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/agdg/ - Amateur Game Dev General

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Thread replies: 761
Thread images: 147

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It just works edition.

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

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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
Why aren't you making your engine in Rust?
>>
Xth for VIDEO GAME MAN
>>
Is there anything wrong with saving my game state every tick?
>>
>>145598484
Overhead.
>>
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Am I stardew valley yet?
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>>145598592
Fucking retarded me posted in dead thread.
>>
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Progress on Not Silent Hill
>>
>>145598580
He already made it. You're too late now.
>>
>>145598580
Keep going, you can release it in 3 years when people will be starving for another harvest moon clone
>>
So how do most multiplayer games work? Does the game basically send and receive info from a server?
How much do they cost too? Like for example how much would it cost me to host a server for 100 people.
>>
>>145599256
>How much do they cost too? Like for example how much would it cost me to host a server for 100 people.
Generally a lot.
For 100 it might not be bad, just figure out your bandwidth usage based on what data your game is sending per second.
>>
Which way should I handle entities that are overlapping with walls already (no velocity known)?

A, B, or C?
Anything different?
>>
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are these explosions just a couple of large, animated billboards that always point to camera?
>>
>>145599361
B
Though I don't see why they should already be overlapping with walls, use collision detection to prevent that from happening in the first place.
>>
>>145599361

Is it a platformer?
Then I'd say C.

Otherwise probably B.
>>
>>145599731
The case is ambiguous

>>145599519
they will overlap in case a wall appeared or moved into them rather than the entities hitting the wall. My code works for static walls but not for moving ones since even an entity with 0 velocity can suddenly overlap.
>>
>>145599256
Most multiplayer games are just peer2peer which means the clients communicate with each other without a server. Usually it's one player hosting a temporary server and the other(s) joining.

Only in a case of an MMO do you as the dev really need to host servers for the players.

If you're this clueless about multiplayer then making a multiplayer game is too much for you for now.
>>
>>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.

>>145590986
>Anything beyond "this rectangle intersects this one and goes down this slope" is definitely grounds for considering a physics engine.
Sorry I'm not sure whether you're in favor or not of Box2D for what I intend to do.
>>
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trying to get some bloom going on, geometry wars style
>>
>>145600029
>Most multiplayer games are just peer2peer
pretty sure it's the opposite
>>
>>145599361
Using the smallest possible movement to resolve the penetration, i.e. C in this image. The vector describing this is easily found using a technique like GJK and for AABB-AABB will always be either horizontal or vertical (with one biased over the other in the case that they are equal).
>>
>>145600029
Player-as-server is not P2P, it's still a client-server architecture. True P2P (which requires some sort of matchmaking server, although THAT could be player-hosted) doesn't privilege any one player over the others.
>>
>>145600451
This seems reasonable. Thanks!
>>
>>145600617
This. Usually one player is hosting the server whether they realize it or not.
>>
>>145599361
What is the difference between A and B?
>>
>>145599494
>billboards that always point to camera
Billboards, by definition, always point to the camera
>>
>>145600620
Full GJK is overkill for AABB-AABB collisions, actually, although you'd still use the Minkowski difference in the process. Checking if a point is inside an AABB, and then finding the shortest vector from the pointer to an edge, is purely analytical (just comparisons & arithmetic, no iteration).
>>
>>145600754
B's origin is from the wall's center. A's origin is from the intersection
>>
>>145600754
A is overlap direction (the diagonal of the overlap rectangle and B is center-center

>>145600807
Yeah, I was thinking some pretty simple math to find the smallest movement required. And my boxes ARE AABB
>>
>>145599494
That's all particle rendering is, in general.
>>
Whats the appile of atomatotchi?
>>
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progress for my spoopy space game
pls no bully
>>
>>145600882
Do A and B cause different results (like B and C), or are they just different algorithms for the same result?
>>
>>145600617
>>145600741
>Player-as-server is not P2P, it's still a client-server architecture
>Usually one player is hosting the server whether they realize it or not

From the player's eyes it's usually all the same.

The anon I responded to seemed to be under the impression he'd have to host all servers. Though more recently even FPS devs have taken to hosting all the servers themselves like DICE with Battlefront and Blizzard with Overwatch when they traditionally were all player or 3rd party hosted.
>>
>>145601213
wr-wr-written in b-bloood?!!!
>>
>>145599042
Nice

Got any gameplay webms?
>>
>you have 10 seconds to give me an easy original game idea i can finish in a week
>>
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Changed the inventory cubes to shards. Still working on the textures of them though. Going to add the magical effects for grabbing each item.
>>
>>145601523
>From the player's eyes it's usually all the same.
Sure, but this is a game development thread, so the distinction is important. Client-server is more secure, but P2P has less latency and uses less bandwidth.
>>
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Today is a good day to post progress and nutrients.

Btw, is it possible to make co-routines in GameMaker or are you stuck with state machines only? How would you approach it?
>>
>>145601932
what the fuck
>>
>>145601932
You should just stop using GM, to be honest. Coroutine support is non-existent, and GML is abysmal for any non-trivial state machine (i.e. anything more than a state index + switch).
>>
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>>145601213
>Gpd left us
h-he's coming back right
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>>145601932
>>
What are co-routines and state machines?
>>
>>145601932
kek that picture
>>
Is there any real reason to not do stuff outside of a room's boundaries in GM?
>>
>>145602217
A state machine is a system whose behaviour depends on the state it's in. This behaviour includes changing states.

A coroutine is essentially a nice way to implement a system that would normally require manually implementing a state machine.
>>
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Reminder that if it's your first game, you have to post progress.
>>
>>145602217
A state machine is something that moves from one state to another. For example if you're handling player input, instead of a bunch of if statements and shit, you can have states instead. IE

if(state==jumping) do shit
if (state==running) do shit

It's a lot easier than having a bunch of booleans for like attacking, jumping, moving, etc
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https://a.uguu.se/jKzoyHsCGHsW_output.mp4
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>>145602438
ok. it's a 3d platformer
>>
>>145598484

disk writes are stupid fucking slow. would not recommend even if you were on SSD.
>>
>>145598484
If it doesn't slow the game down or you do it async it's fine
>>
>>145602874
Well, technically, with buffered I/O, writes alone will not stall your program. They will probably lag behind a lot, and lead to a MASSIVE stall if you ever want to load something.

>>145602986
Same issue. It's not "fine".
>>
>>145602986

node programmers, pls leave
>>
>>145602817
Nice.
>>
>>145599042
really well done but that overkill glossiness is not realistic if that is what you are aiming at

nevertheless its excellent work
>>
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Doing some style exploration.

What are some games with similar styles? (tech/steam/pipes included into medieval setting)

I know there is thief, but beyond that I can't really think of anything I could get inspiration from (steal from).
>>
>>145598484
Every tick seems a little too much for me. I can imagine why would you need it too. is not like you would gain a lot by loading a state made exactly one tick before the load.
>>
>>145602850
Pretty pleasant, anon!
>>
>>145603259
Asynchronous programming is far more than just a Node thing.
>>
>>145603506
>I can imagine
meant can't
>>
>>145603580

only a dumb js programmer would recommend such a thing though
>>
>>145600252
quick question, are you using linux?
i noticed because of the font and that tiling of windows behind
>>
>>145603481
Arx Fatalis, to some extent.

>>145603669
Ah, you're that clueless "kys" shitposter from /dpt/.
>>
>>145603481
Possibly Warhammer Fantasy, especially the Skaven machines
>>
>>145603572
Thanks! I'll take a proper video when I get to my desktop computer. The cloud platforms disappear, so you have to jump off them quickly. Your character can jump and do a roll attack similar to Donkey Kong in DKC.
>>
>>145603724

nice to know that people on /dpt/ hate you too.
>>
>>145601669
Haha, that's clever, anon
>>
>>145603719
not him but using a tiling wm changed my life
>>
>>145603914
>tfw love Haskell already
>tfw xmonad
>>
>>145603481
off the top of my head, wakfu does this with the sufokia setting (rural mediterranean/atlantean style fishing society + pipes everywhere)

not a lot of games include steamcraft/pipes/magitek without going full steampunk
>>
>>145603580
Isn't asynchronus programming basically just event-based programming?
>>
>>145603481
Legacy of Kain.
>>
>>145603951
i3 here. Gave up on haskell because of cabal/stack shit but I loved it real bad. Thinking of xmonad just hurts my heart. i3 is nice though.
>>
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>>145604105
>>
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>>145603719

Yeah it is, nice catch.

I removed the transparency from the config because of that.


>>145603914

This so much. I can't go back to windows because of this, its amazing that windows doesn't come with a fully featured TWM yet.
>>
any of you linuxers rock zsh/oh-my-zsh?
>>
Post dev music
https://www.youtube.com/watch?v=OCqzd-gYJXE
>>
>>145604163
Asynchronus programming is basically just event-based programming. [/spoiler](This is the part where you correct me with more passion and thoroughness than if I were to form that as a question)[/spoiler]
>>
>>145604220
>its amazing that windows doesn't come with a fully featured TWM yet.
It barely got multi desktops on Win 10. Probably about 10 years for Windows to have TWM.
>>
>>145604105
No, asynchronous programming uses a system like futures to start an asynchronous task and then immediately allow you to do other stuff before asking for the result (which blocks until the task is complete).
>>
>>145603914
nice to meet a linux user
i3 was majestic experience, i dont know how floating is the norm nowadays

>>145604138
mah nigga

>>145604220
doddamnit i MISS linux!!! your setup is fantastic, extra points for pink floyd!
funny thing the distro i was using was Semplice, and its code name was (comfortably numb) lol like the album you are listening to
>>
guise im still super sad my linked recap wasnt included with the recap monday thing =[

I feel like im not on of the cool guys :/
>>
>>145604424
We just had one of these. But here you go, more 90s electronic sorta spacey jamz. Probably too distracting unless you're familiar with the album though.

https://www.youtube.com/watch?v=Bcsdkk_ON1c
>>
Hey guys, looking for an engine recommendation.
Basically I want to make a bullet-hell game, with some heavy focus on shader effects. Think newer Touhou games, a lot of particles and chaos on the screen.

Not really afraid to dig in some code, I'm a computer science grad, but I don't want the development process to be *too* painfull, like going through raw OpenGL. And obviously I don't want it to be too limiting. I have some experience with Clickteam software, but it doesn't fit my needs - it's horrible performance-wise, and it lacks any scripting utilities.

Considered GameMaker and Unity already (don't have experience with either), with no strong preference between the two. Any hints/suggestions/alternatives? Main target is PC, but console exporters are a plus, definitely not going mobile with this one.
>>
>>145604826
Just repost it. And make sure you followed the exact format and use a .png for the image.
>>
What's a good book for openGL
pls no bully
>>
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Raise a tiny little man inside of a tiny little jar.
>>
>>145604480
this may interest you if you are a windows user and want tiling:

>AquaSnap
Tiles and arranges windows by "drag & drop" or hotkeys, can "snap" windows side by side like magnets. Supports multi-monitor setups
>SplitView
Tiles windows using caption buttons and keyboard shortcuts, optionally maximizing windows to a screen part (commercial)
>Mosaico
Tiles windows using "drag&go" feature or keyboard shortcuts. Saves windows position and size in a snapshot and can restore up to 8 snapshots (commercial)
>HashTWM
Tiling window manager with automatic tiling
>GridMove
Tiles and arranges windows on sophisticated layouts with hotkeys and multi-monitor support
>bug.n
Amongst other flavours is a dynamic, tiling window manager, which tries to clone the functionality of dwm
>Windawesome
A highly customizable dynamic window manager written in C#
>MaxTo
Tiles windows on user-defined grid by intercepting windows that are maximized or using hotkeys. Supports multi-monitor setups
>Twinsplay
Tiles windows using keyboard shortcuts
>Plumb
Automatically aligns windows for you while you work
>Python-windows-tiler
Very basic tiler
>Divvy
(Commercial)

also for windows ricing:
>https://wiki.installgentoo.com/index.php/Windows#Ricing
excellent ricing tutorials for windows
>>
Can anyone recommend a book for Unity?
>>
>>145605431
Thanks anon, I'll give them a try.
>>
>>145604848
I prefer the more haunting melodies when it comes to space music. Ambient stuff.

https://www.youtube.com/watch?v=nTXeWIL1vhA

I like that floaty, endless feeling.
>>
>>145605475
>reading books to learn anything

TWENTY SIXTEEN

you could be spending that time MAKING GAME

especially in an engine as fucking simple as god damn unity, seriously
>>
>>145605475
The official tutorials are pretty good. Any reason to look for a book in particular?
>>
>>145605426
That looks sweet
>>
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>>145605426
take my money already lol
>>
>>145606103
>>145605913

Thanks anons, I'm trying to finish a rough version of this within a few days
>>
>>145605321
The SuperBible.
>>
>>145605626
Right on. I like the idea of massively strange things awaiting just out of our current reach, or our observable universe being some kind of substrate for higher beings' observation/mating rituals

https://www.youtube.com/watch?v=rVz2qCvjPDg
>>
>>145605743

It's just a nice way to learn and it's how I've been learning everything else. I'm still using the reference site but would be good to get some insight on concepts in a more abstract way, if I am making sense.

>>145605659

I'm not always at my computer, and in that time I still like to learn. I think this is a silly way to look at things honestly.
>>
>>145601932
>cheese and ham

guarenteed to have a stroke before 40
>>
What does agdg think of Yandere-dev?
>>
>>145601932
the beans are getting into the honey nut cheerios
how bout you eat that shit over the span of 3 meals instead of cutting out the middle man and eating breakfast lunch and dinner at the same time like a degenerate
>>
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Reminder that if you wanna be entered into the collab system for the up coming jam on July 14th, Email me at [email protected] answering these questions: http://pastebin.com/NEPv0pPC

groups will mostly consist of groups of 3 and a few groups of 2. If you have a preference over 2 or 3, let me know in your submission.
>>
>>145607692
he gives gamers what they want
kawaii(lewd) and ultra violence is cocaine to them
>>
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My average fps was 60 before I added my lasers, now it runs at 55 (when I'm not recording).
It's gonna be a pain in the ass to improve my fps.
>>
>>145608683
what engine was that game made with anyway?
im a new jew so sorry
>>
>>145609035
good work
practice makes perfect and this is a good core mechanic to have down
>>
>>145609035
>40fps
how?
>>
>>145609073
he uses unity
some assets he bought and others are donated for him by his fans, along with art works, music.... ect

also welcome to agdg :)
>>
>>145607692
I don't like him because he's a patreon whore

Also http://pastebin.com/mcAGt3w9
You can guess which one of these is him
>>
how to make webm?
>>
>>145605426
i am ashamed to ask you this
but can i use your idea to make a similar game?
if no, i respect that
>>
>>145609773
http://tools.aggydaggy.com/tools.html
>>
>>145609773
webmcam is the easiest
>https://github.com/theTarkus/WebMCam
>>
>>145609802
no
>>
>>145609802
sorry the idea is my registered trademark
>>
Any pro Amateur Gamedevs like Googum , what kind of company/corporation did you guys set up to sell your game? Do you have one? Did you make an LLC? Or are you a Sole Proprietor?

How do you guys deal with all the fees and taxes? I don't even have enough money to upgrade my computer right now and I don't know if my game is going to flop, but I don't want to just finish my game and then upload it to Steam only for some troll to sue me for physical injuries from playing my game or some bullshit and then I end up with a huge debt/jailtime. Or maybe he/she patents my mechanics or something and then sues me for stealing their idea since I didn't patent anything yet. I've read some pretty shitty stories about Indie devs and small businesses getting screwed over by petty bullshit just because the way laws are written.

And of course, I don't have money to hire a lawyer so that's also out of the question. How did you guys do it? Are you currently getting sued for stuff and throwing your profits (if any) at the court system just to cover your ass?
>>
>>145607692
Have you seen my senpai was honestly the cringiest shit i've ever been subjected to tho
otherwise i like his videos
>>
>>145609802
>but can i use your idea to make a similar game?
I'd prefer you didn't
>>
>>145610119
probably not him but good job
>>145609802
think of your own ideas nig nog or steal it and make something different enough that no one will know but possibly suspect and then never tell him you stole it
>>
>>145606832
Can you go into a little on what's going on?
>>
>>145610119
>>145610212
>>145610281
i dont know which one is you but okay i wont, fantastic game tho
>>
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r8 unit sheet thing

top: name, level, race, class
left: attributes
right: items
bottom: abilities
center: unit model (not shown)

seem ok?
>>
>>145605426
im stealing this idea, kiddo
>>
>>145610370
>or steal it
i wouldnt ask in the first place if i had that mindset
>>
>>145610731
i already stole it, patented it and sold the patent to microsoft
>>
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post perfect dev music
https://www.youtube.com/watch?v=KXctarOxRz8
https://www.youtube.com/watch?v=ysPtBjY8o_A
https://www.youtube.com/watch?v=-TGKJ9MgCOQ
https://www.youtube.com/watch?v=dFgGhYu2RxQ
>>
>>145607692
Love his dev/progress videos. Seems like a hard worker too. Although he's probably a hard guy to work 'with'. Takes a lot of stuff personally, and some of that old drama has followed him around. He delivers though, I think that's what is the most important. Not everyone needs to be a super outgoing/social team-player. He found his niche and he's doing great imo. He's a yesdev.
>>
>>145610731
Farcraft is a registered trademark. I own over four copies of world of warcraft you snake.

>>145610734
I can see right through this act >>145610404

>>145610841
Fuck you dannycraft
>>
>>145610841
i am microsoft and we just sold the idea to xbox and windows computers so good luck now you fucking hack
>>
>>145610508
Font rendering seems messed up.
Attributes area will look good if it gets filled.
The bottom area for abilities is a little strange. It's hard to judge without the model, but along the way you could try to remove the bottom division and just overlay the abilities over the model's feet.
>>
>>145610508
All the icons seem like up/downscaled pixel-art
>>
>>145611063
Fucking sell me my idea back you dicks. This used to be a nice community.
>>
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>>145610989
do you see any (you) there? i am not him

>inb4 photoshop
its a webm
>>
>>145600072
I wrote my own collision and it took something like 7 weeks, but then I also had some pretty preventable/fixable mistakes in that time period that held me back. I'd recommend you look at another collision system or two and read up on or at least think a lot about the concepts behind them before you try to make your own.
It's fine to just get a library. No one will care except you and anyone you share your code with-- unless it's buggy, of course. If the implications bother you, you can look for a library that's fast, or one that's small, or both.
>>
>>145610214
>company/corporation Do you have one?
no
>Are you currently getting sued
no
>How do you guys deal with all the fees and taxes?
by paying them
>>
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>>145611227
meet me out behind the dumpster and you can uhh pay me back for the rights to your game
hehe
>>
>>145611290
man this was photoshopped
i saw the behind the scenes with michael bay on the special features of the DVD
go back to bollywood mikey
>>
>>145611209
well, it is

everything there is just hasty place holder
>>
Still got the sale going on for a variety of platformer and jrpg mechanics. Got some great stuff, let me know what you're looking for I'll dig through our patents. We do monthly licensing or a sales percentage, very negotiable.
>>
>>145611441
At least I'm still sucking less dicks than phil fish had to, to get to the top.

>>145611290
hurdur I just learned aftereffects and im trying to steal a REGISTERED TRADEMARK FARCRAFT from some god-dev
>>
>>145602425
>>145602581
Thanks.
>>
>>145599494
>a couple of
Hardly dude. The more particles, the more nex-jen.
>>
>>145605275
>I'm a computer science grad
wew

Game Maker is good, HaxeFlixel is good if you want flash, Phaser is good if you want HTML5, Monogame/LibGDX are good if you want lowlevel frameworks. Game Maker is the only one with a full blown editor.
>>
>>145601815
looks awesome dude. I don't know how no one has commented on this yet.

How is that controlled? Looks like some kind of wiimote thing.
>>
>>145611385
Thanks for your input.

>7 weeks
I'm confused as why it'd take so long though, but perhaps it's because I'm still a beginner. So far I've had used a pixel detection collision system using parent masks for my sprites and it's worked well so far. Can't imagine it taking months to code. Reminder that I'm making a top down game.

Are you also talking 2D wise?
>>
>>145609328
It runs at 55 when I' not recording.
I'm running it on my phone, that's why
>>
>>145611412
>How do you guys deal with all the fees and taxes?
>by paying them
Are you using the profits from your game or are you paying out of pocket? I'm worried the taxes/fees for my potential LLC or corporation in my first year will cost me more than my game's entire lifetime of sales. Just starting an LLC is like $800 for the first year, which I don't have, and that's not including fees and other stuff. And it's like $800 every year from then on. It's impossible. I can't expect my game to be some massive hit. I'm already in debt as it is.

How are you protecting yourself in the case of trolls coming after your business? It's scary as shit, famicom. Makes not want to release my game until I've made at least $1,000 in personal savings. Might have to just do gamedev as a hobby since it's cheaper then trying to sell the game. wtf how does that even make sense.
>>
>>145605321
http://learnopengl.com/
docs.gl
https://www.opengl.org/wiki/

There are the only sites you'll need, mostly.
>>
>>145609212
Thanks anon
>>
>>145610214
There's a guy who calls himself 'VideoGameAttorney' on reddit, he sometimes does threads to answer questions about this kind of topic. You may want to look through his old posts as he answers alot of relevant questions.
Here's one thread; https://www.reddit.com/r/gamedev/comments/4fdisn/four_hour_delay_on_my_flight_time_for_a_legal_ama/
>>
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>>145602136
He is.
>>
>>145611985
>this fear of being sued
how about you stop making disney princess porn games?
>>
>>145612185
>https://www.reddit.com/r/gamedev/comments/4fdisn/four_hour_delay_on_my_flight_time_for_a_legal_ama/
thanks senpai I'll check this out
>>
>>145611593
If you're going to ask for feedback you should perhaps mention that half of what you're showing is "placeholder."
>>
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>>145611620
have this after effect lol
>>
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>>145612358
what does ("placeholder") mean?
if you mean placeholder, i said all. not half
i was referring to the general layout of things
>>
>>145605275
Godot Engine is pretty good and you won't ever have to pay anyone anything to use it. The documentation is sparse, but as a comp sci guy, you should be pretty good at figuring things out for yourself by now.
>>
>>145612306
I'm not making a porn game. Have you noticed how many sociopaths are walking around stepping on others? Some people just don't give two shits, and they're just living the way they do for fun because they can. With how many crazies just take a gun to some place and just shoot someone in cold blood, there's even more that don't give three shits if they sue you into oblivion. You look at the wrong person the wrong way, they're gonna come after you because they can. Just being in the wrong place at the wrong time might get you fucked up. I just want to cover my ass when (not 'if') that happens. I've had two many irl close calls to not take certain things for granted.
>>
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>>145612396
>>
Ok thread, who's worse

PHIL FISH VS JONATHAN BLOW

which of these two are more dog meat than the other
>>
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>living where the US legal system has jurisdiction
>>
>>145613173
Cunt with a shit game
vs
Decent dude with a shit game
>>
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>>145613173
They're both just as unbearable as each other but at least Jonny is making games.
>>
>>145613173
jon at least has technical knowledge and some interesting ideas. phil just had one gimmicky game idea and died choking from sucking his own dick so much.
>>
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>>145613315
honestly cant tell which one you are talking about
its more like
psychopath vs autistic man making a game
>>
>>145613483
phil's art is good
he arguably has more creative ideas, since time reversal was directly ripped from some prince of persia game in jonny bois own words
>>
>>145613082
SCIENCE
>>
>>145613032
keeping in mind im in favor of corporations being bullshit...
not forming a corporation will make you harder to track down and most likely seem like youre not worth pursuing
also when sued you can just not show up (saving you money) which may result in a default win by your suer but then it's still on them to enforce it since it would be a civil case and you can just not pay them ever. they might annoy you for a while.
>>
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https://www.youtube.com/watch?v=QuDqraUlUcM

i geniunely believe phil fish is psychotic
not like some contrived sociopath "im so edgy" persona that he adopts, hes just got a screw lose
>>
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those goddamn turtles
>>
>>145613818
>not forming a corporation will make you harder to track down and most likely seem like youre not worth pursuing
Oh dang, didn't even look at it that way. But wouldn't your personaly information have to be somewhere since you're selling a product? Couldn't the customer just look up your info or ask the service provider for the store you're selling on for legal purposes? Like you can't post a product to a service like itchio or Steam without also giving the financial/legal information to them too.
>>
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is the witness out? any good? if not out, does it look good?
no one else from igtm (other than edmund) has done much with their life since then other than get rich and lazy
>>
>>145614178
tHOSE TURTLES CLARLY JUST SWAM BACK ANDFORFTH, THERE ARES NOT ai FRiend
>>
>>145614178
They're an important part of the eco-system. You did good, sea-man.
>>
>>145614309
It came out a while ago. Not everyone is a fan of it, I haven't played it myself so I can't really comment (Though the NES clone was alright, but the fact it was short may have helped it avoid getting repetitive).
>>
>>145614220
itchio dont really have much information to give.
steam has a ton of information but as an individual non-corporation i would sue the shit out of them for giving my personal information away so it's likely they take that into account.
you could ask them what they do in those situations unlikely you'll ever hear back from steam though.
>>
>>145614309
Are these indie devs really that rich? I get Notch, his game is just super popular and he made all that money by selling it off to MS, but someone like Phil Fish or Hopoo, do these guys really make enough money to live in a mansion and do nothing the rest of their lives? I highly doubt that. At max, I guess they could live on profits for maybe 3 or 4 years, but after that they'd need a job or something. then there's taxes, legal protection, marketing fees and all that for their game so I find it hard to believe they're all living the good life now.
>>
>>145614309
It gets boring after an hour or two

It's just the same puzzle with different gimmicks and the big "point" of the game is supposed to be that it's fun to discover how the different rules work instead of having them explicitly explained but at the end of the day it really isn't very special.

It has remarkably good graphics for being an indie joint but I mean, this game had a multi-million dollar budget and a 10+ people team working on it for 6 years or something, so comparing it to a normal indie game isn't really fair.
>>
>>145614178
At least they are not frogs.
>>
>>145614661
how do you explain negative 400 in sales for your rock paper scissors clone?
>>
>>145614761
They made a couple million bucks dude, unless they're retards they should be able to live off that the rest of their life
>>
>>145614914
googs is paying people to play it
>>
>>145614761
mcmillen is definetely a millionaire
meat boy sold 1 million copies in a year at 15 dollars and that was like 4 years ago i think
so you do the math (ontop of isaac) fez and braid also grossed millions
>>
>all this talk of goin' PRO and makin' it BIG in G A M E D E V
holy shit I am so glad I'm not this delusional.
>>
>>145614309
>>145613173
Jon is better as an """"""intellectual"""""" than as a dev. His games are fun but not as deep as he thinks they are. I do admire him for pushing for games to be treated as more than entertainment.
>>
>>145615303
b-but there's literally dozens of devs who have done it, it seems pretty lucrative
>>
>>145615303
thats not even what were talking about
you are clearly too delusional to read the thread, dumb nigger
we're shit talking these faggoty devs
>>
>>145613173
savannah brown is worse than both
>>
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>>145615554
didn't know she developed games
>>
Unreal 4 devs, is it possible to make things visible/invisible to only certain cameras?

For example, I want my first person camera to not see my character model, but other player's cameras should see the model.
>>
>>145615672
You just asked who's worse. You didn't say anything about developing games.

Anyway, Phil and Jon are both great devs that AGDG can only dream of being as good as. Their personalities don't matter one iota. Overall, they've both made a positive impact in the games industry, so asking "Who is worse" is a troll ass question and I'm not going to humor it.
>>
This thread was really good for awhile. Showed it to my g'ma and all she said was "Where's the progress?"

Come on guys, you let me down.
>>
>>145615901
https://wiki.unrealengine.com/First_Person_Shooter_C%2B%2B_Tutorial#Adding_a_First_Person_Mesh
>>
>>145615901
Most components have 'Owner No see' and 'Only Owner see' checkboxes, under the Rendering heading.
>>
>>145616170
humor my troll ass question harder, daddio
>>
>>145615901
yes. get reference to camera, set visible if camera true
>>
>>145616865
>>145616903
Thanks.
>>
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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, talent, testosterone levels,high iq, good bone density,symmetrical, being born with big bones or small bones, wealthiness gene, mental illnesses, Religion and ethics, Talent, sexual promiscuity, cunny slickness, dick size, a eugenics simulator, bone structure (wide chest, narrow hips, large head, short arms, etc.), temperament (happy-go-lucky, hot-headed, kind of a downer, always seems calm, etc.))
>>
>>145603481
i know it doesn't have the tech aspect but this immediately reminded me of the Fable art style.
>>
>>145617259
dev/nodev gene
>>
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>>145616402
here is some DANK progress i made models show up on unit ui's with some trickery
>>
>>145617259
Make it Lamarkian instead of Darwinian
>>
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>>145616402
I just got home from work but this was my progress yesterday
>>
>>145617603
>Not just adding a canvas renderer to the mesh

lol what year is it holmes?
>>
>>145615303
You realize that if you have no ambitions or if you aren't aiming high you'll never achieve anything worthwhile? Besides you can still aim big while being rational.

Now you can also choose to keep playing it normie and never release anything that'll be remembered aka like 99% of what /r/gamedev does.
>>
>>145617259
We answered your question last thread, nodev
>>
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Thoughts on starting a game with a quote? Too pretentious?
>>
>>145617603
Haha that is really funny to me. Also I like it.
>>
>>145618303
yes
>>
>>145618303
Your game has to be really really good for this to be acceptable.
>>
>>145618303
I think it's fine for a trailer but not for your game. I'd be pretty annoyed seeing the same quote whenever I open your game.
>>
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Will I be an immense faggot if I make a mecha game that plays similar to risk of rain
>>
>>145617259
how does the game play? is it just text based?
>>
>>145618303
>unity splash screen
>this quote
>followed by a pixel platformer or whatever
I'd tone it down.
>>
>>145618303
It's not pretentious if you're a guy like Kojima but it is if you're a guy like Jonny
>>
>>145618595
>not doing whatever you want
>>
>>145618595
It might as well not be a mecha game
>>
>>145618595
>stealing money from Hippo
You wouldnt be our enemy, you'd be our hero
>>
>>145618668
My fucking sides
>>
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>>145610891
https://www.youtube.com/watch?v=V5s-KLGVcTI
>>
>>145618595
Do it.
Instead of character classes you unlock, you could unlock mech upgrades. Completely different game
>>
>>145618303
Not if you quote some anon from agdg
>>
>>145619339
That's the idea. You start with a base mech and find upgrades for it.
>>
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One day a 3d engine will allow me to play with shadow casting fresnel effects through a noise filter, until then I'll dick around in c4d.
>>
>>145619780
sounds gay
>>
>>145619604
No. "Pheromones" and shit is just a myth.
>>
>>145618595
Phantasy star was a nice game. Especially the fourth one.
>>
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Currently working on a space game with a friend. We decided on making a top-down space exploration RPG. We're working to find an intersting way to do combat so that it has strategic depth but at the same time doesn't slow down the gameplay too much and doesn't get repetitive.

However I came to ask if anyone has any tips on how to make quests interesting. I really want the quests to feel more natural rather than follow a dot on minimap, kill someon, return. Yet I have no idea how I would diversify quests especially in a game like this where you're just looking top-down on spacship and some planets. Any tips on something interesting we could implement?
>>
>>145620665
considering we know absolutely nothing about your game (which may or may not even exist) other than some buzzwords, I don't think you'll get much helpful information
>>
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it's something
>>
>>145620665
>I really want the quests to feel more natural
Ask story-related questions about every single thing you can. Who's flying the spaceship? Is it a good spaceship? Where'd the spaceship come from? Why is it where it is? What's up with that planet over there? Does it have inhabitants? How far from home is this spaceship? What was the upbringing up the crew? Why are the crew on board? How does each crew member feel about each other crew member? Questions like that, as many as you can.
>>
>>145618303
it's getting old even with hollywood movies
>>
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How do you mirror weight paints in blender?
>>
>>145620665
Capture rare aliens and trade them for money or whatever like in Space Dandy.
>>
>>145620665
Make each planet like a dungeon where you have to solve puzzles with different items.
>>
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What goals would you add to a gardening game? Something to drive the player. I can't think of anything besides being able to grow more plants.

Alternatively, if it was a mechanic in a game like Oblivion, how would you make it something the player would actually want to use?
>>
>>145604424
Keeps me motivated and puts me in the right state of mind for my project.

https://www.youtube.com/watch?v=Tme4c-p6IM0
>>
>>145621543
HAHAHAHA You can't just magically transfer weights to other bones and expect Blender to know what the fuck is going on
>>
>>145621661
Community garden competition
>>
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>>145621661
>What goals would you add to a gardening game?

Something like Harvest Moon where you're trying to recover the family farm (florist) for a certain period of time, based on your sales and your ability to befriend the villagers. HM usually does 2 years or 3 years with time passage. It factors in nicely because you can link time to sales
>>
>>145621661
showing off your prized pumpkin at the fare and getting a trophy
>>
>>145621786
You joking right?
>>
>>145607034
You heard of Lustmord?
https://www.youtube.com/watch?v=ZVs1x8s7Ono&list=RDZVs1x8s7Ono
>>
>>145621543
If I remember right, if you set it up so your rig is a mirror, you should be able to turn on weight pant mirroring
>>
>>145621661
>something to drive the player
That doesn't sound comfy at all.
>>
>>145621661
Something kind of like Dark Cloud. You need to meet certain requirements like "have 8 sunflowers planted around a fountain", and you unlock something when you reach the goal.
>>
>>145622070
Think of any "comfy" game ever, they all had something to drive the player
>>
>>145621661
I'd say go a little silly. There's too much of this "Farming is the serious way, such comfy" stuff right now.

>>145621815 Something like this. Or you just start a backyard garden, and after a point, your neighbor starts comparing their garden to yours, and it kind of irritates your character (oh noes, not giving the player choice-- deal with it) so they either fail to make a better garden than their neighbor (and essentially repeat this phase until they do) or they make a better garden than their neighbor, and get recognized in a broader scope, like the neighborhood association who wants to shut it down for having too "rugged" of a backyard. But you grow it big enough and the local community garden steps in and supports you.

I think shit like that, neighborhood association politics, sounds more entertaining than "Farm is my true calling determined-anime-face.jpg"
>>
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>>145618847
Ready to steal hippo's dosh
>>
>>145622536
>risk of rain sprites with overwatch palette
genius
>>
>>145622005
yeah it never really clicked for me. Zoviet France and Rapoon hits a good point between droning/ambience and activity. Especially for deving.
>>
>>145622684
Just gotta add thunder force iv's soundtrack and I'm ready to release
>>
>>145622536
>inb4 stolen
>>
>>145622502
>But you grow it big enough and the local community garden steps in and supports you.
Or you find some other way of undermining Fussy Francis of the Parkvale Neighborhood Association, like giving your produce to urban youth and getting press
>>
>>145622012
I'll try that out,thanks .
>>
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I know that you get loads of these questions but I'm at a loss. I want to make a game, and have enough experience to do almost everything I need to do, it's just the platform that's bothering me. I'm trying to make a roguelike of sorts but with some real graphical elements (IE splash art pieces) that can't be replicated or moved well with ascii or grid-based art. Essentially, I need something low-level enough to be able to code lots of complex shit in, while also providing an easy was to do GUIs (I'm weak on code-based GUIs). I can't use something like RPGmaker or Gamemaker because the complexity would make things difficult to implement, also GM is shit for anything turn-based.

Any ideas? I'd like to just code it in python or something, but like I said, GUI trouble. I could learn if I put my mind to it but I'm sure there has to be an easier way.
>>
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>>145621815
>>145621865
>>145621913
>>145622070
>>145622094
>>145622208
>>145622502
>>145622994
Gardening game is a go.
>>
>>145623726
so like ToME, Dungeons of Dredmor, etc.?
>>
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Along with the GameMaker course from Heartbeast, (i own it already)

are these the three best entry-level tutorials on the game engines? they're highly rated and many reviews say the content is very organized and the instructors make it easy to follow-along
>>
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Got started on the space-flight portions in between the 2D planet exploration segments. Going for an arcade-y, Star Fox kinda thing. Just doing this in GM took me a couple hours. The 3D stuff is pretty new to me.
>>
>>145624146
How many engines are you trying to learn nigger?
>>
What do you guys use as an ID to access resources?
Hashed strings of filenames?
>>
>>145624040
Something akin to that, though I haven't actually played those. The shop screens as such will have splash art, there may also be moving splash art in some battle situations (such as, you get a crit and something cool comes on screen, etc).
>>
>>145624260
>Hashed strings of filenames?

Yes
>>
>>145623992
nice work my friend! I am sow proud of you! I believe you pump-can squash any problem that gets in your whey
>>
>>145623726
The only Roguelike thing I know of for Python would be libtcod, but that's ASCII.

If you're going pure roguelike you could use T-Engine 4, which is the engine used for TOME4, http://te4.org/te4
It uses Lua as a scripting language, but it supports graphics and is built specifically for roguelike development.
>>
>>145624228
Just one. I bought the GM one on impulse since it was on sale for $20, but I haven't got into it yet.
>>
>>145623726
you can use any framework or engine
>>
>>145624225
Looks sweet anon. Juice it up a bit more, though!
>>
>>145624308
What if you make a typo somewhere?
>>
>>145624225
The ship's tilting should be reversed. tilt up when moving up and tilt down when moving down.
Right now it looks like a toy ship being pushed through some thick goop
>>
>>145624471
check that the file exists before you hash the string numb nuts
>>
>>145624312
hahaha nice, dude
>>
>>145624323
I'm not sure how "pure" of a roguelike it is but this looks like it has potential, thanks.

>>145624359
Excellent post, very helpful.
>>
>>145624471
Go back and fix it.
>>
>>145624564
>>145624587
Fair enough
>>
>>145624475
Oh right, that would be reversed haha. I need to play some space games to get the feel for how the ship should move through space. This is a 100% new genre for me so I've got alot of tweaking to do.

>>145624425
Thanks. This is literally just me figuring out "how do I draw a simple model and rotate it" so i've got a looooong ways to go.
>>
>get idea
>that's good, I'll do it later in the week
>forget what it was
I should write this stuff down. Every time I go to code I have to remember all the different stuff I need to do
>>
how do compilers work
>>
>>145624995
Oh man. Can't wait for /agdg/ to attempt to explain this to you.
>>
>>145624995
Do the crime, do the time
>>
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i hope someone remembers me.
i resumed my devving and i made walking a lot smoother and added a jumping and idle animation
>>
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>>145624995
>>
>>145624995
by using various algorithms and data structures to turn programming code into computer code
>>
>>145625210
That doesn't tell me anything you goof!
>>
I can't program but I want to make a game

I've used Unreal's blueprints to make some shit

I've also played around in Unity with playmaker, plygame, and ork framework

Are any of these worth pursuing in of themselves to make a game with?
>>
>>145621543
what are you making?
>>
>>145625359
Yes, blueprints
>>
>>145625359
no, if you can't code you should use GameMaker
>>
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>>145622684
>tfw no risk of rain mech sprite to copy

Would you play risk of mechs
>>
>>145625084
well what's the game about
>>
>>145625084
Now that's a mother fucking walk cycle

>>145625591
Yes. Yes, I would.
>>
>>145625359
You make videogames by desigining game logic, right? And you need to enter that logic into a computer, right? And what is the language that a computer can understand??
A FUCKING PROGRAMMING LANGUAGE!

Quit being lazy and trying to avoid what you have to learn.
>>
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>updating/refactor save/load logic
I just want to do fun stuff
>>
>>145625084
This is the first time I've seen your game but I look forward to seeing more progress from you from now on.
>>
>>145625310
Actually explaining how a compiler works would require about an hour a day, 3 days a week for 3 months.
>>
>>145625084
Please have 90's hip hop music
>>
>>145624995
a compiler performs parsing of an input string to create an abstract syntax tree which is a hierarchical tree structure that indicates the relationships between the various symbols found in the input string. once the AST exists it can be semantically analyzed to discern the exact meaning of each relationship and generate pseudo-machine language set of instructions. from there the code is generated to low level binary instructions depending on the platform
>>
>>145625901
You can just say you don't know, you're anonymous here
>>
>>145625084
>OVER HERE, FUNKY!
>>
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>>
>>145625084
That walk cycle reminds me of this video:
https://www.youtube.com/watch?v=4txVqr1eNwc
>>
>>145626205
What is it about bunny costumes that instantly make girls 100% more fertile?
>>
>>145626000
neat, thanks
>>
>>145626205
why is she covered in lacerations?
>>
Someone buys me GM:S pro and I'll make some of your art.
>>
>>145626363
Bunnies are sex machines and symbols of fertility.
>>
>>145626492
she cuts herself to know she's still alive
>>
>>145626770
thats deep
>>
>>145598484
Why do you even want this? If you say something like "rewinding" I swear to god I'll slap the fuck out of you, this is the most retarded way of doing it.
>>
a game about getting stoned, jacking off and watching star trek (tng)
>>
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AI is still making stupid decisions. Got particles tied to one or two skills now. Mostly going to fix bugs at this point.
>>
Breath of the Wild is the game I wanted to make, now I don't have to make games anymore.
>>
>Nov 20 04:50:38 <EvaXephon> If there is no gratification for what I've done, then it's literally wasted work.

Do people really dev for other peoples satisfaction instead of their own?
What a miserable life.
>>
>>145628078
>tfw new zelda is subtitled "best of the worst"
>>
>>145628191
is that yanderedev? isnt he rich and famous now?
>>
>>145625609
well..

>>145625921
>>145626063
>>145626250

i kind of have an idea now
>>
>>145625572

one problem I found with blueprints was the documentation and tutorials kept quickly getting outdated

is that still the case?
>>
>>145628078
Why not make it but better?
>>
>>145626543
There is a link to a creacked version on the archive.
Tried to find it for you but couldn't so you'll have to take some time to look for it.
>>
File: font.png (87KB, 926x489px)
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Can we talk about Fonts in games?
>Make your own or use a licensed one
>How do you choose what to use
>Different fonts for different parts of the game, or one font with different sizes / effects
>>
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I uploaded my model I previously showed in the previous thread to sketchfab and some recording to youtube if anyone is interested:

youtu.be/FwR491jP8bE
https://sketchfab.com/models/7fc076465e42439a8fd0167d93056b89
>>
>>145628078
>I was going to make a 3D open world adventure game with crafting by myself as a beginner dev

Anon, just move on to something else. Let huge companies like Nintendo make those games.
>>
Fuck, 3D is so confusing

Should I just give up and go back to 2D? But making a 2D game in 2016... ugh..
>>
>>145629053
It's easier to make your own rather than search the internet for five years trying to match really specific things.
Think about what you need and what it might look like in your head for each thing.
depends on the game.
Typically you could just use 3:
1. MM/options
2. UI/etc
3. text
>>
>>145628507
yes and no

some things change a bit every version, but if you're not capable of translating a 4.8 tutorial to 4.12, you won't be able to make a game. it's not very hard
>>
>>145629157
>But making a 2D game in 2016... ugh..
The only thing wrong with 2d games in 2016 is doing the same shit everyone else does.
>>
>>145629053

https://www.fontsquirrel.com/
http://www.cr8software.net/typelight.html
>>
>>145629404
This. Wich can be avoiding by having some interesting gameplay mechanics, and good looking art.
>>
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>>145598345
I KNOW EVERY SINGLE ONE OF YOU FAGGOTS ARE GOING TO HAVE SOMETHING READY FOR DEMO DAY, RIGHT?!?!

SURELY YOU AREN'T A NODEV, RIGHT?????
>>
>>145630761
nice minecraft clone
>>
Just created and destroyed a Vulkan instance from Rust.
>>
>>145630830
literally what? Are you just spouting memes?
>>
>>145631116
where can I subscribe to your blog
>>
>>145631146
>>145598345
>>
>>145631137
lurk more
That sword is kind of gross though.
>>
just created and destroyed a triangle in opengl
>>
>>145631238
I will always take helpful criticism
>>
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>>145631146
>>
>>145629054
Is there a reason why the W key is missing?
>>
>>145629053
I commissioned a guy for 100$ to make my dream font
Terranigma style font in monospace with extended latin and cyrillic support
Its sexy as hell and I love using it in my editor
>>
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>Can literally create the perfect map
>can not create 3d models to save my life
So this is the part where I rage and give up and find a new thing to make a hobby right?
>>
>>145603914
linux is best, so best, but visual studio
>>
>>145632002
this is the part where you listen to the advice any navy SEAL would give you
Never, EVER give up
>>
>>145631809
Show us a pic?
>>
>>145631778

If you are in space your don't need a w key, you can spell "space", "moon" and "astronaut " perfectly fine without a w key.

I will fix it tomorrow
>>
>>145629957
Don't forget about the best site out there for fonts:
http://www.dafont.com/

Whoever makes the next thread should put font websites in the OP
>>
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>>145632280
Here is a sample of the cyrillic
>>
>>145632521
not bad)
>>
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I can save buildings now. I rewrote how static world objects (chests and buildings) are saved, so now instead of destroying/recreating them on load, it just uses the ones that are already there. I want to do this for dynamic objects at some point, but it's a little trickier if I ever want to have dynamically-spawning enemies or something like that, so I held off on it for now.
>>
>>145632415
Agree with this. Mixamo should go there too as a resource for animations, even better if they instead put the mega link with all the animations.
>>
>>145633139
я люблю pyccкий язик
I also bought a commercial use license for it, so I can do whatever with it
>>
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>>145625359
Pick an engine like Unity or Unreal, and honestly, just create a little bit at a time. It'll be annoying at first because just doing simple things will mean digging into a shit load of documentation and making a lot of mistakes. But in gamedev, I've come to realize that just like any other skill it's learn by doing.
>>
>>145633372
What?
Wouldn't commissioning it make it yours anyway?
>>
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sweet game
>>
>>145633586
Thanks NPC. Goodbye.
>>
>>145633498
Well, the font was based on something he did before and released under a non commercial, personal use licence. I paid him for a commercial license and to add extra character support and change the spacing
original font: http://www.caveras.net/
>>
>>145633679
ah, that's understandable then.
>>
>>145633372
I was learning Russian for awhile, but such cases
>>
>>145633586
>/got/ memes in AGDG
>>
>>145633372
i took an intensive language course last summer (shoved a year's worth into eight weeks)
it was a great decision
>>145633767
don't be a little bitch, only genitive can be really difficult
>>
>>145634037
Looks like a Gaggem original.
>>
>>145633198
>Mixamo
So you're making an asset flip
>>
>>145633895
Well, I am slowly learning russian at a snails because my Fiancé is Ukrainian
and saving up for a wedding while trying to do school and spend time with her is eating all my dev time
>>
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>>145633895
I just said it for the joke that meme has its roots in Vonnegut's "so it goes", for any meme historians. I didn't have much of a problem with the cases actually. The language itself had a lot of exceptions in general which annoyed me, but the real problem is I just stopped, and forgot it all. Thanks for listening diary.
>>
>>145634291
i recommend this book
http://www.barnesandnoble.com/w/beginners-russian-anna-kudyma/1019100857
which is supposed to be used with this free resource
http://www.russian.ucla.edu/beginnersrussian/student/home.htm
>>
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Trying to decide if I want to abandon this or not
Haven't been in the mood to gamedev at all for the past few weeks and now I feel like tackling something different
>>
>>145634631
Are you fucking serious? This is one of the few games here that I actually thought looked fun as heck.

Take it back right now you filthy shit.
>>
>>145634531
spoiler]хaхa[/spoiler]
>>145634772
Oчeнь cпacибa мoя дpyг
>>
slavs out
>>
CYKAS OUT
>>
>>145634631

Make a new project on the side to keep the inspiration and game dev going.
>>
Ivan Ivanavich is drunk again
>>
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>>145634772
>>145634881
the fuck??
>>145634906
>>145634937
>>145634956
пидop
y тeбя гдe гaмe?
>>
I SPEEL MY DRINK
>>
>>145635091
Я вcтpeтил кpoкoдилa . Oн cкaзaл,
"Tы дypaк."
And to answer your question:
нeт
>>
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>>145635091
you're drunk Vlad
>>
>>145634631
create an spin off in the same universe so one day you might return to it
>>
>>145629030
I already have a cracked version but I'm not using it because I'm scared Yoyo flags my account with it since GM:S is connected to internet as you start it. I'd like to own a real version for when I release my game.
>>
>>145635186
>spanish
пидop
>>
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Added another model to the game.
Still need to texture everything still, I should do that now but wanted to see how it appears in game.

Now I have to figure out a way for the boss to attack like you would expect a boss too.

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
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>>145635287
you're getting closer atleast.
>>
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I believe that if I draw enough girls, one day they will magically spawn a game
>>
>>145634631
Why is it locked at 30fps.
>>
>>145635091
Этo "Гдe вaшa игpa?" you stupid nodev
>>
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>>145635379
>>
>>145635186
>Pidor, where is your gamé
I actually could read it despite having forgotten my russian for many years! this is making me want to review

https://www.youtube.com/watch?v=qWFx94e45ys
>>
>>145635467
Where is your game?
>>
>>145633586
kek
>>
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Reminder to non-artists that NASA images are generally royalty free and non-copy-righted. You can probably make some pretty textures for your terrain using Mars photos in your space-collab game. Or perhaps use their high-res night sky photos to create a skybox.

Just make sure to read the guidelines and understand them first:
http://www.nasa.gov/multimedia/imagegallery/reproduction_guidelines.html
>>
point-n-click of the execution of the Romanovs when
>>
>>145635447
Thats the entity counter.
The FPS is above it.

>>145635202
>>145634945
>>145634734

I think my other ultimate problem is that I'm too fucking lazy to do anything that isn't sidescrolling right now.
I don't wanna do 4-8 directional sprites and stuff uuuuugh, but I also don't want to do a platformer.

Fuck
>>
>>145635762
When you have a game running with uncapped FPS, does that mean it's using 100% CPU? I was never sure how that worked.
>>
>>145635727
>http://www.nasa.gov/multimedia/imagegallery/reproduction_guidelines.html
Sorry that was an older link. This one is current:

http://www.nasa.gov/multimedia/guidelines/index.html
Basically the same but updated.
>>
>>145635735
The Romanov will return!

http://www.express.co.uk/news/world/586470/Russia-royal-family-Vladimir-Putin-reinstate-Tsar-Nicholas-Second-Romanov
>>
>>145635583
on an unrelated note
>Hardkiss did not win Eurovision
Fucking bullshit, if they are going to throw the victory at ukraine, at least pick a band that deserves it
>>
>>145635883
Not entirely sure, Padre.
I'm using GM which I'm pretty sure softcaps at around 2000 fps or so.
My game currently only uses about 2.1% CPU.
>>
>>145635727
Free idea: dating sim where u date anime planets, galaxies, etc
>>
>>145636209
So the Futurama movie: The Game
pretty cool
>>
What SIMD libraries are the C++ devs here using? Or are you using just GLM?
>>
>>145636624
why do you need a library for that? isnt it just like put, store, load

doesnt seem complicated
>>
>>145636624
>are you using just GLM?
I'm using GML. (GameMaker Language)

It's a pretty powerful scripting language. Great toolset imo.
>>
>>145636624
>SIMD
Hello Texas Instruments
>>
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Posting some progress before I sleep.
only sprite I hate is the cryo tube, but i'm bad at art so fuck it.
>>
I saw Hellboy, and really loved the space-elder-god stuff happening in it.

Too bad the cultist-dev is making a damn fucking lemmings game. His art is so good, what a waste.
>>
>>145636874
>pugdev
when's the last time he's even posted?
>>
>>145636993
This or last thread, where I similarly expressed my disappointment with his choices.
>>
Tell me what you don't like about 2D metroid, /agdg/.
Just 2D metroid.
>>
>>145636140
GM measures time to generate one frame (game logic, graphics and physics) and calculates maximum framerate based on it, but internally the framerate is equal to room speed
source: have low-end hardware and got 1200 fps on empty room with 3% cpu usage
>>
>>145637219
The bosses are almost all bad or mediocre.
>>
>>145637219
I get lost, in a bad way. There are good ways to get lost but navigating in 2D metroid is just a hassle from what I remember.
>>
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>>145637408
Even Nightmare senpai?
>>145637513
>I get lost, in a bad wa
Was it Super?
>>
finally got saves working and it feels really good
>>
>>145637572
Never played Super. I'm just going off of what I remember as a kid, so maybe I'd feel differently now. Remembering which of the near-identical alcoves to enter was not a fun kind of challenging.
>>
>>145637669
Then it was probably Zero Mission since it's the in-between in terms of linearity.
Understandable as a kid I guess.
>>
>>145637620
Tell us the story, anon
>>
question for unitybros, what's the best practice for gui's, should I do a separate scene for the UI and separate scene from the actual game?
>>
I got that code for my obj_view

x += (obj_player.x - x) * .1;
y += (obj_player.y - y) * .1;

but I'm not even sure I'm understanding how that works. I kinda get it but I kinda don't either.
>>
>>145638085
Then change the numbers until you do.
>>
>>145638141
Good idea.
>>
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Reminder to Just Like Make Games Great Again
>>
>>145637572
>even
Nightmare is one of the worst bosses in the series.

He is WAY better in Other M.
>>
>>145638302
m8 pls, this isn't a metroid thread, don't do this.
>>
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psst. rate this logo
>>
>>145638484
good logo, bad name
>>
>>145638484
Ludicard or Ludicord?
Paint-brush needs fixed.
Star is a little childish looking.
>>
>>145637408
you think you're right, but really, you aren't
>>
>>145639484
What? I love the Metroid series, but the bosses in the 2D games are known to be basic and occasionally very cheap.
>>
>>145627983
It would actually be so the person playing could quit any time and the game would be in the exact same spot when loaded. It would also stop cheating as a bonus
>>
>>145639642
The only remarkably bad fight is Omega Metroid in Fusion. But that's because of the SAX relationship which I thought was really good for Metroid.
>>
>>145639790
This isn't your idea of a "good" boss design is it?
https://www.youtube.com/watch?v=tVfVRiYh96M
>>
>>145640201
It's not the most exciting, but not bad.
You can make any boss fight look shitty by playing it wrong.
You're supposed to use your screw attack and wall jumps over ridley. That's why they made it vertical and him poking down.
>>
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> tfw losing motivation
>>
>>145640671
Well you just motivated me brother! Thanks. It looks like it's headed somewhere really cool, looking forward to seeing more.
>>
>>145640671
>making an RTS with motivation instead of devotion
>relying on motivation at all
>>
>>145640671

>tfw never even had motivation
>>
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How many of these games aren't dead?
>>
>>145640671
>motivation
Get this disgusting word out of here, it's poison.

What's the next feature? Game looks cool
>>
>>145640908
MMBN
possibly pugdev
halo dev
tactical
possibly frost
plok
Innkeeper but he rarely posts here anymore.
colorfall was finished more or less
sdl dogfighting
>>
>>145640908
I counted 10, but I haven't been here for awhile
>>
>>145640923
Motivation is the gateway to dedication
>>
>>145640908
Battle Network
Robe
Clarent
Ribbert
Colorfall
Wingman
had progress posted recently
>>
reminder to commit your changes
>>
i'm outside your window looking in and jerking off while wearing my ski mask in the bushes
>>
>>145641368
>tfw my flashdrive is my github
>>
>>145641413
Real secure bradley
>>
Should satisfaction come from the act of work, or from the finished product? I wonder what prolific creators say about the roles of motivation and discipline.
>>
>>145641462
>updating placeholders
???????????????
>>
>>145641462
Better.
Don't use single pixels for repeating textures, though.
Also, desaturate the ground.
Also, also, it's usually a good idea to not use completely black blacks (add some vague purple tint or something).
>>
>>145641462
Let's see some motion, bb
>>
>>145641554
These are my final assets.
>>
>>145641462
Still kinda noisy.

Also, you should avoid 1 pixel details, in general.
>>
>>145641515
The whole adventure, senpai
>>
>>145601815
Whats the game about?

>>145611950
Not him but those are HTC Vive controllers.
>>
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>>145641620
>>
>>145641620
>These are my final assets.
So this is a personal project then?
>>
>>145641603
>>145641613
>>145641621
>>145641676
You guys are too kind I feel bad shitposting now.
>>
>filename
o-oh
>>
>>145641761
i've been tricked
>>
>>145641515

You can get enjoyment from all the finished parts along the way, and also the learning process and just generally moving ahead with each task. I get a lot of enjoyment out of just thinking about design problems, consider it to be something comparable to solving an elaborate puzzle. I also enjoy just thinking about the world of my game and its lore.
>>
it's hard for me to accept how cozy /agdg/ has become. I don't mind one bit.
>>
>>145641859
you have been coaxed into a snafu
>>
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>>145641676
>>
>>145641945
did danny finally kill himself?
>>
>>145642016
nah he still shitposts me on the regular
>>
>>145642004
is this from your ero game lineup?
>>
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>>145641945
>>145642016
>>145642037
I think all the dramafags and dogposters went away to fuck around in "Team Rocket" for a while.
They'll be back with their valuable content and feedback soon enough.
>>
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If you can't into art, don't loose hope! If your game looks fun, artists will want to rev share with you!

1) Make fun game demo with blocks for sprites/models
2) Get artist to team up with
3) Your game is now fun and beautiful!

DO NOT get halfway towards a demo and question why artists don't want to work with you.
>>
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>>145642108
morphemon duelists ep2
>>
1-3 Code
4-6 Art
7-9 Coffee Break
0 Fap
>>
>>145642232
I'm busy making a game you faggot
sad that you can't say the same
>>
Well, I see Gogem is back to shit up the thread.
See you later, Aggies.
>>
>>145642232
Don't associate team rocket with that mean-spirited shenanigans, that was a legit attempt to transient collab. but I did it badly and it was probably doomed anyhow
>>
>>145642361
To be honest, making the tripcode public knowing the amount of shitposters we have doomed the attempt from the start.
>>
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>>145642248
I've just wanted to ask for my daily dose of motivation, then you've came. Thank you, anon!
>>
>>145642320
Let's do this.
>>
>>145642551
Yes, it was kind of an experiment. I still think there must be a way to collab without relying on someone setting teams up. Anon collab is a tough nut to crack though.
>>
>>145642320
>fap
god damn it anon
>>
File: demoday.png (332KB, 1363x759px)
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Remember to work hard these next few weeks so you can have something playable for Demo Day 9!
>>
>>145642676
>I still think there must be a way to collab without relying on someone setting teams up.
Make AGDG friends. I met a majority of my gamedev contacts through shitposting. There are 5 or so AGDG chatrooms floating around, as well as this thread so you have no reason to not find people.

>tfw can't collab with my aggy friends because they either don't use the same engine as me or the skill disparity is too high
>>
>>145642926
Nice doom clone
>>
>>145642973
Same shitposter on all of my posts, eh?

Where's your game?
>>
>>145643054
y-your game looks nice
When can I punch slimes?
>>
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>>145642973
>>
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>>
>>145643096
Demo Day
>>
>>145642949
I mean even more anonymous than that. No shaking hands and agreeing to work on a project together. Just contributing to the completion of a game.

Maybe simply github is the answer. And if someone has a direction they'd rather take a project, they're free to fork it. I never see people say "here's the github for my game, PR if you want."
>>
>>145643123
Who made a pixel rotate avatar?
>>
Does a game like Bomberman have an actual invisible grid that's used for bomb collision etc or are they simply snapped to a coordinates and collisions are done with a regular collision detection system (overlapping AABBs, raycasts to find how far a bomb explosion should go, etc)?

I'm thinking the latter would be easier if the player characters dont snap to the grid (like in many bomberman games).
>>
>>145643205
And if people did this, some day we could clean up the OP (especially since most of the info is in the website) and have lists to agdg githubs of people interested in collabing, so people could collab without disgusting personal socializing
>>
>>145643282
They just snap to grid. I imagine it was at first just easier to code, but it also makes the game a lot more playable. Randomly barely knicking walls and having your bomb go nowhere would be lame.
>>
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>>145643209
I did (Theonian). That is an edit by an anonymous poster, though.
>>
>>145642565
I'm happy to hear that, anon. You sound like a winner and I look forward to making fanart of your game.
Lewd fanart >:^)
>>
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>>145643205
I think you need to drum up a lot of interest if you want a project like that, especially if it's from scratch.
It's unfeasible to do what you want if you don't already have a solid base that people can add units/enemies/levels to. If you really want to live the antisocial collab experience, I'd suggest working on a project on github that's either already being worked on or abandoned.

>>145643282
Yeah it's got an invisible grid. All the players have grid coordinates and then additional coordinates within the individual tile they're standing on.
For example, when a player gets to position (0,17) within a tile, they'll move one tile down on the larger grid and be on position (0, 1) on the tile immediately below it.
Disclaimer: I don't actually know if this is what bomberman does. This is just what pacman did so I'm assuming bomberman does the same.
>>
>>145643708
I forgot to add how explosion collision worked. If a player is on the same tile as an explosion (sub-tile position doesn't matter), they'll be considered in the explosion.
disclaimer: I dunno how bomberman did it, this is just how pacman did collisions with pellets and ghosts
>>
>>145643205
>I mean even more anonymous than that. No shaking hands and agreeing to work on a project together. Just contributing to the completion of a game.
Easiest way I can imagine that would work would be having a predefined idea and theme.
Code guy makes a small simple game with placeholders and post webms when finished.
Artist makes the assests for the game, and when finished posts them.
Music guy makes music and sound effects based on what he has seen about the gameplay and the graphic assests and posts them.
Code guy puts everything together and uploads the finished game.
That's the esiest way I can think of limiting to interaction to posting their finished stuff. Maybe we could try to make it work someday, as an experiment too "Collab: Autism edition"
>>
>>145643878
I like it and I don't think it would be too autistic, I think it has some interesting merit. For instance, an /agdg/ game under active development, but with original devs long gone. Forks of old group games. A nice starting point for new devs who want to jump into something. Lots of interesting things I think. But also yes, ease of contributing without going to chatrooms or being setup on a team.
>>
>>145644020
Yeah, of course we should start with a really small and simple game, but if it works then we could go for a more ambitious one and get more people working on it too.
>>
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>>145640908

I aint ded.

>>145636993

RITE NOW M8

>>145636874

its more of a pikmin game than a lemmings game :^)
>>
>>145643878
>>145644020
>>145644303
I think you guys are all neglecting the million dollar question. What engine?
>>
>>145644384
that pink guy is ok! :)
>>
>>145643878
Another weird thing we could get from this would be having more than one art/music guy making stuff for the same game.
You could get two totally different looking and sounding games with exactly the same gameplay.
>>
>>145644303
We could have a couple starter games. Like "/agdg/ pong" for newdevs to fork.

>>145644450
Indeed! I suppose whoever decides to start this will get their pick, huh? It would be nice to have a couple projects going for the exact reason that choice of tools/engines varies. And it would be nice to hold a branch at an early but stable version, so a new person could jump in at that point and clone/fork.
>>
>>145644553
That's pretty fun. Also since these are such open projects, we could end up with some really mutant shit like pong that turns into arkanoid with completely different art styles because why not.
>>
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How much will it piss off players if you have to type in your characters name to load the file?
I can't figure out a way to make it more efficient lmfao
>>
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All this talk of open source collabs reminds me of my friends' project.

Since I'm always helping him bugfix and assist him when he's having trouble with a feature, he gives me write access to his repo. Whenever I'm feeling bored and devilish, I'll create and commit some """OC units""" like webm related
>>
>>145644793
>rounds of pong interrupted by a short text-adventure minigame that influences aspects of gameplay for the next round
I'm in
>>
>tfw zero progress today
>>
Reposting my PROGRESS video: still editing the new video edition

https://www.youtube.com/watch?v=pOLVduVdjIM
>>
>>145644981
a lot.
it's a dumb idea unless you're doing a very specific gimmick game.
>>
>>145644981
Sure if players legitimately need fucktons of saves.

Realistically though many people are going to have one, most ~3, and then some real weirdos will appreciate the ability for "infinite" saves.
>>
>>145644981
May I ask what is the problem you are facing and why this is the best you could have implemented so far?
>>
>>145645204
I don't know how to search for files with certain extensions. Pretty new to this stuff, but I think I know what I'll do.

>>145645086
>>145645139
Alright, I'll work on it later
>>
>>145644981
>>
>>145644981
dropdown box, fill it with saves, done
>>
>>145645507
Yeah, I'll probably do this

>>145645363
Eh, trying to avoid limiting myself like this. I'd like to give the player the option to have 1 save or 100
>>
>>145644981
If you have a lot of saves and you have to come up with different names for them, and then remember where you saved on what name it will be awful.
If you can write your name once and get a list of your saves it would be ok. I mean people have to type their passwords all the time when they play online games.
>>
How/where do I find someone to help me write a script for my project? I have most of the technical stuff sorted out, but I'm not much of a writer. I'd like to just get on with making assets, maps and whatever.

It's a point-and-click game by the way.
>>
A game where the characters have to indirectly interact with each other through your game saves
>>
>Nov 20 05:15:41 <EvaXephon> When a person says "You did it wrong" you want to know what you did wrong. When a person says "You did it wrong, idiot" it's difficult to ignore the "idiot" part.

>Nov 20 05:16:07 <wippler-wrokn> EvaXephon: then I will call you an idiot forever even with praise because you need a thicker skin

I wish Mike posted here.
>>
>>145645601
True, I'll figure it out
>>
how much is too much?
>>
>>145645805
You did it right, idiot.
>>
>>145645990
A standard deviation away from "just right".
>>
A game which randomly swaps your savefile with another player across Steam every hour.
>>
>>145639779
you're doing it ass backwards
save it only when the players actually leaves the game and work on your anti-cheat measures
keep in mind the player could also just edit the savestate too
>>
>>145646145
>everyone waits for one person to finish it
>>
>>145646070
how much is just right?
>>
>>145646192
¡
>>
>>145646191
if everyone waits, it won't get finished
>>
A game that finishes when you open it
>>
>>145646246
You know what I mean, nerd.
>>
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>not modeling your save/restore system by the Dihedral group D3
>>
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>>145646192
When you can't help but do this.
>>
How do I step from knowing how to program to being a gamedev?
>>
A game that plays itself when it's closed and pauses when opened
>>
>>145646191
people who wait get their save files swapped with other people who wait.
people who make progress get swapped with other people who make progress
>>
>>145646358
JUST
>>
Who here C++/SFML?

Got good references to read?
>>
>>145646438
>C++
Hello, nodev.
>>
>>145646358
Come up with a fun idea, forget it, make porn or shitty mobile games. Give up, go back to wageslave.
>>
>>145646369
A game that is a virtual pet that does stuff even when the application is closed.
>>
>>145646458
>nodev

joke's on you, senpai
>>
A game where you play a savefile trying to find the game it's from.

>tfw it's actually an amazing idea and someone is going to steal it
>>
>>145646438
One of the fictional /agdg/ open collabs on github is C++/SFML

Hopefully someone makes it soon
>>
>>145646523
That's called "my My Documents folder is fucked because I kicked my hard drive and all the names got corrupted."
>>
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>tfw you have more respect for people making porn games on patreon than wageslaves
>>
A quirky, random RPG with furry and genderqueer NPCs.
>>
>>145646435
FUCKING DO IT
>>
>>145646626
>>
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>>145646626
>tfw being a successful gamedev is your only chance at escaping wageslavery
>>
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>>145646676
>>
I cut because my game is a failure
>>
Game idea:

a completed game by a yesdev
>>
>>145646653
>genderqueer NPCs
like futanari?

A quirky, porn RPG with futanari NPCs that rape you
>>
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>>145646707
I'm cut*

>fixed your post for you buddy
>>
>>145646626
What about people who did a Java degree at a shit-tier college, can't find a job, are in thousands' worth of debt and have to scrape a living doing porn drawing commissions but dream every night of being 5 years younger and living in Japan?
>>
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>want to add overworld exploration segments
>can't think of a reason for player to do that besides "look at this shit"
do I just add a bunch of resources and have the player collect them if they want? Game's basically a platformer with gutted RPG mechanics.
Or maybe I shouldn't add it at all.
>>
>>145646779
>>
>>145646779
Don't please. You're still young.
>>
>>145646779
>kills himself after only losing 2 years of progress

you're weak.
>>
>>145646779
what kind of backup services automatically deletes all your stuff
>>
>>145646779
no you didn't

here's the (You) you wanted though, congrats
>>
we depression posting?
>>
>>145646813
>>145646830
>>145646847
>>145646852
>>145646868
>here's the (You) you wanted though, congrats
I'm too addicted, sorry.
>>
>>145646779
> your game will never be completely wiped so you never have to work on it again
You're finally free, anon.
>>
Well, looks like the US is waking up, time to go.

Good progress to all of you!
>>
>>145643653
I hope one day I can make my OC a reality.
>>
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>>145646763
>a java degree
>instead of a whole comp sci degree

what? that's like if someone got a linear algebra degree instead of a math degree
>>
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my unity project just got corrupted again
>>
>>145646937
another for your troubles, sir
>>
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Progress Not really
Only finished her head, and still have some stuff to fix on it before starting with the body. I'm gonna want to kill myself so many times when I get to the dress details.
Also I got my sister interested on doing some voice acting, so this little vampire may get cuter sounds in game at some point.
>>
>>145646971
It was a compsci degree but it was basically compsci without the math.
>>
>>145647027
h-game when
>>
>>145646812
>doesn't understand what overworlds are for
nigga do you even play videogames?
>>
>>145647027
But you won't be able to fap to your character anymore if your sister voices her?

Or is it the opposite?
>>
>>145647052
Maybe someday.
I'm kinda surprised nobody has done rule34 fanart of her yet.
>>
>>145646779
>deleted all of it by mistake
Then you start over again. What's the problem?

It's like debt. You're in the hole, some bad shit happens, then you're even deeper in the hole, but all you need to do is keep trying to climb back out. I mean it's not like you got anything else to do? If you don't feel like redoing it, then just make a new game. Shit happens. That's life. You learn, you grow, you move on. That's how you become an adult, fampai. You don't become an adult by giving up on yourself.
>>
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Will be putting this in the title cards of Hitler RPG
>>
>>145647074
People that play viodeo games don't make good video games
>>
>>145647075
well we are on 4chan after all
>>
>>145647045
Dear god.

I hope you at least know what a graph is.
>>
>>145647174
>People that play video games don't make good video games
Anything to back up this claim?
>>
>>145647075
Why do you think he decided to make a loli in the first place?
>>
>>145647130
trigger/10
>>
>>145647027
Oh man, good to see you still working on this! Every since you've started that picture I scroll trough every single thread just to see if you've posted anything. Keep it up!
>>
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Will you be putting a reference to agdg in your game?
>>
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>>145647027
;)
>>
>>145647675
no, i dont wan't to be associated with this awful place
>>
>>145647667
>tfw you will never have a fan of your game like this
>>
>>145647667
Thanks man, I'm kinda slow with this because I totally forgot how time consuming drawing something big and detailed can be, but I keep doing a little almost everyday. Glad to know you are still around here.

>>145647713
puberty magic

>>145647734
I know, I feel really happy and lucky about it.

>>145647675
Did people ever get to an agreement about if having an agdg logo somewhere was good or bad luck?
>>
>>145647734
Just make a waifubait game?
It doesn't even have to have any gameplay.
Just look at the waifu bartender shit.
>>
>>145647953
>Did people ever get to an agreement about if having an agdg logo somewhere was good or bad luck?
Has anyone who has ever included the agdg logo ever finished a game? That might answer your question, fampai.
>>
>>145648012
t.salty nodev
>>
>>145648075
Good point, desu.
>>
>>145648083
No, I'm serious. It's the easiest and secure way of hoarding retarded fans.
>>
Reminder to go exercise, a healthy dev is a good dev.
I forget what I used to post
>>
>>145648224
I'm just as serious.
>>
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>>145648317
stay hydrated?

also progwebm
>>
>>145648317
probably source engine shitposts
>>
>>145648419
>Still no names
>>
>>145648075
>>145648153

The most successful game from here, RoR did, yeah
I'm pretty sure Minecraft has an agdg reference in it somewhere too, doesn't it? The flavor text in the title
>>
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>>145648419
>its another flash GUI game

disappointing
>>
>>145648419
Have you even made a 3d game? Why do you use Unity?
>>
>>145648419
>can turn anything into evidence
>99.99% of that is completely useless
woooooow
>>
>>145648667
>>145648705
>>145648824
bullying is overrated tbqh. this is what causes all those shootings you hear about in the news. it's ok to be nice once in a while. yes, even to googum.
>>
>>145648896
>yes, even to googum.
alch yourself.
>>
>>145648597
RoR has an agdg logo on the title screen.
Could find AGDG on minecraft's flavor text file.
Maybe you saw it on a custom texture/resource pack.
>>
>>145648896
> tfw googum got bullied so hard but didn't have access to guns so he made a game to live out his fantasies
>>
>>145649142
*Couldn't
>>
>>145648705
not that you need to make 3D things in unity but yeah i made whip the vote which had 3D and this game when it leaves prototyping is going to have 3D.

>>145648824
knowing what to ask is an important detective skill.
>>
>>145646975
Something wrong with your drive? Check event logs just incase.
Anyway, what file/s is/are actually corrupt? Maybe you can just move the assets to new project.
>>
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>fuckers didn't put Space Jam page into the OP
https://itch.io/jam/agdg-space-jam
>>
>>145598345
Gonna restart and make a new game but scaled down this time. I can't decide whether to make an isometric terraria/minecraft-esque (I can't think of the term right now) game or an rpg but I'm leaning towards terraria/minecraft-esque because there's less need for a lot of art assets.
>>
>>145605475
You don't really learn an engine/framework. Read the documentation, if you can't work with that: learn game development/programming.

Game programming gems, etc.
http://gameprogrammingpatterns.com/contents.html
>>
>>145649573
kys
>>
>>145648419
I wasn't excited about the detective game before but I am now. That's a really interesting system you have. Like it isn't just giving you all the clues then asking you to solve the puzzle.
>>
>>145650004
hi googs
>>
>>145650038
Just because you find anything interesting in the game, doesn't mean I don't.
>>
>>145650281
okay googs
>>
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Some work on the inventory to not be cubes, but shards with UI attached.
>>
>>145650695
p.cool
>>
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>>145618668
>>
>>145640413
Nah dude, you're just justifying crap. Ridley is an absolutely bonkers design in Super. His movements are full of wtf and often the only way to avoid his attacks is to know what he's going to do well before hand. He also frequently will ram you etc. from off screen. The only reason why he's manageable is the fact that by the time you get to him you have 10+ health bars.
>>
>>145618303
is that you jon blow
>>
>>145649890
y
>>
>>145650695
VIDEO

GAME

MAN

i want to fly through the sky with my arms outstretched
>>
>>145651256
https://www.youtube.com/watch?v=JRgCe_8q4vE

Someone already has you covered senpai.
>>
>>145650004
yeah ive been trying to explain this to these plebs round here but they dont seem to get the whole infinite evidence concept.or they somehow think that infinite evidence means you cant lose which makes absolutely no sense since it's infinite capacity to fail that makes it interesting. you have to actually figure out what's going on instead of just exploring all the branches mindlessly.
>>
>>145651424
>awkwardly pointing the controllers around instead of THROWING YOUR FISTS FORWARD
>travelling at dead snails pace

no anon, it's not enough
>>
Anybody else here got brainwashed by law of attraction? I need to recover my sanity now.
>>
>>145651445
Infinite capacity to get bored because the structure isn't fun to figure out just because it's randomized.
>>
>>145650695
I liked the cubes though. Could you do semi-transparent cubes with the icons floating in them or some such?
>>
>>145650695
I think those icons are a bit disjointed from the shards. I think it'd be better if the icons were inside some sorta transparent boxes, cubes or other shapes instead.
>>
>>145651652
Look here you little snarf, don't you go takin my thinks and tryin to pass em off as yer own.
>>
>>145651719
My bad, sport.
>>
>>145651572
>randomized
what?
>>
>>145652417
You said losing is relative to a score you set though.
that's shit.
>>
I'm trying to code a map; recording areas the player has visited. I'm currently using a 2d bit array, is there a better way? The map will be randomized, as well.
>>
>>145652417

Googs, how's your new game?
>>
>>145652739
2d bit arrays are fine, unless you're concerned about performance. The Zelda games on Gameboy used 1D arrays, but that's just to make it easier on the hardware.

Of course, if you're working on a 3d game then there are other ways you can approach the situation.
>>
>>145648667
Are you the same guy that bullied spoopy yesterday?
>>
>>145648667
sweet crowpost
>>
>when you have a good game idea and can code it, hopefully, but will certainly need to pay someone for the art and music/sound, and probably someone to clean my code up since im a scrub

shouldn't i also make an LLC if i wanted to launch a game?
>>
>>145652659
>You said losing is relative to a score
no, it's relative to the facts. that isn't shit, that's detective.
>>
>>145653707
>shouldn't i also make an LLC if i wanted to launch a game?
consult catmouth island on that.
>>
>>145653264
I never get the "Do 1D arrays instead of 2D, because lol speed". It's the same thing in the implementation and you're only exposing yourself to inconvenient and error prone access methods.
>>
>>145653867
Not if its dynamically allocated :^)
>>
>>145653867
>error prone
???
>>
>>145653810
i see its a game but im not sure
>>
>>145653264
Shit, didn't think of cache friendly design. Thanks.
>>
Is it worth it learning unity if I only plan to work with 2D, or am I better off using something else?
>>
>>145654017
Confusion with it's analogous index. 'Thinking you're accessing [1,0] with [2], when it really points to [0,1].
>>
>>145653867
It's not exactly hard to just code proper access methods, but again, it's only if you're concerned about performance. Personally, I'd probably split the 2D array into two 1D arrays.

For my own purposes, I'm using a 2D array, but I'm splitting it into chunks to keep things more manageable, as well as allow bigger "gaps" if there are any. Saves space because the stage only uses the chunks it needs at any turn.
>>
>>145654113
answers to this plz
>>
Gamemaker dev here, going to spend the summer learning unity now that I have free time since exams are over.
Is there advice or tutorial I should watch? I assume there's some sort of tutorial for people who can already program, like I already know textures + meshes are the equivalent to sprites and prefabs are equivalent to objects and scenes are equivalent to rooms, etc.
>>
>>145654261
You're not me.
>>
>>145654113
Whatever works for you is fine.
>>
>>145654187
Why would you access the array directly when you can just write a function to do that in a human readable way?
>>
>>145654306
yes i am fuck you
>>
>>145654314
That's the thing, I don't know much about Unity yet, is it viable for 2D or is it overkill?
>>
>>145654379
no such thing as overkill
south park is made in maya
>>
>>145654476
You mean the TV series or the games?
>>
>>145654379
It may be an overkill for something like a simple Mario title, but nothing is stopping you from using it for such.

Just lock things not to use one of the axes and have a go at it.

>>145654476
To be fair, doing paper cut out animation by hand would be too time consuming for the work progress that goes into current South Park episodes.
>>
>>145654476
South Park use Krita though.
>>
>>145654575
TV series

>>145654632
Krita has animations?
>>
>>145654113
Unity2d is fine, just not necessarily using it's default physics.

>>145654262
If you already know programming, read the docs. Otherwise, you'd be better off with language agnostic sources.
https://www.youtube.com/user/Cercopithecan/videos
http://www.alanzucconi.com/tutorials/
Google shit.

>>145654317
That's just an abstraction of direct access, though. With a consistent data type, you're banking on some consistent indicators to return a "it's not here". That said, it shouldn't happen if you manage it fairly well.
>>
>>145654576
As I know they only did the pilots and the first episode with actual paper cut out animation.
>>
>>145654670
Yep, that'd be correct.

>>145654651
They're developing it, it has some pretty rough animation tools implemented.
>>
File: Ck7gNnhWEAIxN1H.jpg (28KB, 431x318px) Image search: [Google]
Ck7gNnhWEAIxN1H.jpg
28KB, 431x318px
>>145654476

goog stream when?
>>
>>145654632
>South Park use Krita though.
Sauce?
>>
>>145654651
It does.
They show their artists in 6 days to air.
>>
so much progress in this thread
this is not the agdg i know
>>
>>145655073
>this is not the agdg i know
It's the one I'm used to.
>>
>>145655073
I recorded progress, accidentally messed with the colors on youtube and realised it actually looked better, so now I'm changing the scene to match the video.
>>
>>145655073
It's the one we deserve.
>>
>>145655406
I hope you have an IPS monitor to do colors on.
>>
File: CRboT2.webm (3MB, 960x540px) Image search: [Google]
CRboT2.webm
3MB, 960x540px
I need your help guys.
Post games with good beams for inspiration.

>>145655406
show us
>>
>>145655636
https://www.youtube.com/watch?v=bHcgZanE0Sk
>>
>>145654708
>>145654632
>South Park use Krita though.
>They're developing it, it has some pretty rough animation tools implemented.
Whelp, time to start learning Krita. I've had it installed for months but haven't touched it.
>>
>>145655636
comfy background
>>
>>145655982
>>South Park use Krita though.
Sauce?
>>
>>145656045
6 days to air documentary.
Unless they've changed in four years.
>>
>>145655636
https://www.youtube.com/watch?v=q2CDWZvn3qA
https://www.youtube.com/watch?v=Kfw2hOuDrf8
https://www.youtube.com/watch?v=1OSTlsqVUOU
>>
File: fun3.webm (1MB, 960x540px) Image search: [Google]
fun3.webm
1MB, 960x540px
Templar is mostly done, other than animations and juice. But I'm not sure anymore about the robot's moveset.

>>145655853
This is perfect, thank you very much.

>>145656550
I actually was looking at cyclops from xmen mutant academy 2 right now.
>>
File: tmp.png (192KB, 1331x1000px)
tmp.png
192KB, 1331x1000px
Okay, maybe I'm just retarded, but I can't figure out how to do this coordinate conversion. Surely there's a simple solution to this, right?
>>
>>145657282
what are you trying to do
looks like you've already sorted it out
>>
>>145657348
I'm trying to convert any given set of x,y coordinates (A) to their isometric-ish counterparts (B).
I know what the results should be, but I can't figure out how to calculate it for some reason.
>>
In file included from tmp.cpp:3:0:
/usr/include/boost/xint/integer.hpp: In instantiation of ‘boost::xint::integer_t<A0, A1, A2, A3, A4, A5>::integer_t(Type, typename boost::enable_if<boost::is_integral<Functor> >::type*) [with Type = int; A0 = boost::parameter::void_; A1 = boost::parameter::void_; A2 = boost::parameter::void_; A3 = boost::parameter::void_; A4 = boost::parameter::void_; A5 = boost::parameter::void_; typename boost::enable_if<boost::is_integral<Functor> >::type = void]’:
tmp.cpp:11:30: required from here
/usr/include/boost/xint/integer.hpp:479:47: error: no type named ‘_fix_negative_unsigned’ in ‘class boost::xint::detail::unsigned_negative_functions<(boost::xint::detail::negative_policy)0u, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_>’
if (!Signed && data.negative) _fix_negative_unsigned();
^
/usr/include/boost/xint/integer.hpp:487:43: error: no type named ‘_fix_negative_unsigned’ in ‘class boost::xint::detail::unsigned_negative_functions<(boost::xint::detail::negative_policy)0u, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_, boost::parameter::void_>’
if (!Signed && data.negative) _fix_negative_unsig
>>
Am i wrong or are dialogue trees gonna be a bitch to make
>>
File: 1454354953575.jpg (355KB, 1416x1550px)
1454354953575.jpg
355KB, 1416x1550px
>>145657452
>boost
>>
>>145657513
They are always a bit finicky depending on how you set up your dialogue system. Mostly it's just keeping track of your flags and making the presentation clean so you don't lose one.
>>
>>145640908
>got 3 different ded games
>none of them get mentioned or remembered
Kind of a feel.
>>
>>145657431
well keep in mind that square A is a square with 4 coordinates (x1, x2, y1, y2) and square B is a primitive made up of eight coordinates. Your maths is right so I'm not sure what your problem is. You just can't make it a regular rotated square unless you want to use some trig.
>>
what should i major in? computer science is like the only major game dev related thing, but those shitters mostly do boring math
>>
>>145657602
Honestly if you wanna be a successful game dev I think marketing might be the best idea, it's really the only game dev skill you can't learn too well on your own.
>>
>>145657602
Comp sci or telecomms or something unless you're a female or have pink hair. Gamedev isn't hiring straight white males
>>
>>145657587
Well, they probably didn't get mentioned because they're dead, and the guy specifically asked about alive ones...
>>
>>145657602
But maths are fun, anon
>>
>>145657745
FOL
>>
>>145657745
prove it.
>>
>>145657282
Multiply the coordinate in the first with a transformation matrix that rotates 45 degrees
>>
File: southpark.png (942KB, 1449x819px) Image search: [Google]
southpark.png
942KB, 1449x819px
>>145656540
I think you are mistaken because
https://www.quora.com/What-software-does-South-Park-use-to-animate-the-show
And pic has screencaps from the documentary which seem to back her up
>>
File: It missed.jpg (32KB, 478x457px)
It missed.jpg
32KB, 478x457px
Im starting to think I dont want to make a actual video game
I kinda just want to tell a interactive story, with Waifu romance
>>
>>145657785
I agree with him. Maths are fun. And drawing is not fun.
>>
>>145657785
p=np
prove that and enjoy instant trillions
>>
File: UE4Editor_2016-06-16_21-43-25.jpg (154KB, 1281x722px) Image search: [Google]
UE4Editor_2016-06-16_21-43-25.jpg
154KB, 1281x722px
i did it mom

I need to work more on my texturing but I'm happy enough with it for now
>>
>>145657875
then make a VN, my dude
lovin the dogpost btw
>>
>>145657884
Finally someone gets it.
>>
>>145657870
>corel
oh right.
>>
>>145657875
>>145658043
why are you talking to yourself?
>>
>>145657875
>>145658043
Nice samefag faggot
>>
>>145657282
>>145657592
>>145657803
Got it:
nx = w*(x/w) + w*(y/h)
ny = (h/2) + h*(y/h) - h*(x/w)
>>
File: Surely.jpg (24KB, 297x303px) Image search: [Google]
Surely.jpg
24KB, 297x303px
>Cyberpunk Bartender Action comes out the same day as MM9
I wounder if I could sell my backers key for Cyberpunk
Anyone know where I can find some really stupid kids with money?
>>
>>145658304
>comes out the same day as MM9
They actually have a release date after the pizza party?
>>
>>145658304
> he wants to play MN9
>>
File: They cant spot a samefag.png (10KB, 350x197px) Image search: [Google]
They cant spot a samefag.png
10KB, 350x197px
>>145658238
>>145658274
This is why we need IPs
Because someone posts a dog people think your samefaggin
>>
>>
File: 1433737845298.png (690KB, 720x539px) Image search: [Google]
1433737845298.png
690KB, 720x539px
>dogposting
>>
>>145658436
That's irrelevant to the problem at hand.

Anyone dogposting is a fucking retard and just needs to fuck off.
>>
Anyone know where the unwrapping is hard/boring meme came from?
>>
>LLC and dogposting starting to creep back
It was a good few weeks on AGDG.
>>
>>145658606
People who cry because they open up their program and don't immediately have a finished model waiting for them.
>>
>>145645723
Maybe ask someone from quests?
>>
>>145658606
Ironically organic unwrapping is the easiest kind.

Fuck unwrapping a robot
>>
>>145658606
For me it came from trying to wrap a model for using with low res textures. Gotta keep them pixels aligned and consisently sized
>>
>>145658304
Cyberpunk Bartender Action
>4GAMER INDIE PRIZE NOMINEE - TOKYO GAME SHOW 2015
>FAMITSU INDIE PRIZE NOMINEE - TOKYO GAME SHOW 2015
So this is the power of waifus...
>>
File: wip.png (53KB, 701x626px) Image search: [Google]
wip.png
53KB, 701x626px
>>145658779
Doing that right now, not hard at all i'd say
>>
File: uguu.jpg (57KB, 500x386px)
uguu.jpg
57KB, 500x386px
>>145658807
What? You got a problem against cute girls?
>>
File: AtomEater_09_Feature1[1].jpg (54KB, 900x485px) Image search: [Google]
AtomEater_09_Feature1[1].jpg
54KB, 900x485px
>>145658874
There are robots, and there are robots.
>>
>>145658893
No, now I'm seriously considering adding waifus into my non-waifu non-cute non-anime game
>>
>>145658874
now post model with checkerboard texture
>>
>>145659006
>that cable management.
>>145659050
enjoy getting called out for pandering.
>>
>>145658893
u-uguu~
>>
>>145659050
A waifu for the sake of pandering is generally unappealing.
>>
>>145659050
You'd get like a 70% more of a chance of me buying your game then
But I buy more games from here anyway
I still havent even launched Risk of Rain
>>
>>145659065
>Picture says WIP
>If the checkerboard looks bad all textures on it will automaticly look bad

Shieze you do know people unwrap with future textures in mind?
>>
>>145659184
Isn't that 99% of waifus though
>>
>>145658807
I hope they give away some keys here at the release day
>>
>>145659050
I'm essentially learning spriting just to add waifus to my game, since it's very like the Atelier series I know waifus are my main hope for an audience.

Plus, fanart of characters I get to design.
>>
>>145659184
>senran kagura
>kancolle
Pandering is where the money's at.
>>
>>145658304
Might Number 9 still hasn't released yet?
God damn, I thought it was already out like a year or two ago.
>>
File: tumblrs biggest meme.png (91KB, 605x496px) Image search: [Google]
tumblrs biggest meme.png
91KB, 605x496px
>>145659145
>doggo
nice tumblr meme
>>
File: uuuuu.png (343KB, 603x543px)
uuuuu.png
343KB, 603x543px
>>145659341
Touhou
Dead Or Alive
Persona
Fire Emblem once it got down to real Waifu-ism
Waifus are strong
>>
>>145659341
>Pandering is where the money's at.
Yes

>>145659241
No
>>
new! updated! thread! new!
>>145659526
>>145659526
>>145659526
new thread
>>
>>145659240
>all these implications
>all this defensive
ok buddy
>>
>>145640671
reminds me of Eufloria
>>
>>145632002
Do what Doom (also ZDoom, GZDoom, etc) did
>>
File: 1466038823809.jpg (311KB, 1075x1434px) Image search: [Google]
1466038823809.jpg
311KB, 1075x1434px
>>
>>145660284
Eat that fucking burger
Yeah you little slut
>>
>>145656693
Doesn't look anywhere near being done, desu
>>
What are some 3d genres that are realistic for a 1MA

I've made breakout, pong, roll a ball, survival shooter, and basically all of the unity projects.
>>
>>145662845
A railshooter, perhaps?
>>
>>145662845
>>145663059
see >>145663324
>>
File: laughing buddha.jpg (70KB, 473x355px) Image search: [Google]
laughing buddha.jpg
70KB, 473x355px
>>145657513
>dialogue trees
it's like it's the 1980's and computers are just being invented
Thread posts: 761
Thread images: 147


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