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/agdg/ - Amateur Game Dev General

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Thread replies: 774
Thread images: 149

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Updated 6/16/16

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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
If you want to collab read this http://pastebin.com/NEPv0pPC

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
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Waifus
>>
>>145659651
Douglas, Fucking retards think they can ring my phone and except me to just talk to you, fuck you
>>
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>>145659651
trashdev reporting in
>>
>>145659651
>tfw I'm Douglas minus the nihilist part
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>>145659651
>>
>>145659651
Douglas... minus the crippling anxeity
>>
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>>145659651
The kind who says
Yeah I'll start today
Then spends the whole day playing Rocket League
>Everyone here is some sort of crazy shut in
Im not surprised Brothers
>>
>>145659651
For me it’s Douglas – intelligent, nihilistic and with a wicked sense of humor.
>>
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>>145659880
a nihilist with crippling anxiety doesnt even make sense.
>>
>>145660063
Tell me a joke
>>
>>145660129
Its inconstant, which is a trait that is not excluded from nihilists.
>>
>>145660129
Yeah it does
Like how I hate people and never want to spend time with them
>>
Is referencing by address only for debugging?
I don't understand why you would use it over regular object references.
>>
>>145660320
that's not very nihilistic of you.
>>
>>145660467
Pointers?
Every non primitive object you pass is a pointer. Now your language might hide this from you, so i can understand why you would be confused.
Now use a language that doesn't have babbie gloves.
>>
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>>145660725
>Now use a language that doesn't have babbie gloves.
I'm using c++ m8

w2use address?
w2use value?
>>
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What if I made a survival horror about Social Anxiety?
>>
>>145660876
Charlottedev made one
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>>145660876
So Silent Hill?
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>>145660849
>C++
Thats a tight fit.
>>
>>145660993
I don't want to do ASM
pls
>>
Anyone know how to handle a 3d blendspace in UE4?
>>
>>145660964
Well less symbolism
But like when you walk past a large group for big teenagers they start beating the shit out of you, but its all in your head and you take mental damage, until you take to much and you snap
>>
>>145661125
For what purpose
>>
>>145660876
tumblr tier
>>
>>145661180
How would that work exactly?
I'd be down for another Catherine-type though.
Even though that was dreams.
>>
>>145661058
C nigga.
There are 2 parts to data.
The data itself (1's, 0's).
The pointer to where that data is saved.
The pointer will always be on the cache so you wont have a pointer to it, unless you make one.

If you want to change or access the data then edit the data itself.
If you want to let another function change or access the data, you need to tell that function where the data is. So pass a pointer. Then that function will edit the data itself (where the pointer points to)
>>
>>145661282
Inno, Im just spit ballin here
>>
>>145661187
For example blending movement throgh 3d-space, aka for x-y-z speeds of a character.
>>
>>145661393
>blending movement
Is this any different than moving character from (0, 0, 0) to (0, 0, 1).
Its called a translation. It a math term.
>>
>>145661287
>C
But I like my strings,bools,classes and paradigm options.
I think C added modern pointers though.
>>
>>145661393
Z speed? Like falling?

Is it a walking biped type thing?
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I am starting to realize that I probably don't play enough conventional RPGs to make a game with good RPG combat. Right now it just feels like I added a useless menu to roguelike combat. Maybe once I add more skills and items it will help? (´・ω・`)
>>
>>145661527
He's just memeing.
You can use whatever the fuck you're comfortable with using. Use Python, use Lua, whatever man, just make game, that's all that matters.
>>
>>145661498
Blending in UE4 refers to blending between animations, who's the fool now?

>>145661546
Imagine a something that requires aiming its thrusters differently for all 6 direction, like a a guy with a 4 nozzled jetpack. Point is I can't "trick" it easily.
>>
>>145661642
For most player, roguelike only lack of menus, so let's be clear: that's a big plus. I'd rather play just a roguelike with a in-fight-menu system than a rpg.
>>
Why is every indie dev making a fucking roguelite? Make something original.
>>
>>145661642
I like this!
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>>145661739
Whats the point of making something original?
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>>145661730
I'm not intending to make a roguelike though, just to use that style of control/event system since I don't like the regular rpg overworld to battle transitions.
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>>145661703
>>145661125
Spoopy has that kind of enemy but got bullied out of here yesterday, he posted his mail ages ago if you want to go archive digging
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>>145661739
They're not, ya cunt.
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What's your opinion on FPS roguelites?
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>>145661703
Pictures would help
>>
>>145662042
Why are you so obsessed with him?
You know thats literally why Hoppo left right?
>>145662059
shit
>>
>>145662059
Haven't played any.
>>
>>145662059
Haven't played any
>>
>>145661739
>Why is every indie dev making a fucking roguelite?
They are fun
They are easy to make
They are easy and fast to test
Has a lot of focus on gameplay rather than a background and graphics
>Make something original
That would require more effort and more time. Something they aren't willing to spend.
>>
>>145662059
Good FPS games are about weapon and level design, randomisation doesn't suit them at all.
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>someone literally just reskinned the kirby mini-game with pixel shit and is selling it for a dollar
I fucking hate indie game "devs".
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>>145661703
Im just trying to help
As sarcastically as possible.
Why dont you give more information so we dont need to play 20 questions?
>>
>>145662059
Delver is pretty darn fun.
>>
>>145662059
I'm not sure what a roguelite even is. It seems to be used to describe games with death penalty and random levels but I don't think that is enough to be a genre.
>>
>>145662118
>Why are you
First time posting his name though.

>>145662113
>>145662332

Its still in its concept stages so have none i'm afraid and the drawings would be hard 2 do.

But essentially, you can for example embed 3 dimension in 2 in ue4 by having one axis be "direction" going from -180 to 180 and then have the other dimension be speed.

The problem is how can I also embeed ANOTHER direction into it, so that the enemy blends between 6 + animations depending on its current movement vector?
>>
>>145662392
A methodology in which game design is replaced with skinner box elements.
>>
>>145660768

accurate
>>
>>145662314
I wish I thought of that tbqh
>>
>>145662392
Roguelites from my understanding typically take out the RPG system of rogue, nethack or similar games, and instead only implement the randomization and perma death elements. Hence the "lite".
>>
>>145662476
>First time posting his name though.
Well don't do it anymore. Less talk about devs and more talk about games.
>>
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>>145662713
don't be a hack lad
>>
>>145662025
That's one of the few things that differentiates a roguelike and an RPG.
Roguelike combat is non-modal, it takes place in the same mode as the rest of the game. RPGs have separate overworld and battle modes.

Perma-death and procedural generation are pretty much the only other things that differentiates a roguelike from an RPG.

If you use hand made levels instead of procedural generation, and you have a focus on story like most RPGs, then that should differentiate it enough that it wont seem like a roguelike.
>>
>>145661125
>>145661393
>>145661703
>>145662476
You explained the wrong shit, i dont care about what backwards ass "embedding" your trying to do.
Are you even dealing with 3d modeling?
Because your just trying to apply animation.
Learn how bones and animation matricies work. Then you need to know the correct shader to use to apply the matricies.
>>
>>145662504

>skinner box elements
>roguelikes roguelites

you literally don't know what a skinner box is. skinner boxes are devices which train you to do something for an artificial incentive. how are roguelikes skinner boxes? what is the player trained to do over and over again? the simple fact the people like to experience random elements is not enough to call it a skinner box.
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>>145662808
>didn't even change the proportions for luggy and wario
>>
What's the name of that game where you draw vertical lines, then add horizontal lines to join the vertical ones, then pick one of the vertical lines and traverse it and when you meet an horizontal line, you traverse that too etc until you reach the end? looks kind of like this

| | |
|__| |
| |__|
| | |
O X X
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Do you have your Whooper?
>>
>>145662476
It's hard to give decent advice without really knowing the situation, but you could blend between two 2D blendspaces.

One handles lateral movement, the other upwards and downwards.
Then you have variable(s) based on your rotation which controls the strength of each respective blendspace.
So for example when you're going up, the second blendspace has prominence, and gradually loses it as you go left.
>>
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>>145663073
Shit. The formatting fucked it up.
>>
>>145662809
>If you use hand made levels instead of procedural generation, and you have a focus on story like most RPGs, then that should differentiate it enough that it wont seem like a roguelike.
Thanks for your reassurance. I just hope I can make the combat still interesting and fun. I'm considering adding some kind of dodging which might go well with trying to avoid getting surrounded. I guess first I should frontload testing out some more story features and then continue based on what works well with that.
>>
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Working on some boss attacks for the battle.
Also need to texture stuff.

Bullets are probably too quick for a fair battle.

https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145662898
If you can't help you can just be quiet you know. I know how to blend these manually, which is painstakingly slow and tedious, which if you knew anything about what I was talking about you'd know.

>>145663164
This is the easiest one that i've come ups with so far, with 3 2d blendspaces. One when moving on a plane, one for when going upwards and one going downwards, and then blending between those using the z vector. Thanks for trying to help man.
>>
When should you choose a true top-down 2D view (hotline miami) compared to a top-down side perspective with only one animated side that most indie games like to do now (nuclear throne, enter the gungeon, etc)? Is it just an aesthetic decision?
>>
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>>145663291
Ghost leg or ladder lottery.
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>>145663359
I don't think you need 3x2D, the upwards and downwards can be done with a 1D, then a 2D one for on a plane.
>>
>>145663125
No.
>>
>>145663434
Thanks. I was thinking of using it as a microgame in an RPG
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>>145663471
Sadly that fucks the animations right overor rather makes them look to unatural for my taste no matter how much i tweak it, same thing happens if you don't have enough nodes in the blendspaces
>>
>>145663324
Heh, that enemy/boss introduction reminded me of the first boss from SNES Star Fox.

Lookin' neat so far.
>>
>>145663125
No.
>>
>>145663691
>>145663582
what a fags
>>
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>>145663324
Tried to make another one.
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84 posts. 84 fucking posts, and 3 progress posts.

Seriously, fuck you AGDG. You are complete garbage compared to a couple years ago.
>>
What's the best control system for a top down space shooter?
For now I was thinking of doing tank controls. What do you think?
>>
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>>145663125
Nigger I dont even have a fan Yet
Im getting better
>>
>>145663871
>he said, while not posting progress
>>
>>145663871
currently im programming for my job, i might do something later
>>
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>>145663871
chum do you have any idea what time it is
i'm wrapping my brain around a dynamic 2d class array to hold tiles on a map
this shit can wait til tomorrow its already midnight
>>
>>145664057

>go to doctor
>he tells me that I've got stomach cancer
>the very second he finishes his sentence, I yell WELL WHY DIDN'T YOU FIX IT ALREADY, I DON'T WANT A DIAGNOSIS

Are you dumb, anon?
>>
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I think I'm happy to leave this MiG like this now till I get better at Modelling and Texturing.
>>
>>145664239
>he added, while still not posting progress
>>
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finally finished all levels of world 3
>>
>>145663871
We didn't have multiple 750+ post threads per day, either. Theres probably the same amount of progress, its just theres tons more socialposting that dilutes it.
>>
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>trees are the only model that can possibly model human conversation
>>
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>>145663871
I have no progress to post
Just a bunch of doodles to learn to art
I drew something that didnt make me want to kill myself, that something?
>>
>>145664224
>chum do you have any idea what time it is

are you somehow so underaged that you don't know what time zones are?

if you're not gamedevving, why are you even in the thread. go to sleep

>>145664301

the plane's looking good, but one thing that always irks me about flight sims is that the terrain looks uninteresting. not just yours, but the genre in general.

is that just how the ground looks from that elevation?
>>
>>145663940
Full movement with normal WASD movement, you're in space, there's no resistance, ships can move in any direction as long as they have thrusters to move in that direction.
>>
>>145664329
iterations?
>>
>>145664329
Those bubbles add a lot mechanically
>>
>>145664401
>trees are the only structure that can model human conversation
Sorry was laughing too hard at people actually believing this

>what other structures are there though?
HAHAHAHAHAHAHAHA
>>
>>145664329
Do you have to practice your own levels to get trough them? How do you figure out if a level is impossible or just simply ball bustingly hard?
>>
>>145664329
A suggestion for other worlds. You could have heat seeking missiles or something that chase you loosely, then have secondary objectives where you bait a missile to follow you, then it crashes into the secondary objective while you go to the submarine. Just a thought.
>>
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>>145664353
>Theres probably the same amount of progress, its just theres tons more socialposting that dilutes it.

I'd be happy with heavy-handed janitor action to cull this shit down, to be honest. Having a high noise to signal ratio

>forces visitors to wade through garbage just to give feedback on games
>reduces the amount of help for specific questions
>makes people waste time hopping threads all day
>dev time efficiency is reduced. you're never going to finish your game if you spend all day shitposting or responding to shitposts
>>
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>>145664445
Yeah flight sims always have uninteresting terrain in general. Maybe higher budget games that can afford actual satellite imagery and a team of artists might be able to alleviate that but for an Indie/hobbyst it's much harder unless I go with a simpler artstyle.

That being said I have a new terrain pipeline coming up that should improve the general look of the terrain (not by much though) to replace this near 5 month old terrain I used for the demo back in March.
>>
>>145664678
4chan here, we've heard your request, thank you so much for the feedback, now stop shitting up the thread.
>>
>>145664678
>feeling like your dev progress is tied to the content on /agdg/
Wow. I'd put any amount of money on you either not having any game, or struggling profoundly with gamedev and seeking reasons outside your own failure.
>>
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>>145664445
angry words for an angry man
keep workin' on that superiority complex you're developing, you might be able to put it on steam greenlight in a few days
>>
/agdg/ did you ever think, that if you die, it will end your suffering?
>>
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>>145665030

Do you not know how to read?

If you spend all day shitposting on AGDG, you won't finish your game.

Drop in here, post progress, give feedback other other people's progress, leave and go dev more.

Not do literal garbage like
>>145659628
>>145659651
>>145659914
>>145659925
>>145660006
>>145660129
>>
At this point the scripting system rpgmaker has would be amazing but that seems like a lot of work to create something like that so maybe I will just use custom C# scripts for everything. It pains me to have compiled level scripts though.
>>
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how do i detect drawn string lengths?
>>
>>145665269
Social Police here to make sure your having the correct type of fun, and only the correct type.
Fuck off dude this is an anon board lower your expectations.
>>
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Added a bug net, so you can now catch butterflies. Also made inventory icons more consistent. Complete inventory (re)design coming Soon™!

haven't been posting prograss on this thread much, only on tumblr, sorry senpaitachi
>>
>>145665807
Since I made my own font and load it through a .lua file, I know the dimensions of individual characters. I sum those together, multiply by level of zoom and then do the checks.
>>
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I decided to try out enemies who have a short queue interval so they player can't run forever. Maybe it would make a good skill that the player or enemies could activate once in a while and last for a couple turns?
>>
>>145665807
Why do you hate yourself?
Just use an invisible border.
>>
>>145665807
Most engines have a built in function, what are you using?

>>145666121
You're not using love, are you? Because love has a built in function for that.

https://love2d.org/wiki/Font:getWidth
>>
>>145666358
using java
>>
>>145666358
I'm using love, yeah, but I'm not using the built-in Font functionality.
>>
>>145665925

What do you do with the butterflies once you catch them?

>>145666128

That looks like it could get annoying really fast. I'm not sure if you're making a horror game, but if you are, human Zubats are not scary.
>>
>>145665269
It's a thread for people to talk about all aspects of game dev, not just to post progress for people to admire.
If you want to see more progress then post some yourself.
>>
>>145666128
That action effect is pretty obnoxious. You should really work on something more subtle. Also this guy. pretty much sums up everything else I have a problem with >>145666487.
>>
>>145665269
>an ass clenched so hard it could crush walnuts
>>
>>145666716
None of the posts he quote (or yours) have any kind of gamedev discussion.
>>
>>145666487
I would want to use it pretty sparingly either by only placing a few enemies with that speed or going the skill route. The intention is to discourage the player from running all the way across a level to find a choke point since this would allow enemies to catch up or even get a few free hits in. I've also thought about accomplishing the same with some ranged attacks but I would love to hear other ideas.

I'm not really intending for a horror game but I do intend to have character designs inspired by by urban legends from here.
>>
Do you think a limited palette like GCA or green tint Gameboy would cripple a game's reception? I'm going to use what I want, but I'm curious if anyone's done any research.

>>145666847
Pointing it out is just contributing to it.
>>
>>145666847
Double think is a trolls best friend. That's why /agdg/ will continue to be so shit. Best thing to do is stop trying to police the threads and just let shitposter have their fun. Focus on your own goals, that's the key.
>>
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i actually progressed a bit
most of interface functionality is not there yet
it's now possible to load map from a file to the game
units can now attack
you can set positions of your units before game starts
now i need to finish editor and create game goals
>>
>>145662212
>they aren't willing to spend.
something they don't have, indies have jobs and families to take care of
>>
>>145664224
>i'm wrapping my brain around a dynamic 2d class array to hold tiles on a map
this shit can wait til tomorrow its already midnight
lol wat? a retarded monkey can make a tile map.
>>
>>145665264
I wish I was immortal so any ephemeral suffering would be irrelevant
>>
>>145665264
No, you were born from nothing, you return to nothing
I have comfort with this thought because, what, you gonna feel sad when you feel nothing?
No
>>
>>145665915
>The quality of posts is extremely important to this community. Contributors are encouraged to provide high-quality images and informative comments.
>>
>>145664301

nice I like it a lot!
>>
>>145663125
do i look like blizzard?
>>
>>145665264
Its not that I'm suffering, its that I cause other people to suffer, is why dying would be a good thing

But I need to make this game first so all those years of narrative curation won't have gone to waste
>>
>>145667690
you might be cold bitch
>>
>>145664552

yes, i have to practice them. My process is something like: make the level -> test it -> change it until it feels right.

if i can't beat a level, i just assume that it is impossible and change it.
>>
>>145668452
If i was a hot piece of ass i wouldn't bother with game dev i would just do lets plays on youtube for easy money
>>
>>145666128
What do you call that white outline with black pieces in it, how do I make that?
>>
>>145664601
the next world will have enemy torpedoes that chase the player, already got them implemented.

i'll think about secondary objectives, though.
>>
>>145664424
cute. keep going.
>>
File: 1466051719276.jpg (1020KB, 1280x720px) Image search: [Google]
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>someone posted this in the dead games thread
RIPIP
>>
File: settings.png (72KB, 542x802px) Image search: [Google]
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>>145666806
>That action effect is pretty obnoxious.
Yeah I see what you are saying. I want to make it feel sort of like when there is a close up on someone like in manga or our variety shows. Maybe I will go buy some patterns and scan them and see.

>>145668656
I think they are called speed lines. I threw them together in the particle system so here are the settings if you like.
>>
File: Metrod.png (164KB, 944x1161px) Image search: [Google]
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Is it a good idea to overlap matching UVs?
>>
>>145669172
>AGDG tactics games in charge of not dying
>>
>>145666423
lol

But seriously, I have no idea. Just make button sprites and use their dimensions. That's what I would do.

>>145666446
>I'm not using the built-in Font functionality
Why not?
>>
>>145669602
Do you want them to be the same?
Just make sure you use up as much uv space as possible for best resolution.
Your only using half right now.

I overlap my leaf Uv for my tree and have the trunk take up the rest.
>>
>>145666128
>everyone making pixelshit in Unity
>at least 2 people making 3D games in GMS

/agdg/ pls

pixelshit in Unity is so much worse
>>
>>145669383
ty
>>
Publishers.

Y/N?
>>
File: foodration.jpg (185KB, 869x774px) Image search: [Google]
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No idea if the text on the label even makes sense, its just google translate.
>>
>>145670041
What do you mean use up uv space? Make them bigger?
>>
>>145670238
Your only using the left 60% of that texture.
Make your shit bigger so you get better texture resolutions in game.
>>
>>145670236
You should have a floating agdg logo in somewhere in space.
>>
>>145670212
A source of QA and advertising money, right?
So yes
>>
>>145670212
Nope, i give my shit out for free.
>>
>>145666487
>What do you do with the butterflies once you catch them?
Right now you sell them, but later on I'll let you use them as decoration or put them on your property so you can kind of raise butterflies and breed them and stuff
>>
>>145670358
Or as a patch on the astronaut suit
>>
>>145670212
For PC? Fuck that
Will they get my game on consoles? Hell yeah
>>
>>145670236
what did you mean to say?
>ocтopoжнo: гopячий
It means warning: hot, doesn't make a lot of sense
>>
>>145670498
This also means open sourcing? I'm not trying to meme you, I'm just curious.
>>
>>145670236
Russian should be Ocтopoжнo, гopячo!
>>
>>145670065
I'm using Unity because I am familiar with it so it saves me a lot of time, especially not having to write my own editor and data serialization. There are ways to get Unity to not fuck up pixels so much but I'm focused on gameplay at the moment. If I can't end up getting the 2D functionality to work right I'll try the GL API's and if I fail I can port to MonoGame.
>>
I have so many things I want to dev... how am I supposed to choose just one??
>>
>>145670871
Yeah.
But Im nervous releasing the mmo server source because it might make it vulnerable for hacking. So i think ill hold onto it until someone asks for it.
>>
>>145670951
choose one randomly
if you don't like it, throw it away and choose from the rest
repeat until you have no things to choose from
>>
>>145670951
Pick whatever you can prototype the fastest for now.
>>
File: based miyamoto.png (686KB, 1038x492px) Image search: [Google]
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>>
>>145669602
Only if you make a separate map, or the model doesn't use baked lighting.
>>
>>145659526
im trying to texture a model i made in blender with photoshop but its a little tricky cause i dont really know where the verts are if im in photoshop.
>>
>>145670951
Make prototypes for each idea. Don't worry about optimization, or if you'll be able to expand it or anything like that, just make a prototype that gets your idea into game form. If it takes longer than 3 weeks to make a functioning prototype the game is probably too big for you currently.
Once you've completed several prototypes, choose which one you've had the most fun with and expand it into a full game. (note, you will probably want to remake the project entirely, start fresh, and make sure everything is coded well this time)
>>
>>145671358
Did you export the uvs? You can set the color layer to multiply until your done so you know where shit is at.

If you did export and just don't know where your uvs correlate to an actual model, then I'm sure there are ways to fix that.
>>
>>145671358
Blender can export the UV map as an image with transparency.
>>
>>145671462
Hmmm... That's not a bad idea, thanks!

>>145671179
>>145671229
And thank you for your suggestions as well.
>>
>>145669602
you are better off using a mirror modifer, unwrapping then applying the modifer so they overlap exactly
>>
>>145671358
>>145671667
ahh ill try it thanks
>>
>>145671325
so funny, so base
>>
>>145670918
>>145670859

Okay thanks, already changed it.
>>
>compile game
>error
>windows becomes unbootable

EBIN
>>
>>145672083
>>windows becomes unbootable
What the fuck did you compile
>>
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>>145672083
how did you manage that?
>>
File: "game".png (701KB, 771x914px) Image search: [Google]
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>>145672083
More like virus
>>
>>145672083
Skiddies will never learn.
>>
File: agdg.webm (2MB, 1920x1080px) Image search: [Google]
agdg.webm
2MB, 1920x1080px
>>145670358
>>145670614
>>
>>145671003
Well, it's a two sided sword. On one hand, yeah, it might compromise it's security, yet on the other, if more people see it, the more fix and help you can get to make it more secure.

My biggest issue with putting my stuff on Github is that I usually do not care if my code is readable or not. I try to make the level loading part as clear as possible, so if someone would like to add a new stage he could easily do it, however I wonder if anyone could go trough the engine itself.
>>
Does anyone want a hand in programming their game. I don't want money or to "collab" I just want to work on a game and get experience.
>>
>>145669080
That means a lot to me anon
Im finally getting somewhere
>>
>>145672602
Yes.
>>
>>145672602
>free programming
With all the artists here constantly whining I'll be surprised if you don't get any offers.
>>
>>145669906
I was changing frameworks from Moai SDK to Love2d, and I ported over some classes and code that only required a few tweaks to get working. In the case of the TextWriter class I have, that meant just swapping out the draw calls and minor tweaks to quad handling.
>>
>>145672772
>all the artists here constantly whining
?
>>
>>145672602
Do a PR on one of the /agdg/ open collabs
>>
>>145672659
Do you have a game you're practicing for, or are you learning for whatever the future holds?
>>
>>145672884
WHHIIIIIIIIIIIIIIIIINNNNNNNNNNNNEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>145672884
If it's not
>Tfw no art no game
It's
>can art
>but can't program
>>
>>145672770

if you are serious do you have a way to contact you to talk details of your game
>>
>>145672884
Artists complain programming is too hard
Programmers complain they can't art
They never work together
>>
>>145672969

where can I find an open collab
>>
>>145673010
Its a multiplayer survival game.
The goal is to take minecraft, and remove the grid. So its not a voxel game, its a vector game.
Its about 5k lines of C.
But its broken into neat parts.
>>
>>145672083
literally how?
Or is this some anti-windows meme
>>
>>145673228

What would you need me to do.
>>
>>145672427
how the hell is that movement so spooky? Is it because of the narrow FOV?
>>
File: Nodev 1MAs.jpg (295KB, 258x1543px) Image search: [Google]
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>>145673008
>>145673032
Hopefully collab jam will change things for them.
>>
>>145673494
Nope they'll still backspace their post because they're 2beta
>>
>>145673000
Bit of both
Gonna see where how far I can run
>>
>>145673373
Do you know C, do you have any programming experience?

You need a IDE, I would recommend Code Blocks.
You need to download my code, and decide what you want to do with it.
Im working on porting my gravity library from the test program over to the server.
But the next big part of the game is making terrain editing feel smooth. Which means you need to understand how my terrain mesh works.
>>
>>145673143
There are a few basic projects with stable branches for newdevs/forking/cloning, find a project in a language/engine you prefer and either start hacking on the stable branch or PR someone's fork.

Oh, this is fictitious, but wouldn't it be perfect?
>>
>>145672083
Reminds me of this one time I was fooling around with OpenGL, and accidentally assigned a decimal value to a newly created window as one of its parameters.

Apparently this broke something in the library, and it kept creating new instances of those windows until the process hang and my computer somehow BSOD'd.
>>
File: knifebullet.png (20KB, 100x100px) Image search: [Google]
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How do I make sure that two pixel-sized objects moving extremely fast towards each other don't just clip through each other but actually collide? Specifically in Gamemaker since I don't think it has a function to automatically deal with this.
>>
>>145673586
You guys should use github or some other type of version control if you are going to work together.
>>
>>145673032
I think it's because they are usually working on something. Like artists have a shit ton of assets for their game, and programmers have a nice engine with blocks and circles. The chances that the two fits together are slim, so one of them has to bend to the other's dream, or they both have to start a new project, but now together.
>>
>>145673832
Im happy with git, but i have heard that github takes sometype of ownership over its opensource projects. So i need to look into their terms before i upload to them.
A personal git server would be ideal.
>>
>>145673832
I don't do HTML5 stuff, but that Superpowers tool may be of interest to some. Of course, I'd rather recommend git.
>>
>>145673947
> i have heard that github takes sometype of ownership over its opensource projects
wut
>>
>>145673732

instance_place or place_meeting?
>>
File: Barbie.png (445KB, 464x576px) Image search: [Google]
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If she devs, what's your excuse?
>>
>>145673586

I'm familiar with the C language family as I'm finishing up my cs degree. I don't know much about terrain meshing. but I'm willing to research and learn.
>>
>>145673947
Github doesn't have free private repos, that's really the only problem with it.
Sourceforge is the one that's sketchy as fuck.
>>
File: 2016-06-16-1942-31.webm (3MB, 300x170px) Image search: [Google]
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Added a starting countdown, end results screen and a happy face when jumping.
Only problem is that sometimes that happy face gets stuck even after she lands.
>>
>>145673947
Github claims no ownership over your code, as stated in their ToS. However, it retains the right to refuse or remove content from the site. Additionally, if someone sues you over the content you upload, you take the responsibility.

>>145674316
Bitbucket is free and has private repos.
>>
>>145674170
Alright, let me gather my files and upload them somewhere. Ill post an email too.
>>
>>145674316
If you don't want anyone to see your code, you should be hosting it on your own server anyway.
>>
>>145673732
make a line from where the bulled was the previous frame to where they are in the current frame, and if the line crosses with the sword, trigger collision.
>>
>>145674316
I suggest Gitlab. You can have private repos there.
>>
>>145674542

also I'm not guaranteeing results but the way I see it you don't anything for someone trying for free
>>
File: idfmhqt8gt1aknscleik.jpg (261KB, 1280x720px) Image search: [Google]
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Imagine:

A multiplayer game, which sends packets as 4chan /agdg/ posts that are indistinguishable from normal posts
>>
i want to collab
>>
>>145674902
Already made, that's what all the dogposting is about.
>>
File: OLAS.jpg (74KB, 463x372px) Image search: [Google]
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>>145674902
A game in which you are a gamedev, and each time you make progress it gets posted here.
>>
>>145674416
Can't you pace the celebratory animation with beats as an indicator; chain dance moves. A canned clap after a combo is really bland.

Do you have to manually enter notes or did you write some audio analysis code to generate them automatically?
>>
>>145674964

What is your million dollar idea?
>>
>>145675132
dead game
>>
>>145675132
The juicy part is that it'll never be necessary.
>>
>>145675204
im artist
im not qualified to idea
>>
>>145675313
Is that you cristian?
>>
>>145675313

Son, you are allowed to have an idea.
>>
>>145674170
>>145674542
http://jaboct.com/Footh/Footh2016-6-16.zip
This is a zip of a couple iterations of the same project.
Do you want to communicate over steam?
>>
>>145675632

stolen for my game. thanks
>>
>>145675719
Did the download work?
>>
>>145675313
If you are for real, I could use an artist help.
>>
>>145674964
Just do collab jam
>>
does anyone here have experience working with 3d in godot? is it shit?
>>
>>145675632

Sure what's your steam
>>
>>145675853
http://steamcommunity.com/profiles/76561198035324560
>>
>>145675470
no

>>145675483
i only give bad ideas

>>145675789
i do 2d
>>
>>145675313
Don't listen to him >>145675483, you are not
>>
>>145674416
Small girls make me want to sin.

No pedo btw
>>
>>145674416
what the fuck is she wearing
>>
>>145675146
The animations are all placeholder, I'm just testing out the feel of the game for now. I want to make a lot of different dance moves so that her dance never becomes dull.

I'm entering them by hand (though for now they're random since there's no music). I wish I knew how to code a song-analyzer.

>>145676074
Don't sexualize her. I'm serious.

>>145676129
Some kind of idol costume, I don't know. I made it up as I went.
>>
for open collabs, who cares about private repos.

It'd be better to just have projects people can collab on and fork if they want.
>>
File: 426645764675695597.jpg (231KB, 640x1200px) Image search: [Google]
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Post space inspo.
>>
>>145675997
2D is good. I'm sorta in the middle of a project where I'm using other's assets, however for the final thing I suppose it would be better to have original stuff in it. At least for the main character. I don't want to earn any money with it, and I'll just probably put it on Github when it's done. If it's ok for you, I'll leave here my e-mail so we can talk or, you know, you could register it to any porn news letters.
>>
File: 426645764677920640.jpg (606KB, 1350x579px) Image search: [Google]
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>>145676521
>>
>>145676521
https://www.youtube.com/watch?v=MNyG-xu-7SQ
>>
File: vlcsnap-2016-06-16-20h16m18s498.png (667KB, 1280x720px) Image search: [Google]
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The New Meta
>>
>>145676824
What did he mean by this?
>>
>>145676532
i would be more than happy to help
>>
File: Pixel.jpg (31KB, 340x508px) Image search: [Google]
Pixel.jpg
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any other fucking madmen trying to learn code, art, and music at the same time?
>>
>>145677041
I've been on music since I was young, and my coding is okay.
So It's not too bad.
>>
>>145677041
Always
>>
>>145673732
knife movement between the frames is just two triangles connected together in the rotation center
bullet movement is even simpler, it's just a straight line
all you have to do is to check if the line intersects one of the triangles, and do it every frame
>>
>>145676876

the silenced pistol USP-S
>>
>>145659526

RPG music

https://clyp.it/if5pasoz
>>
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>>145676968
Ah, anon, you've made my day.
[email protected]
>>
>>145677221
If they're moving at a high enough speed they could move past each other without intersecting each other during a frame.
>>
>>145677367
i would like you to draw a scenario where this happens because it doesn't
>>
File: we34.jpg (71KB, 707x500px) Image search: [Google]
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>>145676226
telling me not to sexualize a girl makes me want to sexualize her even more, don't force me to draw her being raped by 30 negros buddy.
>>
>>145674148
>announcing this after the fat barbies

wew Mattel®
>>
File: oldgray.jpg (27KB, 300x300px) Image search: [Google]
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>>145660768
>it's actually both tbqh senpai
>>
File: 0001-0051.webm (73KB, 960x540px) Image search: [Google]
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I already regret starting work on a 3D game
>>
>>145677679
From the thumbnail I thought that's Gordon Freeman.
>>
>>145677269
sounds nice, it's comfy. I'd play a game with this music.
>>
>>145677527
object 1 at x=0 object 2 at x=1 object 2 moving at -5000 units per second with a delta time of 1 ms

In one frame object 2 is 1 unit away from object 2, in the next it's 4 units behind it without ever intersecting it.

Consider that physics engines like Bullet by default run at a fixed 60hz and the assumption that you'll have enough updates to catch every intersection is ridiculous.
>>
>>145677679
You seem more like a 3d artist.
>>
>>145675963
>http://steamcommunity.com/profiles/76561198035324560
sad, untricked profile.
>>
>>145677679
Fuck you for being so good.
>>
File: knife vs bullet.png (21KB, 1240x509px) Image search: [Google]
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>>145677367
>>
Oh shit it's raining outside and there are lightnings too so my internet is going to die soon.
If you have something you wanna say to me, i suggest you do it now.
>>
>>145677853

what?
>>
>>145677853
What does that mean
>>
>>145661642
How much of a weeaboo does one have to be have menus in Japanese?
>>
>>145677934
Oh, I thought he meant actually comparing the objects for intersection. My bad.
>>
>>145677959
sayonara
>>
>>145663987
I'm your fan, anon
>>
>>145677959
and, arigatou
>>
>>145678028
actually i made this image wrong, because i didn't take into consideration that the knife moves too, not only rotates
if it moved, the collision would be with different triangles, but the principle would be the same
>>
>>145674416
how does the gameplay work here? why does that path snake around and how does it relate to the player input?
>>
>>145677874
>good
>>
>>145677679
You're already better than most of agdg
>>
>>145677819
nigga did you even read the suggestion? lines will intersect no matter their length
>>
>>145678376
Yes, good. Great, even.
>>
>>145678540
Relative to /agdg/ sure.
But final animation?
no
wip?
sure.
>>
>>145677959
with your internet gone, nobody will hear you cry when i come for you boy
thanks for telling me
>>
>>145677959
suck my dick, choke on it
>>
>>145678626
I was talking more about the model. I've seen his sketch yesterday and he already modeled, textured, rigged and started animating it. So yeah it's pretty great.
>>
need a demoday writer
>>
>>145678827
A what
>>
>>145678773
oh well then yeah, that's good turnout.
>>
>>145678827
What does that even mean?
>>
>>145669172
I miss Red Tactics
>>
>>145678698
i would if i could ;_;
>>
>>145678863
>>145678925
He heeds a writer for his shitty 10 minute story "Game".
>>
>>145679003
you are born with disease called: can't suck a dick?
>>
File: reflection unfucked.webm (2MB, 445x458px) Image search: [Google]
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I forgot to mention I unfucked the lighting, I've got several things I want to get into now, which is directional sensitivity to reflect in the correct direction, and mirrored light bouncing off other mirrors. And another way but that's sekrut
>>
need a yesdev to make my game for demo day
>>
>>145679183
it's still not bouncing correctly. just look at the rays that hit horizontal walls
>>
>>145674569
wouldn't drawing a line with the current velocity, and triggering a collision next frame be better? that way you can even make sure that the objects colliding meet at the intersect point instead of traveling past eachother, right?
>>
>>145679406
>I've got several things I want to get into now, which is directional sensitivity to reflect in the correct direction
>>
>>145679350
>>145672602
>>
>>145677784

I like comfy.

https://clyp.it/fld0scl5
>>
>>145679484
>I unfucked the lighting
man, this kinda set me up to think that this was a happy post
>>
>>145679524
>https://clyp.it/fld0scl5
Is this actually for a game?
>>
>>145679484
>to reflect in the correct direction
When I was experimenting with ray reflection, this post was a good start to set up a basic algorithm:
http://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
>>
can someone red pill me on 3d model texturing
>>
>>145680126
are line segments and rays functionally similar mathematically?
>>
>>145680181
First you make your model
Then you start UV mapping and close your modelling program and cry in a corner for 2.5 hours.
>>
i failed my finals
>>
>>145680181
It makes me feel bad because I'm a competent modeller but bad at 2D art
>>
>>145680272
a ray is uncapped on one end, so their functions differ
>>
>>145680295
I did that a year ago and started shitposting in aggydaggy ever day while I just like make game; now I make over fifty thousand dollars a day.

Haha just kidding kiddo; I shitpost while I wagecuck and party every weekend. It's aight.
>>
>>145680272
I'm not an expert on the subject, but based on the stuff I've read so far, I can say yes. Most often when you search for "how to determine if two lines intersect" and such, the answer is usually not about line equations but vectors, since a line can be also described as a vector. It is not entirely true about segments tho. However since I look at my lines as vectors, my life has become much simpler and easier. It might be difficult at first, but it's better in the long run.
>>
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>>145680295
I aced my exam. Feels fucking great because I barely studied for it.

Anyway, more space inspo. Anyone want my inspo folders?
>>
>>145680857
Here's a larger version.
Remember to always save high resolution inspiration!
>>
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>>145679958

>Is this actually for a game?

Of course not. I'm a no dev stuck in the cycle of doing art/music based on inspiration, and writing design documents/programming systems that I subsequently do nothing with.

Maybe one day I'll get off of this ride.

Here's another https://clyp.it/humizgky
>>
>>145673732
On the bullet:
place_meeting(obj_knife.x+obj_knife.speed,y,obj_knife);

note that obj_knife and +speed are just examples, i'm not actually referring to the built-in speed function of GM, obj_knife.x+obj_knife.speed is the position of the knife in the next frame.
>>
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>>145680993
I batch downloaded them from pinterest, that must be why.
>>
>>145672602
What do you program in?
>>
>>145681078
Post some comfy farm music and I might be willing to commission you for some shit. Think harvest moon, but in your style (if that makes sense). I'll be back in 7 hours to check the thread. No worries if you're uninterested.
>>
>>145681146
Couldn't you just link to the pinterest instead of posting each image individually
>>
>>145681332
We're on an image board, the whole point of the entirety of 4chan is posting images.
>>
>>145681332
That'd be boring
>>
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>>145681332
I downloaded 4-5 random boards. I'm not going to dump all 5000 images anyway.
https://1drv.ms/f/s!ArdiMPwFCbN-k9AXGKpCPoQQbsOQVw
Here's the folder.
>>
>>145680857
>>
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Some random debris as for now:

-white bag/container
-foodration
-laptop
-foil
>>
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>>145680857
dat ass
are we gonna have some THICK spaceship games?
>>
>>145681876
What do you do in the game?
>>
>>145681636
that skyglider plane design makes absolutely no sense, by god am i triggered
>>
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>>145681571
And here's the other one, mostly with spaceship pics.
https://1drv.ms/f/s!ArdiMPwFCbN-k880kSWurQQVBqhiEw
>>
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Last update before going to bed.
Pretty happy with how she is looking, still a lot to do.
Didn't had the same luck with coding today, couldn't get the idea I had to work, but I'll keep trying later.
>>
>>145681876
Looking around while zoomed in is going to give some people a migrane
>>
>>145681980

Search for repair kits to repair the return capsule while getting attacked by a space-ghost-zombie.
>>
What would you like to see on github for /agdg/ open collabs? I liked the idea of having a couple stable branches of just the most basic versions of pong, zeldalike, platformer, etc. It shows who's forked the projects, so if someone was looking for a collab, they could browse the platformer forks and work on something. Or of course someone could post in the thread "it's my first game, forked /agdg/ pong, http:....., welcome PRs" or whatever.

I've heard godot is very git friendly, and of course something just written with a language/libraries would be well-suited. Is it possible to host unity/unreal projects on github?
>>
>People still use Gamemaker

LMAO
>>
>>145681876
looking good anon

don't forget to make some bigger pieces too, like long bits of cable/metal strut/rebar, big torn off pieces of the white/black surface you find on lander module exteriors, some kind of station gib with round windows on it etc

exterior gibs are generally more recognizable than the weird nondescript shit going on in the inside of a station
>>
>>145682232
So... Gravity the movie the game?
>>
>>145678306
Yeah I guess it's not really clear if you're not playing it yourself.
Basically,the cursor follows the path automatically, and when you get close to a target (red, green or blue) you have to press the corresponding key (currently A, S and D).
>>
>>145682342
>He is not using Gamemaker

ROFLMAO
>>
>>145681876
How are you doing that motion blur and blurred UI? Isn't this Unity?
>>
>>145682536
>He believes Gamemaker is a good engine
xD
>>
>>145682468
Where were the space ghosts in that movie..?
>>
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>>145682536
>>145682342
ayy
>>
Do you guys ever change the default stack size? I noticed compilers have an option for that.
>>
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>>145682819
george clooney
>>
>>145682776
Why is it bad?
>>
>>145683173
>when you see it

fucking christ
>>
>>145683296
Probably because is not Unity or his own memengine.
>>
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>decide to implement throwable weapon items for nun to use
>need a weapon item, decide on bible to she can throw the book at them
>Start drawing bible
>receive this

Have you read your SICP today, agdg?
>>
>>145682130

you dont have to zoom, I just think its good to navigate around and get a better look at things.

>>145682423

Yes definitelly, broken pieces are hard though to make them look realistic at the broken places without going overboard on the polycount. I try to make the debris fairly low poly.

>>145682669

The motionblur is amplify motion, as the standard motion blur that comes with unity is not very the best I would say. Definitely a good infestment as I can use it in pretty much all projects.
>>
>>145683628
why does that book have meme status?

i've read the first 100ish pages and it's pretty interesting so far
>>
>>145683802
It's basically /the/ Computer Science textbook. Many consider it to be the best educational book on software engineering ever written.
>>
>Finish coding game
>Haven't learnt music composition or art yet
>>
>>145683802
It's a good book on some things, but the lectures are also great.
Check out the first 30 seconds of the first lecture.
https://www.youtube.com/watch?v=zQLUPjefuWA

Protip: SICP won't help you with game dev.
>>
>>145674148
>javascript
>gamedev
lol ok, lets call it like it is barbie. shes a web dev.
>>
>>145684026
>>Finish coding game
i highly doubt that
>>
>>145684204
But Unity can use JS
Also isn't Agar.io JS?
>>
>>145683628
>implying I'm not conjuring the spirits of the computer with my spells right now
>>
>>145677679
Oh shit, cool to see the sketch actually turned into a model. The animation is definitely a bit stiff but the pose is great.
>>
>>145684204
wildy 1v1 right now
>>
>>145684824
java != javascript.
>>
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guys, I'm testing how to make a unit made up of various sprites move like one, 'total war'-like but can't figure it out, the rts tutorials and guides haven't been helpful so far, is there a way to differentiate between each sprite placed on the room without making a separate object and script for each one of them?
>>
>>145684907
(You)
>>
>>145684918
boids
>>
>>145670065
this is a meme. There are plenty of ways to make pixels not look like shit in Unity. It's very easy to at least not have mixels. Sub-pixel movement is a little harder to avoid
>>
>>145684636
agar.io is a website, proving my point further, and only retards use js with unity
>>
>>145685013
no, I want them to move in a straight line
>>
>>145685041
I've actually done it, but it was not easy, and all that effort is pointless when you could just use an engine that's actually suited to doing pixelshit.
>>
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>>145684918
This will help you achieve what you need. Basically you want to have a flocking algorithm.
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf
>>
>>145684918
When each sprite can potentially be doing different things, moving to different locations, or taking different actions, why wouldn't you want them as separate objects?

With a collection of the references to the objects you could easily reference each one.
>>
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Did a bit of work on the bullet logic. The bullets can now penetrate targets based on the materials from which the targets are from. So for example a bullet will fly easily through several glass bottles and breaks them, but will not fly through a wall.
>>
have fun
https://www.youtube.com/watch?v=iwKGmm3lw8Q&list=PLYO7XTAX41FMmTe9XqW2eR0j9jTthoF5v
>>
r>>145685857
>none of the vulkan devs ever got past the triangle
>>
>>145685390
definitely, although Unity has a lot of advantages over something like GM:S. Unless you're talking about using stuff like Monogame, which isn't an engine.
>>
>>145685643

thats nice, I really like it!
>>
>>145685993
i kinda miss vulkanposters
but not really
>>
>>145685993
>>145686086
did they kill themselves?
Last time I dropped by people were posting hamster girl and demanding vulkan
>>
Is there something wrong with doing triangles instead of squares when modelling?

pls.
>>
>>145685446
thanks my man but I want them to be moving as one unit in a straight but at the same time I don't want them to be one entire sprite because I need them to die separately
>>
>>145686207
I assume they just moved on to a different kind of pointless posting, like the recent OOP debates.
>>
>>145686319
>educating about OOP
>pointless
>>
>>145686272
no, it's just /3/ being silly and mt stupid parrots being 2dumb for /3/'s high-tier shitposting.
>>
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>>145684792
Thanks, I just wanted to create basic model with multiple animations so I can begin programming. Don't really want to spend time on polishing stuff until I've spent some time on the game and know if it has potential or not.
>>
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so before when i clicked on something in scene window, that object would be highlighted in the hierarchy window, automatically expanding parent/childs accordingly to that gameobject. now when i click on stuff that behavior no longer happens. i have to manually fish out the thing i want in hierarchy view. what gives?
>>
>>145686319
that's literally dogposter
He has like ~four shitposting gimmicks.
>>
>>145686445
Speed it up 2x and it's good.
>>
>>145686319
I hope it someday turns into type system posting, I'm curious about that topic, and the OOPosting actually taught me a lot.
>>
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>>
>>145686445
People move their neck and head you know.
>>145686595
>tfw lewds and dev all day
neet 4 life
>>
>>145686587
If you don't have structural typing, dependent typing, linear typing, observational equality, and type-based termination/productivity checking, you might as well just give up.
>>
>>145686684
Do you literally fuck dogs or something?
Or is this like weird tall girls and horses?
>>
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>>145686587
>type system posting
this is not even a debate
there is only one choice that makes sense
>>
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Does your protagonist have the potential to be iconic?

Or is their design uninspired and not very important in your mind.
>>
>>145687058
i dont think that roguelike-style player creation is going to be iconic
>>
>>145686880
yes this is exactly what I'm talking about.

We need some slightly misrepresentative trollbait "What ___ wants you to think" / "What ___ actually is"
>>
>>145687058
>Does your protagonist have the potential to be iconic?
Probably not
>uninspired
Inspired to be a better version.
>>
>>145686935
>I like maintaining all variants in my head, languages that use compilers as proof assistants are for skriddos xD
>>
who else /ducktyping/

:V
>>
>>145687154
idk man % as a pc is pretty revolutionary
>>
>>145687330
Already hit structural typing, too late.
>>
>>145686078
thanks
>>
>>145686445

the animation is too slow. a basic move should usually complete 0.15 seconds.
>>
>>145687367
>hear my story
wow that was a terrible post, just delete this
>>
>>145687475
thank you for my story
>>
I just want to see one game made with haskell

one

game

uno

gamo
>>
>>145687597
google Frag
>>
how can you actually do anything if your functions and variables all have static types?
>>
>>145687597
Then why don't you make it?
God knows haskell fags won't.
>>
>>145687727
I love this format of shitpost.
>>
>>145687727
You write everything into a single script
Simple stuff really
>>
>>145687882
seems like an unnecessary amount of work tbqh
>>
>>145687778
I love Haskell, but I'd never use it to make more than a toy game.
>>
>>145687597
I tried making a simple snake clone in haskell, but I stumbled on how to generate a random number and detach it from int.IO type, and gave up.
>>
>>145687976
>why doesn't haskell have any games
>oh it's great but I would never ACTUALLY use it to make a game
and now you know why it's a joke language
>>
>>145687990
State

>>145688107
(You)
>>
>>145688136
You literally proved my point.
You whine for someone else to do it but won't even do it yourself.
>>
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>>
>use placeholders
FINE. YOU WANT ME TO USE CUBES? I WILL USE CUBES. DON'T COMPLAIN TO ME THAT IT'S UGLY AFTER.
>>
>>145688245
>You whine for someone else to do it
There's more than one other person on 4chan.
>>
Describe a language's type system in a picture
>>
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>>145688325
>reply to me replying to that guy without specifying that you aren't him
>expect me to know this

>>145688414
>>
>>145688318
Just because it's cubes doesn't mean it has to be ugly
>>
it makes more sense to write code for the GPU in Haskell, than it is to write general code for a game in Haskell.
>>
>>145688494
maybe not but you can't make a waifu out of a cube no matter how hard you try
>>
>>145688494
Wow. I haven't even started that you're already complaining that you will not tolerate anything ugly.
>>
>>145688525
Haskell is really good at (type-safe) DSLs, yeah.
>>
>>145688491
Mugi > Yui > Ritsu = Azusa > Mio
Fact.
>>
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Each shape in this picture has it's own texture, the shapes are not joined, how would i go about putting this model with it's textures into unity?
>>
>>145688661
You have objectively perfect taste.
>>
dynamic typing > static = structural = dependent typing
>>
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>>145688668
qt batteryman
>>
>>145688632
Challenge accepted.
>>
>>145688776
drink bleach
>>
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>>145688661
>>
>>145688668
Just copy model and texture into Unity's project folder. Unity will do the rest.
>>
>>145688776
>dynamic > static
Wrong, and you can't even compare structural and dependent typing with each other or the other two.
>>
>>145688136
I managed to implement state trivially. Again, I simply wanted a random number to place the point items randomly around the map, but could not figure out a way to do it (particularly when I'm not too well-versed in how monads work), so I gave up because of that.

I'll probably revisit Haskell at some later point, though. Just not for gamedev.
>>
>>145688776
>dynamic typing
>ever
I bet you like weak typing too.
>>
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>>145688853
>>
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>people still recommend unity for 2d games
I hate agdg sometimes
>>
>>145689126
>>people still recommend unity for 2d games
lurk more
no one seriously does this, anyone that says is trying to inconvenience you.
>>
>>145689126
what then
>>
>>145688983
>>145689118
Faggots I was ordering them on the relation "has made more games than".

I'm correct, you are wrong.
>>
>>145689261
Dynamic 100% does not have more games than static.

Most dynamically typed langauges are also structurally typed (this is called duck typing) so even if you were right, you're inconsistent :^)
>>
>>145689253
If only that was true.
Many people think unity can do nothing wrong.
>>
>>145688632
>waifu
Charlotte dev game when?
Crystal dev game when?
Lolivania by theo game when?
Sugar dev game when?
What happened to the cute girl shooting bats?
Is the twin-tail oujou-sama castlevania like going to finish his game?

>>145689126
Unity is fine for 2D games. Assuming that you have all the arts ready, which is usually never the case for all of those anons constantly asking if Unity is fine for 2D.
If I had sprites I'd be making literally 2D unity games everyday.
>>
>>145688632
cubechan
checkmate
>>
>>145689126

these new upcoming unity 2d tools will make it equivalent to any other 2d game engine.

http://blogs.unity3d.com/2016/06/13/2d-experimental-preview/
>>
>>145689580
Equivalent and still 200 times the bloat.
Literally no reason to use unity for 2d games.
>>
>>145689126
It's fine for 2D, just not "retro" pixellated 2D.
>>
>>145689580
>9-slice
Ah yes, yet another way to easily introduce mixels.
>>
>>145689680

what bloat?

it's has better engine architecture than any other game engine, and better scripting capabilities.
>>
>>145689732
Even then it's possible, but you'll have to jump through hoops to make it pixel perfect and what not.

If pixel art is what you're going for, there are less headache inducing tools out there.
>>
>>145689937
>you'll have to jump through hoops
What?
1) Make screen-to-pixel-perfect maths in one script
2) Attach to camera
It's as simple as that.

>b-but the maths
Coding is all about logic and maths stop being lazy.
>>
>>145690091
It's about the boilerplate, not the maths.
>>
>>145689580
>Falling for the 2d-3d meme.

1d is where its at.
>>
>>145689808
>the "every 2D game has to be pixelshit" meme
>>
>>145689808

>mixels

nigga, do you even know what a 9 slice is? 9 slices are literally in every retro pixel game UI. it doesn't necessarily need to stretch pixels to achieve the effect.
>>
What's the deal with fullscreen GM games not showing up in the task bar while they're not in focus? Should I just force fullscreen?
>>
It's easier to code in languages that have dynamic type systems
>>
>>145690701
Dynamic typing is a mistake and brings more bugs than advantages.
You can make an easy language that is statically typed.
>>
how do you implement 9 point scaling?
>>
>>145690701
It's easier to code but it's not easier to program.
>>
>>145681252

Here's a little something

https://clyp.it/j10gmol1
>>
>>145690864
Very carefully.
>>
>>145691068
This never fails to make me laugh.

I'm such a retard
>>
Poland 0 - 0 Germany

fuck
>>
>>145691068
heyoooo
>>
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>Gonna be gone this monday-wednesday due to london trip
>Won't be able to do the weekly recap
>Will lose combo-spot

Fuck
>>
>>145691351
FORB
>>
subtyping and polymorphism make it easier to program.
>>
>>145691430
Que?
>>
>>145691494
I don't disagree.
>>
What type system does GM have? Unity? Unreal? Godot?
>>
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aw shit I got this shit working finally
2 things i've noticed so far:
>The player is really OP if you spam everything, but that probably comes with me having all the best shit in the demo
>It's really hard to focus on everything at once
Which I think might be a gitgud issue
>>
>>145691794
they have yesdev, lessdev, AAAdev, and obscuredev, respectively
>>
>>145691794
GM - dynamic, structural
Unity - same as C# - static, nominal
Unreal - same as C++ - static, nominal
Godot - assuming same as Python - dynamic, structural
>>
How do I extend a color palette?
>>
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/

Unity won.
>>
>>145691202

Football/soccer is the most pleb sport ever.
>>
>>145692058
>>145691068
>>
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>>145691938
So static types really are the best
>>
>>145692075
your game will be most pleb ever, oh wait - you'll never make one
>>
>>145692060
>"There will be no major Unity 6 release."
That's a good thing, hoping that they will focus on fixing the existing bugs and performance issues rather than trying to add more shit.
>>
>>145691841

implement multiplayer early on, and test with other players. that will improve game balance dramatically.
>>
>>145692114
Of course, but I don't think that this is a good criteria.
>>
>>145692060

>unity is kill

best news I heard all day
>>
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Got enemy states working correctly. Parented the x,y,"z" collision so adding new enemies will be easier. I will probably implement stats next.
>>
>>145691841

Are you going to implement terrain manipulation in any way?
>>
>>145692060
Also:

>"The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. "
I guess that's a start.
>>
>>145691938
what's the difference between nominal and structural?
>>
how would you cast shadows on 2D sprite meshes in a 3D enviro in Unity?
>>
>>145692980
Nominal - names matter during type checking
Structural - types are effectively anonymous, only compatibility matters

Structural would mean that if you have http://hastebin.com/xomijopuwi.cpp, any value of Foo would also be valid as a value of Bar, and vice versa.
>>
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>>145692670
Yup, you can steal and break panels, and special panels with status effects ie, Magnets, Fire, Poison and stuff like that; Just hasn't been implemented yet

>>145692423
but i'm scared of online coding ;-;
>>
>>145692980
>>145693494
It's a spectrum, too, and doesn't have to be uniform throughout a particular language.
>>
>>145674148

Barbie's literally mastered every job in the world, how can I compete with that?
>>
>>145693689

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>>
>his language doesn't have a Hindley-Milner type system
>>
>>145694062
>only HM
Please, anon.
>>
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>>145694062
>he knows programming lingo
>>
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>>145694415
>he knows how to program

fucking nerd
>>
>>145693689
Have you given any thought about other characters and enemies? I really want to draw you some cute robot girls/enemis
>>
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Welp you anons were right, cubes were better but transparent with UI in them.
>>
>>145695184
>not dragging and dropping in Gamemaker
>>
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>>145694062
what's that?
>>
>>145695420
that hilt is far too long for that sword
>>
>Device-only layers are now deprecated, and this specification no longer distinguishes between instance and device layers. Layers are enabled during instance creation, and are able to intercept all commands operating on that instance or any of its child objects. At the time of deprecation there were no known device-only layers and no compelling reason to create one.
>In order to maintain compatibility with implementations released prior to device-layer deprecation, applications should still enumerate and enable device layers. The behavior of vkEnumerateDeviceLayerProperties and valid usage of the ppEnabledLayerNames member of VkDeviceCreateInfo maximizes compatibility with applications written to work with the previous requirements.
History repeats itself.
>>
>>145695765
The dream is dead

vulkanNext when?
>>
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>>145695678
What part of pic related do you not understand?
>>
>>145695765
When will freetards learn?
>>
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>his [language/engine/game] doesn't have a [word I just learned today in class]
>>
>>145685643
Cool but that vibration is silly.
>>
>>145695765
So this means Vulkan is dead? All those "Vulkan will save us" memes were just lies?
>>
>>145695930
Everything from the symbols used in formal logic, to the meaning of the horizontal bar and the abbreviations of the step justifications!

I have a few books on logic around but I've never bothered to start into it yet
>>
>>145695420
You're welcome.

I'm not sure about the panel being in front of the cubes though. I'd probably tweak that if I were you.
>>
>>145696560
Should learn Prolog desu, most fascinating and useless programming language I ever used. Doesn't use the same logic symbols obviously but you can pretty much translate stuff 1:1.
>>
>>145695359
I've drawn up a couple more enemies and characters, anyone who asks definitely design up some QT robogirls and there's a pretty good chance I'll use it
In fact, anyone who wants to do anything can do anything if they want, just show me in a reply next time I post progress
>>
>>145695719
Leverage brah
Although if it's a one-hander then yeah.
>>
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Reminder not to worry about the quality of temporary assets
>>
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Modified the pots/cauldrons to fire the player wherever they're pointing. I'll use this to let the player restart platforming challenges easily, and later on I'll texture it to differentiate it from the objects that let you teleport.
>>
>>145695678
Free idea: a game where u have to discover the origins of The Cool S
>>
>>145697158
Free idea for you. A game where you get stoned, jack off, then watch star trek (tng)
>>
>>145697075
Cool but seems odd that your character falls off-screen like the camera isn't keeping up.
>>
>>145697075
objectively the best game on aggy right now

prove me wrong
>>
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which discord servers or slacks do you sub to as a game dev?
>>
>>145696865
>temporary
>>
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>>
>>145697075

I really like seeing progress from your game.

When are you going to release it or release a demo? Look's pretty finished to me
>>
>>145696865
H-ha h-ha anon yo-you're right I-I'm going to replace those assets s-sometime.
>>
>>145697359
I don't use discord I use mumble and I also don't use slacks I wear them lmao
>>
>>145697304
This. It's a 3D game, you can just make the camera point at the player with its position a bit behind.
>>
>>145697467
>it's a 'block guy changes games again' episode
Looks cool, but bruh.
>>
>>145697467
this looks good i'm down for a lowpoly sk8 game just juice it the fuck up and make some kind of mechanic that lets u conserve ur momentum kind of like strafejumping or something so its fun to just sk8 around for hours. also make sure the graphics and colors are cute/memetic. i believe in u sk8dev
>>
>Been too busy all week to gamedev
>Requests for site features / changes piling up with no time to deal with them
>Everyone else making cool as fuck progress and getting hyped for space jam
>Can't even dev this weekend because friends visiting from out of town
I'm sorry aggydaggy, I've failed to just like make game.
Maybe if I quit my job...
>>
>>145697304

That's because it isn't keeping up. I didn't want the camera locked to the player, it looked weird when it was. Maybe I'll tie the camera tracking speed to the player speed?

>>145697334

That's not >>145693689 or God's Gift. Besides, it's not a contest.
>>
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Could a sidescrolling Harvest Moon clone work
>>
>>145697467
The second clip makes no sense lad where is his momentum
>>
>>145697727
>it's not a contest

why would anyone, in a world where more games are released a day than anyone could play, waste their time with something that isn't the best of the best?

if you aren't making something special you are making trash and it will go into the trash on day 1
>>
>>145697496

Separate releases are planned for demo day, October, and February. And it's not finished, I only have 1.5 levels.
>>
>>145697746
I thought of that but the issue stays the same : impossible if you're not an artist.
>>
>>145697687
If it makes you feel any better sitedev I've had all the time in the world to work on my game and have done so every day for three weeks.

Still can't get the fucking inventory to work, I'm really not understanding something about this stuff on a really basic level, not being able to code sucks and I can't into art as a fallback.

Being a writer making a game sucks, but fuck it just gotta like make game.
>>
>>145697304
lots of games do this
>>
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>>145697925
I believe in you anon. The writing process and the development process share a lot of parallels. As an English Major turned Comp. Sci. I strongly believe any writer can pick up programming easier than an artist. Can you post some of your game so I can see it?

When I finally get time to dev again I'll probably be struggling for the same amount of time on the dialogue/scripting system I need to implement for my game. Pic related needs to be way improved.
>>
>>145697883

I'm a somewhat competent artist.
I hate doing 4+directional sprites though.
Thats probably a really stupid reason to change the entire base mechanic of a game though.
>>
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>>145697727
>That's because it isn't keeping up. I didn't want the camera locked to the player, it looked weird when it was. Maybe I'll tie the camera tracking speed to the player speed?

If it's just shooting you to a predefined spot it's not such a big deal, just looks off, but in particular if you're ever jumping down from a high place or doing anything where the player is still fully in control it would be pretty bad to not be able to see.

Generally if you're falling you want to be able to see below you and that appears to be what your camera isn't doing.

Also even at the neutral state on the ground the character seems to be at the very bottom of the screen, which leaves plenty of screen space to what's in front of you but would make it very hard to see other things around or behind you (particularly threats). I'm not suggesting you make it like pic related but I would tweak that camera position subtly to show a bit more around the character.
>>
>>145696798
dope, I hope you'll like what I cook up!
>>
>>145698515

I'll lower the camera a bit and see if I can tilt the camera down while falling without it looking weird.
>>
>>145697075
>>145697561
Yeah, this is definitely the issue.

You have the part of the camera that should lag and the part that should be fixed with the player mixed up. The camera's position should lag while remaining focused on the player, but you have it the other way around.
>>
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>>145698176
Thanks anon, I've been picking things up decently so far but this inventory business is the end of me, data structures and arrays inside arrays referencing arrays all with no real tutorials on how to do this crap in game maker makes for quite the challenge.

I had a ds_map based inventory set up but it was bugging out with how often I was changing items so now setting up a ds_grid based one. Right now I'm working on a script for the items that the ds_grid could call so I can use that ID to display stuff in the grid. I'm honestly making up how to do this as I go and just hoping it works.

I do find it funny that the two writer game devs both decided to make shop owner sims though.
>>
>>145698401
To be fair Harvest Moon is more about the social aspect than the gameplay.
Managing your farm and pets in either 2D or 3D shouldn't be an issue, it's not like you go out fighting with them like in Rune Factory.

Your real issue like I said is getting a good set of characters with cute arts. Stardew Valley is the perfect example of a Harvest Moon that took the gameplay but failed the social part, and hipsters excluded it didn't do so well.
>>
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>>145699106
dude this is looking great, keep it up
>>
>>145697925
>Being a writer making a game sucks
We all suck at first. Just keep it up.

Did you follow HB's RPG tutorial videos for your game? If yes have you watched them all yet?
>>
>>145697075
>>145697304
3rd person cameras are hard

Someone linked this the other day, you should watch it if you haven't already.

http://gdcvault.com/play/1020460/
>>
>>145699605
I sure love when the seekbar is broken
>>
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Finally added random generation, and added little flowers and grass to add some clutter to the rooms. I'm hoping I can add some different things that appear depending on the level.
Also added a health bar.

I have about 11 days left in the jam to finish this as much as I can. I wanted an inventory and items, but I probably wont be able to make that in time.
>>
>>145699814
https://www.youtube.com/watch?v=C7307qRmlMI
>>
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>>145699814
>not just streaming it to mpv with youtube-dl

bruh
>>
How do you properly use a ternary operator?
>>
>>145700102
By using it in a case where it makes the code better.
>>
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Some art progress. I know I am not even close to the best at this, but for mascots to a shootem up ( Making an arcade-touhou-ish game for Android ) they seem ok.
>>
>>145699369
Thanks kind anon, doing my best!

>>145699483
Yeah I've been through all his vids, they were a big help but changing his old inventory tutorial to work the way I need it to work is most of my issue just now. Took a while to find that one too since he doesn't link to it at all in his RPG basics guide.
>>
I'm trying to learn godot/gdscript and I don't understand what using a "." does. For example:

get_linear_velocity().length()

what does the period separating the two functions do?
>>
>>145700384
Calls length on the object returned by get_linear_velocity
>>
>>145700261
Get "Drawing Moe Basic and Advanced Techniques".

It's in nip but you can still learn from it even if you don't know moons.
>>
>>145699106
Anon that looks amazing. Are you doing the art yourself? I'm super jealous of it, and of your progress so far. I don't know anything about game maker, so I can't help you out, but I can't wait to play it!

When I was doing inventory management for my roguelike, the inventory I made was just an array of item Guids attached to an Entity, so it sounds like you're doing something very different.
>>
>>145700384
thats basic programming mate, why are you starting with gdscript?
>>
>>145700261
Is this 3D
>>
>>145700167
No I mean how do they work?
>>
>my linear type system blrblrglrlgrlgblr
Ok great how does this help you make a game?
>>
>>145701179
No.
>>
>>145701314
>people that post on agdg
>making games
Literally pick one
>>
>>145700434
I'm following a tutorial. How am I supposed to know what I can call? I don't see it in the documentation. The object a rigidbody2d and a child object of a Node2d node. I see in the documentation (http://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html?highlight=rigidbody2d#class-rigidbody2d-get-linear-velocity) that I can call get_linear_velocity(), but I don't know where length() comes from.

>>145700992
I asked here and you guys said it's similar to python and that it's fine if I wanted to start making games.
>>
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Finally made some progress. >Procedural Generated maps for maximum laziness/replayability.
>>
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Still haven't tried to figure out applying textures to particles, but I've implemented a few other features.
>>
>>145701310
a ? b : c

If a is true, the expression evaluates to b.
If a is false, the expression evaluates to c.
>>
>>145701416
get_linear_velocity returns a Vector2, click on the link in the documentation to see what you can call on it.
>>
>>145701416
well its true but you are going to lose basic concepts because you're leaping barriers imo.
learn basic python before, learn the basic of programming because the docs dont teach how to program and you're going to struggle
>>
>>145701314
Because I want to make a game, not spend hours trying to squash a heisenbug.
>>
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>>145700624
Thanks kind anon! Yeah I'm doing all the art myself, new at it but four weeks of trying and it no longer looks like ass so there is some progress there.

I did get a new slime sprite from a lovely artdev here a couple days ago, he's doing great for my enemy testing.

Thanks for the help anon, I feel like I may be doing this in a far too complicated way but I'm making a shop simulator so there will be a ton of items and a need for the data to all be handled thoroughly so I dunno.

Punch it till it works, that's what I say.
>>
>>145701310
(condition) ? true : false;

Nest them for double the fun:

(condition) ? (condition) ? true : false : false;

Then throw in some null coalescing to be certain nothing will go wrong:

(condition object ?? other value) ? (condition object ?? other value) ? true : false : false object ?? other false value;
>>
>>145701529
ohh, I kept doing a ? b : c
if a true and b true do c.
Thanks.
>>
anyone know a good sdl 2.0 platformer animations tutorial? looking for how to do smooth animations, but it is fucking hard.
>>
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>>145700261
Can you at least clean up the lines? Also those bajillions of drawing guides about anatomy really are worth your time. It seems like you're actually pretty close to where you want to be with it but I'm really hoping you didn't trace any of that.
>>
I don't even use a type system
>>
>>145701871
What do SDL and the fact that your game is a platformer have to do with choppy animations?
>>
>>145701616
Thanks I see now.

>>145701748
You're probably right actually. I've been spending all day trying to figure out what this guy is doing in the tutorial and I'm completely lost when he starts scripting.
>>
My keyboard doesn't even work.
>>
>>145701849
Keep up the good work man. You help inspire me to keep at it.
>>
>>145701460
That's very nice.
>>
>>145701883
thiccer
>>
>>145700261
they look like they are dying from the inside
>>
>>145700261
>>145701883
>>145701179
Pretty sure that's just 3D Custom Girl
>>
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>>145702154
>he's not dying from the inside
>>
>>145697467
fucking awsome, lowpoly sk8 game i needz, WILL BUY man
>>
>>145701525
What other status effects do you have so far?
>>
>>145701883
needs more thigg
>>
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>>145701525
heyo cel-shading that doesn't look like vomit covered scrotum

I guess pixelshit style is the way to go for it

never change the camera angle like that because you're ruining the illusion
>>
>>145701849
I like it. What type system are you using?
>>
>>145701996
pass on by /dpt/ on /g/ if you have questions, we'll help you there
>>
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hey /agdg/, comfygame dev here. (http://nacidev.tumblr.com/ if you don't know my game yet).

i want to make a demo for DD9, but i'm fucking horrible at planning. help me decide what i should add to the game before DD9!

let me know here: http://poal.me/ze8gbq

you can also add your own suggestions and stuff!
>>
>>145702838
This looks like you're using a static type system? Game looks great, pretty excited to see what comes of it!
>>
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ok i need help agdg.

i am an artfag and i want to get started. what exactly am i looking for when searching to buy a programming slave? like i don't want to pay upfront and let him runoff nor do i want him to go M.I.A, how do i KEEP theses slaves?
>>
>>145701871
youtube
v=IufkC1IRY2Q

check out this series
it's long, but it goes over pretty much everything
>>
>>145702086
Thanks, anon.
>>
>>145703236
Hahaha
People from the internet are not reliable, even if you pay them.
It's a game of luck, you might end up with a flake or someone that sticks with you.
>>
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>>145702408
Currently:
Dead
Casting - reduces defense while charging ability
Poison - reduces HP by %

Adding others is very easy. For something like "Haste", open up the "status" data file, add another entry, what it does using a formula or set value and give it a path to its icon sprite.

Then just create another skill in a similar way and have one of its effects be "AddStatus:[HasteId].

Currently I can support statuses that remove the ability to move, act, stop a unit's turn timer, modify a stat each turn or modify a stat.
>>
>decided to try 3d modeling
>Opened blender and looked up all the shortcuts
>Got pretty familiarised with it after 4 hours
>Ended up with an alright looking model for a first try
>Alright now how do I draw textures in here
>Oh it's something called UV
>Look it up
>See an almost hour long video on how to UV unwrap
>Go back to pixel art
>>
>>145702838
farming would be ultimate comfy
alternatively add lewds
>>
>>145703236
how about you art slave for me instead?
>>
>>145702812
I don't really know what you mean?
>>
>>145703786
It's a meme
>>
>>145703786
he's asking about the type system used in your programming language bub, I'm a little curious too, game looks pretty nice
>>
>>145703581
Proper texturing and UV unwrap takes time but you can cheat to make simple textures by adding some geometry. There's also vertex colors and even lazier way is just assigning areas of the model with materials that have the colors you want.
>>
>>145702838
Do you still need a 3d modeller?
If you can give me examples of the kind of models you would like, I'll see if I can do them.
>>
>>145702967
it is, how could you tell?
and thanks!
>>
>>145703895
I swear I can come here every day and still not catch up with all this crap you guys do instead of making games.

>>145704005
I have no clue, been doing this four weeks. I do what the program does with what it is.

Go ask another GM:S person.
>>
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>>145704356
i do still need a 3d artist!

here's some of the concept art for my game:
http://65.media.tumblr.com/a1ffe06a7340733ffa22fad1df4f6562/tumblr_o8sdihzQ7e1vusaato1_1280.jpg
http://67.media.tumblr.com/1e2ff1d7ff344e4b56c01fe7af586afa/tumblr_o8il7izpuN1vusaato1_1280.png
http://67.media.tumblr.com/c294792a4eee75d7e5ca7b5ef3b3f1e0/tumblr_o8feibMQfA1vusaato1_1280.png

the general idea is cute proportions, kind of like in animal crossing. the vibe in general is animal crossing meets harvest moon meets stardew valley
>>
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why the fuck does box2d in unity detect this boxcast as hitting anything

i don't want to make my own physics system but you can literally do 2 rect.overlap tests and they'll be more accurate
>>
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>>145700261

If this is an Hgame, not quite good enough

If they are just going to occasionally pop up like in Touhou, acceptable.
>>
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whats de formula for making my shitty game go viral?
>>
>>145704834
Create a game that promotes youtube let's players fucking around in it. Alternatively, create a game that is fun enough to bolster a community or something like that
>>
>>145704834
jiggly butts, and a strong static type system
>>
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>Modeling in blender
>Go make some tea
>Come back
>Blender randomly turned itself of
>Nothing got lost when i launched it again

Ok I guess? Is the matrix glitching for anyone else?
>>
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>>145703470
>>145702408

Unit will never gain enough charge to takes it turn, nor is there any way to remove the status. Lasts forever.
>>
>>145704694
alright I'll shoot you a message when I'm done with a couple and see if they fit the style your going for.
>>
>>145705362
sounds great! you'll send the message via tumblr?
>>
>>145704756
What do those numbers mean?
>>
>>145705535
x, y, width, height of the box
>>
>>145705461
sure, I'm making one right now.
>>
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>>145705623
That's what I thought, but your drawing kind of confused me.

I was thinking floating point errors or something, but even if that middle box was -1, 0, 1, 1 you wouldn't expect it to collide.
>>
>someone just found an artist in the thread
See? It's not that hard.
>>
>>145706065
I've done it too.

AGDG likes to be melodramatic about everything.
>>
>>145705159

No, Blender doesnt turn itself off on its own.
>>
>>145706065
>3 weeks later
>my artist stopped replying to emails wat do
>>
>>145705319
This status effect literally happened to me.
>>
>>145706169
>Blender doesnt turn itself off on its own.

my blender does

i just set the time on it and my smoothie is done in 5 minutes
>>
>>145705695
thanks man, looking forward to it
>>
>>145706001
yes in unity you need to use something like 0.985 for it not to collide and it's not reliable, it's retarded
>>
>>145706637
Out of curiosity, why do people pretend like Unity is even in the top 5 engines to use? Never understood that meme.
>>
>>145706892
because C# is the comfiest language
>>
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>>145702154
All anime girls look like they are dying from the inside desu senpai.
>>
>>145706892
it has a pretty good type system
>>
>>145706892
more drift to it so it's gotten a larger pool of learning resources over the years.
>>
>>145706972
install xenko
>>
>>145707065
Just trying to make them relatable for the audience
>>
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>>145705319
fug that mushroom reminds me of my dofus days
>>
can't decide what type system I want to use for my game
>>
>>145707921
Yesdev typing
>>
tidied my room and I suddenly feel like devving
funny that
>>
Space. The final frontier.

how's your game going?
>>
>>145708630
I'll let you know as soon as I stop restarting.
>>
>>145708630
it isn't
>>
>>145708630
>game
>>
why aren't you using game maker/unity?
>>
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I made the camera so it would focus directly at the space ghost before it goes to the death screen so he gets very close to you.
>>
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>>
>>145709219
>GM
I'm not a dumb artist
>Unity
I'm not a shit eater that loves that logo that you need to pay millions per month to get rid of.
>>
>>145709219
wasn't pleased with the type system
>>
>>145709413
worst death meme in horror games
>>
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Reposting old progress since I haven't done anything new.
>>
>>145704756
Unless I'm mistaken most physics have a margin of error, usually tiny like 0.01. So if you need something that accurate you're gonna have a hard time.
>>
>>145710449

How do you do the textbox?

Do you put the text and the code displaying the text in the same script?
>>
>>145710449
i'm a fan
>>
Can someone please make a game?
>>
>>145710893
Should probably get that checked out
>>
>>145710704
Nope, I use the widget blueprint and make it get all the text from a struct.
>>
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>>145710449
WARNING WARNING
AVATAR FAGGING DETECTED
DUPLICATE PROGRESS DETECTED
CALLING THREAD POLICE TO ENSUE BULLYING OF YESDEV SO HE DISAPEARS LIKE SPOOPY
>>
>>145710997
Great, we get rid of the sourcedanny retards and now we have a new form of autism
>>
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>>145710449
CALLING ALL NODEVS
COMMENCE BULLYING FOR REPOSTING STALE PROGRESS
ITS YOUR DUTY TO KEEP THREAD PROGRESS FREE
>>
How do i stop being a wage slave
Game ideas please before my mind breaks
>>
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>>145696865
>"temporary assets won't ruin your reputation forever" they said
>>
>>145711425
except arikado's repuation isn't ruined
>>
>>145711392
PT clone that tells you there are 4 endings but there are only 3
>>
>>145711425
This is a terrible meme and you should feel bad you useless nodev.
>>
What happened yesterday? Is spoopy the guy making that skeleton pong game?
>>
>>145711545
that's neetdev; the person calling themselves spoopy is making the game with the baby skull on spider legs in VR
>>
>>145711425
I don't see the resemblance
>>
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does agd like my assteroid
>>
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>>145710449
WEE-OOO WEE-OOO
ATTENTION
ATTENTION

THIS GAME LOOKS PRETTY GOOD. I REMEMBER IT. IT'S COME A LONG WAY. I'M HAPPY YOU'RE STILL WORKING ON IT.
>>
anybody have a tutorial on making cracked surfaces, especially cracked rock?
>>
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>>145711545
Spoopy is this guy.
He posted a WEBM he only posted once before under a spoiler and he got bullied out of the thread. Was some hilarious false-flagging going on as well. He was quite the avatarfag though so
>>
>>145711624
What? Did he leave because of the bullying?
>>
>>145711690
Make a rock and challenge pirates.
>>
>>145711690
Textures? Meshes? What?
>>
>>145711729
Wasn't he bitching about OOP being good/shit (I don't remember which, goes to show how useless that discussion is)
>>
>>145711752
i guess?? i wasn't there for the whole thing because it was pretty fucking stupid on both sides
instead of arguing that he wasn't avatarfagging, he decided to stand the point that there was nothing wrong with avatarfagging
>>
>>145711752
no, and the bullying wasn't so much for the old progress, that wasn't a big deal much tho does come across as a bit needy. It was more that he kept insisting "I told you silly anons, someone must post progress while telling me to stop! :^)"

But he seems pretty cool generally besides that so I hope he comes back
>>
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>>145711752
still lurking, just waiting to post more juicy progress. Don't tell anyone

>>145711854
I said nobody should care, got told later in the thread, now i'm on the ECS side but not autistic about it, OOP is more than reasonable for most things, not a burden i'd say

>>145711932
Maybe i'm a grill and i crave attention
>>
>>145711767
took me a minute to get it
>>145711804
just some 2D art for a floor
>>145712029
would you two stop? (I'm assuming it's only two, maybe three people that created that mess)
>>
>>145712223
The ECS shit? It shouldn't ever be discussed here indeed.
>>
>>145710956
I'm tryiiiinnnng
But it's haaaaard
>>
>>145711635
You're joking right
>>
>>145712029
where are the checkerboards you fag
>>
>>145712751
Shush you'll have the textured version tomorrow
>>
>>145711093
it's just you everyday steamchat shitposting and bullying. just filter the word "bullying" and you will get rid of most of them
>>
New bread when
>>
>>145710997
>>145711187
Do the crime, do the time
>>
Is spoopy in the steamchat or IRC?
>>
Deadest thread ever
>>
How often do I have to use randomize() in GM? Every time I want to use a random function or just at the beginning of the game?
>>
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>tfw can only work for 5-10 minutes before getting upset and wasting time for hours
>>
>>145713731
put some music on and sing along
>>
>>145713793
I do this.

Taylor swift or Sia is my current choice.
>>
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my robot is a violent motherfucker
>>
>>145714326
What's the game?
>>
Has any musicbro used a Komplete Kontrol keyboard? I'm wondering what's the point of them or why I would use them in place of some other keyboard or digital piano.
>>
>>145713729
Start of the game only, it's in the documentation I think.
>>
>>145714436
ratchet and clank clone probably
>>
>>145714517
Thanks nigga
>>
>>145713731
I had this problem until I implemented a dependent type system, now I can't stop deving
>>
>>145714689
Here's the source, if you have doubts. Read the note

https://docs.yoyogames.com/source/dadiospice/002_reference/maths/real%20valued%20functions/irandom.html
>>
>>145677679
That kuso miso face though
>>
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>>145674148
>>
>>145714326

He looks like he's offering something daintily like a friendly gay mailman.
While at the same time, stabbing them in the kidneys with his forceful, dead, robot hands.
>>
What are you working on today, /agdg/?

I'm a worthless ideaguy so I've just been expanding on my design doc
>>
>>145715575
Transitions and cutscenes for said transitions
>>
>>145715575
Tried to do charging animation, failed, so instead I'm ideaguying an animation file.
>>
>>145715575
Enabling every status effect to be on a thing at once, and actually making the other status effects actually do things.
>>
>>145715628
>>145715719
>>145715793
Keep up the good work

Progress each day keeps the no-devs away
>>
>>145711425
Isn't the game at the bottom Clarent?

I still really don't understand what the hell is that screenshot supposed to point out.
>>
>tfw I was the first to call him out on avatarfagging and all of you reddit/steamchat shits have turned it into a meme because the fact that someone could be berated for using an avatar is so foreign to you
>>
>>145716006
It points out that we have posters ITT who don't clearly don't make games, evident because they think placeholders are stealing.
>>
>people started posting on topic, better steer it back
>>
>>145716112
>tfw I was the actual first to call him out but you all keep trying to impersonate me
>>
>>145716456
ummm sorry sweetie but if you check the archives it was clearly me :)
>>
>>145715575
Color gradients and some programmatic art """"art""""
>>
>>145716527
see this is what I'm talking about
>>
my family is arguing again...
>>
Whatever happened to that game where you were a drunk skeleton smashing up a medieval tavern?
>>
Would a roguelike styled around (mechanics/gameplay wise) Harvest Moon, Rune Factory, Stardew Vally, ect. be worth doing? Maybe with more attention to town building and management?

Been wanting to do a long term roguelike project for a few years now. Don't want to start something no one would play.
>>
>>145716924
>skeletons drinking
>not blazing
unrealistic

but actually that sounds fun. This is why we should have some open collabs that anyone could abandon or pick up.
>>
>>145717065
Only you can decide what is worth doing with your time
>>
>>145717065
That doesn't sound like a roguelike
>>
>>145717153
Profound.

>>145717279
Neither does Dwarf Fortress.
>>
>>145717340
Only DF adventure mode is a roguelike you dingus.
>>
>>145716924
He started working on that game where you switch between a square/circle/whatever
>>
>>145717389
Just wait until the forum and creator hears they've been using the wrong terminology for the past decade. Mind. Blown.
>>
>>145717604
Argumentum ad populum.
>>
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More progress on this.
Nothing you can actually see but i reworked the collision code and made it into a function, now its a proper Circle-Rectangle collision and the ball speed increases each bounce on the paddle.

Next thing is finally adding some blocks to be destroyed.
>>
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>>145715575
Adding a map, it will probably have a button to open the map, instead of being on the screen all the time.
>>
>>145717661
>latin phrase
Mater tua olet.

As it may be or not, the roguelike genre has many new definitions these days. Maybe I should use term "roguelite" then?
>>
>>145717965
Looking real nice!
Is it real 3D within godot or its raycasted?
>>
>>145718135
No, because only the adventure mode of DF is a roguelike. Fortress mode is like a city building/management simulator?
>>
>>145718147
Thanks. It's real 3D, nothin' fancy.
>>
>>145718254
It's something. Basically anything with ascii graphics is called a roguelike these days, along with anything that has perma-death and random gen. Even if it's not.
>>
>>145718453
Please don't enable it.
>>
>>145718453
That doesn't mean it's okay
>>
I'm having some trouble translating my game from regular GMS to the compiler, I uderstand that it is a lot less tolerant with bad code, but I can't really find a way to know exactly what kind of things are ok in regular GMS but will throw an error with the compiler, is there any resources for this?
>>
>>145715575
Working on the design doc and beefing up my programming skills.
>>
>>145717065
Isn't that kind of what Dark Cloud was? Having a central town that develops outside of the dungeon/tower/whatever is not new.
>>
>>145716006
Clarent's dev used the lightning sprite from Cave Story as a place holder for on of his progress updates and some autist noticed it and won't let him live it down for some reason
>>
new bread when
>>
JS dev available for collabs
>>
>>145718527
>>145718579
I'll try not to. I'll also pick my words more decisively next time I ask for opinions. Roguelike was just a convenient term.

>>145718687
Never said it was new, but the terms new usage is. I'd say Dark Cloud series are action RPGs with randomly generated levels and puzzle solving via- placing the town objects in ways that satisfy certain criteria. Just finished both of them last month, good games anyway you cut it regardless.
>>
>>145718952
ignore the part
>Never said it was new, but the terms new usage is.
that was copy fuck up.
>>
hahahahahahahaha
>>
>>145690898
>https://clyp.it/j10gmol1
Yeah I like this, what would you charge for a few 3 minute songs?
>>
>>145700261
Did you trace a 3D Custom Girl screenshot? You may as well just straight up use screenshots if that's the case. At least it'll be consistent quality.
>>
new thread
>>145719767
>>145719767
>>145719767
new thread
>>
>>145718952
It's a roguelike dude. I remember Azure Dreams also had a central town that could develop in some form. The concept is a perfect fit to roguelikes in my opinion.

Also ignore the autists who get angry when someone calls a roguelike that isn't literally Rogue a roguelike.
>>
>>145718715
>implying he wouldn't keep it if no one noticed
>>
>>145699106
this may sound retarded and poorly described but this is how my inventory works and it works beautifully.

just use arrays for your inventory. An array of items and an array of boxes, place the box objects in the room by hand and have them just follow the camera based on their start position. the boxes get a refrence to their box number, you give the item that number when you pick up the item and snap it to its box.
>>
>>145719484

Pretty sure using screenshots would break some dumb law somewhere.
>>
>>145719476

[email protected]

This is my E-mail, give me a shout and we can talk about it.
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