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/agdg/ - Amateur Game Dev General

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Thread replies: 756
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The Last Thread Was On Page 9 When I Decided It Was Time To Make A New Fucking Thread Edition

post progress 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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
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/hVhvNWLw

> 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/
>>
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First for Game of the Year 1994
>>
>>145448390
Lewd
>>
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>>145448290
Can somebody tell me how to put a background image and banner on an itch.io jam page?
>>
So what's the agdg friends soundcloud?
>>
>>145448472
Anyway, how's this for now? Anything I should fix?
>>
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is that your game?
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>>145448290
How do I enter demo day desu?
>>
>>145448472
Go to jam page while being the creator and at the top there is a button to customize the looks of the page
>>
>>145448590
https://itch.io/jam/agdg-space-jam
Of course.

>>145448654
Got it, thanks. I'll deliver soon.
>>
>>145448612
WHY DO YOU PEOPLE BULLY ME? STOP! it's giving me a boner
>>
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who wants to help me build an engine for a new adventure game

wifu bartending is done, but i'm tired of game maker.
>>
Should I make a game in Elm
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>>145449024
can it be in C?
>>
>>145449678

Should be alright as long as it's cross-platform I think.
>>
>>145448654
>>145448710
How's it now?
https://itch.io/jam/agdg-space-jam
>>
>>145449024
What kind of adventure game? Zelda-like? Or a side scroller? A turn based RPG? A First Person View like Daggerfall or Arena?
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>>145449904
you tell me
>>
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fucking ragdoll why won't it work reeeeeeee
>>
>>145450250
Now *this* is /agdg/
>>
>>145450250
it's a feature
>>
>>145449954
adventure as in something policenauts or clock tower.
>>
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>>145450130
0/10 wheres the hoops?
>>
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All these E3 games are making mine look like garbage.
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>>145450130
So is it good or bad?
>>
>>145450130
Where's Michael Jordan?
>>
>>145450250
>Top 10 Anime Battles
>>
So if you're using the motion planning stuff (mp_grid) in gm, how do you handle other things that move and should block things? mp_linear_step works, but it defeats the purpose of making a grid. Do you plot a path using the mp_grid then reevaluate occasionally or what?

This has to be a common problem. Can someone point me to a resource on the matter? Picture for attention.
>>
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>>145450797
Fixed.
>>
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>>145450250
what. went. wroooooong
why did it come to this
>>
>>145450691
All the E3 game look like garbage.
That means if you work hard, you could be in the E3!
>>
>>145451217

i am going to submit this to reddit's /r/me_irl and get lots of upvotes
>>
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>>145451151
needs more lola
>>
>>145450691

>tfw every new game that comes out makes your game look increasingly outdated
>tfw remastered Crash will make your game look like the PS1 title in comparison
>>
>>145450709
It's fine.
>>
>>145450250
>>145451217
heh
>>
>>145451339
you have to think years ahead so that you have years to catch up with your imagination

that's what the AAA's are doing, that's what they're doing right now, remember they're drawing up design docs and doing prototyping for games that will release in 2020 right now

now imagine what e3 2020 will make your game look like

now rethink your approach to making games
>>
>>145451428

It's a bit late for that, most of the artwork is done
>>
>>145450691
It only makes me want to try harder!
Did you see the sea in 'Sea of Thieves'? Amazing!
I want that so I'm gonna learn shit.
>>
>>145451095
I've never worked with it. Wouldn't the moving block object just clear its old cell, add its new cell and then you recalculate the path?
>>
>that guy who reinvents the wheel instead of importing a framework with the stuff he needs
>>
Unity:

I can access an array from another script with GameObject.Find and it works, but if i declare a variable for a GameObject containing the script with the array, and then use it to access it, it doesn't work(but works for a non-array int, for example).

Why?
>>
>>145451504
Nah, when you create the grid it blocks all the pertinent cells off. If they move after, the grid doesn't care. It would only recalculate blocker cells if you refreshed the grid, which is expensive.
>>
>>145451524
How else are you gonna achieve that quirky indie game look if your wheels aren't square
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>>145451151
Beautiful.
>>
>>145451524
>that guy who thinks using a framework makes it easier

have fun tracking down 8 year old bugs in a massive codebase that was designed to be a black box
>>
>>145451524
Well, sometimes when that guy asks how to do what they want within the given framework, or which framework to import, everyone ignores them and just shitposts about engines and how much work to put into things.
>>
>>145451637
have fun spending 8 years creating your own framework and then tracking down 8 year old bugs
>>
>>145451703
>implying custom code needs to be nearly as reusable or general purpose
>>
>>145451584
Like I said, I don't really know. I'm just looking at mp_grid_clear_cell().
I don't really understand how you'd change the layout of the grid without having to update it.
>>
>>145451816
Ah, well, I appreciate the reply.
>>
>"I'm gonna have a demo ready for next demo day!"
>computer crashes
fml
>>
>>145451309
that is 2010s furbait, not 1990s furbait
get it right
>>
>>145449904
I approve senpai
>>
>>145450596
So that's what you guys ate making next?
I still can't believe bartending is out soon.
>>
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>>145448290
we're making a game which is somewhere between simtower and startopia, with mining like dungeon keeper but side-on instead of isometric

we're having trouble coming up with a name though! what name would you give it?
>>
>>145450250
Looks better this way.
>>
What do you do when burn out hits you in the middle of a project? I don't want to miss Demo Day.
>>
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>>145452586
YOU JUST DO IT
>>
>>145452543
fallout shelter
>>
Anyone know how many frames typical animations were in the PS1 era? I have a 120 frame walk cycle, but it looks too smooth.
>>
>>145452586
Go to sleep, play a game you really love in the genre you're working on, take vitamins, go get some sun.
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How does this look? It's supposed to be grass and ground.

Please destroy it.
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>>145452710
post it
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>>145452817

It's not bad, but you definitely need to make transition tiles between ground and grass.
>>
>>145452586
You build discipline from the start (or the closest time to now), and then you don't burn out.

Discipline is a knowledge issue, not a willpower issue.
>>
>>145452817
If you absolutely had to have only one repeating tile for each grass and dirt then it's pretty good.
>>
>>145452215

Yeah, the only annoying thing is dealing with GMS, so we want to make an engine to make adv games faster. Except we're too scrubs to attempt at developing one.
>>
>>145452919
I'd say discipline is also an inertial thing. You keep building patterns and habits and they become easier to maintain
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>>145453046
Indeed.
>>
>>145452637
>>145452750
>>145452919
>>145453046
>>145453076
Thanks, anons!
>>
>>145452889
>>145452941
Thanks. I'll add borders in the future.

I'm not convinced though, the ground looks more like stone and not much like dirt. I'll probably swap the colors.
>>
>>145453146

Yeah, especially when you put it in a cross like that to look like roads. Is it supposed to be used for roads?
>>
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Is it true this was once an /agdg/ game?
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>>145453196
Yes, but not paved roads.
>>
>>145453425
Yeah.
>>
>>145453425
Yeah, he was here for a bit.
Got a publisher then fucked off.
I hear he hasn't even finished the game yet though.
>>
>>145452543
Life Below
>>
How do you write a story about revenge and not make it edgy?
>>
>>145451562
The array isn't public?
>>
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>>145453649
by realizing that revenge is edgy
>>
>>145452543
Fallout helter
>>
>>145453425
>>145453493

He's literally posting here right now.

>>145453001
>>145450596
>>145449024
>>
>>145453649
halfway through the mc realizes revenge is for betas who let other people have emotional power over them

the other half is him doing something else entirely
>>
>>145453649
By making the act that needs to be avenged so horrible and evil that the player himself wants to take vengeance, rather than role playing as a game character who wants revenge
>>
>>145453649
Write a story about petty revenge.

You play as a dude who was driving to work, and then gets cut off by another driver. All you have is their number plate: PWD 413.

You have to hunt them down and then mildly inconvenience them.
>>
>>145453745
Actual spoiler below.
Dishonored was great thou because being edgy specifically made the world and the few friends you had in the game start to hate you, with Samuel betraying you in the end if you killed for no reason
>>
>>145453649
By not being edgy?
No "I can't wait to kill that fucking faggot" speeches.
No Columbine power fantasies for 13 year olds.
Just a story about revenge m8.
>>
>>145453493
>Got a publisher then fucked off.
People around here flip out if you start to become a normy dev and then try to post so it only makes sense he would.

>>145453649
By making it end with a life lesson where the MC realizes the futility of revenge and then forgives the other guy and then they hug and shed tears.
>>
>>145453902
yeah that's the whole point, the tagline is ironic, because revenge accomplishes literally fucking nothing except make everyone hate you
>>
>>145453902
>Dishonored was great
>biased to passive
>give you all the fun powers and tools

Not to mention the game was just unbearably boring. The only thing I haven't finished yet.
D2 looks alright though, and they actually give you the option to play more pure-stealth without powers and gadgets and shit.
>>
>>145453956
>By making it end with a life lesson where the MC realizes the futility of revenge and then forgives the other guy and then they hug and shed tears.
Ugh.
>>
>>145453649

the character has some distance to the actual act of revenge.

for example, he needs to kill person X for something. but he goes through a phase of not coming to see it with clarity, until another event forces it upon him.
>>
>>145453001
So you guys need a programmer?
>>
>>145454001
It's what was asked for. Having Cartoon Network visuals would help too.
>>
>>145454000
>Not to mention the game was just unbearably boring

This is why you will never make a good game. What you meant to say was that YOU didn't find it fun.
>>
>>145454000
I'm sorry about your mental condition
>>
>>145453956
Not really, it's only the nodev autists that freak out when shekels are mentioned.
>>145454081
Yeah that's pretty much implied you dumb faggot.
>>145454103
Why don't you try to argue that then.
>>
>>145453649
You play as a male and female hero team. You've got a close bond and always watch each other's back.

One day the villain walks up and murders one of you. The rest of the game you play as the other one seeking revenge while suffering.

Oh wait, you wanted non-edgy, nevermind.
>>
>>145454152
you'd be surprised how similar this is to the idea I originally had before I asked the question
>>
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>>145454149
Whew disagreeing with you makes me a faggot? Stop projecting so hard.
>>
>>145454237
No, you saying dumb shit makes you a faggot.
Of course I'm not calling the game objectively boring.
l2context.
>>
>>145454217
>literally all jrpgs
>surprising
>>
>>145454217
It's not a bad premise m8.
all about execution.
Most ideas on paper read like shit.
>>
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What is it with these lonely programmers that show up here once in a while all >tfw can't ideas; no game to work on...? Like, really? You expect some ideas guy to scoop you up and tell you what to do and you're going to make their game for them? Are you a sub?
>>
>>145453649
You're gods interfering in the lives of men. Miracles, appearing before them as gods or disguised. You spend a lot of time playing games with lives, families, cities, civilizations even. You each have your pet projects, sometimes malicious, sometimes benevolent, sometimes funny, sometimes just experimenting.

Well you've been working on some shit for an extremely long time, and realize that all along this other god has been meddling just for the fun of it. You find out that they're all up in this project you have going on, but they don't know that you know.
>>
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>>145454270
>Not to mention the game was just unbearably boring.
>the game was just unbearably boring.
>the game was

Maybe you should learn to write and try and get some help for those anger issues yea?
>>
>>145454060

At least a temporary one who can help with the engine work. But I don't know how much work it would take for a Policenauts kinda thing (point and click, video playback, branching dialogue, large sprites, etc. and streamlined enough to build games like that with relative ease).

We could go back to GMS or Ren'Py, but the former is buggy as fuck and Ren'Py is way too bloated and lacks cross-platform support.

>>145453493

I never really fucked off, I just posted progress until the framework was done, the rest was writing and wasn't going to spoil the game. We ran with the same problem with the devlog, which we constantly neglected throughout development.

I also stayed for stealth anime shitposting.
>>
>>145454382
I'm sorry, do you want me to explicitly state everything next time, because you never learned how opinions read?
If I thought the game was objectively shit, like Ass creed 1, I'd state it. Otherwise by "game is X" means I personally thought that.
>>
>>145454425
>But I don't know how much work it would take for a Policenauts kinda thing (point and click, video playback, branching dialogue, large sprites, etc. and streamlined enough to build games like that with relative ease).
Wouldn't be that bad to make at all, only tricky part would be video playback. Do you really need actual videos, or something like short gifs?
>>
>>145454425
> stealth anime shitposting.
good lad, I forgive you.
>>
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>>145454529
>Pineapples are poisonous!
Woah dude really?
>What no are you retarded that's just my opinion learn2context
But there was no context?
>Hurr are you fucking retarded how did you not magically read the context I imagined in my head ugh fucking retards you probably don't even own a fedora.

I can't believe I fell for another fucking troll, need to work on this.
>>
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Where da progress at tho
>>
>>145454881
Alright, well can you atleast try to refute my original point of how Dishonored wasn't a very,very, flawed game?
>>
>>145454908
in your butt
>>
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>>145454682

We're planning to make some sick opening and ending videos just like in my japanese animes.

I forgot to say it also has 3D bits, but more like as a dynamic background while characters talk. Pic related.
>>
>>145454932
Dishonored was really really flawed and broken, biggest thing being the player heavily being coaxed into being stealth (which i personally preferred, still a bad thing though due to the way they marketed it), that doesn't mean I can't think its a great game. I also loved The Talos principle which was also extremely flawed.
>>
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>>145454425
Pls give keys I'm too slow and never claim them in time
>>
>>145455123
sent
>>
>>145455073
You guys should just use unity then.
It has everything you need, video, 3D and a proper language like C# instead of GML.
>>
>>145455169

We just want to avoid to make a framework for a existing engine. We ran with so much trouble with GMS and its strange fuckery I got scarred for life. Feeling like a dedicated tool is best for the job.
>>
>>145455151
To where? Just post them
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>>145455224
posted
>>
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>>145455281
Doko?
>>
>>145455123
sent ;)
>>
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>>145454529
>AC
>objectively shit
>>
>>145455436
>>145455224
>>
>>145455223
If you don't want to use unity and want to make your own thing, it's going to take time and require a lot of knowledge.
It's not unreasonable if you're experienced though, especially since what you're trying to make isn't complex.

You can try looking into Monogame or maybe Love2D, they're both easy and cross platform.
They're not engines,you can make your own custom engine on top of those.
>>
>145455536
How is it not?
>shit "stealth"
>shit combat" highlighted by a literal achivement for staying in combat for 10 minutes
>every location was just a re-skin
>shit AI
>the longevity of the game was flag-hunting
(You)
>>
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Dear Anon:

Does VA-11 Hall-A dev get to make it on to the AGDG Steam Game list?
>>
>>145455676
sure why not
t. not VHA dev
>>
>>145455707
Right I suppose I should have asked at a different time.
>>
>>145455676
No shit
They're AGDG devs and they even made the original Waifu Jam.
>>
>>145455742
It was a joke m8, yeah add 'em.
>>
>>145455557
I always found love2d to be comfy as heck, might try that one.

And i'm gonna be honest, a propietary engine is also very good from a brand standpoint. People remember games made with Infinity and SCUMM with tons of love, so it's also a long-term strategy.
>>
Why do people dislike unity? What would be a better alternative? Unreal?
>>
>>145455676
Why wouldn't they?
>>
>>145455782
Go for it, go make us another glorious aniemay gayme.
Love2D is ezpz and comfy.
>>
>>145455807
Re: not posting progress / appearing to be gone all this time, only to show up just at release...
>>
>>145455851
Meh his reasons were sound enough:>>145454425
>>
>>145455851
Salty nodev
>>
>>145455936
I answered in the hypothetical ya cunt. I don't give a shit about it.
>>
>>145455851
I think it's fine. It's not like you're forced to post progress just for being here. I just wish they would post some keys pls
>>
When's the Vita release of waifu bartending?
>>
>>145448650
>step one
make a game
>step two
post progress
>step three
make itch.io account
>step four
upload game to itch.io
>step five
enter game into demo day jam page.
>>
>>145456065

Late this year hopefully.
>>
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My MC is gonna have a katana and there's nothing you can do about it
>>
>>145456267
I genuinely look forward to it.
>>
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>>145456208
Is this a preview of your adventure game?
Looks policenauts as fug.
>>
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Posted this last thread but it was ending so here it is again. Modeled and textured this earlier today. Is it crap? Good? Somewhere in-between? I'm currently boning it for animation.
>>
>>145456267
Mine will too katanas are cool
>>
Reminder: if you're using GM:S and you start having FPS problems, look at deactivating instances that are outside the view area every step.

I was about to rewrite my poorly optimized wall drawing code due to FPS drops on large maps, but after adding instance deactivation I'm getting solid 120+ FPS no matter how large my map is.
>>
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congrat vallhalladev. I really enjoyed your demo
>>
Best waifu bartending waifu
>>
>>145456314
You're not gonna get much feedback on just a 1 angle render m8.
Most people also post topology.
>>
>>145456314
I mean, sure, it looks like a scorpion, but I imagine 99% of its impressiveness will depend on how you animate it (and how it looks in the context of your game).
>>
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Just about starting modelling the boss for the boss battle.

I sort of have an idea of what it will look like.

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145457104
Duly noted.

>>145457220
That's true I suppose. I'm at that stage now, watching videos of scorpions moving about to get a feel for their gait.
>>
>>145457358
can you do a barrel roll
>>
>>145453717
The array was public, but i just went around it with gameobject.find, since the grid is the only object of this name and this calculation is only done once at the start of the game.
>>
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jesus guys the thread is escaping to page 10
post shit
>>
>>145458749
It's a tuesday at 9:30am what do you expect.
Most of /agdg/ are wageslaves.

nice sword
>>
I-i-i-is this a new Star Fox 64?
>>
>>145458749
>katana
>pommel
>>
>>145459024
We've had one before don't get attached.
>>
>>145458864
Not the anon you replied to but I would have thought a lot of people here would have been in some kind of study as well.
>>
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>>145458749
Ok.

It's in desperate need of juice, but having two fully implemented characters and making sure everything works as intended comes first.
>>
>>145457659
I haven't done any maneuvers yet, just moving up down etc.
>>
>>145453956

>tfw you asked /agdg/ if your game should have a life lesson where the MC realizes the futility of revenge and then forgives the other guy and then they hug and shed tears, and /agdg/ told you to screw that and keep your character evil

It's still tempting.
>>
>>145459095
Well I would assume uni kids are at their jobs as well.
>>
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>>145459105
>surcoat sway
>>
>>145459037
it's called kashira baka gaijin
>>
>>145459129

just go "fuck it. I'm going to rewrite Berserk"
>>
Okay hear me out guys

Factorios Graphics

Survival

Top Down

Multiplayer

Features From Rust

in Unity

yes or no?
>>
>>145459593
>>
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>>145459129
>>
>>145459593
gonna make millions
>>
>>145459159
>implying they aren't leaching off relatives or the government for money
>>
>>145459593
You killed this dog >>145459624
>>
>>145459593
Idea stolen

and I have assets for it already

and experience with all those things

Thanks!
>>
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>>145459593
>it's like X + Y
>>
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LUA IS CUTE ! CUUUTEEE
>>
>>145459593

>survival

I believe every iteration of this already exists on steam
>>
>>145459931
pls make such a game
i need it
pls

psls
>>
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>>145459987
>>
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>>145459593
idea: stolen
>>
>>145460119
>absolutely no ass
>not going for that phat booty Ruby PAWG
>>
>>145460194
>ribbert isn't even 3D or a platformer any more
Frogdev make up your mind
>>
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>>145460213
>ass booty

I bet you like thick brown girls too faggot
>>
What's the best theme for dungeons. I really don't want to do generic cave/european stone dungeons anymore.

Egyptian-themed dungeons are usually pretty cool, but they've been done plenty, and have received better attention than I'd be able to give them.
Also, do you prefer lighted dungeons where torches and shit have been magically lit for thousands of years, or pitch-black dungeons where you have to bring your own lighting?
>>
>>145460237
> tfw used to admire ribbertdev for his slick animation and progress but then you realized he's a hopeless nodev like yourself
it's a weird feel
>>
>>145460304
>there's only two kinds of lighting
>>
>>145460316
I'm still mad he dropped gwyn
>>
>>145460304
lack of creativity
>>
Shit how to gameplay footage webm not massive?
>>
>>145460304
>do you prefer lighted dungeons where torches and shit have been magically lit for thousands of years, or pitch-black dungeons where you have to bring your own lighting?
Bioluminescence
>>
>>145460441
Record with Open broadcast software and then convert with Webm for bakas
>>
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Thoughts?
>>
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>>145448290
Trying to learn to path find

Mistakes were made
>>
>>145460520
Too much particles
>>
>>145460520
1st looks great, others look weird
>>
>>145460419
No game has ever implement one of my ideas and lived to tell the tale
>>
How do you feel about aliens in a fantasy setting?

I want little green martians with ray guns visiting my Tolkien fantasy world.
>>
>>145460716
>I want little green martians with ray guns visiting my Tolkien fantasy world.
As long as it's literally not that generic.
>>
>tfw have a thousand different ideas for games who would become easy and quick money
>cant even bring myself to write down a concept for any of them
>>
How do I make ragdolls in Unity?
>>
>>145460818
>ideas
>for shovelware
>not even a real concept
kys
>>
>>145460818
There is no easy and quick money

There is only grind

The shit games that made money just had a penny peddler behind them
>>
>>145460818
if you haven't made any of them, then they're not good enough ideas
>>
>>145460818

>implying

Once you actually make games and you are a yesdev you will notice all your "great and easy money printing ideas" are not that great as you thought they would be or just plain shit and boring to play, or they are way harder to actually realize than you actually thought.
>>
>>145460565
Heard that one a bit. Thought I'd spread it around a bit more before I took it as a glaring problem. Is it WAAAAAY too many or?

>>145460586
Yeah I noticed this too. For some reason the first one actually starts and finishes at the colours it is supposed to but the other just seems to blend into barely different shades of the same colours.
>>
>>145461117
Yes it's a lot, you could reduce that quite a bit and still get the same effect.
>>
Pathfinding with giant (dragon sized for example) creatures is fucking impossible. How did Skyrim do it? They literally are always colliding with something unless you just want to fight them on a flat plane.
>>
>>145461316
>They literally are always colliding with something unless you just want to fight them on a flat plane.
Have you actually played Skrim?
There's clipping everywhere.
>>
>>145461316
>unless you just want to fight them on a flat plane.
That's the trick ya dingus.
Same shit with dark souls.
Get them in a flat area or make them not move.
>>
>>145459105
Your game looks fun, anon. What kind of game is it supposed to be? Because It looks a bit smash brosy to me. Got a blog?
>>
>>145461316
>How did Skyrim do it?
It didn't.
>>
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Anyone have experience with 7.1 headphones in UE4?

Right now its muting my front right/left channels, whilst still apparently routing audio there which makes audio-localization shit. Essentially If i hold a gun to my ear, its loud af, but if I move it 5 cm forwards its completely silent until i move in so the "front" speaker catches it.
>>
>>145461316
it didnt, it just had 1 landing point per area a dragon could be in
>>
>>145461565
>he fell for the surround headphones meme
>>
>>145461565
I'd probably stay away from any built-in surround sound feature and just do audio positioning like they've done since the 90s.
>>
>>145461565
>7.1 headphones
This is so stupid anyway. When you have only 2 channels you can use HRTF.
>>
>>145461565
>7.1
For what fucking purpose.
>>
>>145461628
>>145461715
>>145461757
>>145461705

It makes an enormous difference in VR, just ask Epic who made a whole PSA about it.
>>
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Was last week progress summary published? I think I missed it, does anyone have it?
>>
>>145461226
Thanks anon. I mainly wanted the particle effect to accentuate the brighter parts of the texture, like it does in the first instance. I was worried about the particles showing too much of the main body because let's be honest, the model itself it essentially a ghost-esque blob with a head.
>>
>inb4 but anon why is 7.1 bad
Because it should only be used for speakers, but even that's another argument I don't feel like getting into.

X.X headphones have individual drivers for each channel. Drivers are what makes the sound come out.
So the more drivers you have to squeeze in the cheaper each one is.
While regular headphones have been able to emulate a stupid amount of channels for a long time now while getting quality.
>>
>>145461808
You can get the same effect with better sound quality on stereo headphones since they don't have a bunch of tiny drivers crammed in there. You only have two ears. Listen to this on stereo headphones https://www.youtube.com/watch?v=IUDTlvagjJA
>>
>>145461837
>progress

I love this new meme
>>
>>145461808
Link? Occulus never even mentioned 7.1 during their audio demonstrations. It doesn't even make sense that 7.1 could be better unless WWise has godawful HRTF.
>>
>>145461837
You mean recap monday?
>>
>Anon asks question
>Nobody knows the answer so they just call him retarded

10 bucks you guys think you can emulate 360 audio with just 2 speakers.
>>
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>>145461401
2-4 multiplayer with several gamemodes planned. The objective is to make everyone else fall as in SB, but the game itself is quite different:

each character has 4 abilities with cooldowns plus a basic attack, and the gameplay is mostly projectile based (though melee has been implemented, but it won't be the norm). The idea is to make everyone overpowered enough to allow me to do crazy things with the characters while keeping them all viable.

You can follow it at lvispo.tumblr.com.
Have a robot for your interest.
>>
How do you deal with "ripping off" GUI layout when making, say, an RPG?

If the layout you want to take and use for your game is the best-suited thing you can find, should you use it? Or should you use something worse-off just to remain "original"?

What if the GUI you want to copy has a gimmick in it that people will definitely notice if you use?
>>
>>145462029
Some researchers found a way to do it but only with extremely precise positioning and some crazy filters. Not very practical though.
>>
>>145461979
>Occulus never even mentioned 7.1
Because it's a shitty marketing gimmick. Anyone who advertises individual channels is selling you shit.
>>
>>145462029
>360 audio with just 2 speakers.
You literally can.
there's always going to be discrepancies, but for the most part, yes.
>>
>>145460304
>Sci-fi spaceships
>Actual castles
>Underground forests
>Catacombs
>Floating islands where you need to climb up instead of down
There's no
>BEST
theme but there are plenty of ideas.

>Bring your own lighting
Depends if the mechanic is interesting. I've never seen it done before but if it's going to be a pain in the ass like [S]earching in roguelikes that people implement "just because" then no thanks.
Also, ambient lighting (lava, luminescent water/plants/crystals, harmless glowy firefly-like critters) is a great way to light up an underground dungeon.

>>145460419
Wait, ribbert dev is gwyn dev?
Fuck. Now I'm sad.

>>145461316
Couldn't you give the dragon the ability to squeeze through smaller spaces by shrinking its collision box, and pathfind using that smaller collision box as a reference?
>>
>>145462189
Yeah so all the guys calling the guy a retard has a pair of 50,000 dollar research headphones and expects those to be the target market? Are they unaware that g930's and similar headphones are among the most common today?

>>145462214
True, its just a gimmick that the cinema spends millions of dollars on when they could just have 2 big ones in front and a base amirite?

>>145462361
It astounds me how stupid people are, is your ear just a hole in the head, if not, you do realise that sound waves coming from behind/front makes distinguisiable different sounds as they hit the ear differently (and then bounce into the skull/air canal)? Thats why if someone screams standing in front of you you know they are in fact not behind you.
>>
>>145462019
yes did anyone save the image?

Thanks!

Shouldnt be always posted in the new threads anyway?
>>
>>145462569
Headphones != speakers
>I know absolutely fuck all about audio engineering, but I'm going to talk about it anyway
alright m8.
>>
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Whelp if you guys didn't know you could have just told me rather get all pissy about it.

I think 7.1 headphones over 2 makes a big difference and in a blind test it would be like night and day with how good localization would be with each, which seems to be the general consensus everywhere. Sorry if that fact somehow triggered you?..
>>
>>145462569
Surround sound works for speakers, since they actually surround you. It doesn't work for headphones and just makes sound quality worse by stuffing a bunch of drivers in a tiny space.
Go listen to the barber shop video here and have your stupid little mind blown >>145461926 Positional audio works just fine with stereo headphones.
>>
>>145462757
poorfags gonna poorfag lad
>>
>>145462757
Because you didn't set the stereo headphones up properly. I get you're rationalized your turtle beach purchase. But please stop spouting off ignorant shit.
>>
>>145462569
>gimmick that the cinema spends millions of dollars on
Cinema is not mixed for headphones. VR games are not mixed for speakers.
>>
I was wondering, is there a name for factorios graphical artstyle?

it remembers me of old C&C games, but i can't find a fitting name for it
>>
>>145462569
>It astounds me how stupid people are, is your ear just a hole in the head, if not, you do realise that sound waves coming from behind/front makes distinguisiable different sounds as they hit the ear differently (and then bounce into the skull/air canal)? Thats why if someone screams standing in front of you you know they are in fact not behind you.
This is why they used complex filters that account for it. As long as the sound hits the inner ear in a way that is indistinguishable from actual 360 degree sound you cannot tell. If you try to play that same audio out of headphones it will sound weird as fuck as a result.
>>
>>145462935
What are you on about? Turtle purchase? I got mine from a bargain bin for something like 20 dollars specificly for devving for VR, agree that the audio quality is shit compared to my normal ~40 dollar stereo headphones, but i can still localize better in the 7.1 ones.

But okay, if i'm that retarded tell me how I should set up the 2 ch headphones "right"? Does it involve some kind of blood sacrifice or magical chant I and the manufacturer was unaware of(since the manual literally says "Plug in and enjoy")?
>>
>>145463198
>I got mine from a bargain bin for something like 20 dollars specificly for devving for VR
wow
>tell me how I should set up the 2 ch headphones "right"?
It's literally just virtualized channels

God damn I wish I didn't care about audio so much because you ignorant fucks trigger the shit out of me.
>>
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>>145463343
>Ignores the question

Well I knew you guys where just trolling that guy but damn, step it up abit your'e making it too obvious
>>
>>145463198
>40 dollar stereo headphones
You cant discuss headphone quality if all you have to compare is a pair of cheap headphones. Get some decent quality >$130 headphones and then maybe you will actually know what the fuck you are talking about.
>>
>>145463431
>What is a target market

I don't think you understand why your comment is retarded and that makes me sad
>>
>145463429
I gave you your answer
>>
>>145463198
>But okay, if i'm that retarded tell me how I should set up the 2 ch headphones "right"?
For the best results you will want to find an HRTF plugin for WWise. It turns out Oculus uses one called RealSpace3D so I would probably look into that one first. Last time I talked to any VR hardware devs they were complaining that audio reflection technology is not really good enough for what VR needs yet, but that was also a few years ago so its possible its improved.
>>
>>145460304

Biomorphic dungeons? Guts and gunge and organs.
>>
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>>145463429
Don't worry I realised that. Really wish AGDG was more helpful and less elitist, really turned to shit recently with the OOP-thing and everyone who has something unique/expensive thinking they know their shit best. Never came here to argue what headphones where best, instead a bunch of people came in defending them buying 130 dollar headphones as being just as good at emulating the same effect i got for 20.

At least they are all nodevs like me.
>>
I need a name for a structure/building and English isn't my native language so I'm not sure how weird it sounds, or if there's a proper name for it.

The building in question is supposed to be placed near a forest in order for the player to gather wood/lumber and herbs/mushrooms.

I'm thinking "Forest Lodge" or "Forest Outpost". Do these make sense in english?
>>
>>145464075
Lodge, Shack, Cabin are more common
>>
>>145463137
Looks like prerendered sprites to me.
>>
>>145464075

Yes

>>145464274

Shack and Cabin would be used for small buildings designed to hold 1-2 people.
>>
>>145459129
Make it, instead, extra edgy.

It's not enough that I get revenge on the target and his entire family... I must get revenge on every last person on this sick earth.
>>
>>145463826
Dang that's a cool birb.
>>
>>145447384

Knightly Terrors has changed its name slightly in each recap:
May 4 - Knightly Terrors (working title)
June 1 - Knightly Terrors (WIP name)
June 2 - Knightly Terrors
June 3 - Knightly Terrors (WIP title)
>>
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>>145464829
>>
>>145465061
cool
>>
>>145414309
I'm at number 4 with only 3 recap posts? Come on guys, don't forget to post your progress. Back when the recap started, the high scores were in the 40s.
>>
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Started implementing performance/idol interaction. Needs a lot of work (and different dance moves) but I will get there.

Now it's time for Nintendo's stream.
>>
>>145465412
add a twerk combo
>>
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Progress post #3
It is a game of shipping resources between planets. Right now you define routes between planets, but soon ships will be able to carry resources on them.
It will primarily be about having an efficient economy, but I will likely squeeze in some 4X elements (tech tree, exploration, negotiations with alien races) if I have enough time.
>>
is it possible to hash data to a certain number of buckets?
>>
>>145465937
Why bother with dragging?
Should just have click A-B and have a path drawing option
>>
just so you all know, i'm still alive senpai
>>
>>145466149
When I add a UI (soon™), selecting a planet will display information such as what the planet produces, its affiliation, how many ships are docked there, etc.
>>
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~~=Weekly Recap=~~
We have a total of 27 games. Thirteen games have returned from previous recaps! All this progress is great! All 27 games had best be submitted to Demo Day 9.

~~=High Scores=~~
(4) Knightly Terrors
(4) [Placeholder Title]
(4) Combat ISP
(4) TacticalRPG
(3) Ctesiphon
(3) Ancient Saga
(3) Uplifted
(3) Zero Quest
(3) 2D Dogfighting
(2) Whimp the Bold
(2) Project Wingman
(2) Frogs Life (working title)
(2) Deeplinks

(Score is calculated by number of recap appearances. May change this to number of recaps in a row.)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know!

I'll be taking submissions until 6ish EST today. Reply to >>145385598
>>
>>145465412
I loved your previous game, hope it'll be fun too.
>>
>>145466686
>recap scores
Knock it off
>>
>>145465937
>pornless ARIA ripoff

no thanks
>>
>>145466686
Thanks for the recap!
Look forward to playing lots of games
>>
>>145467254
It does make me want to post more
>>
I watched some indie lets plays and man those lets players are cunts, they like play one hour of the game while making cringe worthy jokes and get literally thousands, some of them hundreds of thousands of dollars every month or so
i am so fucking jelly
>>
how many bits in a bite?
>>
>>145468304
literally google it
>>
>>145468293
You sound like someone who would do mobile dev
>>
>>145468304
8 on most common architectures
>>
>>145468293
At first I thought this, then I watched one where "Markiplier" played FNAF. It took like five minutes before anything happened on screen, but the whole time he was making faces, making noises, talking, and just generally exuding energy. They're performers, and what they do most people probably couldn't.
>>
>>145468640
It's literally all about the voice AND/OR looks.
Every single lets player falls into this category. You either need to have a hilarious voice, or look hot or both.
The talking part is the easy part, anyone can get good at making retarded rants after making few videos.
>>
Reminder to recycle your failed projects from 5 years ago.
You're game could become the next Overwatch!
>>
CHAR_BIT
>>
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Super Mario Bros with Flappy Bird controls
>>
>>145468929
A char is not guaranteed to be a byte though, it only has to be large enough to fit "any member of the basic execution character set"

In reality though if you're writing games for a platform where characters and/or bytes aren't 8 bits you should probably just end it all
>>
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>>145385598

Game Name: Spooky Space Game (I don't have a name as of yet)
Dev Name: VirtuaWave
Tools Used: Unity, Substance, Blender
Website(s): https://twitter.com/VirtuaWave , http://gamedev-neoncity.tumblr.com/
Progress:
+simple enemy behaviour
+escape pod
+escape pod repair set
-going to add a weapon
-I did not discontinue/cancel my other game (VirtuaWave) in case anyone wonders
>>
>>145468867
Overwatch is an AAA game, it's nearly impossible to make an AAA game and not have at least several hundred K sales
>>
>>145469349
Battleborn.
>>
>>145469228
Seems interesting. What in short will be the storyline and gameplay?
>>
>>145469395
CCC game
>>
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>>145469395
Sometimes I wonder if it was just an elaborate inside joke to try and make the most pointless game
>>
>>145469187
>if you're writing games for a platform where characters and/or bytes aren't 8 bits you should probably just end it all
WHY
>>
>>145469467

Spacestation crashed with comet that has a space parasite on it, while the player was outside of the space station doing repairments.

You search for repair-sets for the return-capsule while the astronaut-whost-parasite-zombie attacks you in random intervals.
>>
>>145469873
The joke is on him, I'm making my game for soviet ternary computers only so there are not bits.
>>
>>145469924
Seems solid, however if the attacks happen at random intervals I'd feel like time was a limited/critical resource so I'd probably blow through areas looking for repair kits without taking time to appreciate the surroundings or explore at all
>>
>>145467252
What was his previous game?
And why is he trying to make by itself a clone of Stepmania?
>>
>>145469228
It reminds me of the ending of Alien Isolation.
>>
If i have one enum value in c#, how do i get the next one or previous one? or if it is the last one, then the first one
>>
>>145471183
By default all enum values have a number.

So if you didn't give them any values if you have enum 5 you can get enum 4 and 6 simply by specifying the value.
>>
>>145471091
ColorFall
https://squaredev.itch.io/colorfall
>>
>>145469873
>not making games for the punchcard machine stashed away in the local university basement
>>
>>145471183
Should be able to just ++ it AFAIK, no idea about overflow rules though
>>
>>145470070

I will think about that
>>
>>145471183
You can foreach if thats helpful

foreach (Suit suit in Enum.GetValues(typeof(Suit)))
>>
Did a ton of progress today, but it was only sound progress so I won't post it incase I get hated on by the sound-mafia.
>>
>>145471798
Post it anyways you faggot
>>
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>>145471926
It was only shitty walking sounds for these fellas as well as sound for the gun/impact effects, as well as adding sounds to the flying ones
>>
>>145471798
>the sound-mafia
There has yet to be a single agdg soundfriend hou hasn't been a bro
>>
>>145471798
Post it. Sound design is part of game dev. It's so sad to play all those mute games at demo day.
>>
>>145471798
>I didn't make any progress today but I'm going to pretend like I did and then post meme excuses as to why I wont post anything
Okay, thanks for contributing.
>>
>>145472056
The 'posting the same webm 90 times'-mafia is more likely to get you
>>
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>>145461705
>just do audio like they've done since the 90's

which is 2D positioning via fucking panning? how about no?

the future is now:
www.youtube.com/watch?v=TXUTgEmnD6U
>>
>>145472171
Music-bros yes, but I'm talking about them fellas attacking that other dude when he asked about 7.1 sound.

>>145472404
I might record a video tomorrow, its really shitty though.

>>145472549
Okay

>>145472552
Why do you think I spoilered it. As soon as one of you fellows post progress and tell me to stfu at the same time i'll stop don't worry.
>>
>>145469924
Kinda like ADR1FT?
>>
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>>145472552
>>145472549
Nodevs getting mad because someone else made something neat, keep up the good work spoopy, rather you post the same thing 400 times then a salty nodev.
>>
>>145472826
You maybe have replied to the wrong person. I replied to the nodev that claimed he made sound progress but wont post it because of the "sound-mafia" boogieman.

The truth is he's just trying to force the new meme.
>>
for blenderfags

https://www.youtube.com/watch?v=-WsGdIzC90M
>>
>>145473136
>another round of dense papers I have to read

RIP me ;_;7
>>
>>145472695
>ADR1FT

I hacent played that one but I have seen it before.

From what I can see that game is scifi and a bit cartoony, I want my game to be gritty and the technology(space suit, capsule, space station etc.) to be based on current space technology and nothing futuristic.

As for gameplay the main idea was similar to a selnderman type of game but in space.
>>
>>145460520
They all look great.
>>
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>>145473398
>slenderman but in space

www.youtube.com/watch?v=KHPPA6YdSnU
>>
I've always thought it would scary if in one of these spooky space sim games, you are constantly see the earth dominating the background, then after you look away at some point in the game and look back, it isn't there. There is just nothing.
>>
Is having brown people with suicide vests as an enemy offensive? Cause I'm gonna do it. They're not muslims, they don't exist in my game universe.
>>
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Gibs never fail to satisfy.
>>
>>145474896
it's certainly not a defensive measure
>>
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>>
>>145475089
Do the gib meshes deform when they hit the ground? It looks like they go splat a little
>>
>>145475236
Are you fucking kidding me
>>
>>145474000

Does someone have a copyright on those sounds?

>>145474642

I might lend your idea.
>>
>>145474896
>they don't exist in my game universe
Now that's offensive.
>>
>>145475262
The collision bounding boxes are currently smaller than the meshes themselves, so the bottom parts just clip through. I'm too lazy to fix them right now.
>>
I'm doing a Quake-like dungeon crawler. Should I do gibs or ragdolls?
>>
>>145475236

what the hell. that's fucking dumb.
>>
>>145475360
>Does someone have a copyright on those sounds?
If they were recorded by NASA, I believe the default rule is if it was publicly funded the gov't rescinds its copyright on it. However if someone did some cleaning up of the audio then you wouldn't be able to use their version
>>
>>145475372
don't "fix" them, you're getting an illusory animation for free
>>
>>145475625
But if theres a room underneath it, it'll have gib chunks sticking out of the ceiling
>>
>>145475717
Do you not give your floor/ceiling some depth?
>>
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>tfw my destructible quadtree terrain lags like shit after some destruction
JUST
FUCK
MY
SHIT
UP

help
>>
>>145476556
Gonna need some more info fella
>>
>>145476507
I'm not the dev, but suppose there's a boss with room-sized gibs
>>
>>145476556
Please don't tell me all those squares are instances.
>>
>>145476507
I could, but the plan is to have larger bounding boxes. I just don't like the look of gibs sticking through floors.
>>
>>145476556
deactivate shit that's out of range
>>
>>145476556
Thats pretty cool
>>
Man, watching /v/ freak out over TLOZ's "technology" is cute.
>>
>>145476654
Whenever one of the blocks collide with the red thing, they divide into four new blocks a quarter of the size, unless they're 2x2 at which point they're deleted. It's really basic.
>>145476815
they are
>>145476886
How do I do that and how does that work?
>>
>>145477050
It looks cool though
>>
>>145477050
is link a woman now?
>>
>>145477108
Yeah it does actually.
>>145477125
Nah, but he's pretty feminized.
>>
>start online programming test for company
>quickly realize I can't answer any of the questions
What's the least embarrassing way to bow myself out of this SNAFU?
>>
>>145477349
Claim that you're an otherkin and the test offends you
>>
>>145477349
Just say you're withdrawing your application.
Plenty of retards apply for jobs, you won't be the worst applicant and they won't care or remember about you next week, don't sweat what happens.

I once said in an interview for a big software dev that I didn't really want the job and I just want to make video games.
>>
>>145477349
What are some questions?
>>
>>145477349
I was going to say apologize for not having the skills they're looking for, but this >>145477664
sounds better
>>
>>145477664
>>145477880
That's a pretty good idea, actually. Thanks a lot.
>>
>>145477664
> next week
More like tomorrow
The only person anon inconvenienced was themselves
>>
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Worked on balancing colours to discern background and foreground parts.

Slow as fuck progress these days, due to finals.
Dat fear of losing yet another programmer. Dat pressure to keep working even though your eyes are bloodshot as fuck ;A;
>>
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>>145478103
>The only person anon inconvenienced was themselves
That's okay with me. I'd rather withdraw now, only having wasted my own time, than force someone to spend time reviewing my answers.
>>
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>>145477475
>do this
>get hired
>>
>>145478373
I like how colorful things are starting to be. The knight palette is cool, and the HR Geiger style was cool, but this is the most pleasant to look at
>>
>>145479114
Thanks.
And yes, I agree. Truth is, I used to stick to pale/dark colours for a long time, because I found it really hard to use bright and vibrant ones (got accused of being colour-blind a lot around here in the beginning).
I'm starting to figure it out now, though!

Still, it's going to be dark castles and dungeons for the most part (being a Castlevania-like and all).
>>
>>145478373
Those plants are really nice
>>
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Does this not look completely retarded?
>>
>>145479831


looks pretty good tb.h
>>
>>145479831
10/10 might trace proportions
>>
>>145479606
Thanks!
>>
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Not game related, but I have been thinking about doing a website, mostly to have a devblog, a place to post my art and maybe get more people to notice my stuff.
Is there any no nhitty looking free domain I could use for it or should I stick with the the .tumblr for now?

>>145459105
I'm loving that templar character, seems it will be fun as fuck to play with.

>>145460119
>language-tans
I'm surprised and amazed at the same time. Are there more of these?

>>145465412
You should add a clumsy-dance animation when you miss. It would look so cute on her.
>>
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Testing A*.
It was the first time I've found an actually working example of an algorithm I needed. Working as in I just had to rename some variables and it's ready for plugging in. It was also the first time I didn't reinvent the wheel completely. ;_;

>>145478373
This is your art in motion, by the way. Thanks again for letting me use your assets. It's really motivating to work in an actual environment which is not made out of boxes and circles.
>>
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>>145480434
ask and ye shall receive
>>
>>145479831
looking good man
>>
>>145479831
korra/10
>>
>>145480809

C++ girl is very accurate.
>>
>>145480809
Thanks, anon. Ruby a qt
Wonder how a GML-tan would look like.
>>
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>>145481017
this version is more accurate
>>
>>145480465
Haha, that's terrifying.
No problem - Keep up the good work!
>>
>>145480809
poor PHP-chan
>>
>>145480465
I started reading the links about raycasting that you posted in the other thread. How long did it take to create a working version of it?
>>
>girls can make thousands of dollars streaming games on the internet
>they don't even have to be hot or have big boobs, they still make tons of money

When did this happen?
>>
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>tfw can't stop thinking nobody will give a shit about games in the old 70-80 style
>tfw the only example that counters this is flappy bird but I can't trust it because it was sheer luck
>>
>>145481579
>"""""luck""""""

There is no such thing as luck. You shitpost on 4chan all day and still don't understand what makes a meme spread? What makes something go viral or even just grab people's attention? Pay attention, anon, because every thread on 4chan is a lesson in marketing.
>>
>>145480434
I can give you an aggydaggy subdomain if its a good devblog that wont be abandoned
>>
>>145481579
It wasn't luck, he paid a chinese company to get the game to the top of the app store and to shill it on twitter.
>>
>>145481809
getting frontpage on the appstore is 100% luck, and all the shilling in the world can't compare to 5 minutes on the top of the list
>>
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>UE4
>Character dies, so I remove all the collision of the character/disable it except for the ragdoll.
>Everything works as it should, except that the capsule still collides
>The capsule doesn't even show up when rendering the scene with show.collision

Anyone familiar with this issue?
And who needed progress anyways?
>>
>>145481883
Maybe I will ask you for it when I get some content on the blog then, but I'm working vry slowly on it, so I won't bother you with it right now.
>>
>>145482378
You absolutely sure it's the capsule? Are there any other components?
>>
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I animated the solar panels. I had to do it twice because the animation imported from blender would twitch all over the place so I did the animation in Unity instead.
>>
>tfw reworked the map's I/O system

It was more work than expected, but it's working as it should. It won't break 'till I add objects to my game.

I'm going to have to add custom types soon.
Seeing std::vector<std::vector<Tile *>> everywhere is getting ugly.
>>
Why doesn't Godot use Qt or something? The interface is horrible
>>
>>145482984
>std::vector<std::vector<Tile *>>
could you not?
>>
>>145482984
>>145483061

no he can't, that's just c++

c++ is retarded
>>
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>>145482576
>Ofcourse I'm sure, the only other component is the sphere I use for collision
>...

To be fair, it was welded to the skeleton, but for some odd reason it must stop welding itself to the skeleton once its in ragdoll and show its collision when using show-collision in the wrong place. Odd AF.

Thx for helping me realise I'm retarded.

>>145482904
So want to shitpost about your game but i can't anymore fu looks great.
>>
>>145482904
Is most of your time spent EVA?
>>
>>145482470
Ok. Just let me know whenever you feel like it.
>>
>>145483132
uh, no. you're retarded. there's like a hundred ways to do it but this one's not right
>>
>>145479831
Did you draw over a 3d model?
>>
>>145483215
I did the same thing in the same situation

Don't forget to put your rigidbodies to sleep when you can and remove them eventually.
>>
>>145483250

Yes, pretty much all of it.

>>145483215

thanks I guess
>>
>>145482904
what's the number mean? why is the date fluctuating?
>>
>>145483061
>>145483450
What's wrong with it? An array doesn't fit my needs, neither does a list.

Defining a new type is easier.

>>145483132
>nodev
>>
>>145483595
okay, just for the benefit of the doubt, the pointer doesn't point to UNIQUE tiles, does it?

just have one vector that you access by x + y * w
>>
>>145483485
Yeah, next thing i'll implement is the enemies fading out after maybe just 5-sec and then me destroying the actor.
>>
>>145481219
Thanks!
You too! I hope your coder won't leave you again.

>>145481357
I'm happy that you've got interested in the subject matter. It took a few days, but it's still not perfect, because sometimes I get drops in the FPS however I think that's because I'm not following their algorithm word by word, so I'm not using the "best practice". Getting the sprites right was actually more struggling. In the end I've just completely implemented my own idea on how a sprite should be displayed in an environment like this. For a working example in the browser and on the actual canvas, this was the best I've found:
http://www.playfuljs.com/a-first-person-engine-in-265-lines/
>>
>>145483547

>what's the number mean?

Counters are scary, what happens when it reaches zero?

>why is the date fluctuating?

Because thats spooky, too.
>>
>>145480809
I find the R girl the most accurate.

I don't get it, by the way, that why they mention their blood type.
>>
>>145484316
japs are obsessed with blood type, they treat it like a kind of horoscope
>>
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>>145484117
>Counters are scary, what happens when it reaches zero?

Dear god what happens?!
>>
>>145483769
>the pointer doesn't point to UNIQUE tiles, does it?
How else would you do it?
>>
>>145484459

I dont know, I allways stop before it reaches zero because it makes me anxious.
>>
>>145484350
Pretty much this. Blood types are supossed to define some personality traits, in the same way western people believe zodiac signs do.
>>
>>145479925
>>145480192
>>145480854
>>145480956
Thanks, that's reassuring to hear
>>145483481
yep, I made a basic human model which I will probably reuse for other characters. I designed the look of this character over it and now I am modelling the details on the same model.
>>
>>145484653
You're getting memed on.
>>
>>145483769
Huh. I'll write it down. Thanks Anon.

Any tips for a 3D matrix? I'll be adding floors soon.
>>
>>145485163
http://glm.g-truc.net/0.9.7/index.html
>>
Do you enjoy watching dev streams? How much should a dev talk? I streamed a few days ago and did nothing but explain how my game was set up and didn't get much done.
>>
>>145485743

I think some devs have a natural tendency to explain as they work, and others don't. deep explanations are unnecessary unless someone asks for it, I guess.
>>
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Shield works now! pink crap is just code to make sure the enemy projectiles are breaking upon impact on the shield.
>>
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>>145486113
>>
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Early combat again, but this footage shows that if you fail to strike the enemies soul ball/weak point they will quickly jet backwards and prepare to strike again.
>>
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Started on a tactics game, where your health is the number of tiles you occupy.
>>
>>145484653
Why use a pointer? vector<vector<Tile>> is much better because it removes a layer of pointer indirection and heap allocations. Also, just use one vector, like anon said. Ideally, make your own abstraction for it.
>>
>>145486714
>snake tactics
>>
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Early climbing. Not sure if I should keep it, but im prototyping it. I think it would be cool but a bit of a learning curve to realize what you can climb on and how to pull yourself up and about.
>>
>>145484653
>>145486963
The only reason to use a pointer in this case is if you're doing the "flyweight" pattern and instances of tiles have no properties of their own.

Just because you're using an unmanaged language doesn't mean you use pointers everywhere.
>>
>>145487103
Holy fuck, cool.
>>
>>145487103
pretty sick, anon
>>
>>145486113
>>145486626
>>145487103
Sure is allot of "progress" for a few days work
>>
>you're a shill because you progress faster than me! :(
>>
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>>145385598
Dev: Coxyworthy
Web: http://coxyworthygames.tumblr.com/
Tools: GM:S

+Added World map and level system.
+New Levels
-Working on new hazards
-Working on better animations
>>
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>>145488381
>Maybe if I bully myself, agdg will sympathize with me!
>>
>>145486714
>>145487062
>is metal gear but snake is an actual snake
>>
>>145487103
how do you handle movement in general? literally any fucking VR game that isn't on rails or in a tiny box is going to save the medium
>>
i just got angry and shift deleted all my game assets and backups
>>
ded thred
>>
>>145490564
Good
now you're free to make them again, with all the improved skills and knowledge youve gained during making the test batch

Itll take you 1/3 of the time
>>
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>>145489698
Good question. I also hate VR games that use teleportation in everything, so I came up with "Coast Pointing", where whenever you press the trigger on the left controller you coast in that direction your hand is pointing. (and the speed depends on how much you are pulling the trigger).

Here is a older webm from a few days ago when I started the locomotion.
>>
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Game Name: Something about trees
Dev Name:
Tools Used: GM:S, aesprite, pyxel
Website(s): none
Progress:
+Dashing no longer goes through objects
+Controller works with everything so far

My next step is implementing delta time with the suggestion of that one anon. After that will be shooting mechanics I think.
>>
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>walk through forest but it's basically a corridor, must follow other character, shaky, cinematic camera hugging your ass, you both stop because there is an epic, cinematic animal encounter
>>
Is moving with like WASD that disorienting with VR or something?
>>
>>145490887
>he didn't get the 'every game needs to be The Last of Us' memo
>>
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>>145490564
Pathetic
>>
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>>145490564
>>
>>145490887
Everything is so blurry and zoomed in
Money was the worst thing that happened to videogames
>>
>>145490962
people have been VRing in non-vr games just fine on the oculus devkits for years now, so no

I don't think there is wasd on the hand controllers though
>>
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>>145490817
>>145489698
Here is another example of "Coast Pointing" where I am moving through the environment at jogging speed by pulling the trigger all the way down.


I also made it so the right trigger on the right controller is your break, reverse coasting pointer.

>>145490962
WASD movement in VR makes you puke. Though with my coasting solution I have not gotten sick at all. Iv even tried the touchpad movement others have done but that gets me really sick.
>>
>>145490962
I've never seen it as a problem when using my DK2.
>>
>>145490887
it was a great cutscene

>>145491076
>what is webm encoded from a livestream recorded off a camera in a stage show
>>
>>145491158
Right, but they have joysticks and that's the same thing, no?
>>
>>145491180
have you tried a more "immersive" approach like having to alternate triggers left and right as if you're walking? the smooth movement looks a bit unnatural
>>
Whats the best way to make textboxes/conversationmenu in Unity?

I make a script that processes the text and another component that has the textinformation, but where do I store the text for the script to process? I dont want to make a new script file with the text information for every new text.
>>
>>145490564
I wonder how often this actually happens
>>
>>145491296
I dont think so anon, I think thats just HURR BLURRY SCREEN SO REAL garbage
>>
Why do drawing and painting take so much time?
I have been working on something for 2 hours and barely had any progress.
>>
>>145491464
most games I've seen use <!loc>textid</loc> tags or similar that point to an entry in a single massive textfile with every text in the game which can be exchanged for translated versions easily
>>
>>145491443
No because having to alternate triggers left and right to walk doesn't work with roomscale VR on the vive, while the player is able to walk around their room. My coasting solution makes it so their roomscale boundires are moved with them so they can still walk on their roomscale and its natural to whenever you come to a stop to check something out.

Though your solution you're thinking of may work with something seated like the oculus.
>>
why isnt your game cinematic?
>>
>>145491443
>VR QWOP
>immersive
>>
>>145491443
Also trying to make "immersive" walking with headbobing instead of smooth movement is disgusting the player will get sick seeing their head move and bob as they walk while they arent bobbing their head at all.
>>
>>145491680
I don't know what you just imagined I was saying

but there's literally no reason for that to be the case, what's the difference between moving by alternating presses over holding it down? the only one is how many times you have to press the button
>>
>dialogue/cutscenes without using coroutines/continuations
>ever
Well, I know what I'm writing about next. Transcend boring control flow!
>>
>>145491857
>hello let me insert my imagination into anons words

show me where I said headbob
>>
>>145491682
because I'm an amateur dev
>>
>>145491296
>>145491570
Probably has a lot of bloom on the real game anyway. I always disable that when games allow me to because I hate how it looks.
>>
>>145492025
I assumed because you said
>"immersive" approach like having to alternate triggers left and right as if you're walking?

> the smooth movement looks a bit unnatural

anything that isn't smooth for the player and faked movement is sickness inducing you can easily read your words as wondering if faked walking with some headbobbing would be immersive.
>>
>>145488591
Nice clouds, but you should make them even slower.
>>
>>145475089
mama mia thats a spicy meatball
>>
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>>145492152
have you ever been outside?

>>145492196
that's why I said alternating presses, so the player is in direct control of the steps
>>
>>145492349
Yeah, but my eyes aren't cameras.

Are you a robot?
>>
>>145492548
your screen isn't an eye either

are you a satanic flesh wizard?
>>
>>145492349
Direct control of input isn't the same as direct control of body movement anon. We are talking about roomscale VR not seated, the shit is tracking your body, hands and head position in your room.

Thats why I'm saying inputs that "fake" body movement *which is what the vive tracks more than a rift DK"

Will make the player sick. Alternating presses sure you have control over by pressing the button, but your forcing your character to do fake walking with possible head bobs if you want to make it immersive and not smooth, which will rekt the players stomach when they are walking around with ROOMSCALE VR and suddenly make themselves fake walk in-game.

That is why the coasting system makes their roomscale bounds act like a big skateboard, with smooth coasting and then they walk on top of that "skateboard" by walking around their room.
>>
>>145492618
>because it's a rendered image it has to emulate all of the shitty imperfections of camera lenses
No.
>>
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FUCK I HATE UV UNWRAPPING
ITS LIKE A SHIT GAME OF PUZZLE
>>
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anyone wanna join me in creating this?
>>
>>145492742
>That is why the coasting system makes their roomscale bounds act like a big skateboard, with smooth coasting and then they walk on top of that "skateboard" by walking around their room.
Not him, but I understand now. It's not disorienting to play a seated VR game where you move around, but it IS disorienting to have both room-scale VR and WASD/joystick movement.
>>
>>145492742
SHOW ME WHERE THE FUCK I SAID A SINGLE WORD ABOUT HEAD BOBBING
>>
>>145492780
gameplay?
>>
>>145492768
it has to have a way to represent brighter than white colours to look natural, which just happens to be bloom and lens flare
>>
>>145466686
WTF I submitted my game and even helped choose the color and I am not in it at all ;_;

Well... thanks =[
>>
>>145492904
Yes that is exactly what I'm trying to say. Seated VR I can totally see WASD being fine for.

>>145493040
>"immersive" approach like having to alternate triggers left and right as if you're walking?

> the smooth movement looks a bit unnatural
> the smooth movement looks a bit unnatural
> the smooth movement looks a bit unnatural
> the smooth movement looks a bit unnatural


Smooth movement unnatural and you wanting a more immersive approach sounds like head bobing or some faked form of camera movement to look more immersive to me.
>>
>>145492878
>>145493157
I missed
>>
>>145492618
There's no reason digital images should look like an image taken on a camera, retard.

Shallow DoF, Bloom, motion blur, and chromatic aberration are all pointless cancer in vidya that are emulating cameras. Literally everyone that cares fucking hates them, because in something interactive it just makes it harder to see what's going on, and doesn't seem natural at all.

Jews just do it because it makes "realistic" "looks just like a movie" screenshots.
>>
>>145493291
Oh yeah and I forgot HDR (or rather reverse HDR)
>>
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Haven't done much deving today, but I at least added an ammo counter attachment.
>>
>>145493291
There are legit uses for all of those though
>>
>>145493291
>everyone who cares

I can guarantee I care 1000 times more about graphics than you, you probably don't even know what antialiasing and motion blur really is you just sperg out at the sniff of the word "blur" because you were weaned on extremely unrealistic and ugly 90's graphics
>>
>>145493164
Bloom, acceptable, lens flare, no. But instead of bloom you can just use tone mapping.

>>145493437
HDR is fine, though, it's an actual thing that needs to be done to compensate for monitors having a maximum brightness.
>>
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These fellas now disintrigate when dead thanks to some shader voodoo, copius amounts of sacrifes to Ä̷̲̤͍̰̼͊̆̈́̚̕ņ̶̜̻̹̖̈́̀̃̕͠ţ̴̢̨̛̯̩͗̉̌̑r̸͖̮͙̻̤̓͑̉̅́ö̶̮̫̥̫̏͊̒̑̀͜p̸̛͖̘̤͚̜̉̉͊͘ and hard work!

Essentially made the old disintrigating text material into a more general thing now that I now know more about how shaders work in UE4. Knowledge about material attributes and their nodes was a godsend, with the text I had something like 12 "if" nodes, now down to only one.

What should the next enemy be? Something mid-size, preferably flying?
>>
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Head bobbing = Y axis movement
Non-smooth movement = too consistent of XZ movement with no break in 'steps'
>>
>>145493492
that silencer must be pretty good, i can't hear anything at all
>>
>>145493291
b-but muh bullshots
t. EA marketing department
>>
1-5 -> Horror
6-9 -> Thief
>>
>>145493291
Motion blur is legitimate, but I'd take higher FPS any day. Decent motion blur is so expensive you might as well just render more frames in the first place.

>>145493843
Why not both?
>>
>>145493621
Giant mosquito with mechanical bits replacing the head.
>>
>>145493492
Your mouselook is broken, anon. Do it with pitch and yaw, not adding rotation based on the current view.
>>
>>145493928
motion blur is way way way cheaper than frames and monitors are locked to 60, you can't cram more than 60 frames worth of information into it, and you can't create natural impressions of motion unless you do hundreds of fps
>>
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> I have a vidya idea

continues to spew out a story outline
>>
idk what to do, on GM, when i change rooms, the room stays with the previous view_port and view_view config, even when i change the values, it still displays it as the previous room view
>>
>>145493209
so you just imagined something and started complaining about your imagination?

I mean pulling yourself ahead one "foot" at a time, in an alternating pattern for immersion, rather than sort of gliding around like a ghost

>>145494101
gameplay is the servant of experience
>>
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>>145494070
>monitors are locked to 60
>>
>>145493928
>Why not both?

I was rolling for which I should work on today.
>>
>>145494069
Actually i have it working the way i want it to, as in if the player looks down for example, the entire model leans down, the same way he would do in real life
>>
>>145494253
okay so you have a 144 monitor, still not nearly enough

call me when you have a 500fps monitor and a 500fps game to go with it
>>
>>145494208
You don't need "realism" to be immersive. The "coasting" sounds like a good idea, especially if it has associated visual and sound effects.

>>145494325
Two different games? I mean making a horror-thieving game.

>>145494340
That's not what I mean. What happens when you look down and then look right? Do you turn, or do you contort and end up sideways?
>>
I have a game idea

you're a detective that solves crimes using rock paper scissors
>>
>>145493975
Might actually do this one, only other current enemy is a small flying skull, a big mosquito with skulls for eyes and mechanical stuff for a mouth etc sounds pretty spooky.
>>
>>145494440
>That's not what I mean. What happens when you look down and then look right? Do you turn, or do you contort and end up sideways?
It works the same way like in all FPS games
>>
>>145493621
Maybe this won't fit what you're after, but I love enemies with rotation.
For instance a wheel-shaped enemy that rolls towards you. It could have a weak spot on the outside that you can aim for when that part is facing you.
>>
>>145494440
using your hands to walk isn't realistic

but the alternating pattern would be immersive, the only question is how annoying would it be, the only way to find out is to try it
>>
>>145494440
>Two different games? I mean making a horror-thieving game.

It's definitely horror themed as well.
>>
>>145494576
Your probably confused it for sideways rotation because the player character is standing up hill and is tilted relative to the ground
>>
>>145494576
Are you sure? Did you actually test it out? From the WebM you posted, it's not.
>>
>>145494590
Thats already an planned enemy actually since the game will have a ton of religious themes, including angels like pic related. But those enemies will be on later levels and working on bosses etc out of order feels weird to me.
>>
>>145494469
goog pls go
>>
>>145494717
That explains it, then. But if you didn't stand upright on a hill, you'd just fall down.
>>
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>>145494781
>taking literally a medieval depiction of an ancient description of something inexplicable
>>
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>>145494884
It's a game mechanic, it's intentional
>>
>>145494781
nice binding of isaac clone

>>145495023
Ah right, yours was the gravity game.
>>
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hardcoded a level just to see how everything looks put together (models, textures, lighting). i have all the time in the world to make my dream games. i need to get a job. i don't know how to build a life for myself.
>>
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>>145494781
Cool I love those angels.
Well I drew this masterpiece anyway, so here.
>>
>>145494938
That's the joke, good catch
The game is essentially about a guy going crazy after being possesed by a demon and trying to take refugee in his religion. Its very convoluted and edgelord in general. Another core gameplay element will be enemies designed to make the player sick due to VR which i'm sure will be great for sales!

>>145495073
Well since it's a VR game I guess it is if you play it naked locked in a chest
>>
>>145495073
>gravity game.
There will be some gravity stuff, but it won't be the whole theme, I just thought it would be cool to add it since it would put a nice spin on the usual fps stuff.
>>
>>145495190
>recording in/converting to .gif and then converting to .webm
>>
>>145495241
I'm going to categorize that as fanart and there's nothing you can do about it
>>
Any artfag willing to draw godot-chan as a cute girl engine?
>>
>>145495463
>godot-chan
You mean the robot face? Good luck making that huge jaw cute.
>>
>>145494356
Just because your monitor has a fixed refresh rate doesn't mean you're going to get that FPS in game. Motion blur is to cover up sub-par FPS which is most noticeable during movement
>>
>>145495775
>I am completely clueless: the post
>>
>>145496060
NO U
>>
>>145493557
But he is right, cinematic looking ≠ realistic.
>because you were weaned on extremely unrealistic and ugly 90's graphics
All of us were, and if you disagree is because you are too young.
>>
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>OOP discussions
>Audiophiles shittting on devs
>Discussion about reality != film, not realising a render can be realisticly "film" like

Whew the shitposting is evolving so fast now that the source-poster is gone.
>>
>>145494146
Did you check "Visible when room starts" on all the rooms' views?
Do you have any persisten object messing up with the views values?
>>
>tfw can't draw for shit
Guess I will have to use free assets on my game
>>
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learning reflection is an enabler for poor architecture design
>>
>>145496452
I just have the good sense to recognize that graphics used to be shit

lens flares happen to be good looking way to show something is very bright and can express many different styles, mass effect very deliberately used the anamorphic look for example, look at BF3 emulating a cheap dirty lens on a helmetcam to create its own unique visual style fitting of the setting, or flight sims using the long strings of geometric shapes characteristic of complex zoom lenses that you would see on a video of a plane in flight
>>
>>145496795
http://drawabox.com/
Go do it faggot.
>>
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>>145495463
>>145495737
She could wear Godot robot armor, similar to pic.
>>
>>145495463
I'll give it a try, but it will be only a fast sketch to take a alittle break from coding.
>>
>>145496971
godot-chan being a mecha pilot would be neat
>>
>>145496741
How the fuck are OOP discussions shitposting?
>>
>>145496954
I will just use opengameart for now, I may try to learn how to draw later
>>
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>>145496885
>>
>>145497457
Nigga, it literally starts with straight fucking lines. Start today you lazy fuck.
>>
>>145497591
Baby want result now!
>>
Why is game maker so clunky with text?
>>
What's the deal with getting fonts pixel perfect in GM?
>>
>>145496885
I'm seriously struggling to figure out what the fuck you're trying to do here.
>>
>>145497591
I'm working on my game now, it can be ugly.
After I make some progress I can literally just change the sprites without having to change the code.
>>
>>145496770
yeah, they are checked
i got persistent objects, but no one messes up with the views
>>
>>145498405
>After I make some progress I can literally just change the sprites without having to change the code.
That's exactly why you should start learning to draw now. Develop all your skills at the same time.
>>
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I've got an environment where there's fake 3d. I'm also including shooting mechanics. I would like some opinions on how to handle it. As of now I've thought about either a) bullets go over all platforms no matter the z unless behind or under. Or b) projectiles only travel on the z they're assigned to. Meaning you could not "up" or "down".
>>
>>145495737
Anything can be made cute anon

>>145496971
QT

>>145497102
Sounds good anon, looking forward to it!
>>
>>145498602
Forget about making this because it's an inherently flawed setup.
>>
>>145498345
At the nuts and bolts level, I create an additional string variable that will hold the GUID value of an object I want assigned into a backing variable.

public Car MyCar;
private string MyCarGUIDToFindAndAssign;

So at runtime it iterates over all the fields of an object, looks for any that are named a certain way (to indicate they're GUID-to-assign holders), looks for something with that GUID, and does the assignment.

The problem its solving is I want to save references between separate prefabs in Unity, but you can't do that. I'm aware of how garbage of an approach it is, thought agdg might get hav a laff
>>
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>>145498254
Your best bet is making a font froma sprite/spritesheet

>>145498497
That's really weird, never had an issue like that. Anything messing with windows size?

>>145497102
>>145498625
Done, went the lazy way with a jaw like scarf.
>>
>>145499487
I can see why you might want reflection for this, but if you use attributes instead you'll be much better off.

Something like:
>[GUIDToAssign(...)]
>public Car MyCar;
>>
>>145498814
looks like it works pretty decently in cross code
>>
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>>145499574
I like the idea, might try to improve on that later if you don't mind.
>>
>>145499805
Yeah I thought of that, but the problem is, not every instance is going to want to be assigned to the same GUID, so it can't be hardcoded.
>>
>>145499574
Stolen for my game.
>>
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>>145495190
I think I'm getting somewhere with my UI layout, though it's still a bit cumbersome. It's really a timesink to hardcore this stuff, but atleast the flaws of it will be my own and not some library's.

Could really use some feedback and suggestions. Obviously it's all programmer art.
>>
how do you live with that code
>>
>>145500332
>>145500571
Please, do.
>>
>>145493179
Which game was yours?
>>
>>145500667
I don't write any. GM:S drag and drop is pretty awesome.
>>
If you want to shill your game on /v/ just shit on it excessively in the OP.
>>
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First animation. Its a guy holding a shield (not pictured) and slashing a sword (not pictured)
>>
>>145501473
Needs more varied speed in the action, like a pause at the top of the swing then quick acceleration for the attack itself
>>
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Scripting elevators to move between maps.
You can do some awesome exploits if you time them correctly.
I really need to fix player's stickiness to ground, though.
>>
>>145500602
I like it. Whats the orb thing in the middle supposed to be though?
>>
>finally getting around to watching a live MOBA match stream
>theyre playing on tablets
>>
>>145501890
Noted. Thanks for the feedback.
>>
>>145502302
You've obviously clicked on the wrong stream.
>>
>>145502028
I like your approach to gamedev, it seems very emergent
>>
>>145500505
This sounds like a job for making a custom inspector window or whatever.
>>
would be cool to have a discord
>>
>>145502942
Why?
>>
>>145502942
AGDG already has plenty of discord, faglord
>>
>>145503070
not him, but live chat, I guess?
>>
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which one looks better?
>>
>>145501890
So I had him pause for 10 frames in Maya, and it looks much better, but when I'm importing to UE4, he is skipping the pause, even if I delete everything and reimport. Ever seen this?
>>
>>145503457
>>>steamchat
>>
>>145503460
try white with blue hair
>>
>>145503490
Sorry famingo Im not an artist
>>
>>145502153
It's the minimap, probably gonna make it translucent
>>
>>145503457
We have a irc already.
>>
>>145504052
We..do?
Where?
>>
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>>145503607
like this?
>>
>>145504141
http://webchat.freenode.net/?channels=vidyadev
>>
>>145504141
See
>>145448290
>http://webchat.freenode.net/?channels=vidyadev
>>
>>145504486
>>145504538

Thanks guys. I'll learn to rtfm next time.
>>
>>145502028
why havent you changed that godawful flip animation? it makes your whole game look like shit
>>
>>145504680
Don't feel bad, no one reads the OP since its packed so full
>>
>>145448290
is that a fucking sparkledog or something
>>
man nothing feels better than a day of good stealing from agdg
>>
>>145499574
Wow, that is super cute. gj anon
>>
>>145504869
is the Antichrist
>>
>>145503490
how much is the animation being optimized on import? it does cull frames to reduce filesize
>>
>>145504241
i meant the dark blue, but that looks gud, too

with the orange background the purple hair looks better, too
>>
>tfw agdg is dead

Where should I go bros?
>>
>>145504962
Good luck, I'm behind 7 LLCs.
>>
>>145504967
Thanks, anon. Glad you liked it.
>>
what are some good vsts to create vidya songs on fl-studio?
>>
>>145505173
>page 1
>110 posters
>606 posts
>nice amount of progress and recap posts
>very little shitpost compared to previous threads
Yep agdg is dead.
>>
>>145505503
prefer not to say
>>
>>145505503
DSK stuff is free and good if you know how to use it
>>
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>>145505208
>>
>>145505503
Depends on whats "good" for you, since that's subjective as fuck, and what are you looking for. Retro sound? realistic instruments? orchestral music? electronic music? rock?
>>
>>145506094
anything but chiptune sounds, i just want to try out new type of sounds
>>
>>145458749
I laughed for a solid minute. Stay with programming, kid.
>>
>>145503460
>>145504241
Your colors are bad. When creating different shades of a color you should change the hues too, not only brightness. Add more contrast too.
>>
Hey friends. Just remember one thing.

You're building your portfolio. Fuck all these faggots who say you'll never make it. You're making a portfolio so, if you so choose, you can work in the industry professionally in the future.

>That's what I tell myself so I don't pull the trigger.
>>
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>Wake up at 10am
>Eat breakfast, plan day, food etc with GF
>Work on game for 8 hours, eat together, often also do something together right before or after food
>Go for a jog or train for an hour or 2
>Work for 4-3 more hours, she goes to sleep
>Stop working, just chill in front of the computer until i feel sleepy, usually drinking/eating something nice

Fucking rules having the summer free when at UNI since I saved up money beforehand allowing me to chill the summers out.

This is ~5 days a week. I'm never gonna be this happy again and its getting to me, I have 5 maybe 6 years more of this and then it will be gone.
>>
What do you think of the following:

>required minigames within point-and-click adventure games (motorcycle fighting in Full Throttle, fighting in Indiana Jones and the Fate of Atlantis)
>optional, hidden minigames within point-and-click adventure games (like a Donkey Kong clone in an arcade within the game, or being able to play the original Maniac Mansion on a computer inside of Day of the Tentacle if you had them both installed)
>a map in a point-and-click adventure game
>>
>>145505503
I have three indispensible VSTs. Serum, iZotope Trash, and FabFilter Pro-Q.

Never tried making music specifically for video games, though it's not like DnB isn't ever used.
https://www.youtube.com/watch?v=C7jADMe0CdA
Matrix & Fierce - Climate
Rockstar also used a lot of DnB in the older GTA and Midnight Club games.
>>
>>145507054
I wouldnt want to work in the industry anyway. From what i hear most game programmers are treated like shit and the pay is generally much worse than what you can get as a normal programmer.
>>
How do I know if a CC0 font is truly original? If I download a CC0 font and it turns out its creator infringed on someone else's font am I liable in any way?
>>
>>145507279
*Cause4Concern remix
>>
>tfw can't post progress on tumblr until E3 is over or I'll get ignored
>>
>>145507680
Yes
>>
>>145508164
Thanks I deleted the font in question.
>>
>>145506170
For orchestral stuff I like to layer both edirol and squidfont. DSK is great for etnic stuff, I specially like Asian dreamz. Addictive Drums is decent too.
Piano One is the best sounding piano I have heard so far.
Don't have anything guitar or choirs related, so far I can't find anything free that sounds good to me.
>>
>>145508312
Check openfontlibrary and google fonts, find one with a good license
It's safe to assume they're legit
>>
>>145508617
I have one that I'm certain is legit and thankfully I just got it rendering the way I wanted it to. Now I don't have to fight in the most ferocious and scary battlefield in the world: The United States Judicial System.
>>
>>145508312
This >>145508617
Also on dafont it usually has license and use info on each font's description
>>
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>>145508969
>Now I don't have to fight in the most ferocious and scary battlefield in the world: The United States Judicial System.
A game like Metal Gear Solid but about LLCs instead of PMCs.
>>
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just 2 more levels and i'll finish this world
>>
>>145509385
what is your control scheme?
>>
>>145508439
>so far I can't find anything free that sounds good to me.
If you pirated Edirol why not pirate other stuff as well? It's not like you can get caught anyways
>>
>>145509454
Dick motion based input.
>>
Anyone interested in licensing some mechanics? We've got some special deals on creative mechanics in platformers and jrpgs, can work out flat prices or sales percentages
>>
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>how do I make breakout into an interesting game people are willing to buy
>>
>>145509385
how did that giant bomb/submarine got in there?
>>
>>145509712

stolen for my game. thanks
>>
>>145509847
dumb frogposter
>>
>>145509454
left and right keys to turn
space bar to boost
>>
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Post inspiration!
>>
>>145509870
video game magic
>>
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>>145510229
>>
>>145510229
>>
>>145510673
Everyone knows water is clear you fucking retard
>>
Anyone upgrading their gamedev PC components this fall/winter? With nVidia and AMD dumping out their new stuff and my rig really falling behind, I think Black Friday is going to be the first meme holiday I spend money on 'sales'. But I need to for the sake of gamedev and finishing my game.

I've had to lower my refresh rate because I've been getting nasty artifacts/screen-tearing even on the desktop and in-game, on top of occasional freezes/crashes playing certain games, not to mention the gpu isn't even compatible with modern games. So I definitely need at least a gpu upgrade to maintain yesdev status.
>>
>>145510716
but does everyone know it's completely opaque for everywhere outside the teeny-tiny slice we call "visible"?
>>
>>145509480
I meant I haven't found any links for the ones that I have liked.
>>
i want to create my first game but i just cant stop thinking ideas (some unique, some shameless plagiarism) that are hard as fuck (or maybe impossible) to implement

how to tell my brain i shouldn't aim that high?
>>
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>watched all of E3
>games showcasing "new and exciting" mechanics I myself have been using for my game
>everyone praising them
>everyone is going to say I stole my ideas from them once I release my game
>feel miserable
>>
>>145510951
You're in a pattern of ideaguying. Your "aim" isn't making a game, it's coming up with ideas for games.

So change your aim to actually be making games. A good one to start with would be an easy one, so you can hone your skills, and get it completed.
>>
>>145510716
Bringing back the classic AGDG memes
>>
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>>145510229
This.
https://www.youtube.com/watch?v=2ISYN1AshZY

My 2D dynamic mech combat needs to feel just as Respawnsive and satisfying.
>>
>>145510761
>Anyone upgrading their gamedev PC components this fall/winter?
I would, but components in my country are overpriced as fuck. Like 100 bucks more, on average
>>
>>145510969
imitation is the sincerest form of flattery
>>
>>145510812
Really makes you think.
>>
>>145511462
I feel your pain. Tried to get a new gpu last week, and I can get a whole new PC for that price on another country.
>>
>>145510969
Ah yes, what Zelda was always missing was a fucking crafting system.
>>
>>145511575
I don't know if you're sarcastic but it was a pretty inspirational moment for me to realize that. Also, of course, our eyeballs being basically water.
>>
>>145466686
>June 1
Did you mess up?
>>
>>145466686
Plok doesn't look like it should be on this list with all that other shit. Its on a whole different level.
>>
>>145510969
this system of healing HP while the game is paused is a huge letdown for me...
>>
>>145511690
it looks fucking cool though, not just some shitty thrown-in feature
>>
>>145512246
I agree with you, I think everything so far looks amazing but I'm a bit bothered by this, it's going to make the game too easy. They should implement a timer so you can't spam food stupidly.
>>
>>145466686
>All 27 games had best be submitted to Demo Day 9.
Not gonna happen. I don't even have the base gameplay implemented yet. Don't want anons getting the wrong idea about my incomplete demo because then they'll try to give advice/criticism based on the wrong gameplay. It's going to play completely differently by the time I'm ready to demo. :(
>>
>>145510969
I know is just an early look, but that Link looks so fucking bad. Bootleg level of bad.
>>
Does Game Maker get bullied here?
>>
>>145512460
Everything does
>>
>>145512460
Only by engine devs who'll never ever make a game in their life. You're fine talking about GM:S here, it's well appreciated.
>>
>>145512341
hopefully some kind of food-limiter in boss/miniboss/etc fights; would let you still eat foods to heal up before and pre-buff
>>
>>145510969
what good art can do
>>
>>145512460
Game Maker is recommended fairly often to people trying to make 2d games in Unity.
>>
>>145511690
>tfw I love crafting systems
>tfw this new Zelda actually looks pretty fun
>>
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>>
>>145512341
>it's going to make the game too easy
>thinking a game in the extremely popular Zelda franchise will ever alienate fans by having any amount of difficulty
>>
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>>145512670
On the other hand, I don't have the webms right now but some enemies seem to hit really, really hard. There was that golem at some point who K.O.'d Link in one hit (3 hearts). Also saw some kind of aggressive gobelin with dual swords dealing 2 hearts and a half damage.

I've played most Zelda and the most brutal enemy was the huge slow knight you'd only have to encounter after you gathered at least 15 hearts. So I'd say all in all this new Zelda is definitely taking a new approach regarding health and damage taken.
>>
>>145512460
The only thing that isn't bullied is porn.
>>
>>145512884
very swack
>>
>>145472056
>cherub
aaaa
>>
>>145512884
Give me a demo you fugs
Otherwise I won't send you 500 premium burritos
>>
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>>145513462
theres not gunna be a demo e v e r
>>
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>make sprite show up on screen on gamemaker
>feel hungry for attention and pats in the head
ayy I don't think I'm cut for this deving thing
>>
please stop shilling your games on /v/

Especially that god damn waifu bartending game
>>
>>145513616
I'll become obese as fuck thanks to these burritos and it's all your fault
>>
>>145513057
still no rule34 of the waifu jams.
>>
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I don't post here often, but I'm still looking for an artist capable of doing SNES sprites if anyone wants to join.
>>
>>145513907
Dumb nodev
People are genuinely hyped for that game.
Maybe if you made one you could have your own /v/ threads
>>
>>145513943
our next game is vr so you will be able to have some exercise
>>145513907
that game is good, i think people are making their own threads
>>
>>145513875
gj
>>
>>145514084
Sorry, I can't hear you over all the money I'm making as lead software engineer
>>
>>145513596
yes please
>>
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Haha, I started learning game maker because I want to hang out with you guys and I couldn't figure out why my direction keys didn't work. But it turns out my lazy copy paste code had me pulling my dude in opposite directions.

Anyway, I heard it was really good for 2D games and from what little I've used the camera is super duper easy to work with, the room layout thing makes levels a breeze, and the included sprite editor is really nice. But my end goal is to make a little isometric puzzle/exploring game like Boktai. Is game maker a good tool for that or would you suggest using something else?
>>
>>145514329
That's nice but you don't have a game with cute girls so it's meaningless
>>
>>145514362
1. you can do the same thing with a switch statement
2. you can just put "x" instead of "phy_position_x"
>>
>>145514892
>you can do the same thing with a switch statement
Would be a lot more work to have diagonal movement.
>>
>>145448390
What's this
>>
>>145513875

Gj mate. I've been trying to set up proper parenting with this whack ass fake z script for an hour and feel like I've done nothing.
>>
>>145514892
>1. you can do the same thing with a switch statement

player.position.x += (keyboard(right) - keyboard(left)) * spd

try beating that oneliner with your faggot switch statement
>>
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>cavern kings sprite
>ror
High kek
>>
>>145514362
I think the better question is, how interested are you in gamedev as a hobby? I have no experience with GM, but from what I've gathered from what GM devs have said here, it can become a bit of a dead-end, which is fine if the only things you ever want to do are things GM can handle. But after you've learned GM well, it will feel like an investment to give it up in favor of Unity or something else that have more power/flexibility.
>>
>>145515040
If you use the point direction and lengthdir functions it's not really that difficult to get proper diag
>>
>>145515040
>>145514362
also: I dont know if you want to go in depth, but in case your do;
1. have your movement cases add to a variable, and then change the position by that variable at the end. this allows one to manipulate the value outside of this specific case.
2. it's sometimes easier to have a "Controller" object that has variables such as "Key_Left" and such that has that variable on if a condition is met. that way a "button" can have multiple uses, and can be rebinded in more advanced cases.
>>
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proof you can make fun games with simple mechanics
>>
>>145515590
is this valhalla or some shit?

Why the fuck is there RoR on the hat?
>>
>>145516171
more shilling for waifu bartending
>>
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I want to make something like pic related in unity.

Can I sell something like it on steam?
>>
>>145516171
There's other agdg related things in the game.
>>
>>145514362
>But my end goal is to make a little isometric puzzle/exploring game like Boktai. Is game maker a good tool for that
Yeah, I think GM can do perfectly. Isometric games are really easy to do on GM since you can fuck in any way you want with the depth of objects and you can set an insometric grid on the room editor.
>>
>>145515502
Dir =keyboard_check(vk_right)-keyboard_check(vk_right) // (allows the current direction to eb checked)
X_Disposition = Dir*Spd
.
. // (the x disposition can be edited here based on conditions)
.
x += X-Disposition

____

some examples of editing the X_Disposition is having it add up allowing for acceleration (such as in an if_statement for different locations) and moving platforms
>>
Help me choose an engine please. I used to use Gamemaker when it was still version 6 but that was a long time ago. I would like to use something that uses an actual language that I can use outside of gamedev. I don't want to use Unity since I can't 3D. I'm sort of interested in Godot but it has it's own scripting language. I know a bit of java.
>>
>>145514062
do the afterimages have mass?
>>
>bawwww :( this Zelda is a total rehash of another Zelda! How about something new!?!?!?!
>bawww :( The new Zelda isn't the exact same as any of the 37 previous installments!!!

Threadly reminder that most gamers are idiots, and don't make your game for them. They don't even know what they want.
>>
>>145515602
Somewhat interested, it's a nice hobby because if you get tired of one aspect you can go do art or music for a while. I spent a little time playing around in Unity and when it comes to 2D some things are easier and others are more complicated. When you're testing speed and stuff it's nice that you can make a variable that you can change without going into any scripts but then the camera is a little trickier to work with.

>>145515835
I appreciate your help, it's a little outside the scope of "baby's first game" but I'll write it down because I do know how important it is to be able to rebind keys, make game logic independant of frames, and stuff.
Although I'm not totally sure of what you mean in your first point. Could you give me an example of why you'd want to do that?
>>
>>145516143
i had a lot of fun playing that and it was hard
>>
>>145516407
Python with a framework of your choice

It is by far one of the most useful language for small-scale projects and you'll encounter it absolutely everywhere
>>
whats the best way to make and save maps in gml? the room system is complete garbage lol
>>
>>145516552
Well I would say then that you're totally fine with GM, run with it and if you start feeling constrained somehow, you can always check out other options. It's better to stick with something awhile instead of second-guessing yourself too much. And if GM happens to suit all your needs, then it's the perfect tool for you. Lots of people use GM here and most seem satisfied with it.
>>
>>145516407

use unity you dingus. it has a 2D mode
>>
>>145516407
> I'm sort of interested in Godot but it has it's own scripting language

I wouldn't worry about this actually. As you learn languages, you'll find that for a great number of them, their syntactic differences are not really that big of a deal. And GDScript is very similar to python.

But >>145516617 this is a good idea too. Another advantage of going straight python is all the python libraries you can use, too.
>>
>>145516783
But it's literal shit
>>
>>145516552
for the first point see
>>145516361

Again the main point is that you want all of the player's movements to be decided at the end for consistancy, especially if you want outside forces to be able to move the character, as it allows you to modify the value before executing the movement.

it also allows you to "zero out" the value if something else happens where you want a condition later on where you dont want a player to be able to move (EX: like if there would be a wall at position (player.x + X_displacement))
>>
>>145514062
you got money senpai?
>>
>>145484835

This is a great idea. I'm gonna do that too.
>>
>>145484835

Do you mind showing a wireframe of the model you used btw?
>>
>>145516441
I feel like I'm being meme'd on here, since it's not the first time I've been asked this. No, they don't
>>145517067
Of course not
>>
>>145516974
oh yeah the code for that wall thing for example would be

if (place_meeting(x + X_Displacement,y,obj_Wall)){
X_Displacement = 0;
// you can also do [
// while(!place_meeting(x + 1*dir,y,obj_Wall){
// x +=1} ]
// to edge to player right up to the wall if you wish but it may not be necessary
}
>>
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Reminder that if your world map is a square, then your world is a torus
>>
>>145517475
oh whoops i forgot to add (*dir) to the 1 in the while loop that would be imporant
>>
>>145517509
but that world map is a rectangle though
>>
>>145517509
This broke my mind for a little bit when I first realized it.
>>
>>145517450
it's a reference to gundam f91 my nigga

>the F91 can also dissipate excess heat by shedding the outer layers of its armor. This process creates afterimages of the mobile suit made up of metallic particles, which can deceive not only the eyes of enemy pilots, but also radar and other sensors. This phenomenon came to be known as the Metal Peel-off Effect, or MEPE for short.
>>
>>145517509
You realize that it is perfectly possible to map the surface of a sphere to a rectangle, right?
>>
>>145516974
>>145517475
Alright, I see what you're talking about now.
Thanks again for all your help.
I'm going to finish this tutorial and try to put some of that into action.
>>
>>145517712
Thanks for spoonfeeding me, I like mecha designs but sadly I never got into anime that much. That's a pretty good explanation for afterimages actually
>>
Got the 'plant' enemy working. It stays rooted in place but if you get its attention it will shoot pellets into the air in your general direction, and if you get too close it will attempt to knock you back. It's weak to fire but the Fire weapon is not implemented yet. Probably work on implementing the rest of the status effects now, and enable multiple to occur at once.
>>
>>145518695
I love your progress style. And I think you have such the right idea doing these kind of mechanics and keeping art for later.
>>
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Got the video demonstration and explanation of all of REM's current features.

https://www.youtube.com/watch?v=pOLVduVdjIM
>>
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>>145518910
>not RAM
>>
>>145517804
not without some warping of parts
>>
>>145515602
>it can become a bit of a dead-end
It's soul crushing.
I feel like I've ran into unexpected walls using GM so many times when trying to do something slightly advanced, that if I dedicated all the time spent getting around those walls to learning something better, I would be way further than I am now.
>>
>>145519383
Just like the distortion that occus when mapping a torus' surface to a square.
>>
What is a common fantasy race that is never made playable?
>>
When will people stop sucking Tolkien's dead dick
>>
>>145518829
Thanks anon, but admittedly the art is only being saved for later because my desire to make a video game was stronger than my inability to draw anything beyond basic shapes with the help of line/shape tools.
>>
>>145519643
Dwarves
https://www.youtube.com/watch?v=KjHclWPVij0
>>
>>145519540
this is true
>>
>>145513057
Except all the games that have been completely bullied and harassed until they had to leave like monster girl island and oh every porn game posted here
>>
>>145519729
it's still the correct approach, even with placeholder art it all feels really responsive and fun
>>
>>145513907
where is your game son
>>
>>145519643
Goblins, Gnomes, Kobolds
>>
>>145520017
kobold game would be rad. I love those furious little scaled bastards
>>
new
>>
>>145520587
new new
>>145520723
>>145520723
>>145520723
new thread
>>
>>145514062

i can't art but mad respect for any metal warriors esque game you might be doing
Thread posts: 756
Thread images: 150


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