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/agdg/ - Amateur Game Dev General

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Thread replies: 840
Thread images: 187

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Game creation simulation.

> 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/
>>
first for waifus
>>
What a nice OP pic. I feel like this could be a thread I finally make progress to.
>>
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~~=Weekly Recap=~~
We have a total of 28 games. Thirteen games have returned from previous recaps! All this progress is great! All 28 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!
>>
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want to make a population sim demo/toy where families pass down genes, dominant and recessive traits

what are some good physical traits I should include besides obvious (height, skin/eye/hair color)?
>>
>>145521058
talent
>>
>>145521058
testosterone levels,high iq, good bone density,symmetrical

but we live in an age where those traits don't matter anymore
>>
>>145521058
being born with big bones or small bones. The big boned people can't control that they're bigger, that's just their genes!
>>
whats a good program to capture my game in webm form
>>
>>145521747
obs + webm for retards
>>
>>145520950
congratulations to all devs!!!
>>
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>>145520950
I just started working on a new game a few days ago, I may post a webm next week, for now there's not that much to show

Name of the game: Spaceship Game (I will change it)
Dev: N/A
Web: N/A
Tools: Java, Android Studio, Photoshop

+Working collision between player and meteorites
+Multi-touch working
>>
>>145520950
All those progress and i'm still a fucking nodev.

Also how come I never see the school shooter mgs1 guy in the recap?
>>
>>145521058
wealthiness gene
>>
>>145521919
literally who?
>>
>>145520950
Is the high score counting all games that have made 2 appearances? Or is it cut off?
>>
>>145521058
mental illnesses tend to run in families. Might be an interesting way to add conflict in your game.
>>
>>145522128
All games with 2 or more.

>>145521894
Afraid you're too late to make the weekly recap. Might check out the aggydaggy.com site though. Recaps are Monday/Tuesdayish.

>>145521919
Not familiar with mgs1 guy. Just make game.
>>
>>145522380
I can wait for the next week recap, not a big deal.
>>
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Can I get feedback on my game UI? I know it's shitty, but I can't quite put my finger on what needs changing. I've been staring at it too much.

The text floating over the character's heads is placeholder debug, so ignore that. The rock UI thing in the bottom right hand corner is being replaced too, but I haven't decided how to do it yet.
>>
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I'm gonna grow up and be a game developer!
>>
>>145522487
That cursor is awful. It should be some old-ass, wrinkly man hand. I think the cards should snap more. Speed them up.
>>
>>145522609
particles :)
>>
>>145522487
The game world has dark green colors and stuff. But then the UI has neon pink around cards and other bright colors. Doesn't really feel like it matches.
I'm guessing the game isn't always completely dark green, that's just this environment, right?
>>
>>145522380
>All games with 2 or more.
Ah I put a frowny face in my title in lue of the tragic events that took place in a certain night club of the same name, that probably screwed up the scraper. I'm a pretty competitive guy so if it's possible to fix manually that would be awesome.

>>145522487
What is this? Looks super polished.
>>
>>145522380

I changed the capitalization on my game title, so the scraper counted it as 2 separate games.

I'm going to keep doing it so I won't end up on the high score list.
>>
>>145522487
Dumb font in the game world
>>
>>145522891
"Pulse :(" has been changed to "Pulse" and should count properly in future recaps.

>>145522487
I agree with this guy >>145522771
Deal the cards faster.
>>
>>145522487
-names/health need some background protection with a dropshadow or outline.
-all the screen layer UI looks blurry as fuck, you should have all of that higher res
-pls no custom cursors
-card glow colors dont feel like like they fit
-the bottom right UI probably should be completely redone since i have no idea what it is or is supposed to be doing or conveying
-that double border box when you select an enemy needs to go
-the competing grid space colors for highlights creates shit colors, probably add in a separate graphic like an outline for selection
-snappier animation of the cards, ease in-ease out
>>
>>145522771
Oh yeah I completely blanked on the cursor, that's just the default that comes with the GUI library I'm using. Wrinkly old man hand is a good idea.

I sped up the cards a bit when they're going to rest in your hand, you're right it feels better.

>>145522884
It won't always be dark green, but it will always be dark and muted. People were suggesting making the cards more saturated when I last posted, I could try desaturating them again?
>>
>>145522380
Is it just me or is aggydaggy.com just a redirect to the catalog? Is there more to it?
>>
>>145523492
http://tools.aggydaggy.com/#
here ya go
>>
Which gamedev engine renders the highest-quality pixels? I only want the best for my pixel art.
>>
>>145516717
>>145516717
>>145516717
>>145516717
>whats the best way to make and save maps in gml? the room system is complete garbage lol
>>
let's have sex ;P
>>
>>145523661
Make your own, you can have complete control over your pixel compression for maximum graphics.
>>
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>>145523661
>tfw you will never have uncompressed pixels
>tfw your pixel quality will always be shit-tier
>>
I've been known as a gamedev god, but it doesn't faze me...
>>
>>145523989
Subscribed
>>
>pixel art
>modern day orchestrated soundtrack
How does this make you feel?
>>
>>145523452
>all the screen layer UI looks blurry as fuck, you should have all of that higher res
I think that's just the recording, it feels crisp enough ingame. Apart from that bits that are being replaced anyway (name/HP text and bottom right UI stone thing).

>card glow colors dont feel like like they fit
I cycled through a lot of different colours while testing, and they all sucked. I don't know how to convey that a card is playable. Maybe a white glow?

>that double border box when you select an enemy needs to go
Most of the info on that needs to be displayed in some form or other. Maybe just relegate it to a right-click info box or something?

>the competing grid space colors for highlights creates shit colors, probably add in a separate graphic like an outline for selection
You're right, it's lazy. I'll make a separate graphic for when they intersect.

>snappier animation of the cards, ease in-ease out
It's using quadric ease-in-ease-out, I think the numbers I'm using for it are just bad.
>>
>>145523697
what is the difficulty you're having with rooms?
>>
>>145524480
Meme/10, wouldn't even pirate
>>
>>145523581
Oh wow!
Can I contribute?
>>
>>145524509
it's just terrible. the grid object-placing system is buggy and underdeveloped. i want to have an in-engine level editor but im not sure how to make that all work
>>
>>145523661
But can you render uncompressed pixels at 60hertz?
>>
>>145524505
>Maybe a white glow?
white glow is always safe, yellow glows are usually pretty safe too.
best though would be if the cards had different internal colors to match with the glow.

>Maybe just relegate it to a right-click info box or something?
sure but i was referring to the box graphic itself, that double box is stupid looking.

>I think the numbers I'm using for it are just bad.
max em
>>
>>145523581
Needs music tools and tutorials.
>>
>>145524846
>the grid object-placing system is buggy and underdeveloped
You know you can disable that, right?
>>
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robutt game is alive, I'm back
>>
>>145525190
>taking art advice from a school shooter sympathist
>>
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Was this VA-11 Hall-A: Cyberpunk Bartender Action game being made a 4channer?
>>
>>145525452
I've been away for a while. Wasn't this in Unity before? And with a completely different art style?
>>
>>145525452
Holy shit where have you been?
>>
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As I was staring at my other webm I decided to try to re-implement the downward kick states sooner because I thought of something fun. Still needs some more work with the bounce height though, and probably that hitbox placement.
>>
>>145525568
Yes. You can find the devs, at least kiririn, in the steamchat group too.
>>
>>145525452
Shit nigga I thought you died man
Pixel art style looks way better than the flash art you had before
>>
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>>145525574
it was in flash and yeah it used vectors
>>145525645
over a year break from game dev, mostly lurking /fit/
>>
>>145520950
Is this not supposed to be June Week 2 mah nigga? Still says 1
>>
>>145525724
>mostly lurking /fit/
Stats, bro?
>>
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>>145525568
Not just a 4channer, an aggydagger
>>
>>145525568
You're not from these parts, you some kind of game journalist, or something?
>>
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>>145525701
I dont know how
But soon as I hit the Steam page for the game
I thought this was a game made here
Looking forward to it
>>145525845
I really need to come around here more oftern
All I fucking do I think of concepts and designs
I NEED TO FUCKING START THIS SHIT
>>
>>145525845
>>145525568
So stoked that this is finally coming out
I know the devs were going through a pretty tough time with all the shit happening in Venezuela
>>
>>145525724
What do you diddly?
>>
>>145525975
>they're literally suffering in a country with blackouts, shit economy and murders and made a game
>you have everything in the world and can't finish shit
I don't deserve to dev
>>
>>145525949
The waifus probably gave it away. I'm both happy that more devs are finishing games, but sad that I can't fucking finish shit myself. My only hope is to pair up with an artist.

>>145525975
Can they afford toilet paper now?
>>
>>145526176
>Can they afford toilet paper now?
The artist bought a cintiq, one of those wacom tablets with a screen that costs over 1000 bucks.
They're doing fine now I assume.
>>
>>145525452
>dropped vector art
good move
>>
>>145525713
thanks, the 2d perspective was limiting and was going to have to do something on the level of Mark of the Ninja to make it look good
>>145525786
>>145526046
did hypertrophy routine for a year and now just recently switched to SL

SL stats are:
squat 70 kg 5x5
bench 55 kg 5x5
row 55 kg 5x5
The Press 27.5 kg 5x5
diddy 75 kg 1x5

highest before were:
squat 100 kg x 1
bench 70 kg x 3
ohp 45 kg x 3
dead 115 kg x 1 (grip is holding me back)
>>
>>145526176
>Can they afford toilet paper now?
The power of Communism
>>
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>>145526176
I think it might have been the actual word Waifu in the description
Man I dont even know what its really about
It just looks nice, music if 10/10 and could have an interesting plot
I love Cathrines walking around and talking to people, and I loved listening to all the alcohol did you knows, and I dont even drink Much
I dont know where to start with making my own game
Or what kind I even want to make, I just have character ideas That I havent even drawn yet
>>
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this was from one of the last threads I visited, date says Jan 2015 if anyone wants nostalgia
>>
>>145526557
>I don't know where to start with making my own game
Developing in 3D?
http://catlikecoding.com/unity/tutorials/

Developing in 2D?
http://gamemakertutorials.com/
>>
>>145526335
Pretty nice, why did you stop? Is that how you lost your personal records?
I think everyone here should be on a weight lifting regimen. It has helped me with dedication in other areas of my life including gamedev.
>>
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>>145526804
>every single one of those waifus is dead
Well charlotte came back at least
>>
>>145526804
Is that Gwyn in the second position?
>>
>>145526985
Yes
>>
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>>145526557
>I dont know where to start with making my own game
Focus either on art, or coding. Start cloning shit you like and eventually you'll hit something you want to make.

I understand your issues, I have them too. I can code ok but I'm fucking stuck now. I'm thinking of settling down in my new job, get into it for about 6 months, and then get back to gamedev.
Consequently, a question for artists. If a coder is ok with becoming your bitch just to get a feasible game out in a decent timeframe (say, 2-3 years of dev), what would you expect from him? Any engines in particular, or you don't give a shit? 3D or 2D?
>>
>>145526921
Blockhead (#4 from right) is released (well, he slapped ads on his demo)

Catmouth Island (#8) is released

Leto's (#5 from right) probably still in-dev even though they fucked off from AGDG

Gwen (#2) is still in dev

Surprised Dreaming Sarah isn't on there...
>>
>>145527095
Well, I think I would make an RPG, or some little shitty Beat em Up
Its one of the 2
Im not really good at either aspects of art
I can draw, just not...well
And Ive made a few 3D models, just never finished them....
And this is where I get stuck
By constantly thinking, Which should I invest time into, and then I dont do anything
I just go and play Overwatch or some shit
Fuck it, after I do my shopping and shit Im drawing all day
>>
>>145527309
Aerannis
>>
>>145527309
>Leto's (#5 from right) probably still in-dev even though they fucked off from AGDG
>5 years later and she still has a buggy platformer engine
I don't get it, she's a software engineer too.
>>
>>145527434
Just do it, then. Stop thinking or giving a shit. Set a small goal and work on it. No matter how tiny, then make bigger goals.
>>
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>>145521805
it seems kind of lossy
>>
>>145527524
>she's
found your problem
>>
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I'm looking to get into making some simple fun games, and i've a beginner's knowledge of programming and concepts, and a good handle on art for sprite-based games from plenty of old forum games to get me started on a simple project.

I've been dwelling on making a turn-based strategy game for some time and the main thing stopping me right now is the pretty clear entry barrier. for all the games i've played i have no knowledge on what software is for rendering graphics is most appropriate for a project, how it works, and how to implement it, nor do i know sound output/management (though that's not a concern yet). i've been drawing up outlines for

× What would any of you recommend for tutorials, as far as learning about beginning and managing a project?
× What are some things I absolutely have to know before starting this?
× What are some good resources on what graphics rendering tools to use for a given situation?
× Do you have any exceptional resources for creating, directing, and implementing a simple AI player? this will be useful later.
× What are any other appropriate tools for this, and what are some essential libraries for a project like this (c++/java)?
× Is there any value at all in using something like Gamemaker, or is it simply better to build it from scratch in my own design?
× How much worth does examining an open-source project hold? will the direction it gives me outweigh the influence on my own programming/design/choices? is it undesirable to focus too much on what other people have made, or is it worth it to see a different approach to a similar problem?

Any other resources on-hand would be great. you don't need to write me up a heartfelt essay unless you really want to, just tutorials and the likes will do. thanks gamefriends.
>>
>>145527309
>Gwen (#2) is still in dev
Isn't Gwyndev working on that procedural generated frog game now?
>>
>>145527756
Be more specific on your experience, and if you're interested in pushing your programming knowledge or not
>>
>>145527756
>What are some things I absolutely have to know before starting this?
Breakpoints
>>
>>145527859
He is
>>
fug I'd love to get my hands on this engine. I wish Gamemaker could do 3D with 2D sprites. It barely does the 3D on it's own with simple polys, let alone 2.5D. Also, I hate that it compresses sprites and limits room size. Makes everything look blurry/shitty.

https://www.youtube.com/watch?v=Kfc7VHv2uFc
>>
>>145527756
>What are some things I absolutely have to know before starting this?

Shoot SMALL for your first game. Aim for something like Pong or Asteroids if you've never made a game before.
>>
>>145528075
Just use unity
Or make your own
>>
>>145527756
> Is there any value at all in using something like Gamemaker, or is it simply better to build it from scratch in my own design?

if you use the drag-and-drop design its easy to make a simple breakout or galaga style of game, which I recommend as to start out with, as for someone new its best to start small.

afterwords game maker is okay if you use its coding language instead
>>
>>145527756
>× What would any of you recommend for tutorials, as far as learning about beginning and managing a project?
A project? Just get shit done and use something simple like Trello to manage your tasks. Also use version control, and by this I mean Git, Perforce, SVN or any tool like that, not fucking dropbox.

>× What are some things I absolutely have to know before starting this?
Coding. Art.
Start small. And I mean REALLY small. Fucking tiny. Pong levels of small.

>× What are some good resources on what graphics rendering tools to use for a given situation?
What? As in, D3D, OpenGL, Vulkan? If you want to do your engine from scratch pick whatever you want. D3D is Windows only, not sure if Vulkan is even finished.

>× Do you have any exceptional resources for creating, directing, and implementing a simple AI player? this will be useful later.
This is too broad. Look up AI for X once you want it, where X is following, pathfinding, or whatever.
>× What are any other appropriate tools for this, and what are some essential libraries for a project like this (c++/java)?
Entirely depends on your engine.

>× Is there any value at all in using something like Gamemaker, or is it simply better to build it from scratch in my own design?
Yes, you save time. You can do it from scratch if you like, but I wouldn't bother.

>× How much worth does examining an open-source project hold? will the direction it gives me outweigh the influence on my own programming/design/choices? is it undesirable to focus too much on what other people have made, or is it worth it to see a different approach to a similar problem?
It's ok, but don't stop at examining. Try to implement things on your own.
>>
>>145527859
>>145528018
Ah. My bad.

His partner ditch or something?
>>
>>145528075
man, it really feels like the game lost a lot of the pixel art charm it had in the previous titles
>>
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>>145526901
last fitness post, I didn't stop, I just switched programs and SL recommends to start at 50% or your 1rms but I just went for what was comfortable
>>
>>145528245
>His partner ditch or something?
Nah, gwyndev just can't settle on something
Even with his new game he doesn't know what he's making. He switched from 2D, to 3D, to 2D, to 3D again, to down down
>>
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Now THATS some nice progress!!!

Finally the ball angle depends on where it hits the paddle.

Next stop, make some bricks and then shatter them.
>>
>>145528332
>loli dev in bottom right
hahaha nice
>>
>>145528436
Nice one, anon. What are you making this on?
>>
>>145528436
He's actually doing it... the madman...
>>
>>145528615
Its monogame, its just a learning project so later i'll scrap it and rewrite OR i can just refactor everything.
But thats for later , first i need some yummy blocks to destroy.

>>145528646
THE PROGRESS DRIVES ME NOW
>>
>>145528436
this progress has been witnessed.
>>
>>145528245
I think he might've just gotten too ambitious with it? I don't know the full story
>>
>>145525674
Don't know why no one's commented on this; looking really smooth so far, and I think it'll look incredibly slick once it's got some art
>>
>>145527756
Download GameMaker and then start here:
https://www.youtube.com/playlist?list=PLPRT_JORnIuo-DyoWbB7LBrhqlJnsltJq

Also take a look at these:
https://www.youtube.com/playlist?list=PLPRT_JORnIurFYwHdWhLWR3bLH2nzChsm

This is the fastest way to get into it to see if you actually enjoy gamedev. Trying to learn programming on your own can be extremely difficult, more so if you want to build your own engine from scratch. Personally I tried learning C++ on my own and it was a terrible experience. Everything was so abstract that I only lasted a few tutorials after 'Hello World.' Kept falling asleep, getting distracted, bored, and even though I was following instructions for a couple days, I felt like I wasn't getting anywhere. And some things like 'arrays' are such a mind boggle if you've never learned matrices in math. Like if learning something couldn't be more boring than just sitting there memorizing syntax, it also had to be extremely difficult and hard to understand when it came to the more difficult stuff. God I hated it, but after learning 'scripting' through GameMaker after wanting to get passed just using their drag 'n drop system, made it easier to understand programming concepts. In fact now I want to go back and learn C++ because I can actually comprehend some of the stuff their tutorials are throwing at me now.

Depends on how you learn. I'm an artist, so it was tough at first.
>>
>>145528075
Is that some Christina Vee? Damn man
>>145528261
Im way more into this Drawn style
Looks nice
>>
>>145525452

I'll be straight with you anon. This looks like shit. I'm not telling you this to upset you, I'm telling you because you're early enough in your development that you can stop wasting time and effort going down this path. You clearly have no talent for art and should focus on developing the game, and teaming up with an artist to handle the visuals.
>>
>>145528261

Personally, I've always felt the drawn artwork was the best part of the games, and that the pixel art was just a limitation of being a fairly low budget series. I'm glad they're moving into higher quality art now that they can afford to.
>>
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Local ASSHOLE starts forest fire for fun??
>>
>>145529332

witnessed
>>
>>145529332
t. Canadian
>>
>>145529332
>>145529570
>Fort McMurray.gif
you're in the news, bro
>>
>>145525452
>>145529126
I don't think it's that bad honestly
I tolerated Iji's graphics just fine, so this really isn't that bad imo
>>
>>145529753
>>145525452
I played freeware and flash games instead of console for most of my childhood. There is a small audience, me included, that will find this kind of mspaint shit nostalgic in a few years
>>
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>>145529015
>Is that some Christina Vee? Damn man
Yup, she's also Shantae's VA.

>>145528261
At one point they had the Lead Animator from Skullgirls doing keyframes for idles and other movements, but it looks like Way Forward canned the traditional animations in favor of bones and other shortcuts. Wish I could find the old idle somewhere, looked more natural.
>>
>>145529126
what about it makes it shit?
you sound like you've never had to work with other people before I have to do this myself
>>
>>145529918
that hair doesn't even make sense
>>
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>>
>>145528075
If you have set your mind in using GM and not Unity or something more 3D oriented you could try some extensions for GM that improve on GM's 3D. I personally like Ultimate 3D a lot, but keep it mind it still has some limitations compared to other newer engines.
>>
>>145530156
She's a genie. Her hair can do whatever it wants.
>>
>>145530258
literally me right now
>>
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How do I take the first step
>>
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Reposting progress from last night. I am ready to make progress again.
>>
>>145530737
http://www.yoyogames.com/gamemaker
>>
>>145530737
use game maker's drag and drop baby shit and make something super small.
like just a character moving small. pong small breakout small
>>145530802
>>
>>145530737
http://www.learncpp.com/
http://www.codeblocks.org/downloads/26
>>
>>145530737
shitposting on agdg is how I got my start
>>
>>145530801
Eufloria-like?
>>
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>>145527872
Little experience with programming. good grasp on c++, its composition and its concepts, but have made very little with it. some small programs, some just for automation, no large projects. i want to expand on this, which is why i ask if there's any value at all in working with Gamemaker over building from scratch. obviously i will be forced to learn more and think harder on my problems if i work from scratch, though for a first game i suppose this is both good and bad.
As far as i myself can say my spritework is very good, though it needs more work like expanding my range of hues to provide more lively lighting. my main problem is that i don't practice enough, but also that until now i've been limiting myself to 1/2-3/4 perspective on sprites for forum games. very little variance.

>>145528241
Very useful answers, thank you.
I'm hoping that in so far as making a game goes, a turn-based 2d sprite strategy game will be simpler than pong if you have the knowledge on how to manage all the objects in a scenario, mainly as the focus on logic will be more in interactions on the board than creating a reactive environment (physics, scene, etc). i recall toying around with python many years ago and pong really was that easy to make, though, so my comparison here may fall through.

>>145529013
I believe i have gamemaker from a free event a long time ago. i like to think of myself as an artist despite not making things as often as i should, but i found c++ very interesting, though my logical thinking for problem solving is lacking some. does this mean i excel at neither? maybe. but i have interest in both, and that is good for now. plus, finding working solutions to problems is far more satisfying when you're worse at it.
i will watch the tutorials if i choose to go with gamemaker. thank you.
>>
>>145531056
Kinda, it's more of an economy game. The ships aren't actually attacking the planets, but transferring goods between them.
>>
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>>145529918
This one? is the only one I could find.

>>145529256
I personally get a cheaper vibe from those animations, kinda remind me of old flash games
>>
>>145531345
sweet catpost
>>
>>145531761
Not that one specifically, I'll try to find it. It looks like the other one I posted, but in the style like yours.
>>
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>>145531345
>>
>>145520950
bud you mised my game
>>
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>>145532616
nvm I'm retarded it's there.
>>
>>145531761
I think it was this, but imagine it all sketchy and black/white and as big as the one you posted.
>>
>>145531345
Given what you're saying about your programming experience and wanting to expand on it, I'd go for C++/SFML, Gamemaker will just be a frustrating dead-end for you.
>>
r8 my game pls
https://www.youtube.com/watch?v=pOLVduVdjIM
>>
Open up ya
Open up ya
Open up ya-
>>
>>145533462
I hate your voice/10 also dope ass game/10
>>
>>145533462
>Ship breaks appart
Looks cool
Is it meant to be in space? If it is I think turning should be just a tad slower
>>
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Implemented asynchronous A* for node path finding making everything ludicrously quick
>>
>>145532976
Is really a shame they didn't go with those, they suit perfectly the "impressive" feel the first Shantae game had.
>>
>>145533662
;~;
ytho

thanks, designed it myself

>>145533692
Its in space, yes. Everything is totally newtonian, so if you want to turn slower simply have slower or less thrusters on a heavier build. Player controlled thruster scaling SOON(tm)

>>145533713
what the fuck
>>
>>145533713
I love your internet.
>>
>>145533713
is madagascar gonna shut down it's usb ports if a virus enters africa?
>>
>>145533462
How'd you accomplish the dynamic ship building system?
Your game looks very nice
>>
>>145525674
This could make a perfect Wasted gif.
>>
>>145533947
Unless I'm super misinformed, Madagascar is incredibly shit at anything internet-related so that country won't even have network defense capability at all, unless another country walls them off they're gonna be ez pickings
>>
>>145533713
I love this

>>145533947
gogem we're proud that you know all the memes but try to post constructive feedback
>>
>>145533504
throat and let
all of that time
all of that time
all of that time
>>
>>145533947
simply ebin
>>
>>145533462
for what it's worth anon, I think you've got a pretty comfy voice
>>
>>145533979
We call it "node based." Basically imagine KSP, but without terrible coding and actually fucking thinking about managing rigid bodies. Hard part wasn't the builder, we got that shit hammered out within a week. The issue is saving the ship and loading it into the simulation scene, and dealing with that over the network.

We save it into a pile of nonsense code which saves positional data of all the parts, which is then read by a parser in the game itself, then the parts that are touching other weld points are 'welded' at the weld points.

Its in unity, btw.
>>
>>145533713
don't know what this is but it sure is mesmerizing
>>
>>145534091
Go I know it sucks your daddys dumb
But try to think of what you want
You've got to-
>>
I give up
>>
Post dev music
https://www.youtube.com/watch?v=KiSwGbv4QUg
>>
>>145534359
no don't

tell us your problems, so we can at the very least learn from you
>>
>>145534387
https://www.youtube.com/watch?v=xsnA4PNwj6c
>>
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>>145534387
https://www.youtube.com/watch?v=KzSREOBOV_Q
>>
>>145534387
https://www.youtube.com/watch?v=gscMnCCAuQs
>>
>>145534387
https://www.youtube.com/watch?v=UNiErBNLpLs
>>
>>145534583
How do you listen to this? Literally worse than the shit they play on pop radio stations.

you used to call me on muh cellfooone
>>
>>145534779
kys
>>
>>145534387
https://www.youtube.com/watch?v=YvMxUtPfxtM
>>
>>145534779
Man most of my music is from R/a/dio
Its just cute man
>>
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well. that shouldnt be there.
>>
>>145534387
https://www.youtube.com/playlist?list=PL9mEHgUJQdBEJDsBLC6gAe_TEfAT29ta7
>>
What's the best way to store levels in c++? All my levels consist of are dimensions, a tile matrix, and an array of integer initializer lists for entities

Right now I've just hacked together a solution with level1.h, level2.h, and so on, and a couple vectors in the level class that contain all the dimensions, all the matrices, and all the entities

I don't want to use external files like txt or xml files to store levels because I'm an asshole and don't want them immediately accessible to the player
>>
>>145534359
https://www.youtube.com/watch?v=KxGRhd_iWuE

Also, I think you should be proud for taking game devving as a hobby. It's not like writing or drawing, where you basically have to be good at one thing. Game devving requires knowledge on many different fields. Ways of story telling, sound and music design, visual representation, coding and nonetheless, game design itself, the art of how to make something fun. Thanks to all this, when you're game devving, you must to get some organization skills as well. You learn time and resource management, and if you work with other, you learn to work in a team or lead a team. Don't give up, man! It might be one of the hardest and least rewarding hobbies in the short run, but after months of dedication to your project seeing those nice comments under your game from people who had some fun is one of the most heartwarming things. Not to mention seeing your idea coming to life is an indescribable joy in itself.
>>
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My desk is such a fucking mess
I cant work in this shithole
>>
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>>145535206
I just found my PS4 under some Pizza boxes
When did I become a slob
>>
>>145535089
write a binary file (or you could just store it in a char array or something in memory) like
File << X;
File << Y;
File << Entities.Size();
for (const auto& Ent : Entities) {
File << Ent.InitializerInt;
}
load it back in the same way you wrote it out
X/Y would be optional depending on if you need to store every tile vs only storing tiles with entities on them
>>
>>145535109
alright I'll keep going then
>>
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>>145533321
SFML looks interesting, is ther anything you can tell me about what it does differently to your average IDE while I download?
>>
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>>145533898
>>145534090

Thanks anon!

>>145534284
It's an internet simulation for my game, Root//Kit. It's an infection-style game, but I'm actually adding ~gameplay~ which is something that I've never, ever seen infection games actually have before.


Also, DDOS operations are back to being viable with the increased number of nodes.
>>
>>145535829
I start to realize I'm spending too much time here when I read nodev instead of nodes.
>>
>>145535818
SFML isn't an IDE; it's a graphics library/framework for C++.
>>
>>145535818
Well for one, it's not an IDE
>>
Game Idea

>Games star some loser nerd (middle school or possible early high school?)

>Haves a existential crisis

>Main goal of the game is finding the "true meaning" of life through a bullshit conclusion by the end of the year

>Gameplay be adventure gamey with tons of minigames where you are forced in a weird or mundane but turned over the top situation and tried to make it not cringe as possible

>Exploration would mostly likely be Life is Strange minus time traveling and tons of snarky ass and self deprecating humor

>One of the minigames could be defending your (bad) opinion on a Internet forum and it would be like dangan ronpa where you find contradictions in people counter arguements, search for stuff on the Internet to help gain a edge in debates

>Maybe Depending on how you acted on the forum way before the minigames starts, you may have people help you out or not even run into the problem at all due to your popularity

>Another one could be where someone is super pissed off at you and you have to keep your cool while picking the right things and tone to use at the same time

>It could be like you have to play two games at once where on one side you have to quickly pick your answers while on the other, it like a space shooter and you have to "shoot" down any negative thoughts from coming to your brain and getting more mad or unreasonable

>Another thing that would be cool is if depending on how you play the game, you may get completely different minigames or "story" paths (like making different friends or maybe being an Ace at a certain subject)
>>
>>145536271
>your idea for a game gives no details on the actual game mechanics
there is a reason you are an idea guy, friend
>>
Daddy be nimble
>>
You don't start gamedevving with C++.
You definitely don't start gamedevving with making an OpenGL engine in C++.

You unfortunately must follow through some tutorials first, but you should get started as soon as possible on making something really simple on your own. That's where the fun is.
>>
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>>145534182
Thank you anon, I was getting worried my voice was pre-schooler teir ear rape.
>>
>>145536321
>>>/v/341390215
>>
>>145536271
cool
now make it nodev
>>
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>>145536098
>>145536123
Haha I realised this not long after starting the download. The phrasing on google had me confused. Still seems very useful, I was looking for libraries and the likes.
>>
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>>
>>145536357
>C++ and openGL

i came here to make games not to be a graphics engineer
>>
>>145536391
i'm sorry friend, i apologize
that was just painful to read, i got angry
>>
>>145536498
hmmm, talent or skill, can't tell
>>
>>145536651
its a girl in a hood
>>
>>145536754
But is it a skilled or talented girl in a hood in a forest in gray scale?
>>
>>145536498
art has nothing to do with gamedev
at least no professional art
gamedev should focus on programming
>>
>>145534185
I see. Thanks,I'll look forward to seeing more of your game.
>>
>>145536484
You should also consider SDL2 vs SFML. There are a lot of points pro/anti a choice between these two.
>>
>>145536901
There's something called concept art, you know?
>>
>>145536901
Says you
If a game looks nice then I have a higher chance to buy it
>>
>>145536901
Uh oh. Nodev programmers getting jealous again.
>>
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>>
>>145536498
>>145537068
nice animeposting
>>
>>145536484
>>145536498
>>145537068
>>145537239
OMG! all cute!!
>>
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Do your parents know you're making a game?
I try to keep my art completly hidden from my parents because all I draw is girls and they were against sexism
>>
How does one become a professional idea guy?
>>
>>145537483
I've only told one other person, sometimes I try to hide it from myself, tbhonest
>>
>>145536937
>>145536484
SDL2 gets a lot more low-level than SFML, so I'd recommend SFML if you're just starting out with gamedev in C++
>>
>>145537524
Be good enough to actually make games almost entirely by yourself, then become successful enough that people will fund your projects.
>>
>>145537483
Reason I could quit my job and NEET it up before moving out soon.
>people actually believe in you
wew
>>
>>145537524
God kojimas new game is going to be the most pretentious 2deep shit.
>>
>>145536953
yes but it takes years to make art that is commercial level, the same that you would pay for. so better put your productivity on something else in the meanwhile
>>
>Can you describe your game in 3 sentences?
>No?
>Go back and redesign that shit

>Example
>Mario
>Italian Mustache man travel the mushroom kingdom to save Princess peach from king Browser
>It's a platformer

>Zelda
>You're a green wearing kid that's destined to save the world
>You solve puzzles and finish quests for NPCs

>God Of War
>In this 3rd person action game
>You're a bald angry spartan that gonna revenge on the Olympus Gods by Killing them All
>>
>>145534387
Can't get enough of this song:

https://www.youtube.com/watch?v=1VVY5mqpE4g

80s have the best instruments, someone needs to bring them back or something. The tunes are so much more interesting than stuff that came after or before. There's just something about those melodies or sounds they're making that it brings this sense of wonder/nostalgia for an era I didn't even grow up in. How the hell do you get nostalgia from something you never experienced before? That's intense.

Although Disco also has great tunes too and sometimes has that same feel depending on the song.
>>
>>145537986
>it takes years to make art that is commercial level
I had no idea people developed an objective metric for the entirety of art production.

Science sure is something.
>>
>>145538069
>You walk around, punch people and explore while doing quests
easy
>>
Hey /agdg/ I'm planning on using both Godot and Ren'py in the near future so I decided to get started by learning Python and I also thought it'd be a good idea to learn a programming language for my future dev endeavors.

I know a bunch of people here got started on Godot recently. Any tips on how and where to get started please? I know about https://www.codecademy.com/ but that's it, and reviews regarding it are somewhat mixed (though I'll still take a look at it).
>>
>can program well but shit at art
any tips to stylize my art style enough so people don't think it's shit but still takes 0 effort
>>
Would developing something in CRYENGINE alienate like 80% of the people willing to try a indie game due to performance issues? Or is it allright if you're not making an AAA game with top of the line everything
>>
>>145538091
usually that's the time that it takes.
i mean sure, some guy out there is making good art in just 1 year but he sure as shit didn't program in the same time
>>
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>>145538248
go minimalist like Brothers Sword and Sorcery
>>
>>145529918
>>145528075

fuck me this actually looks good
>>
>>145538442
Implying minimalist art doesn't take huge effort.
>>
>>145538248
drawabox.com
>>
>>145538069
>describe your game in 3 sentences
>It's a genre
really only needs the one if youre gonna be a piece of shit
>>
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>>145538373
>would developing something on the most optimized engine in the world have performance issues?
>>
>>145538573
How's the game coming along googs?
>>
>>145538442
none-technical art does not mean easier

for what you lack in skills you make up in design, and that's hard
>>
>>145538573
>it's a card game
lol
>>
>>145538627
it's doing
>>
>>145538691
any progress to post?
>>
>>145538602
Well it's not in the opening post like all the other popular ones so I thought there might be something wrong with using it here
>>
>>145538842
there's very little as far as community support goes, which is probably the most important thing when using someone else's engine
>>
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>>145538497
go with colored rectangles then. Just make sure you follow some type of color scheme. You can look these up or plug a color into an online color scheme maker and it will make one for you.
>>
>>145538842
yeah, the tools suck, you have to have maya or max and photoshop, and it's difficult to program for
>>
>>145538726
https://www.youtube.com/watch?v=-nbhrSVWJOM
>>
>>145539041
kill yourself.
>>
>>145538210
pls respond
>>
>>145539087
you wanted progress and I delivered
problem?
>>
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>>
>>145538069
>Italian Mustache man travel the mushroom kingdom to save Princess peach from king Browser
>You're a green wearing kid that's destined to save the world
>You're a bald angry spartan that gonna revenge on the Olympus Gods by Killing them All

This is plot-related, not game-related. Really, you just need a genre to describe it, and maybe a short description of the main mechanic. I think just 'platformer' isn't enough. Mario and Super Meatboy are completely different games. Calling games platformers doesn't help with determining the difference between individual games, and the plot doesn't describe the gameplay.

For mario, I'd mention jumping on enemies to defeat them while not running into projectiles and obstacles or falling off the stage.

For GOW, I'd mentionhack n' slash/beatemup and quicktime events with light puzzle solving.

Zelda I'd add melee combat with a variety of gadgets and other weapons while fighting a varied set of monsters and enemies.
>>
>>145539361
all anime girls look the same
>>
wheres your cinematic animal encounter?
>>
>>145538069
It's easy to describe someone else's finished games in a simple manner. How about you tell us about three of your games instead?
>>
>>145539548
No, they have different hair colors to help tell them apart.
>>
>>145538550
i've found this site great, do you guys know a sound design/music composition version of it?
many programmers as myself, struggle when it comes to art, but it gets even worse with sound and music composition
>>
>>145539548
>this is what normies actually believe
>>
>>145521058

Religion and ethics.
>>
>mfw I accidentally respond to a shitposter
fuck
>>
>>145521058
Talent
>>
>>145527095

> Focus on one spectrum of Video Game creating

> To start creating a game
>>
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>>145540298
>tfw no talent
>>
>>145521058
sexual promiscuity
>>
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I almost have all of shops working. The last thing is getting shops to only buy/identify items of their shop type, which I think is kind of easy but will require some hard-coding. You can only learn the basics of skills in stores - you still need to hunt down a trainer to become an expert or master. If I end up implementing a calendar system, that would eventually trigger stores to restock after some period of time, but for now they don't.

Luckily the store is the only building with a unique UI (for buying items), as it's a huge pain in the ass. For temples, taverns, etc. it's just a list of dialog options on the right, and it's pretty trivial to add new ones now, so new buildings won't be as terrible.
>>
>>145521058
cunny slickness
>>
>>145541361
don't forget dick size
>>
>>145541339
What is your plan for art with this game?
>>
>>145541339
>1d4 damage
>>
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>>145541628
I think you were looking at Delay

>>145541507
Before I decide if I want to make a real game, I'm just doing a tech demo right now. Since it's currently a non-commercial demo just to test code/gameplay concepts, I'm just grabbing whatever free stuff I can. I may or may not try to make the UI elements a little better than gray rectangles at some point, but we'll see how my drive is in another 2-3 months when I'm getting ready to release. I have no idea what I'll do if I want to take it beyond that.
>>
>>145541841
I got the number wrong but I'm still h*cking mad at people using dicerolls for realtime combat.
See: Morrowind
>>
>>145541628
>>145542008
what's got these lil' guys all worked up???!
>>
>>145542102
They're being posted by a mentally ill autist and possibly zoophile.
>>
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>>145542151
get h*cked
>>
>>145542008
It's only pseudo-realtime, so it's ok.
>>
>>145542151
>he doesn't suck off his cat
>>
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>>145542252
>>
>>145542252
pls no
i don't go to kspg anymore i didn't ask for the meme to spread
>>
>>145542252
>>
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Less shitposting, more Space Jam inspo.
https://itch.io/jam/agdg-space-jam
>>
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Early bow work. Need to replace the model and change the physics of the arrows when shot to be more straight and sly farther.

Going to work on a lantern for light next.
>>
>>145543189
What's the colored blocks for on the left hand?
>>
Anybody got any interesting alien design?
>>
>>145543315
prototype inventory system, you press the menu button on ether controller to make the blocks appear and you swipe your hand through a block to spawn that item in your hand. You can see me grab arrows from the red block.
>>
In my game, every little variable is a complex living, breathing neural system/network that learns as well as adapts to stress/conflict and structures itself accordingly.
>>
>>145543697
what if you just want a counter
>>
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goblin ball enemy
>>
>>145543726
My game has transcended primitive necessities like counters
>>
>>145543909
>all I can see is a dick and balls on his forehead
wew
>>
>>145543909
I can't tell if you're good at drawing or not, but I like it
>>
>>145543990
it eventually turns into a big goblin nose
>>
>>145543697
what do constants do
>>
>>145543928
what about waifus?
>>
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I was too lazy to code an overworld map, so I made a little hub world instead. I half-assed the level transitions, too.
>>
>>145543909
lewd
>>
>>145543189
What physics? Don't you just have to make the starting speed faster?
>>
>>145543909
nice colors, maybe chill out on the shines a bit
>>
>>145544126
They act as caretakers. I like to jokingly refer to them as the "grandfathers" if you will. Without them, the operation would fall apart.


>>145544157
Behind the scenes in my game, functions, algorithms, arrays, and more, all have personalities. Likes, dislikes, etc. On the surface, my game looks like a regular platformer. But behind the scenes is a world of advanced calculations firing in the blink of an eye.
>>
>>145544206
that's some spyro shit right there
>>
>>145543909

That shading is 10/10

>>145541339

It seems weird picking items out of a shop like they're a treasure chest.
>>
>>145544413
oh ok

>>145544206
it's always nice to see a new naruto game being made
>>
>>145544498
DONT BULLY ANIMU RUNNING ITS TACTICAL.
>>
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>>145544498
>>145544568

I'd like to change it, I just don't know what to.

The original game handled movement like this, but while it's suitable for walking, I've found that it looks ridiculous as a running animation.
>>
How do I write story for my vidya
>>
>>145522487
i think you should google "painkiller cards" and take inspiration from the painkiller game. One of them had a divination card system with UI components / feel that would be perfect to take inspiration from.
alternatively - would bronze, sharp clockwork UI make sense for your game? lots of gear and piping?

anyway - your cards look amazing. should focus on making everything else match their style. cursor and that rock need a look at. Maybe the ground selector when casting cards can be a bloody pentagram for when youre targeting summons, something else when doing spells? when you cast blood splatters and makes a squishy meat sound while a skeleton crawls out of the ground?

if this is a singleplayer game - please tell me it lets me collect skeletons and shit i fight as cards. and bossess as legendary cards.
>>
>>145544805
before your game starts it says "WELCOME TO VIOLENT CITY"
>>
>>145544749
I don't want to be a dick because I think you're a great dev and I like your game, but why Plok...?
>>
>>145544805
>How do I write story for my vidya
get a pen and paper or open up your TE of choice.
>>
>>145537483
They know, they want me to stop, they say it's useless and I should search a job instead... I spend 6 hours everyday searching for a job...
>>
>>145544749
embrace the ridiculousness, crank ur game up to 11
>>
>>145544881

You're not a dick at all. I thought it would be good practice for a "real" game, and that it would push the Plok developers into reviving the series. And I think it worked, but not in the way I wanted; a couple of months after showing my game to the developers, they put out a webcomic.
>>
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>>145544805
pic related

+

Iterative design. It will suck at first. And then you go over it 20 times, and then you find it amazingly somehow not only sucks less but is perhaps what one might call "good".

Of course if your English sucks because you thought it was "stupid shit for autistic nerds" perhaps you'll have to brush up on that as well.
>>
>>145545110
How do you follow this chart?
>>
>>145545170
Start at purple nodes, the following are just things to think about on that point.
>>
>>145545110
this is a guide to giving good criticism not writing a story you gigantic mong
>>
>>145543909
Why do you even use conventional fantasy monster names when all your creatures are clearly Eldritch abominations?
>>
>>145545314
Writing well is an important part of writing a story.
>>
>>145521058

a eugenics simulator?

people throw around the word gene as if this makes it scientific. Studies in the difference in aptitude show that only ~3% of that difference could be accounted for having the right genes.
>>
>>145545372
C I N E M A T I C
>>
>>145545372
no, takes too long.

no one gives a shit about your title screen they want to click buttons and see shit happen
>>
>>145545372
Get rid of the unnecessary 'Get Any Key' prompt and it will be. Also even if it's short don't forget to let the player hit space to skip it.
>>
>>145545372
What game?
>>
>>145545413
i'm thinking of putting in more memes

>>145545474
>>145545496

got it, I'm planning to make pressing any button or mouse automatically shows the menu instantly but I don't have the main menu coded in yet.
>>
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>>145545170
>>
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>>
>>145545245
>>145545314

it's not a guide to anything, it's just some meaningless buzzwords connected by random lines
>>
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i have no idea what im doing but i managed to create a hexgrid and access each hex on it with mouse clicks
>>
>>145546470
Nice,how'd you do it?
>>
What are the steps to solve this?
3^x + 3^(x+1)=108
I mean i know x=3, which i found by guessing the x value and checking if it equals 108, but what is the correct way to calculate it?
>>
>>145546518
It's basic algreba work backwards.
>>
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>>145545316
artwise the idea is sort of like what if you left the fantasy creatures in the sun too long

the goblins become more goblin-like as they absorb more

Lore explanation is a lot more theme related. adventurers who die in the dungeon are trapped as souls, however by sacrificing their individuality and combining with others, they slowly mass together and merge the goblinballs/goblins, the goblin theme being that of meagerness, a creature doomed to live an existence of constantly throwing itself away for the most meager amount of power.
>>
>>145546502
the hex posistioning is voodoo magic whose math i stole from the internet

the hexes themselves are stored in an ArrayList<Hex> and in onClick i iterate through that and check hex.getPolygon.contains(pos)
is that stupid? iterating over every single hex on every single mouseclick?

now if only i knew how to center the fucking text
>>
What about a school shooting simulator.
>>
>>145546594
>thats simple nigga, it's literally just math, just solve the equation to get the x!
thanks for nothing
>>
>>145546716
What about a school samurai sword slashing?
>>
>>145546853
>3^x + 3^(x+1)=108

Just use wolfram if you never went to school, they even have a "step by step" guide how to solve almost any equation.

https://www.wolframalpha.com/input/?i=3%5Ex+%2B+3%5E(x%2B1)%3D108
>>
>>145546659
that dong
>>
>>145546518
jesus fucking christ
>>
>>145546518
https://www.wolframalpha.com/input/?i=3%5Ex+%2B+3%5E(x%2B1)%3D108
>>
>>145546518
3^x + 3^(x+1)=108
Substitute 3^x with y
3^x + 3^(x+1) = 4Y = 108
y = 27
substitute back
3^x = 27
Here we can now know, without using logarithms, that 3^3 = 27.

Now 4chan is for 18+ so please leave.
>>
>tfw forget basically every thing after 8th grade math
gamedev is gonna be fun
>>
>>145547359
How did you get 4Y from that
>>
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>>145547759
3^x + 3^(x+1) = 4 * 3^x
Then we substitute 3^x with y so the equation becomes 4y

American education everyone.
>>
i layed out the alpha for a game i really want to make

i can do the modelling
i can do the texturing
i can do the model animations if i just dont fuck up the weight paints
i can do the music
i can do the art
i probably wont get far coding it at all
just an action game but my experience in making games is limited to little game maker games the hardest thing ive made there was a super simple card game and i never finished it.
and i released a dota2 mod with over 2500 subs rated 4 stars but valve kept changing how shit worked and i couldnt keep stepping on my own feet

i came here to vent and maybe get some positive reinforcement but this shit is hard i know its hard for you aswell

lets just hang in there together
>>
>>145547425
you can make simple games

most real world situations only require 4th grade math anyway
>>
>>145548249

the best way to overcome frustration is to progress gradually, incrementally. if you start out with a grand design in your head it makes it a lot more frustrating to work towards, because the end goal is so far away. it's a lot better to start with a small novel mechanic and keep adding stuff to it, improving it, and expanding it.

basically, what I'm saying is that, some people are good at working towards goals, others are better at chipping away at things without knowing where it may lead.
>>
>>145547998
>3^x + 3^(x+1) = 4 * 3^x
explain.
>>
>>145548341
>most real world situations
The most common interaction in the real world is sub-atomic interaction which often require calculating De Broglie style equations. Are you on the mount stupid i so often read about?

>>145548435
Dude have you never gone to a math class? How can you even program with such a shitty grasp on basic logic and maths? Not gonna shit down the thread with answering more retarded questions.
>>
>>145548570
are you a wizard
>>
>>145548630
No i'm just 21, something like 14 years until that even could be a possibility. And i'm not even an virgin
>>
>>145538210
Codeacademy teaches you python 2 so I wouldn't use that. Tbh if your end-goal is to learn godot just learn godot.

Otherwise al sweigart has alright books on python which he's offering for free online although some argue the way he codes isn't very pythonic, and I'd agree, starting with the fact he's using camelcase instead of snakecase and such.
>>
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howde howde

I have a bunch of assets I don't use and thought they should be used in a game, a shitty arena shooter would fit since most of the assets are weapons.

I don't know how to code, anybody interested?
>>
>>145549089
UE4 has template fps right out the box, you could use that.
>>
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Any ideas for death animations for burning enemies?
>>
>>145549335
yea they burn to death
>>
Anybody have a picture of that stealth mech game with the red head, that died a long time ago?
>>
>>145549335
They raise their hands in pain.
They goes down on both kneels while screaming in agony.
They lay down while the fire goes away slowly, only leaving behind a roasted corpse.
>>
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>>145549335
they get even ANGRIER
>>
>>145549335
they explode
>>
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>>145549335
they start reading from the talmud
>>
>>145547138
I don't need results, i need the steps and the steps are paid only feature, the result is useless to me, i need to learn the steps
>>
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Rig is complete, made some weapons and added glowy bits.

>>145549335
I imagine it'd be the same as the regular death animation but while on fire and also a few flaming chunks flying off them.
>>
>>145549089
the ping pong ball shooter demo?

also Id like to work with someone on it, ya know have some fun.
>>
>>145550141
-> >>145549153
>>
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>>145549335
Explode into physics bits that go forward, rendered as variously sized fireballs, that arc in the air and burn on the ground for a bit. Add a big dark smoke burst to replace the enemy body.

In other news, doing things for no reason can be fun.
>>
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>>145546713
>Voodoo Magic
I'm interested, let's compare.
http://pastebin.com/XRcZ1mXc

>code tags only in /g/, new Moot() needed.
>>
How do you get good at sprite art?
>>
>>145548724
>21
>more edgy than a 14 year old
your parents upstairs from your basement must be so proud of you
>>
>>145550851
By asking that question over and over instead of practicing.
>>
>>145550851
What this guy said: >>145550910
>>
>>145550852
Could you please point out where I was edgy?
>>
>>145546713
>is that stupid? iterating over every single hex on every single mouseclick?
If it's going to stay small, I don't think it matters.

I don't know what you're using, but if you have the option of onClick on the individual object or testing against collisions, that would probably be preferred. That way you can scale it up.
>>
>>145550520
compared to yours mine isnt voodoo magic at all, i have no idea what all those vectors are doing

http://pastebin.com/5ai0qDmz

Im a lazy fuck and copypasted the entire class, pls tell me how retarded i am for doing things the way im doing them
>>
>>145534387
https://www.youtube.com/watch?v=2wzfGWuY3lg
>>
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+ Camera Panning
+ Planet Generation

To add: Limited ships & build menu
>>
>>145548570
>not helping others with shit math heads
c'mon
>>
>>145547425
programming isn't only about math
>>
>>145549335
if you want something funny you could make them roll over the ground trying (unsuccessfully) to extinguish the fire
>>
>>145552239
I was the only guy actually helping and even posting a step by step instruction of how to do it, that's an infinite amount more than you did. Sorry if I triggered you by being able to help more than you could.
>>
>>145551625
Well, they both look voodoo to me right now anyway. I wrote this a while ago and spent at least a few days on it, but now I'm looking at it again with a deer in the headlights look.

If I remember correctly, it expands from origin and draws the grid in such a way that the resulting composite shape is a hex.

Copy paste saves lives - well, until someone asks you what it does.
>>
>>145550851
Those aren't sprites

http://gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The
>>
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So today I made the revolver act as if it was a "real" single action; You first pull down the hammer with your thumb on the touchpad, you then press the trigger to fire. How much will this trigger gun-people? Planning to have an upgrade you can buy for it where it becomes a double action.

I largely want to have this to limit the players firing speed without having some hard-coded cooldown between shots muh immersion, anyone have an idea how to do it other then the method i'm using now?
>>
>>145546518
1. learn linear algebra
2. learn how exponents and indices work
3. solve

for this one:
>>145547759
using index laws, 3^x + 3^(x+1) = 3^x + 3^1 * 3^x = 4 * 3^x
and since we said y = 3^x, our original equation yields 4y = 108
so y = 27
working backwards, x = 3

>>145552504
maybe so but you're a faggot
>>
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this actually came out better than expected
>>
>>145553231
manually load bullets

https://www.youtube.com/watch?v=k6pAOyMOo5A
>>
>>145553535
Except my game is In VR
>>
>>145553231

Looks very tactile.
>>
>>145553591
you're on your own
>>
>>145550851
the same way you get good at anything else
have someone teach you or copy somebody
>>
>>145553615
Yeah, also have a cocking sound playing just for when the hammer is pulled all the way back, thought it would sound shit without any sound "during" the cocking but as it turns out just a sound at the end is very satisfying. Will try to add a smal vibration as well but that currently doesn't fit into my weapon pipeline. (weapons are right now agnostic when it comes to what hand they are held in)
>>
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>>145553521
anyone know a good video or readme file i can watch for weight paint/ armature. everytime i follow something it always fucks up
>>
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Quadtrees are in but I fucked up somehow and my bounded query only returns nodes at quad intersections
Could anyone check it out for me? I can't seem to figure out what I'm doing wrong
http://pastebin.com/AMLr8R0f
>>
>>145553231
another floating gun vr game
>>
>>145554081
VR doesn't track where your body is yet, yet alone elbows. Arms would be a fucking disaster.
>>
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>>145554081
>Anon posts cool VR game
>Nodev gets mad for some reason

You do realise thats like saying "another first person game" or "Another isometric rpg" ?
>>
>>145554256
I hate that /agdg/ proclaims itself as honest and then freak out when somebody makes a negative comment and then resorts to nodev.
>>
>>145554081
If you have some revolutionary IK rig I could use please share it.

>>145554309
I don't even consider that a negative comment though, this guy hit the nail on the head for me atleast >>145554256
>>
>>145554382
It sort of is though.
VR games are supposed to help immersion, but floating guns do the opposite.
I understand it's early stages and all that, but that anon wasn't wrong. They are two different things.
>>
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How do you get good at pixel art?
>>
>>145554562
see>>145550910
>>
>>145554471
Okay, so do you have a suggestion for how i can fix it?
Also, if its so detrimental to VR, where you not spooked at all by the Brookhaven experience when you played it?
>>
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>>145554471
>floating guns do the opposite.

Never been in VR huh? And getting mad at spoopy for owning a occulus/vive? Shit AGDG is pure hatred.
>>
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Im getting the maximum X and Y value of every hexagon

Does anyone know why they're still being cut off?
>>
>>145554652
>for how i can fix it?
well like the other anon said, tracking is still shit so probably not.
>not spooked
When I see a floating gun?
No.
>145554753
>mad
rotate pls
>>
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>>145554839
So what you are saying is that you have no experience with immersion in VR but that you think spoopy is wrong and should listen to your advice?
>>
>>145554256
>VR
>cool

pick one
>>
>>145554839
holy shit it's this shitposter again
>>
>>145554839
Well if you have no advice to give i'm just gonna continue this way since it doesn't break immersion for me/any of the people who played it so far. If you ever come up with a way to fix "hovering controlers" in VR in the first gen please let us know.

>>145554960
I think its cool, if you don't think so you luckily don't have to play it.
>>
>145554923
No, I'm literally just saying that I agree with the other anon about "another floating gun vr game".
We have a whole new technology and all the games are pretty much one of two things.
He can do whatever he wants, just giving my honest opinion which is what /agdg/ apparently "want".
>>
>>145555012
>advice

Telling spoopy his game is shit because of how VR works is hilarious to me, how salty can one person be for not having money enough to do it?
>>
>>145552360
programming has nothing to do with math
>>
>145555094
>Telling spoopy his game is shit
I never said his game was shit.
Merely one aspect that unfortunately cannot be fixed yet.
Stop being his personal defense force.
>>
>>145555012
>>145555143
where is your game though
>>
>>145555012
>all the games are pretty much one of two things.

Okay we get it, you have only watched some youtubers play some games on it and now you think those 3 popular games are all there is to VR, please don't make spoopy leave with your bullying.
>>
>he doesn't require a kinect on top of VR for his game

www.youtube.com/watch?v=R0-dsbeasgA
>>
How do I make a good looking menu? My game's art style is extremely minimal, just a bunch of basic 2D shapes and solid colors. Right now it's just some text against a background color, I can't really think of anything to make it look better.
>>
>>145555574
Stay away from pure colors.
Balance empty space properly.
>>
>>145554839
happy b-day anon
https://my.mixtape.moe/ozwgql.webm
>>
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>>145554789
horizontally it looks like you aren't accounting for the extra space caused by gaps between the hexagons, and possibly their outlines, too. that said, i don't know why it doesn't affect the vertical.
vertically it looks like you aren't accounting for the hexagonal pattern itself. to make it fit, just add the radius of 1 hexagon onto the end of your resolution formula (provided you have 2%1 hexagons or something like that depending on your formula for generating hexagons and how it places them).
this is just from a glance over your code and i might be wrong on some things, happy hexagoning
>>
https://www.youtube.com/watch?v=n0GPIvXFL0w

the dude that made this is open sourcing the engine soon (since he couldn't make game)

first person to make a game with this is guaranteed success
>>
>>145554753
I just dont want to pay 800 dollars
>>
>>145556261
Don't do it then, but leave spoopy in peace (looks like he left though)
>>
>>145556231
voxels are so 2012
>>
>>145556231
I don't understand why another voxel engine is going to be guaranteed success.
Especially now that the gimmick has passed for the most part.
>>
>>145556335
Probably because of you honestly.
>>
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I made some water ripples and drew a fish.
The shiny blob in the middle was meant to be light reflection on the surface (just three frames extracted from a particle gif recording), but I guess it doesn't make much sense from this perspective.
>>
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>>145556036
turns out, even though im supposed to be getting the point to the furthest right and down (from [9,4] in this case), it seems to miss 1/4 width and 1/2 height

i have no idea why the rectangle doesnt give the actual coordinates, but adding that to maxX/maxY after getting the last update from it seems to make it fit the screen at all times.
>>
>>145556818
God damn this looks great.

What game are you making?
>>
>>145556818
if you can get the effect down, mixed light shafts from surface ripples, clouds, and whatever else, and a rising dark from below would be good effects. maybe give it a try if you can.

>>145556823
:)
>>
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I've been working on my game system for some time and managed to create a system which allows me to introduce pretty much any imagined character (for now only gameplay-wise, within limits of 6 abilities per character) and easily create AI if needed.
Here the early stage of map editor (mainly testing how UI in Godot works, pretty satisfied with the results), there's no limit on shape and size of the map already, and it works quite fast after optimizing.
>>
>>145556818

SotN/10

This is not an insult.
>>
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>>145556895
Thanks a lot!

Making a Castlevania-like (currently under the WIP name "Knightly Terrors"), where you're a knight investigating into some cult trying to create the philosopher's stone.
Basically, it's just going to be Castlevania, but with alchemy instead of magic.
>>
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Alright boys, does this look good?
Any suggestions?
Please be brutally honest
>>
>>145557210
Make the bugs cuter
>>
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>>145556978
Thanks!

And
>mixed light shafts from surface ripples, clouds, and whatever else, and a rising dark from below would be good effects
Precisely the stuff I'd like to try to add, but there's not much use drawing it directly onto the scene (like I did with the light in pic related) - Needs to be tested by layering it all in-game.

>>145557060
Holy shit, amazing compliment!
Thanks!
>>
>>145557210
now add juice
>>
>>145557210
What's with the orange?
>>
>IDE last time opened
>02/03/2016
No art is a dev killer.
>>
>>145557265
Like, googly eyes and spots on their shell?
>>145557314
On it
>>145557331
Explosions, I played too much Bomberman 64
>>
>>145557210
Why are you mobile-deving?
Why do you hate yourself?
>>
>>145557210

The hammer effects are pretty juicy, but the art is very unpolished and mismatched, and the enemies are acting more like wind-up toys than living creatures.
>>
>>145557210
Here's what I think:
-bugs look like turds, give them better models with animated legs so they can scuttle
-needs variety of bugs that look different and have different movement patterns/speed (don't just move them all in a straight line)
-add more juice in general, for example "blood" splatters
>>
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>>145557210
>>
>>145534359
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>145557210
Make a game that gamers want to play.
This is a game for children, or cats.
>>
>>145558194

When I first saw it, I literally thought it was a game you give to your cat.

Maybe that's what the game should be retooled as.
>>
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>>145557450
Wanted to make something I can actually finish. After this I'll work on something a bit bigger.
>>145557456
Yeah I'm going to hire a texture artist soon after adding a bit more juice. As for the bugs, I'm not sure how to improve them besides giving them different movement styles (moving in zig zags or something), is that what you mean?
>>145557728
Thanks, I'll add those.
But my issue with adding animations to a ton of bugs at once is how much it'll slow down the game. It runs at almost 60fps on a few phones right now. Either way I'll try it and see how that goes.
>>145558194
Making the game for my mom.
>>
>>145558492
Then go ask her whats she wants improved.
But she probably doesnt care about good game design. So any thing you give her will impress.
>>
>>145558492
Here's a way to improve bug liveliness: When you smash an area bugs will scatter away from that point.
>>
>>145546518
With logarithms it's the easiest shit ever, since you can use a calculator for it as well
3^x(1+3)=108
3^x*4=108
3^x=27
log_3(27)=x
x=3
Also, don't let bitter cunts here deter you from the wonders of learning
>>
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Comfy cockpit

I'll probably end up scoping down a ton in terms of cockpit details hue
>>
>>145553849
i don't use C# (pastebin suggests this is C#, so I believe)
but at the beginning of your loop you have
if (node.IsEmpty)
if this is a function, you might need parenthesis
if not, you should check if it sometimes change its value to false
the rest of code seems fine to me
>>
>>145559220
nice, post the outside.
>>
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>>145560024
It's not that; everything is being called correctly

Also, I just realized that I'm effectively making a terrorism simulator, oops

It looks cool though
>>
>>145557060
It's not. SotN didn't look blurry as fuck.
>>
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>>145560459
You've probably seen this before.
>>
>>145533713
You should make this a screensaver. It's very relaxing and looks cool.
>>
>>145557015
Looks nice, I like it. What kind of game will it be?
>>
>>145561073
>Screensaver makes your CPU idle at 60%
are you sure that's a good idea
that many pathfinding operations can't possibly be cheap
>>
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>>145560965
>muh blur
>>
>>145560989
I've seen this before, but I didn't think the cockpit was for this game. I thought it was for a space jam game.
>>
>>145561163
It's probably not a good idea. But PC can double as a radiator.
>>
>>145561394
s-sorry

I'll be participating in the Space jam too hopefully.
>>
how do you guys deal with bugs you can't fix?
should i stop everything i'm doing to learn how to fix it or should i keep making the game and deal with every bug at once?
>>
>>145561945
fix it first
>>
>>145561945
Fix now, you might learn something from it.
>>
What is the best way for an indie game to make money?
>>
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>>145561945
fix now since you know exactly what new addition to your code caused it
>>
>>145562339
(gay) (furry) (anime) porn
>>
>>145562339
Get a real job
>>
>>145561945
If it's an actual issue causing bug fix it ASAP.
>>
>>145562339
let a criminal organization use it to launder money through steam for a cut
>>
>>145562578
Works for CSGO
>>
>>145561327
This picture is incorrect.

Left is what a retro game looks like on a TV that is not shit.
Right is what tryhard indies will do with their shitty filters.
>>
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For Space Jam
>>
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This pic is for Pirate Jam (don't use yet)
>>
>>145562676
>confirming you are a literal child
>>
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When Western Jam happens, we'll use this pic.
>>
>>145562996
https://www.youtube.com/watch?v=Y1JUbCoLKxs
>>
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Egyptian Jam's pic
>>
>>145562996
>Not having a digital display and a NES with digital output in the 80s
What are you, poor?
>>
>>145561163
>/agdg/ arguing about pixel shit when they are the biggest pixel shitters ever
wew
>>
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Wizards & Witches Jam
>>
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>>145562738
>>145562883
>>145563148
>>145563453
>>145563863
BOWSER JAM
>>
This meme confuses me
>>
>>145562738
>>145562883
>>145563148
>>145563453
>>145563863
>>145564136
Wow you spent 20 minutes posting screenshots of a Nintendo game. That's some great gamedev.
>>
>>145564502
>dogposter
>gamedev
pick zero
>>
An hour of devving a day keeps the nodev away!
>>
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>>
>>145564867
>tfw I will never be able to remake Overwatch
>>
can someone post the gif of how to make topology for a bending cylinder,

thankya
>>
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Spent the whole day doing some drawings, I remember why I dont draw, I suck at it
And now Im depressed
>>
>>145565226
But surely the drawings you drew today are better than the drawings you drew yesterday. And the drawing you draw tomorrow will surpass the drawing that drew you to the conclusion that you couldn't draw.

Just keep at it, a doodle a day and you'll be drawing your own animes in no time.
>>
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>>145543189
>stationary vr
>zelda clone

Time to work on Bokube 2, kiddo.
>>
>>145564867
Rocket League would be easy to make. But difficult to get it fine tuned i'd expect
>>
>>145565005
This? I literally googled "bending cylinder topology gif", learn how to google
>>
I want to make a fun local co-op game. So let me ask you: what do you guys like/look for in games that support local co-op? I'm talking about games like Hammerwatch, Spelunky HD, and Kirby's Return to Dream Land.
>>
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>>145565721
Then I'll be happy Ahahaha Artists are never happy with what they make
At least anatomy is getting better, but my lines suck balls
Maybe Pixel art is the way to go...
I need to stop my love of Thigh highs, 3 out of 4 of my characters have them in some shape or form
>>
>>145557273
Why you keep posting same assets over and over again instead of gameplay? You have gameplay, right?
>>
>>145564867
KoF? might be possible. Graphics would look worse though.
>>
>>145566574
Being able to get into silly shenanigans with each other. co-op competition is fun too, all players trying to get to the final goal, but there are coins/points/whatever that can be gained throughout the level, that are tallied up at the end of the level.
>>
>>145561093
i have no idea, other than it's turn-based
i'm only making a framework for later use
essentially, each unit, spell, effect, map and game rule is going to be a separate and independent entity, so that for every game only the required ones are loaded, and if one of the players (i'm planning to add network system) does not have particular entity, it's downloaded from the server created by the second one - this will add ability to create mods that do not require prior installation
or so i hope, it's much work to do and i won't be able to even start properly until the exams end
>>
>>145566574
This >>145566873
I want to be able to dick around with friends while working towards a common goal.
>>
>>145566710
That is pretty good. You're definitely in a better position to become a good artist than a lot of people.

The only thing that should ever replace thigh highs is full leggings. Bare legs are peasant taste.
>>
>>145566710
pelvis starts on ribbssssss
ribhips
>>
I need a simple and generic human looking model, is MakeHuman (or something like it ?) a good idea ?
I've tried a few times modeling something that looked like a human, and i'm really bad at it, how do you get good ?
>>
>Have to develop some games for an internship test, and general portfolio stuff for potential others
>Plan to use unity for the bulk of it
Do you think this is a bad idea? I'm familiar with SDL and assembly. I'll make some small games with that for it as well.

I've heard the "it's about a capacity to learn, not preexisting knowledge" more than a few times from lecturers, but it seems like a load of bullshit short of being the bosses best friend.

inb4: someone talks about how they got a game dev placement after making a gamemaker platformer
>>
>>145567397
If you make something with sdl and unity you're good to go.
>>
>>145553849
I would recommend debugging it by placing a breakpoint where you would expect one of the nodes that is missing to get added to the collection. Then you can step through and pinpoint exactly where the code is defying your expectations. Conditional breakpoints may be useful as you could specify the node to break on.

Personally I would try to avoid the Bounds class so that you can make sure you specify what happens in the equality test scenarios (as an aside it also is inefficient because it martials for pretty much any operation, but lets not worry about performance yet).

The problem is probably the Z positions when you are implicitly converting your 2D coordinates into 3D coordinates to use Bounds.Contains.
>>
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Made a main menu scene.

Is my UI okay?
Aggydagg said it was too clean before so I added the frilly bits around the edges, but that was before I made the scene and I'm not sure it all works together.

Does it bother you that the bushes protrude over it? I'll make sure it never covers any text.
>>
>>145567397
Unless you're signing up to be an engine dev, you'll be working with an engine anyway, so all you need to prove is you can use the tools given to get the job done.
Proving you can work with as many different tools as possible can only improve your chances.
>>
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Bug AI testing
>>
>>145567784
Looks good except for some weird clipping or something on that bottom branch closest to the menu.
>>
>>145567397
I don't know about the studios you are applying to but while hiring interns we always cared most about the candidate's problem solving skills.
>>
>>145566710
uhhhhhhh
why don't you do basic shape deconstruction like a normal person?
>>
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Implemented terrain destruction and fixed a bug that made projectiles disappear at random.
>>
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>>145566710
if you don't know anatomy then you're still fucked for pixel art unless you want to go into the tiniest resolution you can get away with. there's no weaselling out of learning how to make good art.
>>
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>>145561945
>"Do you really want to delete the GAMENAME folder without placing it into the recycle bin?"
>YES *click*
>ENGINE ICON *click*
>START NEW GAME PROJECT?
>YES *click*
>this time i will surely make it
>>
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>tfw when you're too lazy to make game so you just shitpost on /agdg/
>>
>>145566253
yeah for some reason i thought it was a different one.
>>
>>145567784
The bushes are what makes it neat. They don't get in the way right now, make sure it stays that way.

As for overall design and look - I dont mind anything, except I dont think i that resolution scroll bar quite works. Its a little too much white in one place. Maybe have the majority be dark, like the buttons, and give it a white part to show where the "scroller" part is. (Maybe use the arrow you have for resolution scale, except sideways).

Other than that I really cant say much apart from two concerns:
- Does the menu fit the rest of the game?
- Does it have any snappy SFX when you click and tick stuff? Do the windows make noises when they slide? (Entirely optional, but consider throwing that on a TO-DO list.)
- Isn't that some sort of default-ish font? I cant quite put my finger on it, but it feels like I've seen it in tons of places before.

Looks very polished otherwise, which is why i brought up such minor things. Good Job.

Unrelated - Whats your game about ?
>>
>>145568376
> that ending
>>
>>145567784
Remove the surrounding trees from the interface, speed up the animations. I don't think anyone likes a slow interface, no matter how juicy it is.

>>145567843
Are you using flocking?
>>
>>145561945
If its for a feature in development then its more important to fix before moving onto something else it but even then if its really stumping you for now go ahead and put it off. Make sure you actually write down the bug somewhere with all the details that you can, and then actually look at it later when you are deciding what to work on. Ideally we would be using an issue tracker software but as amateurs its generally gonna be pretty wild west for issue tracking. Typically in a professional environment a few hundred to a few thousand issues will be tracked but go unfixed due to not being worth the effort.
>>
>tfw oma
>tfw many shit aspects of the game that have to be done
>tfw until you do them they don't get done
>>
I know how to use Construct 2 very well and want to use it for my next project, but I feel kind of "fake" using it. Should I switch to Unity? How long would it take me to adapt?
>>
>>145569172
>unity 2d

my favorite agdg meme
>>
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>>145566835
I always post progress, and then often just add some random old progress when replying to people.

>You have gameplay, right?
A little bit, but it looks like shit, so I don't want to show it yet.
I'm not a programmer, so the graphics is my progress.

Incidentally, I drew up a new fish.
>>
>>145569172
Are you implying that real games can only be made with Unity?
Please tell me you're just memeing
>>
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>>145569270
What's a better alternative? Please enlighten me, I don't really know much about engines.
>>
>>145569501
Monogame or SDL or something can probably get you a better end product for 2D than Unity. However, I tried both of them and ended up going back to Unity because even though Unity is really shitty at 2D it saves me a shitload of time having the editor and data serialization shit already done for me. The other engine to look into is probably Gamemaker but programmers tend not to like it because the scripting language is so limited and the editor does not seem to be modifiable.
>>
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>>145568004
Didn't notice that, thanks. It's where the bottom of the screen would be if it was a screen element but I forgot to fit the animations for a 3D thing.
>>145568567
Noted.

>>145568471
Thanks for the in-depth feedback.

I agree about the resolutions, I'll make it darker.
There are tick sounds, no slides yet though.
The font is Josefin Slab, I wouldn't be at all surprised if lots of people use it, I just needed something more medieval-y.

It's my ever so long overdue Zelda jam entry.
>>
>>145568269
I just never learnt that yet
>>145568376
Well I mean like, hand and feet anatomy, Faces are also kinda dodgy still because all I do is basic bodys
>>
>>145569501
Try Godot. It's decent for 2D and it's free-as-in-stallman
>>
>>145568567
My movement script:
http://hastebin.com/disokuvizu.avrasm

I'm shit at coding so there's probably a better way to do all this.
But no, it's not flocking.
>>
>>145569995
Oh shit nigga, you're still making that? I remember you posting stuff during zelda jam.
>>
>>145570049
>never learnt that yet
>never yet
then why are you torturing yourself drawing shit without learning proper foundations first?
>>
>>145570119

>using HutongGames.PlayMaker;
>>
>>145570472
Like I said, I'm shit at coding.
Though I'm at a point where I don't really need to use Playmaker anymore. It's kind of a crutch.
>>
>>145520950
Hey, I know it's not a huge thing, but I put Whimp the Bold in the last 3 recaps, so my score should technically be 3
>>
>>145569995
looks great
>>
>>145570664
Coding is the easiest part of programming. You're not doing yourself any favours by using something that takes coding away at the expense of everything else.
>>
>>145569172
Unity has a bunch of "gotcha" bullshit that takes extra time to learn and isn't useful unless you're going to stick with Unity for years
>>
>>145568567
What's wrong with the trees? They look great.
>>
>>145570119
Flocking's pretty easy, look it up. It seems ideal, for that kind of game. Look up object pooling as well, if you don't already use it.

I'd say to use static speed/zigzag variables as well; add a bit of predictability; segment variance to classes. That's more a design choice, though.

>>145571269
They obscure some of the UI, I think they should be farther back or the UI smaller. I think they're also a bit distracting.
>>
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>>145569458
Tried animating one
>>
>>145571608
thanks man, I'll look those up
>>
>>145569995
nice assets
>>
>>145556348
imagine a game with voxel terrain where VOXEL TERRAIN ISNT THE GIMMICK

it's not hard
>>
>>145571698
Goddamn that looks like DKC graphics in a horror game. I love it.
>>
>>145572063
but then why do you need voxels?
>>
>>145572204
F I D E L I T Y
>>
>>145572345
G I M M I C K
>>
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>>145572197
Thanks, Anon!

I try to make the monsters in the game look a bit horror-like. Here's one I worked on a lot.
>>
>>145572063
how is this not a gimmick?
>>
Saying voxel terrain is a gimmick is like saying heightmap terrain is a gimmick.
>>
>>145572624
>>145572378
think an RTS where infantry can take cover behind destroyed terrain, but the terrain doesn't dictate what you're supposed to do in the game other than being the playing field

think Worms, not Minecraft
>>
Randomly generated planet names:
Neo Vova
Neo Tandra 8
Mercom Alpha
Nenus
Anarom 6
Neo Galaxa
Cyber Verron Alpha
Cyber Taron 1
Tova 9
Movex
Mandron
Cyber Anovth
Tandrth
Xovon
Anovon Theta
Tovex
Taron Beta
Territe Beta
Menia
Anareu Alpha
Anercon
Talaxeu Alpha
Gerrus
Tovite 2
>>
>>145569995
Use placeholders they say.
Having good assets for prototyping is useless they say.
>>
>>145572883
not as good as frognok t b h
>>
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Fuck my weight painting is fucked.
>>
>>145554471
>VR games are supposed to help immersion, but floating guns do the opposite
this has literally never been a problem for me or anyone I know who's tried VR
>>
>>145573379
If you really don't want her to be sexualized like you have stated then you shouldn't show to everyone her panties you hentai.
>>
>>145573379
>panties
LEWD
>>
>>145572820
and we can't do this with triangles because?
>>
>>145573902
It's kind of funny how you can cover up lewd parts with clothing and people then just start lewding that piece of clothing.
>>
Do you think 5USD per hour is a fair price for a professional?

Also, anyone willing to collab for 50USD per month here?
>>
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>>145574295
It's the clothes, clothes make everything better.
Seeing a naked woman is not that impressive, but good clothes with a good balance of skin showing makes everything better.

pic related for artist's model that will never be used in any game
>>
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>>145572567
Christ. That's great, but christ
>>
>>145574295
It makes perfect sense pussy juices and scent soak panties
>>
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>Try to draw some pixel art
>The results
Back to coding.
>>
>>145574417
>collab
>hiring
That's not a collab but a job then. Now ask yourself who would take a job for 50USD per month.
>>
>>145574729
>he didn't even finish it
>he didn't even finish it then start over
>he didn't even redo it at least thrice
You deserve this
>>
>>145574595
That looks godly except for the neck side-wobbling.
>>
>>145574207
because TRIANGLES aren't VOXELS LOL!!

voxel terrain is a meme, i agree

actually i don't agree, voxel terrain is great
>>
>>145574760
I'm just asking one week of work per month, 2 hours per day.

I think it's a much better deal than free collabs.
>>
>>145574207
Because triangles are for representing surfaces, not volumes.
>>
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>>145574632
Don't worry, Anon. Unlike the fish, it can be killed now.
>>
>>145575586
did you come up with this yourself or did your mom help you?
>>
>>145575753
>>>/v/
>>
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I will soon make billions
>>
how do i into game architecture
>>
>>145575907
wow yeah you sure proved me wrong
>>
>>145576194
>I have to prove an ad hominem fallacy wrong
>>
>>145576194
>>145576332
Actually, it's not even ad hominem, it's just name-calling.
>>
>>145576332
i was talking about the original accusation that triangles somehow stop you from making a destructible-environment game
>>
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>>145575968
nice veggie tales x undertale game
>>
I still haven't been put in a team. is the space jam pastebin a troll? did I get trolled?
>>
>>145576581
They don't stop you, but they don't work nearly as well as using some volumetric representation. It's so plainly obvious that I don't even know how to explain precisely why...

Rendering still typically involves extracting a triangle mesh of the surface.
>>
>>145574729
>picked up a guitar
>the results
https://www.youtube.com/watch?v=KiSwGbv4QUg
Back to coding.
>>
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Looking for a pixel artist to collab with. I'm gonna be able to push this out in a playable state relatively soon and it's starting to feel fun.
>>
>>145576805
No, at least not yet. Despite people getting excited about the jam, it doesn't start until july 15.
>>
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>>145562676
>>145561327
>>145562996
Here's a shot from a CRT monitor
>>
>>145575968
>health bars are a stretch goal
>>
>>145576972
holy shit it's june right now and not july what the fuck
>>
>>145576581
>>145576807
Actually, no, I can explain it. If you want to blow a hole in the terrain (from an explosion), what needs to happen?

With a triangle representation, you get all of the vertices within the range of the explosion and displace them to the edge of the sphere. The level of detail will become horribly inconsistent, not to mention the mesh will self-intersect and glitch out if the geometry at that point before was not convex.

With a volumetric representation, you simply "subtract" a sphere, and maybe make some particles of dirt clods that add to the terrain when they fall (CSG). The algorithm that computes the triangle mesh surface deals with moving, adding, and removing triangles automatically and with good results.
>>
>>145576807
you can't bool-op triangles, sure, but everything else is absolutely terrible with volumes/voxels. furthermore, gpus aren't made for raytracing anyway
>>
>>145577292
That's why you use something like dual contouring to extract a mesh of the surface that is efficient to draw. You can even extract a surface representation that can go through the tessellator to make it smoother.
>>
>>145577292
>>145577382
And be used for collision detection, although there are ways of doing collision detection with volumes on the GPU.
>>
>>145577247
>The level of detail will become horribly inconsistent
>mesh will self-intersect
just because all you can imagine is naive displacement means there can't be an algorithm that doesn't have this issue? i really didn't want to name-call but you're literally limiting all the world with your small head and you don't see it
>>
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>>145565864
I never said it was stationary VR there is locomotion.

Bokube 1 isn't even finished yet senpai.
>>
>>145576863
Never seen your game before. Do you have a tumblr or website or anything so I can see what the games like?
>>
>>145577693
>just because all you can imagine is naive displacement means there can't be an algorithm that doesn't have this issue?
Yeah, it's called "volumetric representation + surface extraction". Why are you so opposed to it?
>>
>>145577736
>that style of movement
stop what you're doing right now, and make a VR superman game

fly to place, punch bad man, propel yourself with your SUPER FIST
>>
>>145576990
computer crt's are very different from the tv's the nes would be hooked up to
>>
>>145556231
>>145572063
I want Ace of Spades HD

>>145574207
Even shit that still renders with triangles with digging or whatever, like WURM or Space Engineers still uses hidden voxels.

You could probably make a system that works well without voxels, but it would be pointlessly complex.
>>
>>145577958
>crt's
crt's what?
>tv's
tv's what?
>>
>>145577753
I'm been meaning to make a blog, I'd just rather host it on my own domain than on tumblr, since it's a browser game.
>>
>>145576863
Once you're done with placeholders you're supposed to HIRE an artist. I hope that you've got money to burn or your game will never make it.
>>
Voxels USED to be gimmick, in the sense that they were all you needed to stir up interest. Now they're just a standard implementation technique.
>>
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WHATS THE CLOSEST YOU'VE EVER COME TO COMPLETING A GAME?

WHAT?

YOU MEAN TO TELL ME YOU HAVEN'T FINISHED A SINGLE FUCKING GAME?
>>
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>>145577901
>makes super man VR game
I would love to be sued and pulled to the ground familia.
>>
>>145578102
tv's that the nes's used to be hooked up to
>>
>>145578082
man, ace of spades with that terrain engine would be hella baller

just the classic tunnelrats VS fortbuilders CTF gameplay. no artillery, no killstreaks, just WW1 guns and PTSD
>>
>>145578308
NO, SIR
>>
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>>145578314
Just call your superhero VIDEO GAME MAN

He punches big name publisher supervillains, social justice warriors and armies of shovelware bots
>>
>>145575968
>that dialogue
>>
>>145575968
>made with free as in freedom software
>green peppers
>gachi dialogue

Where can I kickstart this?
>>
>>145578584
>Punches social justice warriors.

This is my dream.jpg.
>>
just a side note, voxels are just a way to store data, it has little to do with being actually volumetric so don't conflate the two

>>145577891
because volumetric representation severely limits expression unless you go extreme lengths and just construct everything from heaps of minuscule functions at which point you've gone full circle

>>145578082
>pointlessly
well, small/big features and arbitrary angles would be at last equally representable
>complex
what other chose is there? oh yeah, just dump resources at the problem until it goes away. that's what happens with voxel-based shit
>>
>>145578308
I actually have a finished phoneshit game lying around that I'm anxious to publish because first I'd have to pay the fucking fees, then I'd have to get a Mac just to be able to put it on the iOS store, and then I'd make a grand total of like $2 on it from my family playing it once. Also it's made in Unity and the badge of shame splash screen is haunting me.
>>
>>145578991
show us senpai

even if we can't play it, we can at least appreciate your effort and call you a yesdev

because you are a yesdev, right?
>>
>>145573851
he is just saying that you dumbstick, everyone here would wet themselves if their could get their shitty protag cause some virgin dev erections
>>
Anyone started on their Space Jam entry yet?
>>
>>145578591
SUCTION
>>
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>>145579134
Its on my laptop which has a broken charger cable that I'm waiting on a replacement for

Things aren't going too great here
>>
>>145578874
What? Volumetric doesn't have to be procedural.
>>
>>145579425
I haven't even made a game. You are doing so well

>>145579318
No that would be illegal
>>
>>145578874
>what other chose is there? oh yeah, just dump resources at the problem until it goes away. that's what happens with voxel-based shit
Computer hardware is really good at dealing with simple, bulk problems. Especially GPUs.
>>
>>145579694
Who cares? It's going to be a failure like all of the recent previous jams.
>>
>>145579694
>>145579318
__________no__________
>>
>>145579318
>>145579694
I'm trying to hold back from cheating but I'm probably going to start next week.
I hope I get something ready for DD9 for my main game though.
>>
>>145579694
I don't wanna make a space game
>>
>>145579694
Not yet, but I'm gonna start July first.
>>
>>145579694
who wants to know?
>>
>>145578308
>>145579425
How about you fucking show your game and then shut the fuck up? Asking people to post progress does not make you relevant to the thread.
>>
>>145578798
Green peppers and Gachi are just placeholders for now
>>
>>145579792
that's true, but don't forget all the other resources that those datasets will have to go through: memory, storage and bandwidth. saving each of those obviously has own implications and you could make a lot more detailed games as a result
>>
>>145579694
I am a no experience nodev, so I will just wait around to get put on a team where I can be a burden and/or do what I'm told.
>>
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University done for the year, so time to get back into work.
>>
>>145578874
>well, small/big features and arbitrary angles would be at last equally representable
>what are sparse voxel octrees
>>
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It's been a month, but I'm back with the fast car game again. It's basically going to be Crazy Taxi in a post apocalyptic wasteland, taking passengers from city to city (until I come up with a better system). Keep delivering passengers until time runs out, exceed score amount to pass to next level.

UI is a placeholder until I come up with something better.

Developed a system for randomly generated passengers, will change to add more money given for specific stunts performed, based on personality.

Title is in the works, I've been referring to it as Turbo Taxi in the meantime.
>>
>>145580315
That's the tradeoff. Triangles are good for certain things, voxels are good for others.
>>
Hey guys, I was just wondering

Can I use remixes/covers of commercial songs in my games if I want to put them on Greenlight?
>>
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I also need as many names and dialogue messages for each personality type possible. There's Flirty, Aggressive, Drunk, and Insane. Any idea how to come with them?
>>
>>145580676
Of course not
>>
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>>145580676
Not unless you have permission to use the original song
>>
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>>145580709
>Aggressive, Drunk, and Insane.
>Any idea how to come with them?
You've got live references that post in these threads.
>>
>>145580345
a shoehorn to get voxels behave as meshes without real gain when used as a replacement for actual meshes

>>145580659
sure, but if you want to represent surfaces in realtime triangles are just unbeatable
>>
>>145578584
>>145578828
>video game man punches sjw's and is invited to join an organization
>an organization of stormfags.
>in the end "Video Game Man" just punches both of them into a prison dimension where they will torment each other for all eternity.
>>
>>145581045
The whole point is that simply using a triangle surface is shit for more than superficial deformation until proven otherwise.
>>
How would I use quadtrees to create a 2d camera?
>>
>>145581217
nice berserk clone
>>
>>145581350
just put in the loop
>>
>>145581350
You don't.
>>
>>145580790
>>145580815
As I thought

Are old songs' licenses expensive?
>>
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Tried implementi the jumping animation. Also remade her clothes, whaddya think?
I have to fix the discrepancy where a target is marked as missed but it actually isn't
>>
>>145581701
Depends on the definition of "Old".
Some songs might have fallen into Public Domain.
>>
>>145581501
So then why use Quadtrees for rendering?
>>
Should I switch from GM:S to Godot?
>>
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>>145581993
Depends
How much do you love FREEDOM
>>
>>145581773
I think you're spending way too much time on an unpolished thing.
Either keep it simple like before or add stuff but then polish it correctly.
>>
>>145581896
Well, you should have asked that. Not how to "create a camera".

You do a rectangle query and render the objects that you get back. Queries are the main way to use spatial partitioning structures.
>>
>>145582161
So Godot = More freedom?
>>
When making a game, do I make the art first or do the programming with solid colored blocks? I prefer method 2 but maybe I'm doing this wrong.
>>
>>145582293
Blocks

Unless you're making a kickstarter, in which case fuck gameplay.
>>
>>145581701
>Are old songs' licenses expensive?
HAHAHAHAHA
>>
>>145582278
Godot is licensed under MIT, which means you can do whatever the FUCK you want with it. Its not even sharealike like GPL so you can release your own proprietary fork.
>>
>>145582208
So you basically search the quadtree for objects that appear on the screen?
>>
>>145582293
Well, Braid used programmer art and blocks and added proper stuff as the final step.

It's a good idea to get a "feel" for your game before implementing graphics.
>>
>>145582534
Yes. You don't go through every object saying "are you in this rectangle", you ask the quadtree "what objects are in this rectangle".
>>
>>145581701
Make original songs you lazy fuck
>>
>>145582293
Think about the consequences of each approach. Placeholder art adapts very well to any additions or changes you make. Actual art or whatever, should be tailor-made to be the final product so it lends itself very badly to changes, mostly.

So I'd say stick with programmer-art as long as you can. A trade-off though is that the art can inspire on directions to take the game, so just balance that. You could have pseudo-placeholder art, like a quick unanimated sketch of what will probably go there, but you won't be too devastated if you have to scrap it for some reason.
>>
>>145581217
>>145578584
>tutorial boss is MEGA, who is really big but can be pushed over easily, killing him
>first miniboss is UniSoft, the squishy soft supervillain who chokes you to death slowly
>second miniboss is AntiVision, who causes weird hallucinations to happen and makes you fight clones of himself
>final boss is a standoff with Electrical Arts, the mad villain who spawns numbered "video game sequel" attacks at LIGHTNING SPEED, a true test of your reflexes
>final bosses true form is EA calling on the spirits of the fallen publishers, merging into the AAA Gaming Industry, who spawns juiced up versions of every enemy you've met so far
>ending scene is Video Game Man violently punching the industry into little bits, with the carcass left behind vaguely resembling the AGDG logo
>>
>>145580343
How much of this did you make? It's very impressive.
>>
>>145569995
That's very cool.
The menu fits the game, but it needs more character like a logo or the girl.
>>
>>145580343
Ayy I remember you
Good to see this again
>>
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There we go. The main issue was since you have to hold down to do the attack, it would trigger fast falling and so chaining it was extremely hard. Disabling it while this is going on makes it work much better.
>>
>>145583181
I'm putting it together in Love2D with the help of a few libraries. Most of the actual code doing the leg work, as well as all of the sprites, are by me.
>>
should i get a wageslave job or a coding job?
>>
>>145583792
Coding jobs are wageslave jobs
>>
>>145583301
There's a dynamic day/night cycle if that helps.

I don't have a name yet hence no logo, if anyone has name suggestions it'd be much appreciated.
You're on an adventure with your pet rock, temperature is a heavy theme.
>>
>>145583792
if you become a wageslave, you won't have enough time to code whatever the fuck you want.

if you become a coder, see point #1 because it's a wageslave job
>>
>>145583792
Those are both the same, but it's up to you.

Though in a coding position I imagine it's easier to get burned out if you're doing it both at work and home.
>>
>>145583903
Hottie and Stonecold.
>>
>>145583792
Like others said, it is wageslave. Hell if you start your own business, you're a wageslave to your clients. PLUS you have to do all the overhead shit involved in managing that kind of thing. And you can never just leave your work at work. Having a boss is easymode.

But I've worked some fun as hell "wageslave" jobs. Depends on your coworkers, management, work environment. Never had fun at a coding job though.
>>
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>>145584212
I like that
>>
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I guess this bug is turning the game into some sorta 2D RTS. Time to fix it and call it a night.
>>
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puh puh pixels
>>
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>>145571698
>>145569458

Animated second fishie
>>
>>145581773
I think that the black vest and belt makes her a little bit slutty. It takes away from the childish innocence it has in the simple blue dress.
>>
>>145585681
Oh, that's neat. How many colors is that?
>>
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>>145549335
Have the enemy squeal like it is being burned alive. The squeal should sound very desperate and frigthened. The enemy should scream so loud that they accidentally make those high pitched breaks. And after some moments of screaming at the top of its throat, the enemy starts to lose its voice(since vocal chords start to give away).

At the same time have the enemy flail around searching for any ways to stop the burning, any ways. Have it run forwards, backwards; have it roll on the ground, have it try to swipe the fire off until he collapses.
>>
>>145585795
Thanks!

About a gorillion - I don't restrain my colors at all.
Bad habit, I suppose.
>>
>>145586285
Having bazillion colors can make palette management a nightmare, and some artists may have some elitist opinions about it.

But whatever works for your workflow is fine.
>>
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Doing this laptop as generic rubble floating around space after a space station crash.

If you know some other objects that are commonly present in a space station let me know.
>>
>>145585639
Hooray! I love all these machines. Artwork, themes, everything is fun as hell. but actually I hate that it's all for a lemmings-like platformer thing, boring as fuck, sorry
>>
>>145586908
this tbqh fampai
>>
>>145566710
I have a similar issue with long hair, I'm practically forcing myself to make a few short-haired. I've also gone so far to hand down clothing types I've passed on for my FeMC that I've gone from about 2/11 bosses being girls to 6.
>>
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>>145586727
Foil bags of all shapes and sizes would in an realistic rapid depressurisation event get launched out, also big chunks of boxes wrapped in fabric held together by belts.
>>
>>145583625
It looks so fucking good. I hope the controls will be intuitive and will feel natural.

Have you decided on the theme yet? Do you have an artist?
>>
>>145586727
>translucent plastic tubing
>bundled cables
>pieces of shiny foil
>metal struts
>insulation foam
>solar panels
>tools and gadgets in bright polyester packaging or bags
>oxygen cans
>uniform metal boxes with random cyrillic lettering on it for different contents
>rectangular white bags
>first aid kits
>>
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Post your space jam inspiration dev music.
>>
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>>145586908
>>145587106

horses fer courses i guess :^)
>>
>>145521058
bone structure (wide chest, narrow hips, large head, short arms, etc.)
for a non-physical one you could have temperament (happy-go-lucky, hot-headed, kind of a downer, always seems calm, etc.)
>>
>>145585487
It looks rad. Just to ask: what would be the desired behavior? Should they fall down when the game starts? Wouldn't it be easier to avoid placing them into the air in the first place? You know, like in many editors when you want to place something somewhere where it can not be placed it'll turn red, but when it's in a spot where it's good then it'll turn green.
>>
>>145587371
Posting old progress while saying something unrelated is no better than avatarfagging.
>>
>>145582642
Right that's what I thought
>>
>>145587939
Physics are yet to be implemented, so right now the player behavior is literally just moving left and right with the arrow keys and some animation.

The "player_spawn" object is supposed to be unique, in that it can only be placed and activated once in a single stage. So the bug right now is that the "activation" flag resets if you move the spawner to some other location.
>>
>>145587705
Yes, I love it. I really seriously do. But now show some of that lemmings gameplay.
>>
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>>145587684
For me are those vids. Whenever I lose the interest I go and watch these videos again.
https://www.youtube.com/watch?v=N-9xai73_n8
https://youtu.be/UWR6WE4z20g?t=2m4s
>>
>>145576863
I'm a pixelart artbro and I've been meaning to take a crack at an isometric game for a while now.

Give me an email. I'm willing to talk to you and figure out if this is a project i'd be willing to take a crack at.
>>
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this probably looks pitiful, like my last one probably did, but it took a bunch of time and effort to get collision working right for directed jumps
>>
>>145587684
https://www.youtube.com/watch?v=QqedbxGxfgE
>>
>>145588503
Gotta start somewhere anon, so it's all good.
>>
>>145588396
[email protected]
>>
>>145587684
https://www.youtube.com/watch?v=Aw3fN3OPk3A

https://www.youtube.com/watch?v=ZD7ucnfxoCQ&list=PLE234F313FF53A39C

https://www.youtube.com/watch?v=iYYRH4apXDo

https://www.youtube.com/watch?v=ELcTJZLxhFU
>>
>>145587684
https://www.youtube.com/watch?v=MNyG-xu-7SQ
>>
>>145587684
https://www.youtube.com/watch?v=FxzBvqY5PP0
>>
>>145587684
capture the firefly aesthetic desu
https://www.youtube.com/watch?v=fcSuJi1b0OU
>>
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>>145588382
very spooky
>>
>>145587684
https://www.youtube.com/watch?v=ilnnMzK_m8w
>>
>>145587425
Thanks anon. No I don't have an artist, I was planning on learning how to draw when I get the prototype at a specific point. As for a theme I'm not completely set on it yet but I was thinking something modern-ish where magic is pretty common but rarely some people can't use it at all, like the 2nd player character, who would be the MCs sister.

I do hope the controls are fine but the only thing I'm iffy about is one of the ice attacks since I didn't know how else to go about making it work how I wanted to, since magic attacks are based on releasing the button (except for the successive attacks of neutrals since you just keep pressing the button at that point) because you can charge them and they have a cost.
>>
>>145587684
https://www.youtube.com/watch?v=6Rxp_qrnO34
>>
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>>145587684
https://www.youtube.com/watch?v=YXsbqKxNuA0
>>
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https://www.youtube.com/watch?v=Zx6J9fbYaiM
https://www.youtube.com/watch?v=wirkuuCjLCY
inspiration for the absurdly grandiose space kingdom aesthetic
https://www.youtube.com/watch?v=b8CQ6fKyUoQ
inspiration for the "me in alien world against alien hunters" aesthetic
>>
>>145590549
forgot to add the >>145587684
>>
>>145589995
If you have doubts about the controls be sure to have play testers for it. Maybe you get some feedback which helps you decide how those mechanics should be implemented.
>>
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>>145587684
https://www.youtube.com/watch?v=7MrmkwP7d_s
>>
I started doing HB's GMS RPG tutorials series and he's using the GMS 2Dbox physic engine instead of writing his own collision code like he'd do in his previous tutorial series like Cave Boy.

It feels wrong to me but I know jack shit. What does /agdg/ think?
>>
>>145588643
>[email protected]
wrote you.
>>
>>145590986
It depends on the game.
Box2D isn't the devil or anything, but it's not really necessary if you're not making Angry Birds.
>>
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Excuse my retarded mind. I'm trying to figure out the Blacksmith system.

You can put point in blacksmith, and uh yeah I'm not sure which route i'm going to go.

Should a higher level of blacksmith, change the prefix, leading to higher damage, durability, and allow more modifications/additions?

Or should a bow always be a bow, static durability and damage, and then damage increased by additions.

And weapons in general be locked by skills?

I want any and all suggestions, if you have a great idea please tell me.

>pic related
>>
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>>145587371
>>145587624

Ah yes thanks, translucent things are a bit of a problem though.

Here is some foil.
>>
>>145590986
Box2D can be a bit of an overkill if you're making a simple platformer or other game that doesn't need realistic physics.

However, many games, such as Shovel Knight, use it just fine.
>>
>>145592272
space chips?
>>
>>145591996
>>145592367
I'm making a 2d top down game, think 2d Zelda/arpg/rpgmaker game-like.
>>
>>145592272
doesn't look reflective enough, it should give off the blue color of the background as well as the yellow shine of the sun

excited to see some HIGH DEFINITION SOLIDIFIED INSULATING FOAM
>>
>>145588643
sent ;)
>>
>>145592620
You can use Box2D for something like that if you want to, but it's not impossible to roll your own code, or even download some other library that does the leg work for you.

You're free to invent the wheel, but it's up to you if it will be worth the effort or not.
>>
>>145592041
Do you mean that a (1) a bow is just that; at a higher blacksmith level it's a better bow and (2) there's a range of bows, each with their own stats?

The latter is the standard, but I can see how the former would work as a reforged/upgrade system like some single-weapon rpgs; suikoden and the like.
>>
New thread where?
>>
>>145593176
In 16 posts.
>>
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>>145588369

all in good time my sweet
>>
>>145593248
I meant show the lemmings gameplay so I can shake my damn head at how wasted the awesome art is
>>
>>145587943
>Spoopy posts new webm of the new disintegration effect under spoiler
>Its apparently old progress

Why do nodevs like you feel it necessary to bully actual devs?
>>
>>145592868
It'd probably be a good idea to learn to write it yourself, if only to develop an understanding of what's really happening.
>>
>>145590986
Anything beyond "this rectangle intersects this one and goes down this slope" is definitely grounds for considering a physics engine.
>>
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>>145593415
HEYOOO
>>
>>145592620
Fuck no, you should not use Box2D for that.
>>
>>145593135
On the left side, your blacksmith level increases the quality and damage of your created bow.

On the right side, the damage and quality is static, bow always do same damage, but capped at minimum blacksmith skill level to unlock the possibility to make specific weapons.

Would you mind playing a morrowind-like game, and you create a bow (weak prefix). Then later in the game when your blacksmith level is higher, you create a completly new bow to get the better prefix? (Or maybe add a reforge button)

Maybe higher prefix unlocks more additions. Sorry if I come off as retarded, just need to make a decision how to form the blacksmith skill.
>>
>>145593463
Chill dude, its the second time i posted that webm, there's some guy in this thread who apperently bytechecks everything I post, just ignore him and he'll be quiet once he remembered that I'd stop posting repeats if someone with actual progress told me to. There's no point in arguing with nodevs.

Love how I'm triggering people though by posting my own images rather than memepictures.
>>
>>145546713
You should have your tiles stored in a 2-dimensional array.

Then you can get the tile position like x=mousex/tilewidth

And select the tile as map[x][y]
>>
>>145593485
Certainly, particularly when you're starting out it's good to make some attempts of your own.

Once you've gotten into the hang of things, using libraries can help you give a quick start on devving new projects so you don't have to start from scratch, as well as reusable code.
>>
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Added a skull lamp. Have to flip the handle on the skull but I like the amount of light it gives. Fun to just make the fire particles fly everywhere by shaking your hand like a crazy person.

Need to think of another item. Suggestions are fine as well.
>>
>>145593947
That sounds fine; might want to consider balancing for the cost an improved weapon can be sold for, though, especially if they're common loot.
>>
>>145594002
>I'd stop posting repeats if someone with actual progress told me to
>trying to inject ordinary e-drama into an anonymous community
>>
>>145594374
you better be making VIDEO GAME MAN: THE GAME
>>
Alright lets say I'm looking for a key in a hash, and I want all keys that will be on the current layout/room, but the keys are labelled:
Level1;8, Level1;13 etc. How would you ignore the number after the ; so only "level1" is regognized.
Can't figure this shit out. It would be helpful to keep the keys procedural
>>
>>145594794
Don't use strings this way, you massive idiot. Have each key be a pair of a string and a number.
>>
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>>145594783
Whew why are you so triggered by spoopy where you raped by a skeleton when you where a kid?
>>
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foil2.webm
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>>145592707

Is this better?
>>
>>145594936
Am I wrong? You're being a snobby cunt, and proclaiming that nobody can touch you because nobody else wants to associate their progress with drama.
>>
>>145595053
I'm not that guy thou. Stop being so salty.
>>
>>145594794
Use your languages substring method.
str.substring(0, 5);

If there is Level10 or greater you can search the string for the first semicolon and use its index in place of the "5".
>>
>>145594965
looks a lot more like metal and a lot less like nachos

could still be a little more blue but i'm not sure how much light that sun is emitting, it's probably fine
>>
>>145595053
I'm not even spoopy kek
>>
>>145595236
Don't enable this sloppy programming.
>>
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Has anyone else given up, completely? I just come here out of habit now.
>>
>>145595347
I did. It's not like I can do art so there's no point in trying to make a game.
>>
>>145595347
Giving up completely is impossible to me. I just keep saying I give up but I can't stop trying
>>
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>>145595053
>Nodev thinks he can trick people his opinion matters by pretending to have progress, but not being man enough to stand behind his opinion of spoopy
>>
>>145595424
Are you me?

The people who say to just use programmer art are probably artists. Nobody cares about a game with programmer art, you post progress and you get zero replies because it looks ugly.

Games aren't fun to play with ugly art.
>>
>>145595318
Why is it sloppy?
>>
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>>145594769
Thanks for feedback, will proceed, been stuck with this dilemma.
>>
>>145595507
>>145595308
>>145594936
Why does everyone even call me spoopy nowadays, candle-dev was much better-
>>
>>145595612
Because >>145594912.
>>
>>145595608
I remove all the art from my game before posting and I still get replies
>>
File: trips.png (63KB, 1125x681px) Image search: [Google]
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>>145595507
It's 4chan though. You shouldn't have to associate your opinion with your identity.

Not even the same fag.
>>
>>145595347
>jump into dev
>always in the back of my head is the fact that i'll eventually hit a wall and stop out of boredom
>hit a wall
>sit for hours just looking at my desktop making excuses back and forth for both continuing and stopping
>go to sleep and have nightmares
>>
>>145595714
>I remove all the art from my game before posting progress
no one does this
>>
>>145595714
Are you the boss fight / plant guy?? I always thought you were just the god of programmer art.
>>
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>>145595769
>I'm not even the same guy promise
>>
>>145595908
No
>>
>>145595271

If I make it more shinty it just turns totally black and purple and highlights and the gold color is gone. Thanks for your feedback.
>>
>>145595612
>>145595680
More concrete reasons:
>splitting a string into substrings can be O(n)
>searching in a string is O(n)
>a string can contain a value that isn't a number
>using a string to represent a number uses more memory
>>
mechadev u should post progress more often. im also down for more /m/ games
>>
>>145595769
>Not using a freely provided feature
Don't hate the player, hate the game ;)
>>
>>145595910
>everyone who disagrees with me on 4chan is one disgruntled troll

>>145596042
>>>/reddit/
>>
>>145595347
It comes and goes
After next demoday I might move on to a new dev community, this place is fun for teh bantz and harsh critique but I need to feel like I have friends
>>
>>145595910
>everyone who disagrees with me on 4chan is one disgruntled troll

>>145596042
>>>/reddit/
>>
>>145595910
>everyone who disagrees with me on 4chan is one disgruntled troll

>>145596042 (You)
>>>/reddit/
>>
>>145595769
Sorry man, didn't know posting the same images made people this mad, from now on i will encrypt all webms to make sure no 2 posts can be traced to the same game so you don't have to worry about who made the progress. It will just essentially just be static though but hey,
>>
>>145596120
>everyone who disagrees with me on 4chan is one disgruntled troll

>>145596183
>>>/reddit/
>>
>>145595910
>everyone who disagrees with me on 4chan is one disgruntled troll
>>
>>145595910
>everyone who disagrees with me on 4chan is one disgruntled troll
>>
>>145596282
Avatarfagging is against the rules, and that's how you were using your progress.
>>
>>145595347
i'm back after a 2 month hiatus.
just gotta find things to code
>>
agdg goin out with a bang
>>
It's funny how having a personality attached can only hurt you. A dev's posts has no impact on how I feel about their game until they start acting like a cunt, then I start to find their game disagreeable. Not on a conscious level, but I start to get sick of seeing their game posted.
>>
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>>145595781
>Hit a wall
>Masturbate
>Probably try to go to sleep afterwards
>While lying down, end up thinking about the problem
>Solve it while lying down
>Get up and go implement it
>>
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>>145596391
>People think spoopy is actively feeding trolls while avatarfagging

Jesus
>>
>>145596391
It's amazing that namefagging isn't against the rules too. The whole purpose of the site is to get away form it.
>>
>>145596470
>here's my 2 cents on something completely unrelated to my game
>better attach old progress of my game so that everybody knows it was me who said this!
>imaginary upvotes are just as good as the real thing :)
>>
>>145595347
Last time I wrote code was back in february. I just come back occasionally to see if any of you is doing anything interesting and then I disappear into my games for escapism for another few months.
>>
Link to the Past clone
or Zelda 2 clone

Can't decide what to rip off.
>>
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>>145596391

I'm spoopy dev and I'm retarded, I feed trolls while making sure everyone knows who I am because I am retarded HAHA.

>>145596605
I am in dire need for attention and a fag so that's why i do it desu
>>
>>145596602
IIRC avatarfagging is mostly against the rules because it uses a lot of bandwidth. Signatures and unnecessarily long names are just annoying.
>>
>>145596726
Fuck off spoopydev, I used to like you but you started acting like a cunt. I didn't even care too much about you posting old progress, but "hurr durr the rulez r dat some1 wit progress can only tell me stop" was a mistake.

Also this is old progress poopydev :^)
>>
>>145596817
Signatures are against the rules aswell, even though namefagging is the same shit
>>
>>145596938
>poopydev
Holy shit, bro. Don't say something you might regret
>>
>>145596726
That is not me
>>
It was only a matter of time before something filled the drama void created once the previous troubles stopped.

It was such a nice period.
>>
File: well.png (138KB, 656x615px) Image search: [Google]
well.png
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>>145596938
>Post image behind spoiler not to trigger people
>Come back 30 minutes later and everyone is telling me I made a ton of drama
>Mfw

Shit guys calm down

>>145597069
Mmmmmmmmmmmmkay this is fun
>>
>>145597069
you are not you you are me
>>
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>>145597069
That's the rocketfag trip holy shit I might just end it now
>>
>>145597002
Namefagging is generally harmless. Signatures are probably against the rules because it's noise that obscures content, while images and names can be hidden.
>>
where the fuck is the new thread? i want to post progress but i don't want it to disappear in 2 seconds
>>
>>145597179
It's still avatarfagging if it's behind a spoiler.
>>
>>145597179

>Someone realised that if they false flag as spoopy the only time he can avatarfag is with new progress

Sweet justice
>>
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>>145597237
My god you're right
>>
>>145597367
That's pretty deep

>>145597237
Elaborate
>>
>spoopy causing drama
>part of team rocket
Why am I not surprised. You showed your true colors here, spoops.
>>
>>145597367
new webm != new progress

Besides you'd just be shilling for him
>>
>>145597364
If you think they are avatarfagging why don't you report them?
>>
>>145596451
>expending your chi on porn
>>
>>145597364
Well certainly learnt my lesson don't worry.

>>145597564
I'm not though
>>
>>145597564
I don't like the guy (I'm technically the one who started this by telling him to stop avatarfagging) but it's clearly not him.

>>145597613
A warning is enough, he hasn't actually avatarfagged until now.
>>
>>145597367
>>Someone realised that if they false flag as spoopy the only time he can avatarfag is with new progress
>Sweet justice
They did this to BokuDev as well. People love posing as yesdevs here to troll as them.

Why become a yesdev here if salty nodevs will pretend to be you?
>>
Why is agdg full of autistic shitposters?
>>
>>145597858
>following 4chan rules is autistic
>>
>>145597858
steamchat
>>
>>145597834
I'll continue to post don't worry, it will just be way way longer between posts.

Which honestly is a good thing
>>
>>145597834
It's simple. Don't attach an irritating personality to your game. Most can manage, but both of these guys utterly failed.
>>
>825 posts
>still no new thread

LIVING ON THE EDGE
>>
>>145597483
>Elaborate
Team rocket was supposed to be an anon collab effort alternative to being matched up by the email guy. The idea being that all you have to do to be involved (or stop being involved) is post with trip #rocket (or take off the trip).

But it doesn't seem to have worked. There was also #spacestation for a VN set in a space station.

Probably this method of collab is doomed, because you really do need some off-thread communication. Team Rocket was setting up a github but I don't think it went anywhere.
>>
>>145520950
you missed blox arena
>>
>>145597927
the problem is trying to act like thread police instead of leaving the moderation to the moderators. there's a reason 4chan moderation works in a stealth fashion (which is avoid these situations)
>>
>>145597858
Steam chat is the only safe place.

>>145598049
You need to attach anything to your game, you could just have a game and constantly post progress, yet you shitposting faggots will save the progress, repost and cause more shitposts under those yesdevs good work posing nodevs.

>>145597941
>>145597858
>>145597367
>>145597179
Daily reminder steam chat is yesdev heaven. People are too stupid in the thread to realize when trolls pose as yesdevs.
>>
>>145598069
Anon pls, we're still at the top of page 10. There should be at LEAST 20 minutes left.
>>
>>145598345
>>145598345
>>145598345

new
>>
>>145598069
>>145598332
What if we just... didn't make a new page? Like ever?

Would we be better off?
>>
>>145598391
Silly Anon. We can't make pages even if we wanted.
>>
Cavedev here (I posted a webm of the abandoned cave game and a git link a while ago)

Since y'all don't want whodevs, I'll start posting progress asap.

Started new game / engine. Title not really a title. Got collision detection and collision box rendering done (not pictured - there's no entities)

I'm using ECS
>>
>>145592868
>>145593485
>>145594256
>>145593860
I think I'll just roll with Box2D for now to see how it works but I'm 100% certain I'll go back to the collision code I was familiar with, it just feels more right. I also feel like while Box2D might help getting things started... more quickly I guess, in the long run I can see it impending me on mechanics I'd like to add.

Right now I'm still at a point where I'm learning things and building my prototype anyway. Thanks for the opinions.
>>
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I want to do a re4 style inventory system. 2d array of the items. one block items are easy, but how would you guys do the multiple block items?

I was thinking something like have an item point to the top left block so I know where it is along with an int 0-3 for the rotation.
>>
>>145600141
You could just have it so the item is always primarily stored in the top left hand corner, and it just does checks around it to see if those spaces are occupied or even exist when you go to put it somewhere. Then have it fill in the spaces that it also takes up with the rest of its graphic in the other spots, and have them get removed when it does.
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