop effects aren't bad because they're easy to do, they're bad because they look terrible.

>I mean my second option was just plain white/black text which is obviously easy too.

There's a reason both Magic the Gathering and Hearthstone use simple black text without any post-effects.

Find a good black font and make sure it's easily readable on the card, which is another reason not to have shadows or over-detailed things over that portion of the card because it makes the text hard to read.
>>
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>>145256469

better. now replace the centre with some classic gothic art, like so.
>>
>>145256469
Not any of the previous anons but I think it's a bit too bright now, I don't know. Also I think it's hard to judge while only seeing one card like this. We'd need to see how whole game/background looks too, as well as other kinds of cards.

Now if you need my opinion the text font/style looks cheap and unoriginal.

Either way good luck with your game. Nice to see some variety in /agdg/.

>>145256754
I like the current art he's using much more.
>>
Is there an official page for space jam, or at least some sort of reference page for start & end date?
>>
>>145256912

there's no page yet. it's from July 14th to 31st .
>>
>>145256469
CCG cards have that aspect because they are supposed to be played on literal pieces of paper, and they need to have the art and the effect explained in such a small space. Since the game is only virtual you can have the card as picture + frame, with an info window in the game that explains the card.

also >Vampiricism
>>
>>145257158
>>145255592

I think both Vampirism and Vampiricism are correct.
>>
>>145256469
>Vampiricism
>>
>>145257415
Couldn't find vampiricism on any online dictionary, but vampirism appeared on them.
>>
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>>145257415
>Vampiricism
>>145257426
>Vampiricism
>>145257804
>vampiricism
>>
>generic vampire shit
Ah yes, I can't wait to play this new and creative game.
>>
>>145246429
I'm working on it

>>145247756
Lewd isn't forced to be eww.
I want to make cute lewd.
>>
>>145258003
I can't wait to play yours. Pic related is your game.
>>
why cant these threads be nice
>>
>>145258121
But she's my daughter.
Do it. But make it tasteful.
>>
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>>145258003
Where is your game
>>
>>145258238
I'll do my bestu.
>>
>>145258220
It's the nodevs.
It's always the nodevs.
>>
>>145258003
wut
>>
>>145258296
right here>>145258148
same as yours
>>
>>145258296
thanks for reminding me to watch the latest episode
>>
>>145258220
These threads are 30% yesdevs, 10% beginners and 60% salty nodevs that shit on everybody else.

>>145258392
>Literally admits to being a nodev
wew lad
>>
http://pastebin.com/iuh4nieK
http://pastebin.com/GsjBNWHW

Using SDL2, cannot figure out at all how to get smooth movement. I'm just trying to move a textured quad from one side of the screen to the other and it jitters like mad.

My Game::Run() function has my game loop, and the other paste shows my entity class.

I'm looping through them calling their update function. Speed in float is 0.005f.

Anyone have any ideas?
>>
>>145258392
>shits all over game ideas
>gets called out
>uses same argument

Claswic nodev
>>
>>145258457
No problemo
Try not to get caught up over whoded
>>
>>145258579
>pls be nice and hugbox
>>
>>145258670
>doesn't deny
Confirmed nodev.
>>
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>>145256709
Like so? I dunno, the text seems to be missing something. It seems very flat.

>>145256754
I can't unfortunately, I need public domain stuff until I can afford to commission an artist.

>>145256842
Here's an ingame screenshot, but there aren't any other cards yet (well there are, but I replaced all the placeholder card graphics with the prototype to test layering transparency).

>>145258003
It's just one card called vampiricism, because sanguine/blood theme. The player character isn't a vampire. Other sanguine cards are stuff like bloodletting (the game's equivalent of a land card), transfusion (healing after a delay), riposte (counter attack when parrying), etc. There are melancholic, choleric and phlegmatic decks too.

Also vampires are cool.
>>
>>145258670
Im new here please explain this statement
>>
In blender if i apply solidify, how do i in edit mode select only the verts added by solidify?
>>
>>145258749
It means he is angry because he has no game,
>>
>>145258738
>vampires are cool
Did you have to say that?
>>
>>145258714
I literally admitted that earlier.
Doesn't change the fact that his uninspired shit is uninspired shit straight from HS

>inb4 but a clone of shit is better than nothing
Oh boy I bet you complain about over-saturation on Steam too.

>>145258749
no being mean, everyone is a special snowfalek
>>
>>145258849
Why are you here if you're not making a game?
>>
>>145258926
Learning programming m8.
>>
>>145258738
>Like so? I dunno, the text seems to be missing something. It seems very flat.

Yes, to me it already looks much better and more readable, you can try making the background of the text a little plainer/brighter so the text jumps out more.

It looking flat isn't a bad thing, you have the picture to show cool images, the first and foremost function of the text is to convey information, if it does that cleanly and easily, then you can try making it look "less flat" while not diminishing it's functionality.
>>
>>145258973
>>>/g/dpt
>>
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>>145258738
it's vampirism
not vampiricism

ree
>>
>>145258738
>marmoreal2
please stop, that isn't funnny.
>>
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So I hired a guy to help with the multiplayer since I'm probably never going to be able to do it myself. Since that will be worked on, maybe I should make more ship classes?
>>
>>145258556

guys pls help
>>
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I'm thinking this piece of shit should be an antagonist of some kind. She's a really bitch.
>>
Question: let's say you are a programmer. Is it a bad idea to also spend some time developing some skills in modelling, animation, texturing etc etc.?
>>
>>145259552
>Question: let's say you are a programmer. Is it a bad idea to also spend some time developing some skills in modelling, animation, texturing etc etc.?
no
>>
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>>145259552
unless you're going to hire someone to do it for you, you'll need to learn how.
>>
>>145259679
is this for spece jam
>>
what tool can I use for doing sound effects like fading/merging/mixing and stuff? is audacity enough or are there better software?
>>
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>>145258296
>progressman's legacy is still alive on /agdg/
>>
>>145259468
>cat with female fedora
reee
>>
>>145255670
The problem is that I can't pass a large number of objects into a script and then compare them all due to gamemaker limitations, I can;t create a handler object for the actions alone for the above reason, and I can't not use an object because each action has about 3-4 values that may each need to be compared to one another before they can be ordered. Compounding all of this is the fact that the most important values are subject to change(each character's AP as their attacks are used, and the AP cost due to the buff skills being seperate and potentially altering the future costs). the best case scenario is to form dictionaries of currentAP:APcost for each character and then try to merge all of them and sort them, and even that is both difficult and inadequate(because there's a third value, Priority, which is taken into account as well).
>>
>>145260264
that's easy though senpai
>>
>>145259468
I swear to god I wrote "catty" and it disappeared.
>>
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>>145259772
uh... yeah! I definitely wasn't working on this game for a year, no sir.
>>
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>>145259552
Speaking as a programmer who is going down the path of learning how to art, I'd say it's worthwhile. There's nothing worse than having to rely on an artist, I can speak from experience.

Some examples of my stuff to give you an idea of how fast you can progress.

Left-most is the first humanoid model I ever made at around 2014-ish.

The middle one was the first human model I ever made, in 2015.

The right-most model I made early this year and is the second human model I've ever made (if you don't count editing the first human model a bit to make a male model).

It's really not that difficult, just time consuming.
>>
>>145260627
THICC
>>
>>145260747
kill yourself >>>/v/
>>
>>145260264
If it's a problem of not having access to all the references just create a battle_controller object and give it a ds_list of all the units. Now everything's in one place and your units can easily be sorted into turn order.
>>
>>145260792
> linking to /v/ as if it's worse than halfcha n AGDG
lmaoooooo dis nigga
>>
>>145260834
There could be more than 15 units, though. And even if I do do that, I have to compare them when their ap is full, then when it's depleted the first time, then second ect, until it's empty. My original idea was to create handler objects for actions instead, but then there's still the fact that action type may completely change(from buff to attack) and because of the above reason I'd need far more than 15. Not 100% sure on how the list limit works though, maybe it's just for instantiation.
>>
>>145260907
/v/ is worse than reddit at this point
>>
>>145261205
Sounds like you need OOP in your life boya.

Switch to C# with SFML.NET or Monogame.
>>
>>145261205
there is no list limit

you can do this easily

it has nothing to do with gamemaker, please learn to program and how to use data structures or the with statement before getting AGDG to spoonfeed you turn-based RPG code (the literal easiest genre to dev for)
>>
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Just finished my todo list for version 0.0.2
https://www.youtube.com/watch?v=HMhqnQcFhx4

Will be starting the groundwork for a boss battle which i'm hoping will make it into demo day 9.
Also starting the user interface.

I think i've left myself enough time but a lot of stuff in the next todo list will be new to me.
>>
>>145261309
Please change those colors.
>>
>>145261309
thanks doc
>>
>>145261491
Will do, the spaceship, aiming squares will be textured.

Also I'll redo the skybox at some point.
>>
>>145261205
I'm still not understanding the issue. 15 units doesn't mean jack shit.
Give the battle_controller a state machine.
You just loop through player_input -> sort_turn_order -> perform_actions
>>
>>145260627
CUTE
U
T
E
>>
>>145261303
>>145261706
I don't think you really understand. The actual turn order itself is easy to do during real-time, but predicting it in advance is a nightmare due to the constantly changing values that need to be compared then ordered. The best solution is to create handler objects that contain the AP, character, costs, for every single action that will be taken, but the issue that arises is that a large list then needs to be sorted multiple times, and all that sort of data manipulation and passing of objects as parameters is so fucking clunky compared to a real language.

>>145261280
I think I'm just going to try and implement the terrible, inelgant solution above and then axe the feature entirely if it causes slowdown or won't work properly. It's not really essential anyway since you can't actually control the fucking turns.
>>
>>145261256
nah, i just checked /v/

they got hakafu buttslap (reddit would ban them for being sexist)

a tails gets trolled thread not on reddit

saying that it should be against the law for video game remakes
>>
>>145261817
> implying you don't get banned from /v/ for being sexist, reddit lets you discuss hakafu buttslap too
> implying tails gets trolled isn't an extremely stale meme and the only reason the thread is alive is for newfags
> not even going to comment on the last one because I'd rather read reddit than a bunch of fags get butthurt at """the industry"""
>>
>>145261961
>> implying you don't get banned from /v/ for being sexist,
You don't get banned from /v/ for much of anything aside from blatant pony or gfur spam or something.
>>
>>145261770
It's turn based though, so the values aren't constantly changing at all, they only change during perform_action, which can only happen after sort_turn_order.
>>
>>145262079
what about talking about corruption in game jounalism
>>
>>145262079
>You don't get banned from /v/ for much of anything
you have to be kidding me
>>
>>145262218
Oh right, I wonder how much of it is legitimate shitposting vs legitimate unfair bans though.
oh well
>>145262303
Nah, sometimes I'll deliberately go outside my usual and see if I get warned or 3 dayed and it hasn't happened for awhile.
>>
>>145262079
talking about games on /v/ is a bannable offense
>>
>>145262394
You do know that the /v/ mods have ties with devs in the "indie scene", right? Make a thread shitting on zoe quinn and I'll guarantee your ban.
>>
>>145262524
>Make a thread shitting on zoe quinn and I'll guarantee your ban.
Well she has nothing to do with video games so I believe you
>>
>>145262642
she's a shit dev who makes bad games tho
>>
>>145262683
>DQ
>a game
wwwwwwwwwwwwwww
>>
>>145262710
if you said that on /v/ you would've been perma'd by now
>>
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>>145262683
>she
as a skilled detective this offends me

also progress
>>
>>145262806
>Still no hospital or detective name
>>
>>145262806
> googum
> unity
Now this is an unexpected turn of events.
>>
>>145259626
>>145259679
>>145260627
Thanks. I've just been trying to develop my skills in other areas lately and people keep telling me I am wasting time by focusing on anything but coding.
>>
>>145262883
no gameplay yet either

>>145262915
>unexpected
buy whip the vote already ffs
>>
>>145259846
bumping my question, pls help a brother out
>>
>>145263068
>no gameplay yet either
Well that's nothing new, so you're okay.
>>
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>>145263120
stop that
>>
>>145262104
I'm not talking about predicting who's turn is after the current turn as they're being executed, I'm talking about predicting the order of all turns before the first is taken. If you don't understand why the difference is so important in this situation then we have nothing left to discuss, and it's a waste of my time anyway. Your general advice of "just make a sort_turn_order function bro" has been great, though, I'm not sure why I never thought of it.
>>
>>145263216
Bullying you is my 2nd favorite thing in /agdg/ to do.
>>
>>145263068
> buy
s.m.h.
>>
>>145263286
your number 1 favorite thing is to post gay seagull incest webcomics.
>>
>>145263458
>Being a poof
absolutely not
language wars actually.
>>
>>145263253
> nodev makes excuses about how he can't work on his dream game despite having zero experience
nothing to see here
>>
>>145263253
Okay, when you said
>Characters decide their actions before the battle actually starts. These cannot be changed mid-fight
I honestly thought you had mixed up your words and were still talking about turns.

Because that makes literally no sense. How are you supposed to input commands for a something you can't even see? How is the player supposed to react to anything?
>>
>>145262806
Hey goog, you should copy the puzzles from Phi Brain.
>>
>>145263534
Never made excuses for anything you assblasted memer, if the function can't be implemented then I'll just axe it and move on, it's non-essential.

>>145263696
>monsters appear
>player decides party formation
>players decide party actions(can use both self-buffs to power up and a special attack or the normal fight or "do nothing" commands)
>combat begins
>PCs and enemies fight with thier respictive attacks, may strike multiple times in various orders

It's a little something like this, but much, much more complex (an with different out of combat movement and whatnot). https://youtu.be/MfLu1kizZXs?t=4m5s
>>
>>145264306
I don't get it, do the character just battle the whole battle on their own after you give the first orders?
>>
>>145264224
no i shouldnt
>>
>>145264503
Why not? They're fun and they would make fun little video games.
>>
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here's some """progress""" for this week before I kill myself

there's melee now and knockdown animations+sounds (not in the webm obviously)
>>
>>145264306
Your video just made me more confused because it's doing the input and sorting each turn like I'm talking about.
>>
>>145264656
I-Is this you Silent Payne dev?
I miss your old game if it is.
>>
>>145264595
because im making a detective game not the witness.
>>
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>>145264715
it's me, i've been here the whole time shitposting :^)
>>
>>145264909
> detective "game"
lol lookin forward to your VN googs with investigation sequences ripped out of AA
>>
>>145265003
Go back to your 2dark game pls
>>
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>>145265087
I will friend! once I get all the systems(ai, controls, pathfinding etc) ready
>>
>>145265080
>>145265080
>>145265080
>>
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>>145264909

goog stream when?
>>
>>145265080
it's not a VN, it's not an adventure game
it's a detective game, that's the genre
>>
>>145265249
What's the actual gameplay gonna be though?
So far you've just given us a mollyneux-tier explanation.
>>
>>145265249
how's the sales google
>>
>>145265249
How does that work exactly?
>inb4 I can't tell you because you're going to steal muh genius idea
>>
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This is, no joke, the 5th time I've had to redo all of this fuckers animations, this time, because I wanted to add root motion.

But guess what I'm not even mad, I'm learning a ton and everything I learn now will save me tons of time when I start with other enemies.
>>
>>145265628
Good attitude m8
animation looks good as well
>>
>>145265628
Root motion is worth it
>>
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>>145265687
Literally made a fix between that post and now and it already looks better pic related.
>>
>>145265328
>>145265617
in >>145262806 you can see there is evidence (white cards), locations (left dropdown) and people (right dropdown)
so first off, when i clicked play it didnt populate all of that stuff for no reason, it started off at the crimescene with starting evidence and then based on those you get links to other locations and people at those locations. that should give some idea of whats going to be happening as part of the gameplay.
the actual gameplay is primarily interviewing those people, there is going to be a questioning system where you use the evidence to gain more evidence (statements) and so on like an actual fucking detective.
and to end it you create one of those detective boards of suspects and evidence linked together to show how you think who how why and you're scored on how close you are to the actual events.
>>
>>145264472
Yes.

>>145264673
They don't though, the turn order is set and before the fight even starts. It's extremely simplistic and each character can only have a max of 3 turns anyway, but it was meant to illustrate the general principle.
>>
>>145265764
Yeah that's what I realised, will make everything so much easier, only problem I have now is when the AI wants to turn and walk without him walking into targets.
>>
>>145265896
So basically a PnC x LA Noir
alrighty then
>>
>>145266014
>So basically a PnC x LA Noir
no
>>145265617
>steal muh genius idea
how could i possibly be worried when these niggas cant even read?
>>
>>145266121
GBlow pls don't do this
>>
>>145265817
good job using root motion for perfect linear movement
>>
>>145266162
>>145265939
Yeah I was going to say.

I thought walk animations normally didn't use root motion
>>
>>145265896
>questioning system where you use the evidence to gain more evidence (statements) and so on
So Phoenix Wright?
>>
>>145266162
Not sure if sarchasm or not, but any tips on how to solve the AI wanting to turn X degrees and also walk forward nicely? Because right now I'll have to stop him, make him turn towards the next checkpoint, then continue to walk forwards.

>>145266243
I think they usually don't, but its useful to make it match up with the world, but se above for the problem I'm having.

Actually I guess I could just have him take a step 45 degrees forward whilst turning, will probably blend like absolute shiet though.
>>
>>145266314
>implying that ever happened in phoenix wright
>>
>>145266456
You never played them did you? It's literally half of the game.
>witness gives testimony
>show evidence
>witness remembers things/corrects their testimony
>adds new statements that can be used as evidence
>>
>>145266349
Do you want them to turn on the spot or turn while walking?
>>
>>145266574
Well considering he used to unironically argue about playing games being bad/useless for dev. Dismissed Sherlock Holme after three minutes, which is pretty much the only other modern & decent detective game series.
I doubt he's played AA as well.
>>
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>>145266349
http://wiki.unity3d.com/index.php/Wander

I use this as a base for my duck game. (see he wanders forward but the script turns him).

The line which does the calculation is the slerp line.
If your not using Unity you 3d mathematics should still be similar for your engine.
>>
>>145266734
Shhhh I'm working I figured it out. Yeah I'll want them to continue to walk, so i'll just animate it turning to all 45 degree values while taking a step
>>
>>145265924
Are you just talking about the back and forwards after you press "engage"? Man, I thought you were talking about the whole battle.

Because that's just a representation. It doesn't happen in real time. You run the whole thing in code and then draw it in the order it happened.
>>
>>145266574
yeah except thats not what i said, phoenix wright's system is ridiculously simplistic and is just another form of pre-written branch questions in an adventure game.
here's what mine looks like....
>use evidence as part of questioning framework
>interviewee gives statement to answer
>that statement is now also evidence
>>
>>145266817
It might be enough to do every 90 degrees.
>>
>>145266886
That's literally AA, googs.
You should probably play some games in genres you're making next time.
Also how in the world are you going to do your big dynamic detective game without pre-written branching?
>>
>>145267030
Gonna do +-45 degrees aswell as +-90 and lastly one 180 where he kinda flips on the spot. I can then in engine try if +-90 is enough for the next enemy.
>>
>>145266886
You...literally said the same thing I did with different words, goog.
>>
>>145267139
>>145267242
Doesn't AA happen in the courtroom? Like you're not trying to find the culprit, you're trying to prove the culprit did the thing?
>>
>>145267350
There are both an investigation part where you gather clues and a trial part where you prove your client not guilty while also finding out the real culprit.
>>
>>145266243
Depends on the game. At my last job we used root motion for them but left the rotation controlled by the path traverser. The main advantage is it reduces or even eliminates foot sliding.

>>145266349
I never had a chance to implement this but you can either add heading information into the path data or maker the traverser look ahead for turns in the path. Generally you can get away with turns not using animations if the character is moving fast enough but from stationary or smaller turns at walking speed you need to use an animation. I didn't implement it personally but a programmer I worked with used the 45 degree turn blending thing on the player character and it looked good (takes a lot of tweaking though so be prepared). It is probably a bit more difficult using that with an AI but as long as the traverser has a little bit of error correction it should be fine.
>>
>>145266871
I'm so tired of repeating things I've said, we're finished here. You "win", take it, it doesn't matter anymore.
>>
>>145267350
Googs game from what I gather is just going to have more scenes and locations rather than strictly be in the courtroom. Not that AA was even strictly in the courtroom

And whatever his accusation board gimmick is going to be.
>>
>>145267139
>That's literally AA, googs.
>how in the world are you going to do your big dynamic detective game without pre-written branching?
OBJECTION!
you just contradicted your statements

>>145267242
no, phoenix write
>witness gives testimony
>show evidence
>witness remembers things/corrects their testimony
is not the same because it's not flexible. my system can essentially produce infinite evidence. in phoenix wright like all adventure games, theres so few routes in the branching that it doesnt take much to blunder your way into victory. my system is multiple orders of magnitude more complex making it an actual game.
>>
>my system can essentially produce infinite evidence
alright googs, i'm done, you "win".
Don't know why I even bothered
>>
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>>145267624
>my system can essentially produce infinite evidence
>>
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What happened to skateboarding games?
>>
>>145267843
People grew out of the fad, TH games died with the Wii.
And then Skate 3 happened.
>>
>>145267610
>>145267747
>>145267790
please stop comparing detective game to adventure game, theyre different genre.
here's a good simple way to understand... in an adventure game you're led around by a plot and occasionally offer your input on it. adventure games are primarily guided.
in a detective game you get some starting information and then it's your job to poke out from the connections in any way you see fit. detective games are primarily responsive.
>>
>>145267580
Sorry, what? I'm legitimately trying to help you.
You're the one failing to explain how your battle system works or even provide a suitable example.

Honestly, if we were ever fighting, it was because you blamed Game Maker for your poor programming experience. And, I mean, that wasn't a fight because I didn't do anything, you proved you had no idea what you were doing from the first post.

Despite this, I hope you get it sorted. If programming gets the better of you, RPG Maker probably already has prebuilt scripts for this kind of thing.
>>
>>145266886

that's twice a dev has dismissed a popular and loved game as simplistic in this thread.
>>
>>145268018
>gogem went into max idea guy mode
>>
>>145241748
>people voting nintendo
You people know jack shit about videogames
>people voting Sony
You know about videogames.
>>
>>145259265
are those 3d?
>>
>>145265617
>steal muh genius idea
how could i possibly be worried when these niggas cant even conceptualize systems they havent played before? >>145268091 >>145267790
>>
>>145268168
>people voting Sony
You know about movies.
Fixed.
>>
>>145268018
>I watched True Detective and a few old British series, trust me I'm an expert

So how are you going to manage this without branching or pre-written cases?

We get it, you hate linearity, you can stop spouting off that same retort.

So far you have given no explanation about how cases are going to actually go. Or are you just going to throw Clue into a proc gen roller and that's it?
>>
>>145268225
>he doesn't know about videogames
Hahahaha.
What are you even doing here you silly boy.
>>
>>145268187
Why did you reply three times to the same post?
>>
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Draw and post blueprint (top, front,back, side) of a sedan car. I'll 3d model it and put into my game.
Player character will be driving it.
>>
>>145268298
>>>/tv/
>>
>>145267949
>TH games died with the Wii.
Pretty sure it died with the Ps2
Did people play anything past pro skater 2 to any significant extent?
https://youtu.be/-DV7Ah51784?t=434
>>
>>145268423
Oops. Linked the wrong one.
https://youtu.be/-DV7Ah51784?t=1184
>>
>>145268247
From my take on it.
With adventure games, mostly your AA example, you've got a client to defend and if you fail to reach the sole conclusion and defend them it's a game over and you try again. But in a detective game, you're free to accuse the wrong person and the game will react to that instead of asking you to have another go at reaching the conclusion the story wants.
>>
>>145268353
Looks like a mouse face.
>>
>>145268532
So it has no loss state?
Wow yeah I can see why googs said it's more of a game that AA.
>>
>>145268532
>>145268532
>But in a detective game, you're free to accuse the wrong person and the game will react to that instead of asking you to have another go at reaching the conclusion the story wants.
Which is funny because in Sherlock Holmes that literally happens. But googs freaked out because he doesn't understand there's a trillion different plots going on in the games.

Now I feel like I'm shilling for SH because I've had to bring it up so much.
>>
>>145268247
>have to keep re-articulating because you're thick
theres no procgen, it's completely written out it's the questions that arent pre-written, theres no branching because i dont write the questions only the responses.
the process is i have people and i write there response for every permutation of questiontype+evidence that is relevant to them and some generic "idk" will be produced for anything outside of the characters knowledge.
when i say infinite evidence i mean you can fuck up and produce infinite amounts of useless evidence.
>>
>tfw finding really good low-royalty sound effects but don't want to share them because it'd wear them out.
Feels dirty. I'm gonna have to hire that artist for something if I can ever afford that.
>>
>>145268728
>i write there response for every permutation of questiontype+evidence that is relevant to them and some generic "idk" will be produced for anything outside of the characters knowledge.
Again, exactly like AA. Goog you should REALLY play games because you talk about them.
>>
>>145268860
no that's not a thing. stop talking out of your AAss.
>>
>>145268728
>>>145268728
>theres no branching because i dont write the questions only the responses.
>only the responses
It's still branching then you delusional faggot.

> i write there response for every permutation of questiontype+evidence
So you're basically trying to work around branching by hard-coding everything and then twisting it so it doesn't feel like hard-coding.

Honestly at this point I just want to see the game done now.
>>
>>145268909
Have you ever played AA? Seriously.
>>
>>145268707
I'm not really doing a case on googum, sorry. I don't know anything about Sherlock Holmes.
I was just putting in my 2 cents on a way you could have more engaging/less linear gameplay from the same input method.
>>
What is an AA?
>>
>>145268972
There's nothing even wrong with adventure games.
Googem has just gone full J Blow.
>>
>>145268943
literally how are you constantly missing the concept that EVERYTHING produces evidence?
dense af
>>
>>145269063
Answer the question please. Have you ever played any Ace Attorney game?
>>
>>145269038
Not following their discussion but I'd guess americas army. A game made by the american military to train soldiers which was free to play. Also kinda sucked ass and was not really a sensible simulator.
>>
>>145269038
Ace Attorney .
>>145269063
>Dense

>while trying to talk about a game he's never played
>>
>>145269107
yes.
>>
>>145269063
>excuse me, what time is it?
>it's a quarter past four
>"it's a quarter past four" ADDED AS EVIDENCE

>nice weather, isn't it?
>yes.
>"yes" ADDED AS EVIDENCE
Wow so revolutionary.
>>
>>145269160
So how can you say something like >>145268909 ?
>>
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Mfw Gogem's idea actually is neat

>>145269263
I think he means that "Person A claims weather is nice added to evidence" ya doofus.
>>
>>145269354
because its not a thing.in those games...
you go through all the prewritten branches to collect some evidence, you get given pre-written statements so rhat you can find conflicts in the evidence, rinse, repeat, confetti
>>
>>145269570
> theres no branching
>you go through all the prewritten branches
wew
>>
>>145269570
It's literally a thing. Try and show your attorney badge to almost anyone in the game, or anything not related to them, and they will give the same "idk" response you talked about. It's LITERALLY the same exact thing.

>>145269552
Oh that's sure useful then.
>>
>>145269552
>Mfw Gogem's idea actually is neat
I kno rite
I'm stealing it
>>
>>145269570
So in your """"""game"""""" there's no fail state? Sounds fun to play. Not.
>>
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Why can you not just be civil?
>>
>>145269674
Its not the same thing how can you seriosly be this slow.

>>145269674
Maybe its actually bad weather and he is glad that the rain removed the evidence for example, if I understand Gogems Idea it makes perfect sense that 90% of the shit a person would say isn't relevant and won't be connected on "the board".

>>145269160
If I understood your system correct couldn't you quite easily do procedural generation of cases?
>>
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>He pushed his way through the crowd to see the demo of Quake II. His face filled with yellow light as his jaw slackened. Colored lighting! Romero couldn't believe what he was seeing. The setting was a dungeonlike military level, but when the gamer fired his gun, the yellow blast of the ammunition cast a corresponding yellow glow as it sailed down the walls. It was subtle, but when Romero saw the dynamic colored lighting, it was a moment just like that one back at Softdisk when he saw Dangerous Dave in Copyright Infringement for the first time.

>"Holy fuck," he muttered. Carmack had done it again.

>ywn live in the real-life sitcom that was id software in the 90s
>>
What's that thing called when the 3d model head locks on a target and turns the head according to the target's movement
>>
>>145269674
>Try and show your attorney badge to almost anyone in the game, or anything not related to them, and they will give the same "idk" response you talked about. It's LITERALLY the same exact thing.
no, no it isnt..... because you cant show THEIR RESPONSES to other people.
as soon as you can show STATEMENT FROM PERSON A to PERSON B and then the statement produced from that back to person A and so on, you've hit an order of magnitude more complexity.
>>
I sincerely think Googum has finally cracked.
>>
>>145269832
>If I understood your system correct couldn't you quite easily do procedural generation of cases?
yeah sure, no different than generating a plot (would turn out shit).
>>
>>145269890
Why was colored lighting hard?

If you could do white lights why can't you do yellow ones?
>>
>>145269898
You do realize Runescape did this exact thing in 2003 right?
You went in thinking it was one of like five people and you had to cross-examine things and weed out misinfo.
>>
Can someone sum up the current AGDG vs. Googem event?
>>
I wonder if i could get in trouble if i use some pirated asset store packs.. i mean nobody will care, but if the game gets big i could probably get my ass sued
>>
>>145269890
Inverse kinematics?
>>
>>145269765
of course there's a fail state.
query limits + >>145265896
>you're scored on how close you are to the actual events.
below a threshold is a fail.
>>
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Cherubi go home you're drunk

>>145270136
Googem has neat idea, nodevs mad
>>
>>145270136
Googum thinks he's making a revolutionary game.
He's not.
end of story
>>
>>145270136
Gogem thinks he just invented a new genre, AGDG proves him wrong, he gets mad.
>>
>>145270185
After seeing this evolve I really want one as a pet now.
>>
>>145270010
Too expensive to do in software mode I guess, Quake 2 was the first hardware rendered Carmack game. It didn't have colored lights in software mode.
>>
>>145270185
The skull rotation is a bit too.. perfect?

Unless you want that robot look.
>>
>>145270136
>"Your game is like Ace Attorney"
>"It's not."
>"It is"
You may ask, "Why does it even matter if Googum doesn't like Adventure Games?" or "Why would you try specify the genre of an unfinished game?", but we'll never know than answers.
>>
>>145270095
>You do realize Runescape did this exact thing in 2003 right?
isn't runescape an MMO or something?
i highly doubt whatever that made was even close to what im describing but sure, i'd like to see it.
>>
>>145270347
>Why does it even matter
because im not making clones like you baby devs.
>>
>>145270326
Aware of the issue, might fix it later. Want it to look like a robot but its supposed to be old af aka not perfect.
>>
>>145270349
And also the definitive quest MMO at that.

As you said
>as soon as you can show STATEMENT FROM PERSON A to PERSON B and then the statement produced from that back to person A

You have to interrogate each of the suspects, get each of their stories and then compare those with every other person and decide what's what.
And YES
THEY DO REACT AFTER YOU TOLD THEM WHAT PERSON B SAID.
>>
>>145270136
> googum thinks he's a professional dev despite only making flash games and living out of his parents' house at the ripe age of 35
> people point out the flaws to this plan and shit on googum
> he talks about how revolutionary his game is and doesn't understand how bad his life situation is due to mental illness
> agdg trolls him
>>
>>145270442
>literally ripped off a game from a manga
>im not making clones like you baby devs.
#ShitGogemSays
>>
>>145270551
Also the quest is called Murder Mystery, all the quest guides skip right to the answer as the testiomonies aren't the direct answer. But you could find a playthrough on youtube I'm sure.
>>
>>145241689
lol i get that gif reference
>>
>>145270551
neat. what you're describing though is a closed circuit of JUST relaying things said between people. take that and make it so the things they say can refer to different places and things and times and so on with each connection being explorable then it's consistent with what im talking about.
>>
Another day, another attention whoring faggot derailing /agdg/. Never change.
>>
>>145270783
>make it so the things they say can refer to different places and things and times and so on with each connection being explorable
THAT'S THE OTHER PART OF THE QUEST
ONE PERSON DOES X
THINKS Y ABOUT PERSON B

AND THEN YOU HAVE TO INVESTIGATE AND COLLECT EVIDENCE AND PROVE PERSON Z IS THE CULPRIT

Or are you going to say next your game is going to take place between a thousand years, and three different universes?
>>
>>145270785
I think you might be the only guy who cares about him
>>
>>145270785
Googum is one of the few people that actually talk about mechanics in any depth. Its a shame hes a namefag, but at least its discussion.

I dont even get what the issue is

>Where were you last night?
>I was with Jimmy
>visit Jimmy
>Were you alone last night?
>Yes
>return to first person
>When I asked Jimmy "were you alone last night?" they said "yes"
>Okay I confess

What is the issue?
>>
>>145271151
At this point I'm convinced googum thinks he just invented the entire detective genre and thinks intricate relationships are his ingenious idea.
>>
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>>
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>space jam

well then, I guess my current project is fitting then

I want to make semi-realistic orbits, I already got basic ellipticals, now I need to find transfer orbits to move ships along

basically I need to find an ellipse where the starting point is the semi major axis, F1 is fixed, and the target point is anywhere along the ellipse

make that the semiminor axis for transfer orbits that go inward

I'm a bit retarded with math so I can't work it out and google isn't very helpful on these matters, most orbital equations are about calculating burn times for hohmanns
>>
>>145271308
neat, what game?
>>
>>145271308
Are these the default shaders for unity?
>>
Is it possible to reconstruct the entire project if i only have the .git folder?
>>
>>145271612
Those eggs and the character look completely out of place in that enviroment
>>
>>145271692

I agree. I deleted the post and I'll come back when everything else is finished.
>>
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>>145271612
>pbr gloss maps

know that slider that affects the size of the highlight?

gloss is that
>>
>>145271692
Oh shit what have you done
>>
>>145271151
Good thinks it's new when it is not new at all.
>>
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>realize the idea I've been kicking around in my head actually is space themed
>no longer have an excuse for not participating in the space jam
>>
>>145271849

I know, but it was a lot simplar in Unity's old shader, where the transparency of the main texture = specular strength. It's a bit more complicated in Unity 5. http://blog.teamtreehouse.com/beginners-guide-physically-based-rendering-unity
>>
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The 45 degree thing turned out really well, I can now drive him around by giving him a vector of where he should walk towards.

Animation glitched abit when I only had 90 degree turns so I'll use 45 for most hings I think
>>
>>145272127
Spooky as shit
>>
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>>
>>145271983
same desu
I'm going to try and come up with a space themed idea though because a small space-themed side project will probably be be done in two weeks.
>>
>>145270936
im reading the wiki and yeah idk.. this logic seems retarded, you're not doing a proper detective game if you're just swinging by the town gossip to give you what you need instead of A therefore B therefore C.
maybe there's a couple mechanics it has that lines up but no one is going to mistake runescape for a detective game.

>>145271973
just because you've seen it on tv doesnt mean it isnt new, there's no game that has done this.
>>
>>145272173
>rixels
>>
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>>145272156
Did you see its spawn animation from last thread?
>>
>>145272228
>im reading the wiki and yeah idk..
>reading the wiki
>wiki
jesus
>>
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>>145271372
For now it's called "Blox Arena" but I'm not too sure about it.

>>145271489
It's a mix of standard Unity shaders and custom shaders.
Here is with and without for the sake of comparison.
>>
>>145272232
This is my favorite meme
>>
>>145272232
>what are pokemon ds/3ds games
Fuck off with your __xels shitposting you nodev.
>>
>>145272228
Goog what you have is a new GAMEPLAY FEATURE in the adventure game genre not a new genre. Realize it already.
>>
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>>145271329
pls resbong
>>
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>>145272261
>>145272156
>Someone saved my WEBM and reposted it.
>Its fucking happening

But that anim is outdated this is the current one.
>>
>>145272408

10/10
>>
>>145272358
that's like saying a VN is an adventure game because it also has text and options. they're mechanically opposed.
>>
>>145272228
I literally told you the wiki simplified everything and not to read it.

Jagex references everything british they can.

> if you're just swinging by the town gossip
literally wrong, the gossip leads you to the poison salesman

Face it googs, your idea is not original.
>>
>>145272290
Do you build the castles by hand or do you have some kind of algorithm or something to do that?
>>
waiting for googum to finish his game so I can shit on it desu
>>
>>145272496
>Face it googs, your idea is not original.
you're gonna need to provide some evidence. it's not like i can just go to the town gossip to solve this.
>>
>>145272606
>you're gonna need to provide some evidence.
I did earlier.
Your ground-breaking feature is a staple of the genre which you think you just invented. Runescape and I'm sure old FMV games in the 90s did before that.

I gave you an entire quest which revolves around doing what you said.
>>
>>145272475
It's like saying s platformer with wall jumping is a new genre. It's not.
>>
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Going to try streaman some dev (mostly programming)
twitch tv/vestigialdev
>>
>>145272532
I build everything by hand but I have prefabs of the most recurring structures, some sort of "tileset".
>>
>>145272787
>I gave you an entire quest which revolves around doing what you said
no you gave an entire quest of walking around collecting items (chaff) and then talking to a few people a few times.
i gave the back and forth statements as an example of how even the most basic aspect of the system allows for unlimited complexity and you showed how you could take the most basic mechanic and make a dinky thing with next to no complexity duct taped to bullshit.
chess isnt a checkerslike.
>>
>>145272408
maybe the syringe needle should extend outwards after he's emerged
>>
>>145273146
>no you gave an entire quest of walking around collecting items (chaff) and then talking to a few people a few times
that's what your game is tho
>>
>>145271329
wait, the question isn't really clear. i think the cross axis can be any length
>>
>>145273146
Your game:
>as soon as you can show STATEMENT FROM PERSON A to PERSON B and then the statement produced from that back to person A
Murder Mystery has that
but wait, it's not good enough:
> take that and make it so the things they say can refer to different places and things and times and so on with each connection being explorable then it's consistent with what im talking about.

1. Every character has several important key places integral to the quest
2. Every character has several items which correspond with even more items when are integral to the quest
3. All of which are also important to certain TIMES which ALL interact with eachother

And then your job as the solver is to EXPLORE all of these things.
AND figure out whats a lie or not.

Christ just admit you're a hack already, or just (You) baiting
>>
>>145272298
>you're not allowed to dislike it because nintendo does it
>>
>>145241748
Nintendo, easily. They're the only AAA company that makes good games anymore.
>>
>>145270185
Study drunk people. Their issue that they have a no idea how to place their feet. (your spider can't keep balance at all with his back left leg like that). They vary their placement a lot and that makes them stumble because their center of mass isn't being supported well so they tip over.If you don't have any tipping in an animation like that it just looks weird.
>>
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>>145272408
Nice
>>
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Didn't have much time to spend of this, but I finished it up for what I need

Made some jumping stuff so that my slime can look nice when jumping around.

There's a longer video showing off what it's doing here.
I also posted all the scripts I wrote for it there
>http://savemeoniichan.com/post/145803715352/fake-3d-in-2d-while-the-effort-made-me-delay-my

Time to get the actual boss fight working
>>
>>145273854
How do you do those trippy backgrounds?
>>
>>145273586
Thats its animation to turn 90 degrees on loop, not actual attempt at drunk/or incapacitated cherubi.

>>145273256
Hmm, maybe, right now it only extends for when he gets close enough to stab it into your gut.

>>145273671
Thx
>>
>>145273854
nice work anon
>>
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>>145241748
I have my allegiances anon

>tfw satya-kun will never personally read your hotmail
>>
>>145265167
where is the gurl?
>>
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>>145273978
http://pastebin.com/wJCQpg0U

This is what I'm currently using. I put it on a material and use that as a skybox. I also have textures like which I took from a free asset and then tiled it so it was seemless
>>
>>145274319
also post tumblr plox
>>
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>Friends finally convinced me to buy Overwatch
Well. Goodbye everyone!
>>
>>145274504

Sorry about that.
>>
>>145267350
>AA
Not even a proper court room. Some sort of retarded kiddy court. When you lose (or even when you win?) it mentions how shit will move on to another court.
>>
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>>145274319
i'm glad you noticed, here's the squad actual photo

>>145274408
unusualelectronicdream.tumblr.com
>>
>>145274504
no ignore them
we are your real friends
>>
>>145274702
Neato
>>
who here has made his own engine?
>>
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Threw together a simple 3d level system in a few days. It's basically a 2d map with variable floor & ceiling heights and 3d collisions. It's by no means complete, but I'm pretty content with how it has turned out so far.

The idea and textures were blatantly stolen from Delver.

Also, shit quality webm.
>>
>>145274842
kek
>>
>>145274842
What is an engine?
>>
>>145274581
In Japan it goes: district court →
high court → supreme court
Dunno how it is in wherever you're from
>>
>>145274894
Delver with proper 3D levels would be so much more interesting.

UPDATES FUCKING WHEN
>>
>>145274894
Looking great!

As someone who's wanted to do 3D but failed every time, can you please tell me how you're meant to set up the basic projection and drawing coordinates?
I do 0,0,0, every time and am never able to draw anything right. I think I'm overlooking something super obvious.
>>
>>145274895
Love dev has made like three.
His SMT project back when he was gate dev
When he played with mode 7
And then his thing now
>>
>>145273378
well I just want to find an elliptical orbit that intersects a given point in space

do you mean the minor axis? that can't be adjusted when periapsis and F1 are fixed, which they need to be to be a true orbit

I'm starting to see a problem though, it can't possibly reach a planet on the same side as the departure point, I guess I'd have to find two orbits, one that intersects the line between TGT and F1 on the far side, and a second one that starts from that intersection and goes to TGT

this is getting too complex ;_;
>>
>>145274894
looks really good, nailed the ultima underworld aesthetic hopefully it's the same gameplay as well
>>
>100% use on root partition
help
>>
>>145275002
Sure if there's a reason to elevate, no?

The game made it seem like that shit happened 100%.
>>
>>145275145
Stop using a shit top
>>
>>145274702
Really like your models. Could you post a wireframe for one? And maybe a UV map example?
Would love to learn how to make something similar.
>>
>>145265003
>>145265167
>>145274702
Hey man, could you post a simple t-pose? You're characters have the exact proporitions I want, but I need something to copy off.
>>
8 way movement or sidescrolling?
>>
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>>
>>145275330
DON'T BULLY THE COLORBOTS
>>
>>145265003
I seriously hope this has only vertex lighting, affine texture mapping and 8-bit fixed precision vertex math for serious ps1 nostalgia
>>
>>145275305
I don't think we can make this decision for you. Maybe if you give some more info about what kind of game you want to make we can give some feedback though.
>>
>>145275034
I suggest looking up some tutorials on basic GM 3d stuff, and note that draw order is pretty important also (the camera needs to have the highest depth). Other than that I really can't help, make sure your xup,yup,zup is 0,0,1 so that the projection is aligned correctly.

>>145275132
Thanks, but I'm not planning on taking it into that direction. Delver already has the advantage, and I want something more like Delver + Doom.

>>145275014
Proper 3d levels, as in Quake and not Doom?
>>
>>145275531
>Proper 3d levels, as in Quake and not Doom?
Exactly.
>>
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>that dreadful feeling when you can't use placeholders forever and can't into art
>>
>>145275493

I don't know really. It started as a platformer, but I've come to the realization that I'm not even really that into platformers. I'd like to make an adventure game at this point, as most of my favourite games are. Baldurs Gate would be an inspiration but that's a pretty complicated game (seems like)

I dunno, I feel there might be a possibility I'm only sticking with platformer because of the time I've spent on it already.
>>
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Do you guys think I'm good enough to take commissions for my music eventually?
https://soundcloud.com/user-795244489/rainy-evening-friday
I'm working on expanding my portfolio with some battle themes so there is more variance, but do you think my music would fit in a game and if so, what type of game?

sorry for re-posting but the last thread I posted it in, cut off kinda early. I appreciate all your feedback
>>
>>145275330
I still really don't like that the physics can propagate far besides just the bricks that you throw. Makes everything way too fragile and effects of your actions will be more or less random.
>>
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>>145275214
>>145275280
only because I love you guys

>>145275439
I'm still leaning towards making it optional
>>
>>145274894
Super rad man. Is there a delta time function built into gm?
>>
>>145275752
Yeah, there actually is.
>>
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Progress.
>>
>>145275159
If one of the parties objects to the decision it files an appeal, it gets reviewed (not in a court, but by the judge and the assistants) and it's decided if there are enough reasons to have a retrial (in the higher level court).
It obviously doesn't happen every time.
Also sometimes after a criminal case there's a civil case (in the same level district court) in which it's decided if the defendant must pay some money to the plaintiff.

like if you stab a guy the criminal court decides that you go to jail or not and after that a civil court decides if you must also pay to the stabbed guy some money he's asking.
>>
>>145275865
Huh. Interesting.
>>
>>145274702
That female looks very familiar. Did you happen to use a famous person for a reference?
>>
>>145275439
Don't forget z-fighting
>>
>>145275615
Every project goes through this kind of thing so try not to sweat about it too much. You either can try to find what makes you excited about the game you are developing now or give it a rest for at least a bit and try the 8 directions thing. This is one of the benefits of being an amateur since at studios at this point the game has to either die or keep going.

As for challenges of developing 8 way movement games it typically requires more sprite work if its 2D, and I feel getting the perspective to feel right is trickier., The controls don't have as much standards for you to go off of which can be both a hindrance but also might let you experiment more.

I would probably whip up a quick demo of what you are considering going for and then compare it with what you have now.
>>
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>>145275116
oh right, forgot this was orbits and not just straight up geometry

idk, does this help any?
>>
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>>145275935
didn't, who do you think she resembles?
>>
>>145276048

Thanks for the advice friend, I will probably just copy + paste the entire project and make the changes I'm considering, then if it sucks just go back to the sidescrolling.

Thanks again.
>>
>>145275620
3 tracks is kinda a small portfolio.

Anyhow, the tracks are kinda... muddy. I can't see someone seeking this kinda thing out.

They feel like they could be slapped in for flashbacks or something, but in the forefront they'd be annoying to hear a lot.
>>
>>145275829
That's pretty sweet. Despite probably not needing it I'd like to implement it. Would I be correct in assuming that to use it I would multiply whatever increment I'm moving by delta time?
>>
>>145275641
Well this has been toned down a lot in the castle map. I'm not really happy with the way the characters die too, it's not supposed to explode..

I still want some randomness to happen because the game is still supposed to be chaotic.
>>
>>145276149
nice transsexual women.
>>
>>145276275
thanks!
>>
>>145276194
>Anyhow, the tracks are kinda... muddy. I can't see someone seeking this kinda thing out.
I see
you are right and I am working to improve the quality so they don't sound so muddy. They are definitely designed to be background music.
>>
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>tfw been making all my particles and particle emitter through the particle_set functions in GM:S
>There's a fucking program that lets you make and generate them on the fly and even exports it as a GML file with all the parameters.
Why didn't any of you niggers tell me about Particle Designer 3?
>>
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Does your game have a "press start" screen?
>>
>>145275706
Fucking thanks. Any chance at a side view?

I hate to copy you like this, but I've never been able to a low poly (or high poly) humanoid that doesn't look like complete ass, and you'res are some of the best low poly humans I've seen. They've got that Red Faction look.
>>
>>145275620
Are you opposed to the idea of someone using those tracks?
>>
>>145276420

Didn't you post exactly this like 2 days ago?
>>
>>145276520
you just have to practice practice practice, watch some of pigart's videos on youtube, we have pretty much the same workflow.
>>
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>>145276546
These tracks, I guess i'm not opposed to. I would just ask that you credit me, Thanks
>you can credit me as Lemonate
>>
>>145275620
Love the rainy evening
>>
>>145275620

stolen for my game. thanks
>>
>>145276771
Thank you very much.
>>
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>>145276520
>>145276710
forgot this
>>
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>>145276863
confusing meme
>>
>>145276927
Thanks dude. I'll post progress later today.
>>
>>145275620
That's awesome man.
I like that beach theme too.
>>
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>>145277102
thanks so much.
I'm glad you guys like them. I will continue to make more and am actively working on new pieces all the time.
>>
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MVP is coming right up.
>>
I run into this problem every time I attempt to create a simple game, maybe someone here has a good solution.

How do you go about storing game items?

I want to have of bunch of items (e.g. sword, big sword) and be able to refer to them without having to create new object instances throughout the code.

I have tried creating static variables for each item, but that just leads to each static instance storing the overhead of all the static objects present. I've also tried to have one static vector which stores each item object, but for some reason I can't get it to delete any of the allocated memory upon closing without having to go through hoops to make it happen.

What's the ideal solution for a problem like this? Storing in a file seems silly due to I/O overheads. What other approaches are there?
>>
>>145278052
I store all my items in a JSON file.
>>
>>145278052
I don't understand what you want to do.
>>
>I/O overheads
man, this is some clever bait
>>
>>145278052
>Storing in a file seems silly due to I/O overheads.
How much processing do you think reading a file takes? It's literally what your computer is made to do.

You make an abstract item object and then load its properties from a json.
>>
>>145278052
>I want to have of bunch of items (e.g. sword, big sword) and be able to refer to them without having to create new object instances throughout the code.
It sounds like you want to use global variables maybe, if I understand the question correctly.

Does anyone have an opinion on a game engine with virtual reality support, specifically for the Oculus Rift?
>>
>>145278315
>what are seek times
If the game isn't on an SSD, you want to be careful about how you load from the filesystem. At least load stuff up front.
>>
>>145278631
>Worrying about that when reading 1 file.

Are you mentally retarded?
>>
>>145278731
Just load up front and it doesn't matter.
>>
>>145275620
These make good recital music but for games their use is somewhat limited to non-gameplay sections: cutscenes, towns, shops, VNs. There isn't enough tension in them, and whats in there is released very quickly. They all convey the same thing; that everything is peaceful and you are completely safe. Even in exploring sections games usually will want to convey that something might happen. Solo piano or xylophone(?) are also fairly unusual for games.

However your composition skills are good so I think you will make it eventually. What I would recommend for your portfolio is to take some footage of existing games (with the music off) and lay your music over the top of it. Just be careful to either not tailor too much to specific moments or have a plan for a dynamic music implementation (you won't always get this opportunity for dynamic elements but as the project gets bigger your chances go up). Another option is if the game is moddable just play through whatever you want to compose to and drop your music right in there.
>>
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has anyone ever tried to make oregon trail on space?
I'm not a skilled idea guy so I don't have confidence in my ideas.
>>
>>145278152
I just want to have a way of storing main item features in one place, and then just being able to refer to them through a pointer/reference when I need to extract their information without having to create multiple instances of said object.

For example, say you have a general sword item. I want to be able to store the sword's information such as description, name, and base attack values. Let's assume that 5 characters use the same type of sword, but have different individual values (e.g. durability).
I want to make it so that each individual sword instance won't have to copy the general information (description, name), but instead it will hold a pointer to a location where that information is stored, and only have to create individual sword attributes (e.g. durability).
>>
>>145278631
It's literally 1 (one) read that happens over the course of 1 (one) frame.
I'm lmaoing at your life if your computer legitimately can't handle that.
>>
>>145272841
That was fun, pretty bad for productivity though since I felt like everything needed context and explaining.

Did aggydaggy.comdev add a 'currently streaming' page?
>>
>>145278798
does rape give debuffs?
>>
>>145278052
Flyweight pattern, probably using a database and if you are worried about memory buildup (in this case dont) then use some kind of reference counting system and either dispose automatically or have a function you run to clean up waste.
>>
>>145276520
>rad faction
ma nigga

I prefer low poly to AAA stuff, low poly just seems more videogames and easier to visually track
>>
>>145278931
Flyweight, as >>145279086 says. Though I'm not sure what the trouble is with statics. If it's just primitive values and strings (which can have static lifetime), you don't need to worry about freeing anything.

>>145278991
Enjoy your game locking up if the hard drive isn't idle.
>>
>>145276430
It has a press enter screen
>>
>>145276430
No, it takes you straight into the menu.
>>
>>145276430
>>145279283

Reddit: The Post
>>
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>>145278790
thank you for this in depth analysis
I am really grateful and will try out playing my music overtop of gameplay footage
I admit that my compositions do not evoke the imagery I was going for with them but that trick will hopefully help me create more situational music.
(the instrument in the beach theme is celestia not xylophone but they do sound similar) I don't think they are too unusual personally.
I can think of countless soundtracks with that kind of organic instrumentation to them.
all those three theme are meant to be played looping without noticing that their looping (ie the last notes are harmonically leading to the first note again.) so I did try to tailor them to a section of the gameplay where you would need looping (but I admit they maybe more suited to cutscenes). Regardless, thank you for the feedback and good advice
>>
>>145279270
What language are you using for this?
>>
>>145279062
Yes, but once your rape bar fills you have no option but to rape.
You can't rape any crew member though, It needs to be someone who holds a casus raptio card.
>>
>>145279382
Reddit: The Post
>>
>>145278798
>oregon trail

that's actually a pretty neat idea. can i try it?
>>
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>>145279382
>>
>>145279015
>Did aggydaggy.comdev add a 'currently streaming' page?
The feedback I got was mainly on the "don't do it" side.
>>
>>145279558
sure, give it a try, oregon trail seems easy to implement.
>>
>>145279775

that was specifically about chat, because it would be a nightmare to manage, given the 4chan crowd.
>>
>>145278315
Disk read plus JSON parse are relatively expensive and I've seen it be a consistent issue on projects I've worked on. However, I would say its fine for him not to worry about it much right now and only address if it there is a performance issue. Although, I also think that implementing the flyweight pattern for this system at some point would be a good idea in order to reduce data duplication and related bugs.
>>
>>145279908
no, much much earlier, like a week or so ago, I asked people if they wanted a streaming section under community, and the majority of people that replied said it would lead to attention whoring and people should just look at the threads.

I don't care either way, if people want a streaming section I'll add it. But last time I asked, I only got told no.
>>
>>145279718
>>145279552


https://www.reddit.com/r/gamedev/comments/4nm7d4/why_do_games_still_have_press_start_screens/
>>
>>145280136
>calling someone out as reddit
>knowing all about it yourself
>link something many people have talked about many times before
?
>>
Does someone have a compilation of all the AGDG wallpapers ?
They're gorgeous.
>>
I'm going to write my own C# networking library for Unity and there's nothing anyone can do to stop me
>>
>>145280254
they're stolen
>>
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>>145280254
Not me.

I was going to post the AGDG WANG CUBE but it appears I never saved it. Have a stupid OP image of yore instead.
>>
>>145280314
advise you to route all traffic through port 25 on the SMTP protocol
>>
>>145280314
"its broke so im writing my own" is the motto of unity
>>
>>145272173
Good to see that you're still working on this. Keep it up!
>>
>>145280443
damn straight it is
It'd be amazing is Unity could handle C# 4.0, or any game engine for that matter
>>
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>>145280382
Damn thats an old pic

>>145280254
This is the only AGDG wallpaper I know of

Theres also the AGDG anal bead render
>>
>>145280136
simply epic. I'll make sure to upboat this post for you.
>>
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>>145280675
>>
>>145276073
right I think I see where this is going, thanks
>>
an HTC vive game where you have to sneak through a paranoid horder shut-ins house, being careful not to collide with any physics-based stacks of things
>>
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>>145280254
https://a.pomf.cat/ucrwnv.zip
>>
>>145276430
is your game an arcade game that needs to have a rolling demo to attract costumers? where you gotta put in a quarter and press start to play?

NO? THEN DON'T FUCKING DO THAT SHIT

IT'S LITERALLY 2016
>>
>>145280910
That game is impossible
They wouldn't be paranoid if you were sneaking through their house.
>>
>>145280942
>>145280382
>>
>>145280837
oh wait. i guess you'll notice this but just in case: the cos is missing the multiplication by ellipse's ratio
>>
>>145280967
You just uncovered the hidden secret lore the player character doesn't actually exist and is a mere figment of the antagonist's deranged mind
>>
>>145280910
better yet,
A game where you answer a call on your HTC phone
https://www.youtube.com/watch?v=pGTL5tw7tiU
>>
>>145280942
Thanks m8.
If you have by any chance some all the infographics that have been posted here related to gamedev, I'll take them too.
>>
>>145281336
No no, the player is the hoarder who's paranoid and is trying to justify their paranoia
>>
>tfw you're almost finishing studying netcode and ready to start implementing tests and actual ingame netcode

Breaking out of GUI hell soon, shiet.
>>
Thank you OP for using the pic I made yesterday.
>>
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>>145282053
>I made
>>
>>145281992
what are you working with, I've been doing netcode research for a while and am interested to hear what engine you're using and any approaches you've been thinking about.
>>
>>145280760
>not pronouncing it "C incremented"
>>
>>145282249
>not being explicit and calling it C postfix-increment so people don't get confused
>>
>>145282221
Lidgren, and honestly, I'm making a lot up as I go along. I haven't done many formal studies, other than reading (or noticing stuff) about various games. I decided to go with something like Monster Hunter, which only syncs players and important monsters, as well as syncing anything environment related. That fits my game, since it's a co-op only RPG and it's okay if the positions aren't perfect.
>>
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>>145281992
>>145282221
>>
>>145282456
Basically. I've done about as much as I can do without actually getting down to coding it. That's a task for my work weekend. Until then, GUI all day.
>>
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>>145282053

That was pretty cool. do you have anymore?
>>
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>>145281992
>mfw still working on a solid replay system for my netcode

good luck anon, you'll need it
>>
>>145282452
>since it's a co-op only RPG and it's okay if the positions aren't perfect.
A better idea is to make it P2P, since you don't care about cheating in a co-op game. Each "important" object could be either asleep or "owned" by one of the players - the last one to affect it in a way that needs to be transmitted. The owning player is in charge of broadcasting data about that object.

It cuts the latency and overall bandwidth of a client-server architecture down, not to mention you don't need a dedicated server (or one player with way more processing to do), so you can have more accurate results.
>>
>>145282576
>replay
Are you making a game like an FPS?
If so, you're probably going to need to have every player know the history of every other player, then do replays client side.

>>145282456
In the end, networking is just shuttling info from client to server to client. The complex stuff comes from the path it actually follows. Load balancing, handshaking, and compensating for lag.
Valve actually has some good documentation on how they've done their networking for older games.
>>
best way to get a character to pick stuff up and move it? collision/raycast into set inactive + smaller object as child, into re-activating the object at the drop position?
>>
>>145282576
Real talk, gonna be as lazy as possible with the netcode since it's co-op. It doesn't need to look perfect, just needs to be stable.

>>145282686
I thought about that and looking into P2P is kind of a mess, especially for 6 player co-op and trying to figure out who owns what. I'm still currently in favor of the "P1 is the host" architecture or the much more complex "whoever enters the map first is the host". I think I'm probably too much of a scrub to implement anything else.
>>
>>145282686
this ^
>>145282452

You example is a perfect example of "client is the server" gameplay.

Unless you wanna delve into anti-cheating for what's not a PVP game, which I would recommend against 100%.

Let a player be the host and client, then networking is stupid easy.

In a case like that, most of your work will be lag compensation and general networking tricks that basic tutorials would teach you.
>>
>>145282895
yea
>>
>>145282917
P2P is super straightforward. Dealing with ownership conflicts is as easy as defaulting based on ID, or order of entry, or network performance, etc. You also don't need to worry about cutting down bandwidth and correcting latency as much.
>>
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are these rocks geometry? if so, how would you handle characters walking over it without clipping?
>>
>>145283183
> play the game
> make your character walk on the rocks
> zoom in a ton
> see what happens
>>
>>145283256
you didn't really understand my question
>>
>>145283183
Looks parallax or normal mapped.
>>
>>145283183
IK
>>
>>145283058
Right, I was planning on P1 hosting as well as being the client. I wouldn't mind having the host float based on who entered the map first, but right now I think that's beyond my skill level. But also, I'm fairly certain I can extend the "P1 is host and client" thing into a floating host system later if I git gud at it, but I don't want to count on that yet. And yeah I really don't care about anti-cheating. Any PVP is going to be some sort of unbalanced nonsense that's solely for fun, like how at the end of double dragon neon, you fight over who gets the kiss from the girl. Nothing I need to anti-cheat for.

>>145283130
I dunno, I'm wanting to try some various styles of netcode when I go to do my tests. I'll make P2P one of the styles I give a shot.
>>
>>145283183
No they are no geometry. Why would they be?
That entire game could be made in 2d. So that is how the engine would work.
The 3d is just for show. Atleast that is how LoL works.
>>
>>145283390
I'm sure the characters either clip through it or slightly elevate when they're above the rocks.
>>
>>145281549
Bumping this.

I always wondered why didn't anyone collect all these infos and put the in the OP.
>>
>>145281549
Would like these too
>>
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Made a shitty torso.
>>
>>145283431
IK is too complex a solution for a top-down game

>>145283614
i'm sure the geometry is not part of the navigation, but the depth is too accurate for it to be simply a texture

>>145283620
you're probably right
>>
>>145283910
Could just be a bump map. since the camera and is fixed an artist can really do wonders with just a bump map on a 2d texture.
>>
>>145283183
The game is viewed from above, any clipping that happens will be minor, and the angle you view it from is so extreme you wont see any clipping. Not to mention no one is focused enough on that to notice while playing.
>>
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>>145283897

Add nipple geometry or bumpmaps or something.
>>
Unreal Engine is fun, but Blueprints feel fucking retarded to work with.
>>
>>145284141
Dont cater to an audience that cares too much about nipples.
Their piracy rates are through the roof.
>>
>>145276232
I have a global variable DELTA.(DELTA=game_speed/1000000*delta_time*time_scale;)
>delta_time is the built-in variable
>game_speed is 60
>time_scale can be used to control game speed, like slowmotion

And when moving, I do stuff like
x+=xspd*DELTA;
>>
>>145284291
Nah they're fine
>>
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Revisiting an old project, managed to get zooming in by scrolling the mouse working and set maximum and minimum zoom amounts. Zoom speed is hard coded for not but I plan to change that later if I can
>>
>>145249146
Actually the first year is coming up in August, and it's almost unfucked.

>>145249247
Particles don't have collision properties from what I understand, I'm too deep in this current one to want to check.

>>145250171
The lines are being cast out and the reflection currently is based on where their endpoint is going to be in height. So if you barely touch the mirror instead of reflecting the total distance - the distance to the mirror in length it's doing that and then projecting to where it would have ended in its final height.
>>
>>145272173
Man this looks great!
>>
Progress of eye spawning
>>
>>145285887
The style of the eyeball really doesn't fit...
>>
>>145284348
I appreciate the replay anon. I get most of the statement but I'm not sure what the 1000000 is for. I've only taken a few college classes in coding and am still pretty new.
>>
>>145285887
Have it squash a little as it hits the floor, too static at the moment. Good start though!
>>
>>145285887
REEEEE
>>
>>145285887
eye should wiggle a bit as its getting shat out. its too static like >>145286169 said
>>
>>145266314
Sounds like L.A. Noire except without the whole "is he lying?" aspect. Because its text.
>>
>>145285994
Its far from done I haven't started shading it, just getting basic shape and sequence done.
>>
>>145286134
Also I forgot to say the idea of time_scale is an excellent idea.
>>
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Improved the geometry and UVs a bit. Added more details to the ribs. The neck still looks super shitty.
>>
>>145286349
what do you need a dismembered torso for anyway
>>
>>145269063
Theres a great reason why nobody has done this before.
>>
>tfw watching movies with /v/ waiting for E3 to start
>haven't devved at all today
Feels bad. I also have an exam today but I'm sure I'm ready, I studied for like a month.
>>
>>145286397
I need to be able to equip armor. So I have to seperate my characters into body parts to be stitched together, so that they can when they equip armor or something, I just swap a torso out.
>>
>>145286475
E3 doesn't start for another 2 days, what the fuck are you talking about.
>>
>>145286475
>studied for like a month
What are you studying that you need a month to prepare for it?
I have an exam in 19 hours and I don't even know what I'm supposed to be studying yet since I haven't been to a single lecture. I'm sure it'll be alright though.
>>
>>145286612
http://www.e3countdown.com/
>>
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woaaa
>>
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>>145286861

nintendo is last
>>
>>145286776
Well I study 1 hour a day tops so...
>>
>>145287058
nintendo is irrelevant
>>
>>145286945
"everything is active" --some anon
>>
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>>145287058
As always
>>
>>145287058
JUST UNDERSTAND
>>
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>>145287174
But everything has always been active at all times.
I simply duplicated a few blocks inside others to make everything explodes and see how Unity handles it. There is probably 3 times more blocks in this scene than in the original.
>>
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Would Anime style based 3D be a good idea for a beatem'up game ?

There's no waifu in it
>>
>>145287367
>Would Anime style based 3D be a good idea for a beatem'up game ?
Ye--

There's no waifu in it
THEN WHO THE FUCK CARES
>>
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>>145287367

>no waifu
>>
>>145287367
gunbuster a shit
>>
>>145287367
As would pretty much any other style
>>
>>145287751
Wow fuck you anon.
>>
>>145286134
delta_time measures time in microseconds, so the 1000000 is there to make the units usable.

https://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html

I'm not very experienced with the usage of delta time myself, but I've gotten it to work well enough for testing purposes.
>>
>>145287751
Absolute shit taste right here.
>>
>>145287985
Thanks for being a bro and humoring me anon. I'll be sure to check this out.
>>
>working on a videogame on Sunday
I don't think so kid, you work 9-5 M-F like an actual fucking adult, or you will never make a game
>>
>>145288314
You're like a parody of a person
>>
>>145288314
i have a full time job so that strategy would be difficult
>>
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Can specify custom events at level generation.

The player steps on the first plate and spawns the two objects in the first room, with the plate having the memory erasure trigger.
>>
>>145288474
Just callin' it like I see it

>>145288521
Just callin' it like I see it
>>
>>145285887
I love that dress.
>>
>>145288154
no prolem f a m
>>
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Object-oriented programming?
>>
>>145289457
sounds like a meme
>>
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>>145289457
>shitposting on agdg
>>
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>>145289535
absolutely disgusting
>>
Free idea
>Poopy Puppy
Potty train a dog. you gotta clean up after it. And sometimes the dog eats its own poop.
>>
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>>145289457
>when you download a library that fell for the OOP meme
>>
>>145289749
claimed and patented
>>
>>145288925
You need glasses brah
>>
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>>145289457

>derailing an otherwise comfy thread
>>
>>145281549
>>145283718
>>145283852
AllI have is NG's. His informational folder is mostly memes
https://a.pomf.cat/gittfe.zip
https://a.pomf.cat/grqbtt.zip
>>
>>145289457
I know this is bait but I hate OOP. Started programming in FP and couldn't be happier.
>>
>>145289961
>>145289781
>>145289680
>>145289535
>>145289457
These are some nice pepes. Mind if I save them?
>>
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>>145290145
>stealing assets
>>
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>>145290145
The pepes will save you
>>
You could have ignored it.
>>
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Hand crafted missions or procedurally generated?
>>
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Instead of shitposting, discus the upcoming Space Jam! What game are you going to make?
>>
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>>145290352
mix of both
>>
>>145288912
Neat! I am always happy when you post progress. It's kind of disorienting to have the memory erasure, but maybe that's an intended effect? I would assume I was teleported actually and it was coincidence that the room is the same
>>
>>145290352
Hand crafted missions in a procedurally generated world
>>
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>>145290352
whatever fits the game better
>>
>>145290386
What is this space jam?
>>
>>145290016
Thanks for the links anon. It'll provide some entertainment.
>>
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>>145290494
It's a game Jam with space as the theme.
>>
>>145290203
my instincts tell me this shouldn't be so fucking funny
>>
>>145290704
New to the board. Could someone explain the rules or link me to some info on these Jams? I've got an idea for a space themed game but I'm not sure if it would be fit for this jam or not.
>>
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>>145290386
If I wanted to be a part of a jam I would go out in traffic
>>
>>145290704
Have you made the jam page yet?
>>
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>>145290386
https://bathwater.itch.io/space-wizard
Something "quite like" this perhaps
>>
>>
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CollidePlatforms is a vector of vectors of platforms. I need to delete every single platform, so I run this code, but it looks like they aren't getting deleted. Am I doing something wrong?
Strangely, after calling this code, the platforms aren't getting rendered or updated, but they can still be collided with.
>>
>>145290897
don't reply to OOP vs FP posts
don't reply to "quads only" posts
>>
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>>145290897
If it's space themed it's ok.
Technically you're supposed to start working on it only after the Jam begins (July 14th) but in reality you can start whenever you want.
>>
>>145290897
It must follow the theme. This theme is Space, and also Collab. So you can email the person setting up teams to get set up in a team, or you can make a game as Team Rocket, which is probably the best team to join for our "anything goes" mentality. Their motto is "Just Like Make Game".

The jam is from July 15-31, so it's a short one, and the other info is in the OP.
>>
why dont you IDIOTS just zUI for gamemaker instead of coding your own bad gui
>>
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>>145291462
You're really trying to stir up shit with a post like that!
>>
>>145291462
Because I use UE4 for my pixel platformer.
>>
>>145291462
I'm coding with my gramps, and he insists on doing things the old-fashioned way. in COBOL
>>
What about a space-themed level of our existing game?
>>
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I decided I'm gonna work my ass off and try to have something ready for the next demo day.
>>
>>145291462
Because I don't use GM
>>
>>145291241
>>145291365
Thanks!
>>
>>145291750
Don't listen to that sassy tart! I believe in you. I like all the decisions you've made in your game. Seeing the flying to the other world was like "whooooa cool this game's going to be so great"
>>
>>145291750
Kek.
Other than that, I believe in you.
>>
>>145291750
When is the next demo day?
>>
>>145291750
But that's already a demo..
>>
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>>145292267
https://itch.io/jam/agdg-demo-day-9
>>
>>145292267
25 days.
>>
>>145292267
Someone should put that info in the next OP
>>
>>145290897
Ignore any namefags or tripfags
Ignore anyone that post unrelated stuff
Ignore any team rocket reference, there might be legit devs working on a game behind the team, but there is also a lot of shitposters using it as a cover.

Theme of the Jam is a space related game. Collab is optional, ignore people that says is obligatory to collab.
You can start making the game now if you want, when the jam startes register on irch.io, and submit the game to the jam before July 31th.
>>
>>145292402
>implying i know how to read
>>
>>145292483
>implying we just have one game
>>
>implying anyone implied anything
>>
>>145292865
>implying implications
>>
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>>145291750
>next demo day
>>
>insinuating insinuations
>>
>>145292483
When are you going to make a jam page?
>>
>>145293110

so fucking relevant to /agdg/
>>
>infering indignations
>>
If someone doesn't make a jam page, Team Rocket be happy to step up to the plate!
>>
>>145293110
>Tfw Kaiji starts as a masterpiece, but then pachinko happens
>>
>>145293527
Pachinko is the best part tho
>>
>>145293527
I love the pachinko arc

It's the mahjong that kills me
>>
>>145293567
I don't think tilting a building required half a season.
>>
>>145293567
>>145293635
it would be good if the pacing didn't kill it
>>
>>145293662
90% of kaiji is build up. It's a show that spends 5 episodes on crossing a 20ft beam
>>
How angry do you think the social medias would be if I make a clone of joe&mac story for my game in 20XX ?

The arcade version fo that game was actually fun.
>>
>>145293901
Yeah but those 5 episodes were great and I was invested in the story for all of them.

Pachinko felt dragged out and by the end of it I wasn't even that interested in the payout which was actually pretty cool.
>>
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This summer...
>>
>>145294596
>he's my friend
>yeah... so was I
#TEAMRED
>>
This is it, /agdg/. I'm gonna get rich on android apps/games.
>>
>you don't work at XSEED/Marvelous, making the next Rune Factory game
>>
>>145294904
And? Just make your own new Rune Factory clone.

Then you could add all the hype shit that they'd never put into a Rune Factory game like making one of the older women a romance candidate. So many of the best girls in those games are can not haves just because they are older, sucks shit.
>>
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I'm going to try and use some elements from my knightgame to make a Space Jam game. Some kind of procedurally generated platformer with a space-smuggler type protagonist.
>>
>>145293968
>no reply
Wow I bet you guys don't even know about the adventure islands series. Some dev you are.

>>145295126
The Stardew Valley disgrace is more than enough.
>>
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>>145295126
Even worse is not being able to romance your monsters
>>
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goddamn making high-speed destructible pixel terrain in gamemaker seems hard as fuck
collision detection with surfaces using getpixel is slow as shit
some script I found where you convert the surface of the buffer has fast collision detection but is bad for rapidly changing surfaces

all other ways of doing it seem to use stupid-ass subdivisions of big blocks which look slow as molasses

does anyone have any tips
>>
>>145295258
I've never heard about joe&mac, I don't know why social medias would be mad, I think it's boring to talk about what makes sociala medias mad, here's your (you). I played a lot of adventure island series as a kid, even though it pissed me off. It's kind of a dumb game.

Better would be to clone that one where you have a yo-yo and a submarine. Having a submarine was cozy AF.
>>
>>145295204
Upgrade your Aseprite.
>>
>>145295652
>all other ways of doing it seem to use stupid-ass subdivisions of big blocks which look slow as molasses

this is the right way to do it though, BVHs can have log(N) complexity
>>
>>145295652
Make the collision predictive.

So when the move left button is pressed you first collision check the next pixel, if the pixel collided then you don't move at all, if it didn't you move.

This way you'll never have any problems with object being too fast.
>>
I'll try aseprite despite the shitty UI. It better be good.
>>
My game runs in constant time
>>
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>>145295907
I will soon. I've got the old free version, but I'm interested in the timeline labeling feature, so I'll buckle and get the paid/compile version eventually.
>>
>>145259679
Goddamn that looks awesome. Chaos and fury of battle suddenly stopped by one move.

Are those other ships are drifting because of EM burst? Don't forget that nukes are not just radiation explosions, they also generate massive EM disturbances.
>>
>>145295843
>I think it's boring to talk about what makes sociala medias mad,
Ok that was my boring attempt to talk about those games.
Joe&Mac is like a mix of adventure island and the prehistorik man game on the Snes, good stuff.

Recently I've been wanting to make a game like that, or like the wonder boy series. But I suck at art so I will probably give up like always.
>>
>>145295939
If the pixel checking function is slow I can't really do that if I'm to have possibly hundreds if not thousands of projectiles flying through the air at any given moment

>>145295932
Really? Could it handle reasonably large levels and massive amounts of destruction? I want to make a liero type-game, which looks something like this: https://www.youtube.com/watch?v=KE2XtQaMb5I

Sure it won't just run like shit after the level has been turned into swiss cheese?
>>
post spacejam progress
>>
>>145296798
All physics engines use some kind of algorithm like that to subdivide the level and filter down the amount of stuff you need to compare against. e.g. if one quarter of your screen contains 1000 objects and another contains 1, you'd rather first make sure the thing you're checking against is in the 1000 object quarter before comparing with those 1000 objects. You're potentially saving 998 comparisons by first doing a coarser comparison. It gets more efficient the bigger the input.
>>
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Attempting to make Space Jam page. How do I add a background pic?
>>
pantsu witch """fan""art version 2
>>
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>>145296351
Good animation there anon.

Small progress here, working out what my menu will look like and integrating my basic inventory.

Still really struggling with UI design stuff but at least I now have it all scaling properly when I fullscreen. Will make it look less terrible when I have some actual menu's drawn out.
>>
Who /E3/ here?
>>
>>145297910
What's the point of drawing lewd if you're just going to censor yourself?
>>
>>145297910
uncensored version where
>>
>>145298082
google Todd Howard
>>
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>>145297910
Requesting r34 for spoopy devs skeleton spiders
>>
>>145297168
Would you really handle each pixel of the terrain if it was stored as some form of surface though? Most of the edge terrain would already be reasonably pixelated/subdivided, and it's usually what you're colliding against. The innermost terrain is usually left alone.

I'll try the subdivided block method though, but I just want to understand how it's more efficient than drawing and colliding with some form of image. Obviously using non-subdivided blocks leads to you handling retarded amounts of objects, but I can have open huge image files with no performance issues, and those are also made up out of small "blocks". Is it that the pixel checking method for surfaces is much slower because you need to "unwind" the data to check pixels, or is gamemaker just badly coded in this respect or what?
>>
>>145298131
>What's the point of drawing lewd if you're just going to censor yourself?
Not him but personally I have a fetish for black rectangular censoring. I can't fap to this shapeless smudge though.
>>
>>145298131
Maybe he works for one of Nintendo's localization teams.
>>
>>145298131
cos ban
>>145298169
i put it on the agdg discord https://discord.gg/0g6DnnHCw7KWq9H3
go to nsfw
>>145298214
nuh
>>
>>145298767
holy shit there's a lot of people there
>>
>>145299492
thats everyone whos used the channel, not everyone currently online/active. Which should be a way smaller number

the steam group for example has over 1k users, 600 online, but only 30 in chat.
>>
>>145299879
I wonder how many of them have a game.
>>
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Made a main menu screen and realized I need to find a less generic name if I ever want to finish this project.

The background right now is empty but I'll be looking at player's save and seeing what level in the game is the furthest they got to and replacing the background with relevant one to that level.

>>145297968
I'm not very good at UI design either, I'd advise you to just google other games in similiar style to yours and "borrow" their ideas anon.
>>
>>145290386
Im goanna make an RTS where you have to be the first player to build a rocket to space by collecting resources. You can also sabotage other players' efforts
>>
HAHA TIME FOR E3
>>
>>145297910
that's not a witch that's a warlock
>>
>>145300227
in the steamchat at least 21 out of 30

some people idk and some are new
>>
>>145300371
I suggest the name 'Gyakou Bakara Sun TEN KENSHOU Gianto Knighto EXTREME edition'
>>
>>145299879
>steam group
>600 people
>agdg gets maybe 10 progress posts per day

What the actual fuck?
>>
>>145300594
The steam group isn't AGDG
>>
>>145300594
Only the 30 in chat are actual devs.
>>
>>145300594

thats everyone whos joined the group over the years (its about 4-5 years old now)

not like 'active' people
>>
>>145300594
doubt many even still dev, if they ever did
>>
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Space Jam progress:
added a dispenser to black space that gives blocks.

they appear as holes in white space.

planning to add puzzles based on using them to dig in white space, using explosives to create bridges in black space, etc..
>>
>>145300594
Better yet:
>agdg
>118 unique ips
>only 10 progress posts per day
>>
>>145300545
That's pretty catchy, I can use TENKEN as a short name.
>>
>>145300907
Sounds really interesting, looking forward to seeing more
>>
What's a good engine to use if you want to emulate the polygon count, texture "muddying," and lighting of the N64 Zelda games? I always wanted to innovate off of them, because while I believe MM and OoT have god-tier atmosphere, there's some wasted potential I want to try and fulfill.
>>
>>145301816
Literally any engine, saw some guy emulate it in ue4 last month in this very thread.
>>
New thread when?
>>
>>145302447
Tomorrow
>>
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>>145301816
UE4.
>>
>recompiling my kernel to enable AMDGPU for my R9 390 to use Vulkan
Is this progress?
>>
tell me why i shouldn't use a binary tree to store 128 bit keys
>>
>>145302541
that looks 100x better than anything the n64 could do
>>
>>145302635
Maybe the shadows are abit overkill, but a big reason the n64 looked like it did was the TV's, google it.
>>
>>145302772
>TV's
TV's what?
>>
>>145266886
you're a tremendous faggot
>>
>>145301816
Anything CAN do it, the question is whether you can also get rid of all the baggage that you don't need.
>>
>>145302616
Go ahead, do it
>>
>>145302810
The TV's you played n64 on, the old crt kind made the picture have that telltale blurry feel. (Of the whole image, the textures being blurry was due to limitations of size etc)
>>
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>>145290419
Can do this to make it more obvious, but there is no easy way to make the wall tiles not disappear instantly and I'm not sure if the effect is worth the effort.
>>
>>145302541
>>145302635
That looks far worse imo, maybe it's the camera angle and the skybox, but the lighting system isn't what I described at all and the textures aren't muddy as I wanted.

>>145302903
>>145301928
I'm sure any engine can do it, but I'm just wondering what engine specializes the most in that sort of thing.
>>
>>145302616
Why do they need to be in a tree?

>>145302951
If you simply use low-res textures without the proper sampling, it won't look right. The N64 had characteristic "3-point" sampling.
>>
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>>145302810

>>145303074
Yeah pretty sure most engines support that
>>
File: Majora's Mask 1.webm (3MB, 958x512px) Image search: [Google]
Majora's Mask 1.webm
3MB, 958x512px
>>145302951
>>145303143
Majora's Mask still looks god-tier on PC, though.
>>
>>145302951
>TV's
yeah, but TV's what?
>>
>>145303040
>what engine specializes the most in that sort of thing.
None of them do. It will be easiest with a framework that doesn't have any rendering built-in (just facilities for meshes, shaders, textures, etc.) so that you don't have to work around anything, as you'll be doing it from scratch anyways.

>>145303143
Sure, but it means writing your own shaders (which you'll likely need to do anyways to get around all the lighting, etc.)
>>
new thread
>>145303287
>>145303287
>>145303287
new thread
>>
>>145303238
>high resolution
>anisotropic filtering
Idiot.
>>
>>145302601
no, but using vulkan is :^)
>>
>>145303304
The TV's (You)
>>
>>145303019
Oh god my dick, this is perfect
>>
File: MM effect.webm (1MB, 960x742px) Image search: [Google]
MM effect.webm
1MB, 960x742px
>>145303438
..and?
>>
>>145297910
There should be a fanart section on the aggydaddy website to store all of these.
>>
>>145303019
It's your game, but I think having some kind of effect is very worth it. That looks pretty great and immediately tells me what just happened.
>>
>>145302951
Not really. Compare a n64 with a playstation game, played on the same TV.
n64 had a built in blur feature (some sort of primitive antialiasing), plus really low resolution textures (remember the games were stored in cartridges with a very limited capacity instead of CD's like playstation's.
>>
>>145302951
N64 had anti-aliasing that made everything blury. It's got nothing to do with CRT's.
>>
>>145305106
>CD's
CD's what?
>>145305438
>CRT's
CRT's what?
>>
>>145305854
Literally google it
>>
>>145306409
google how possessive works?
>>
File: db0.jpg (26KB, 349x642px) Image search: [Google]
db0.jpg
26KB, 349x642px
>>145305854
>>
>>145306896
no, about the modern use of the apostrophe is in plural acronyms
>>
>>145307818
which is fucking retarded
>hey, let's fix this ambiguity with MORE AMBIGUITY
>>
>>145308004
greentext is ambiguous
who are you quoting?
>>
>>145308280
i'm quoting your implication
>>
>>145308482
you're doing it in an ambigous way which is fucking retarded. please read this http://subjectguides.library.american.edu/citation
>>
>>145308659
>http://subjectguides.library.american.edu/citation
>if you need to use another style click here
>click here
wow that's a quality site you just linked

whatever, no one's autistic enough to reference each quote here. also i don't see how this fixes the retarded use of apostrophes
>>
>>145309078
>no one is autistic enough
>while posting this
kek
>>
>>145309359
you sure convinced me with those hot opinions m8
Thread posts: 779
Thread images: 161


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