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/agdg/ - Amateur Game Dev General

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Thread replies: 771
Thread images: 139

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make progress every hour.

> 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/
>>
Lets do this here.

>>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.
>>
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First for progress only, no shitposting or memes.
>>
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Better get that demo ready, kiddo.
>>
>>145719923
If it's a roguelike where the city develops naturally, that's fine. I thought he was calling Fortress mode a roguelike.
>>
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Reposting because dead thread

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.
>>
how many monitors are optimal for devving?
>>
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Reposting for new thread:

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!
>>
>>145720105
>still using monitors
The in thing now is to use a VR set.
>>
>>145720236
this to be very honest
>there are people in this thread not devving within a virtual world with 20+ virtual monitors
>>
>>145720236
and until you dev in VR you can't criticize it :^)
>>
>>145719923
It is pretty much.

>>145720012
The extents of town building would be limited to making random shit for villagers. Better term I guess would have been "community building" with predetermined town/farm upgrades to "build" for them.
>>
>when you have an idea but someone is already doing it and better than you ever be capable of
>>
What movie should I watch while dev'ing?

Having noise in the background really helps me groove. I was thinking the Clue movie but I've seen it like 30 times so looking for something fresh
>>
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>>145720236
>using virtual reality when you could be using actual reality

Get with the times gramp
>>
>>145720417
me on the right
>>
>>145720376
You don't have to be better than everyone else, you just have to be good
>>
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>>145720386
The Hunt for Red October
>>
>>145720105
I have 2 but one is solely used for watching videos
>>
>>145720417
Lightning bolt!
>>
>>145720541
would you play a mmo dungeon crawler where everytime you get killed you get warped to a dungeon in hell and you have to find the exit to respawn?
>>
>>145720386
Watch an anime movie with subtitles off
>>
>>145720791
So Redline?

>>145720775
That could actually kind of be interesting. Say you start on floor 0 and ostensibly your goal is to climb to floor 100 or 1000, but each time you die you are warped X number of floors down in the 'hell' dungeons.
>>
JS dev available for collabs
>>
>>145720985
>JS
No thank you, barbie
>>
>>145720775
>mmo
No
Also Hell should be a sweet ass place to train like in DBZ, so that when you finally get resurrected you're stronger than ever.
>>
Agda dev available for collabs
>>
fuck the thread died.

reposting for insight.

>>145699106
>>145721225
>>
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LibGDX must use a 16-bit depth buffer, even setting the near plane to be a good meter in front of the camera still causes crazy z-fighting.

Well now that I have to set up a framebuffer anyway, perhaps I should add bloom and shit.
>>
>>145720775
Stolen for my game, unironically.
>>
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Woohoo, more progress on basic 3D stuff! Using placeholder assets here and there to speed things up.

I still need to figure out how in the heck to texture this starship. It took me forever just to model this simple little thing, since Im a powernoob at 3D, and texturing it seems like its gonna be difficult too. I also need to look into how games with a perspective like this, such as Star Fox, handle things getting too close to the screen and blocking vision until they pass the camera object.
>>
>>145720961
Exactly

>>145721216
Well we can get rid of the mmo part.
I like the idea of a training area in hell.

>>145721434
You better post progress on it, fagget.
>>
>>145721425
I want to explore this level.
>>
>>145721425

Nice SHOGO 2 tech demo
>>
In the game Receiver, when the player is listening to a cassette tape and then pauses it, there's a sort of audio distortion effect right before the sound stops. Anyone know how they achieved that effect? I'd like to do something similar in my game.
>>
>tfw spent awhile reading about type systems
You shitheads always trick me into learning things
>>
>>145721703
i like it
>>
>>145722516
And now you know why dynamic typing is cancer.
>>
>>145720126
im giving you attention
>>
>>145722482
I haven't played it, but perhaps it's a tapestop? Is it just the audio slowing down real quick so it pitches down?
>>
>>145721425

I dont know that much about the technical side of things, how does z fighting even happen?
>>
How to get into the procedural meme?
Can I make procedural music?
>>
>>145722719
Can't find any videos unfortunately, but it basically sounds like that weird sound you get when you fast forward through a cassette tape.
>>
>>145722773
Floating-point uncertainty.
>>
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You can now have every status effect in the game at once, but there should never actually be an instance of this happening probably. Heavy and stun are the only status effects that do anything so now I have to make the others do things. Also the status icon cycles between every status effect you have currently, unless you are dead, then it shows you are dead.
>>
>>145721703

even though you said the assets are placeholders I like the style.
>>
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the time you should spend on game development is roughly enough to the word count devoted to each aspect in the diablo design doc summary
>>
>>145722778
jukedeck
tones.wolfram.com
for examples that yeah you can kind of. Procgen stuff is probably best coupled with hand-crafting though.
>>
>>145722858
placeholder the game.
>>
>>145722778
>Can I make procedural music?
If you know how to program and how to music theory and are ok with it sounding like random notes and stuff yeah.
>>
>>145722895
>is roughly enough to the word count
>>
>>145722990
sorry, enough means to equivalent in my language
>>
>>145722858

It looks like its doing a face like this

°3°
>>
>>145722885
Thanks! The general style I'm going for is Star Fox for this simple space segment, so I'm gonna try to emulate that somewhat when I go back and draw up everything.
>>
>>145722895
They also have 3 programmers for 6 artists.
>>
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>>145722895
>>145723145
You also just know that this was written by one of the art guys.
>>
Does anyone else watch these? Its fascinating to watch NoDevs with no concept of fun with a lot a money fail at developing anything.

https://www.youtube.com/watch?v=OVNReJfQRt0
>>
>>145722934
Those rectangles (with special appearances by non-edgy shapes) are the result of long hard work ok.

>>145723053
Yeah, I can kinda see what you mean.
>>
>>145722858
You should make status effects display a small icon instead, having to wait for it to cycle so you know which effects are active is pretty bad design
>>
>>145723663
The plan is to have each status effect like how the heavy/stun status effect is, a little sprite follows the character that shows your current status that don't overlap each other and can be seen individually.
>>
>>145723647
I'm waiting for the day you sneak a crudely drawn penis into one of the frames
>>
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Are these girls qt? Suggestions?
>>
>>145722858
I loooooooove your game, even though it's just placeholders. I think it will be really great!
>>
>>145723591
That's babby's first GM game tier bugfixing.
>>
>>145724181
all but the bottom right look qt. No sound reasoning as to why just my opinion.
>>
>>145724258
10 gorrilion dollars for buggy internet spaceships/10

That motion blur and headjerking looks awful.
>>
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>>145724017
Well you can pretend that the arrow showing the rectangle's facing direction is its genitals, like this image. I put it in my backup location so I never lose it.
>>
>>145724181
Not really waifu material, all their eyes make them look too mean. The one with a visor is good, except her arm is fucking broken and twisted.
>>
>>145724425
I love how fast we get rule34 fanart of the weird stuff .
>>
>>145724425
sauce on mouth
>>
Is there any downside in working with xscale directly in GM?
>>
>>145724720
jesus christ who even cares every piece of anime porn has a mouth and dumb tongue these days its literally all the same and it looks fucking retarded
>>
>>145722858
>>145722934
>>145723647
>>145724425
I actually think it could be neat to release a game with only placeholder programmer "art" and in debug mode.
>>
How much money have you made off your gamedeving adventures?

any source related counts
>>
>>145724753
>directly
As opposed to?
>>
Reminder that if you're thinking of doing a simple project or want to perform a community service, you could start the first official /agdg/ open collab on github.
>>
>>145722052
Then I must be doing something right. I'll make sure there's interesting stuff to find!

>>145722230
I never got to finish Shogo, my copy always crashes just before one of the later boss fights. Clunky, but a classic

>>145722773
Pretty much >>145722840 half of all the precision is in the first tiny percentage of the scene, leaving stuff further back to 'fight' for an index in the z buffer
>>
>>145724801
I care.
>>
>>145724181
I'd only say bottom middle and maybe top right are cute, but top left is attractive in another way, and I like what you've got going on style-wise. Some of the faces could use more differentiation and I'm not sure what's going on with the angel character, she needs more detail or definition. Also bottom middle's clothing is completely ridiculous unless there's some ties that aren't shown. I mean, I'm not going to get on you about the design being revealing and unrealistic, but I don't think it would work well as actual clothing. It looks like that top/crotch-cover piece would blow around and not cover anything, and it also looks like the first damage it took would rip it apart.
>>
>>145724905
Having a variable to change as you please, then handling it to the extended draw function
>>
>>145724965
Me too.
>>
>>145724941
You know, it's possible to make the depth buffer linear, or at least lower the "curve" of the depth "ramp".

>>145725012
I don't know why you'd bother.
>>
>>145721703
This is lookin good.
I don't know how GM works, but if there's a way to set a minimum render distance for the asteroids that would stop them from blocking the view, they would just be cut off if they get too close.

Or maybe you could push the asteroids away from the center of the screen once they're past the ship, this way there's no weird cut offs or disappearing asteroids, they'll just move out of the way.
>>
>>145725169
Ooh, I like the idea of them pushing off to the side. Whenever they're past the player and no longer in a position where they can hit you, they just start to push off. Thanks man, I'll try that.
>>
>>145721703
why are there swedish meatballs from IKEA in space?
>>
>>145725367
>The space was filled with floating meatballs.
>Kaboom! went the orbital IKEA factory.
>>
>>145725164
>I don't know why you'd bother.
I already have it implemented that way and I honestly don't know why either, hence the question. It's not hard to rewrite it but I have the feeling that once I do I'll need to use it
>>
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>>145725551
id buy it desu
>>
>>145725012
image_xscale IS a variable, you can change it as you please too.
>>
>>145725367
>>145725551
There's little black endtables and bookshelves floating out there too but damnit theyre just hard to see against the background.
>>
>>145725000
>>145724618
>>145724315
Appreciate the feedback, I'll make some changes and throw on some color. Hopefully MMBN-dev likes the designs
>>
>>145725882
start up the kickstarter
>>
>>145725813
I know, I'm just used to having auxiliary variables and applying the changes in the step event. I'll change it now and see if anything breaks
>>
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>he actually believes that his game will sell
>he actually believes that people will play it
>>
So what are you guys working on, or what did you finish?

I made some placeholder art for an attack and an enemy, but I like the enemy so much I might keep that design. I also pared down my code after getting it working and am about to try to change how jumping works and implement the attack and the enemy.

>tfw you fix up your code
>tfw the fix is much smaller than the attempted fixes
>tfw your code lost about 30% of its size in line count and 50% of its size in byte count
>tfw almost all your work on a problem is gone, but now you have something that works
it's an bittersweet sort of feel
>>
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new friend in town.
I hope I don't get branded as a furfag for making this game.
>>
>>145726654
Fuck off scalefag
>>
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>>145726445
I can list like 10 successful devs so your argument is invalid, I'm just as good as them

gonna be rrrrrrrrrrrrrich!
>>
>>145726445
>implying my game won't do great because i have aggy daggy and 4chan culture to shill for me
>>
>>145726654
Dont make them fuck
just make her an npc
i beg you
if you are going to be a fur (scale) fag, at least make the fem-lizzard attractive
>>
>>145726654
I know that feel. I want to make a game with non-sexual anthropomorphic animals, but I don't want to be labeled a furry
>>
does anyone make games using visual studio?
>>
>>145726947
this isn't an h-game. Its a kids game for christ sake. get your mind out of the gutter
>>
>>145726748
>>145723284
>scott adams
>>
>>145726654
>>145726963
Just make the game you know is right. Make your heart's game. Let your soul be the map of your destiny forever. Congratulations, you've made it.
>>
>>145726580
Sounds clean/elegant
>>
>>145726748
Hellooo fish tits
>>
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>>145726654
Just don't let it bother you. If all they have to say is some variant of "fuck off furfag", ignore it. You're posting progress and they most likely are not.
>>
>>145726997
prefer not to say
>>
>>145727236
A true badass doesn't let talk like that get to him.
>>
Im having trouble finding the 'soul' of my game
wat do
>>
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I'm apathetic as fuck and can barely get myself to do anything, which sucks because when I do finally sit down to do stuff (code, draw, etc..) I love it.

I see a lot of you guys talking about being dependent and habitual, so basically what I'm asking is, how do I become dependent on gamedev or just coding in general? I want my desire to dev/code to be stronger than my desire to not do anything.
>>
>>145727394
Start a new game.

Prototype first, next time.
>>
>>145727394
a) Call Miyamoto-san
b) Post your game idea on nodev-gaggy and let the ideaguys devour it
>>
>>145727456
read Masters of Doom and get inspired
>>
>>145727456
Get rid of all distractions. Set up a work space where you have nothing to do but dev or sit there doing literally nothing.
>>
>>145727456
I've got the same problem anon. It seems like I have the problem less when I'm making a game for a jam though, it might be the "strict" deadline. It forces me to make game.
I haven't tried it with non-jam games, but maybe give yourself a deadline every two weeks or so, tell yourself that you must complete a few certain mechanics or systems before the deadline.
>>
>>145727456
Figure out a good amount of time per week you can spend on gamedev (and if you're neet, don't say all-day-erry-day! because it doesn't work like that, an few hours a day at MOST). Or perhaps stuffing more of it into a day, so I don't know, 4 hours on Wed, 4 hours on Sunday. Something like that, something that works for you. Not too little, not too much, and try to get it as simple and consistent as you can. Specify the time range too. Like "4pm-8pm, Wed and Sun".

Now, after you've done that. You DO NOT break this agreement with yourself. So make very certain that it's a reasonable schedule. DO. NOT. BREAK. THIS. AGREEMENT. Like, it is not even an option, from the time when you decide, to say "nah I don't feel like it." This is the hardest part, because you aren't answering to anyone. There will be no consequences if you skip some Wednesday because you'd rather watch anime. But there will be a consequence, you'll start to eat away at the integrity of that dev time. It's extremely important to take your established devtime seriously.

Even if you get absolutely nothing done in your devtime, that's better than skipping it. Anyhow, that's my suggestion.
>>
Make systems, not goals.

http://jamesclear.com/goals-systems
>>
>>145726445
I'm making a porn game for money on the side. I know my actual game won't make any money.
>>
>>145727456
I got this problem bad. I'm thinking I might set up a dev user and do all kinds of self-nannying.
>>
>>145728662
what kind of game is this?
>>
>>145727704
Already deleted all my games a few days ago but I end up laying in bed on my laptop.
>>145727880
This is a nice idea but the problem is that no one but me is holding me accountable so it's easy to let myself off for not getting anything done.
>>145727993
I like this, I usually attempt to dev before work, but maybe I should just use chunks of my days off. I'll give it a shot, thanks man.
>>145728493
It's rough.
>>145727614
What's it about?
>>
>>145728069
>the author is bald
NEVER trust a bald guy.
>>
>>145728837
Good luck, I think getting over the initial hump of setting up a schedule that only you are accountable for, is the hardest. So remember to just stick with it, even if you make shit progress one time because you'd rather be doing something else, at least you stuck with your habit and that's a win because it's a lot easier to maintain a habit than rely on motivation/inspiration.
>>
When his game doesn't include any traps
>>
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>>145719767
Meet the newest cliche enemy... giant rat!
>>
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>>145698801

>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.

Locked the camera's rotation to the player. Makes some things look better, others look worse. Will post old version in a minute.
>>
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>>145728662
>heart over the vulva
>thigh highs
>ponytails
FFFFFFFFFFFFFFFFFF
>>
>>145729228
I think that looks WAY better.
>>
>>145729040
ebin

>>145729196
Cute movement animation

What happened to that other fame about punching rats? The first person black and white

Also where has Pitch gone?
>>
>>145729228
Have you considered gradually pointing the camera towards where the character is going (based on movement vector)?
>>
>>145729196
Rat wants a hug
https://www.youtube.com/watch?v=VMDkpfJLt6o
>>
>>145729228
you've really made incredible progress on this, good job buddy
>>
>>145729453
You'd get the same effect by slowing down how fast the camera catches up. 3D cameras should always focus on the player and orbit around to change the angle.
>>
>>145729527
>You'd get the same effect by slowing down how fast the camera catches up.
No, you point the camera where he's going, not where he was.
>>
>>145729627
You point the camera at the player always, but let it rubberband behind. It will swing around and make the angle closer towards where the player is going.

Can you really not visualize this?
>>
>>145728662
that looks nice, I wonder what you used as reference.
>>
>>145729704
>Can you really not visualize this?
Of course I can, you just didn't describe it until now you little prick.
>>
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>when you spend 5 minutes rendering a webm and it comes out to 3,050KB

>>145729453

I think I get what you mean. Predict where the player is going based off velocity and direction? I've never heard of a game doing that, but I guess I can give it a shot.

>>145729196

sleep tight squeaker

>>145729704

That was another one of my ideas, have a rubberbanding effect for the camera tracking. I started out by disabling the tracking for this comparison because it's the easiest for me tod o.
>>
>>145729981
>it comes out to 3,050KB
This is literal bullshit, I don't get why gifs can be 4MB but webms only 3MB
>>
>>145729981

Disabling the tracking lag, I mean.
>>
>>145720386
waking life, before sunrise/sunset/midnight, dinner with andre
>>
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>Alright, I'm gonna do it, I'm gonna make game
>Going to open gamemaker, import a sprite, and just move it around in a room, no animation no nothing
>open gamemaker

I'm so fucking overwhelmed already
>>
>>145730990
Come on dude, that's like 1 tutorial
Do it you lazy shitter
Do you want those rorbucks or do you want to be just another failed nodev?
>>
Edited it a bit

https://clyp.it/vqoqp0qx
>>
>>145730990
Shit gets easier after you dick about and stuff becomes more and more familiar.

No shit you can't just drop straight into making your masterpiece
>>
>>145731256
The cadence is a little complicated, but after listening a couple times, it's pretty darn neat honestly. The mix is so-so, but I like it anon.
>>
I'm not going to stifle my creativity making fucking pong like a sperg
>>
>I'll make a game
>oh it takes effort

I give up
>>
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I have a strange question. Does Valve just let people make their own games based on their properties as long a they don't charge for them? I've noticed a lot of things on Steam that are fan made but set in the world of Portal or Half Life, like it's an official thing, often even using assets and things from the actual games.
>>
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Making progress on my first game
>>
>>145731872
Yeah
>>
>>145730990
Dick around for a bit, suck at it, quit, get your mind off it, come back, rinse & repeat. Eventually, you'll suck less, which means you'll be able to handle working longer.

Watch some tutorials on youtube if you feel that lost.
>>
>>145731913
Do you have to like request permission from them or can anyone just fanfic their own game right away?
>>
>>145732015
>Do you have to like request permission from them
Of course not
Do you think they have time to deal with all the 12 year olds making fanfics?
>>
>>145728662
I missed some loli right? Fuck
>>
>>145727456
The correct and long-term answer is to develop self-discipline. I got self-discipline by my own natural nearly crippling self-shaming that I had whenever I fucked up (which I don't feel that much any more).
The short-term answer is set up things that reinforce your behavior, the less dependent on you the better. If you can have someone nag you, that should work wonders. Setting deadlines and alarms will help. Putting yourself on some kind of rewards program might help (I can't have a snack until I bang out this function, or the like).
If you do short-term solutions long enough, even if you don't develop much self-discipline, you'll be so attached to your routine and the good feelings you get when following it that you'll be drawn to it and miss it if you skip it.
tl;dr Pavlov yourself
>>
>>145732221
Just check the archive
>>
>>145731905
Progress acknowledged
>>
>>145729196
That reminds me, what happened to that hand drawn style black and white, rat punching game?
>>
>>145729196
Rodents of unusual size? I don't think they exist.
>>
>>145732302
Woah, lewd
>>
what happened to all the games that dont get posted anymore?

they were finished and sold many copies on steam and were enjoyed by all, right?
>>
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I got home extra late today. Try to do something small or just chill tonight... hmm. Maybe I should take a break. I've only skipped like 2 nights since I started.
>>
>>145732694
>what happened to all the games that dont get posted anymore?
Either on steam, or dead.
>>
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What do you guys think of these berries? Would you grab them?
>>
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>game design is easy, the hard part is programming it

True or false
>>
>>145733039
amathysts/gems
>>
>>145733039
They look like gems. Berries are typically rounder.
>>
>>145727456
this is what i understand from your post

>hey guys i love gamedev (code,draw,etc.) but the thing is im too fucking lazy. how do i stop not doing anything
>>
>>145733039
Another post about how they look like gems.
>>
>>145733128
False. There are far more programmers in the world than there are good games.
>>
>>145733128
nothing about game dev is easy in general, though there may be specific games where some things are easy
>>
>>145733128
False, game design is hard.
>>
>>145728837
https://www.amazon.com/Masters-Doom-Created-Transformed-Culture/dp/0812972155
It's about the making of Doom, but really, it's about John Romero and John Carmack. Carmack is something of an idol in game dev circles, because he did stuff with real-time 3D rendering that was pretty much unprecedented, especially for games, and because of his influence. Wolfenstein 3D and Doom and Quake had plenty of influence on their own, but the game engine he worked on for those (which became the Quake engine AKA the "id Tech" engine) served directly or indirectly as the basis for basically every popular 3D game engine there is and ever has been.
>>
>>145733128
>Laying in bed all day thinking up 'fun' mechanics/playing games for a good sense of what's 'fun'
vs.
>Considering how to implement these design choices into machine understandable code and then making it function properly and efficiently.
>>
>>145733128
False, they're both hard. Unless your'e doing something thats been done 100x times before like a platformer so all the rules are already written
>>
>>145731760

Thanks, I'll continue messing around with it.
>>
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Not really progress, but things are back in working order after a couple days of cleaning up code rot
>>
>>145733136
>>145733138
>>145733227
Noted, I'll try to make them look less like gems. Thanks.
>>
>change a bunch of code relating to jumping
>also change some other things
>suddenly player character won't move at all
>get sad
>eh, before bed I'll just quickly switch the jump code back since I didn't delete it
>character still doesn't move
>character now disappears after about three seconds
>character is in parts unknown, never to be seen again
I'm not even mad, it's like a magic trick
>>
Is there a soundcloud group or something where I can look through the profiles of agdg musicbros?
>>
>>145734535
nope nothing like that
>>
I love love love my gf
>>
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>>145734705
>tfw no game
>>
>>145734535
google "agdg soundcloud"
https://soundcloud.com/groups/agdg-audiofriends

I don't even know how to make fun of you, so I hope you have a nice day
>>
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>>145721425
>>145725164

I did see something about that involving an extension, but I think they still need at least a fragment shader to apply the ramp.

Turns out LibGDX just doesn't specify the depth range correctly by default, probably overriding it with whatever GLES uses.

One quick: Gdx.gl.glDepthRangef(0f, 1f); and it works as I was expecting.
>>
>>145734173
better have implemented the uplink sound effects for that page
>>
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what the fuck
>>
>>145735805
speedrun POTENTIAL
>>
>>145735459
Thanks nigga
>>
>>145735805
BUT FIRST
>>
>>145733039

They look delucious. I'd grab the shit out of them.
>>
are you guys still making platformers
>>
>>145736330
I have an unfinished Castlevania clone trapped in development hell. Does that count as a yes?
>>
>>145733039
To be honest they look kind of spooky. I would use extreme caution.
>>
>>145699854
That grass and flowers are really nice additions.
>>
>>145735805
you must be QPU missaligned.
>>
>>145734478
> switch the jump code back since I didn't delete it
>not using git branches
wow I remember being like this
>>
How I does can make game with 0 programming knowledge??
>>
>>145737047
How I does can write a book with 0 english knowledge??
>>
>>145737047
By using unity.
>>
>>145737047
Games are 90% idea, let's hear some game ideas Pidor
>>
>>145737168
You mistyped unreal engine. Thats alright friend, lots of people suck cock.
>>
>>145733128
game design is hard because nobody has any idea what they're doing
>>
>>145737307
un-ity
un-real
The same shit.
>>
>>145737047
the OP should include getting started links
>>
>>145737047
Be good at manipulating people into doing what you need them to do.
>>
>>145737047
by being female
>>
>>145737390
>real
>ity
>reality
WOAH
>>
>>145737251

I don't want people to steal my ideas fampai

single player ultima online
>>
>>145738102
I honestly want more SPMMO.
Kingdom of Amalur was fun.
>>
>>145738198

I think Dragon's Dogma had the same style of gameplay that KoA was after but was strictly better but that's just my opinion man
>>
>>145735805
The coathanger of great travel
>>
>>145738607
Two different games, senpai.
>>
reply to me
>>
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~~The Goyim knooooww~ shut it down!~~
>>
>>145739203
I will. Which is your post?
>>
>>145739258
here >>145739203
>>
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Where do I look for someone to help with a short script/storyline? There's got to be someone wanting their work featured in a game.

Writing is the only part of the project I can't do myself.
>>
>>145739525
what have you got?
>>
>>145739525
I'd be interested to give it a shot.
>>
>>145739525
fanfiction sites? writers are worth less than programmers, musicians, artists. only better than idea guys
>>
I'd love to hear about any lore or story or characters you have, if you have that type of a game. I think even casual or simple games can benefit from a little of this.
>>
I'd love to steal your ideas if you have any good ones.
>>
>>145739614
I'll post what I have in 2 hours
>>
>>145739778
Alright, just give an email or other contact for me and any other anons to send what we come up with.
>>
>>145739825
also it'd be nice to have some kind of reference for how long the game should be even though that will change.
Any other pieces you'd like such as audio diary entries/examine text/etc.
Character profiles, you get the idea.
>>
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I'm making a 2D browser based multiplayer online arena built on Phaser.io. I'm trying to achieve something similar to Brawlhalla, and this is what I currently have.
Would this interest you guys?
>>
>>145740152
>2D browser based multiplayer
for what reason?
>>
>>145740202
Just for the sake of it because why not? I've been using Unity for the past 5 years and I wanted to try something else.
>>
>>145740152
only if you add cute anime girls
>>
>>145740343
I would if you find me moe anime spritesheets
>>
>>145740152
C R A F T I N G
>>
>>145740152
Sounds good. What do you use to get players connected? It's also good to see another webdev around even tho I don't use Phaser.
>>
>>145740413
Crafting how? As in build your own robots? It could work but I have to revamp my character system since it's based on spritesheets now.
>>
>>145740476
I'm using eureca.io which is based on express and engine.io. Right now multiplayer only exists as a persistent server, I have yet to get session hosting and joining done.
>>
>>145740895
So you'll have to rent some hosting services later on? Or does places like Itch.io or Kongregate support these things?
>>
>>145741083
Itch.io doesn't support node servers I think. Heroku works but it's slow, I have a school email account as well so I can host it on Microsoft's Azure which works great except for the free daily limitations.
>>
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Mirrors are in the final stages of unfuckery, should the top and bottoms be more exaggerated in it's spread? (Wider cone, currently it's a skinny cone) Or is the way it is now ok?
>>
>>145741210
Well, it's something for start, I guess. Keep it up! I'm looking forward to it.
>>
>tfw aced all of my exams (almost) and now it's nothing but a summer break for the next two months
fuck yes, i will do so much fucking dev holy shit
>>
>two months later
>>
>Tfw no game
>>
>>145741741
Oh god the annual summer break
All those losers trying to make a quick unity/rpg maker MMORPG during the summer, even tho they have no prior game dev or coding experience will flood this thread again and it will be horrible ;_;
>>
>>145741628
Thanks, it's good to see that there is some interest in my work. I'll probably post weekly in here to show you guys my progress.

What are you working on by the way, if you don't mind me asking.
>>
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>>145738087
AHHHHHHHHH
>>
>>145741503
How are you doing the light thing now, anyhow? Polygons? Dickton of lines?
>>
>>145742143
The latter. When you're playing in game it makes some moire lines and looks pretty snazzy. I might make some color filters where it only does the outline triangles but functions exactly the same, might be cool.
>>
>>145735805
You use any shaders friend?
>>
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https://clyp.it/wsynwcer
https://clyp.it/jztmruz5
How's this stuff? Thinking Kestlevayneeiah-ish Witches vs. Werewolves vs. The Church kinda shit.

Any pointers on the music?
>>
I'm a newbie gamedev and I'm wondering if I should make the switch to love2D or some other engine frame work. I've been using pygame to make really small games like pong, breakout, blackjack etc... but I want to move on to something bigger like maybe a point and click adventure game or a shmup. Everyone tells me pygame isn't good for big projects, but I'm wondering what that means. What do people mean by "big projects"?
>>
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>>145742063
>devving on drugs
There's nothing like typing one word in a line of code, losing your entire short-term memory, then having to figure out the next word to type by deciphering what your code is trying to do before your mind wipes itself again.

Diphenhydramine, never fucking again.
>>
>>145735805
Is this a 3D remake of that one game for the SNES?
>>
>>145742396
kicks need to be deeper, probably just use a new kit.

Your bell sample at :38 doesn't come in right. That should probably be the time where the lead kicks in and shit gets real instead. Or the direct interlude to it.

Your main melody needs work it's too repetitive without any other layers working with it. Most tracks like that have all its layers bounce off eachother.

Your pitch change interlude needs changed, as well as the actual repeating. I say just fade out at ~2:11 with the monks vocal though.
>>
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makin a UI clock thingy
im gonna make a new arrow though
>>
>>145742846
I thought you were dead, Simba
>>
>>145742552
you could make either of those games with pygame

python and not very fast and I dunno about the engine too much but I suspect its graphical capabilities are pretty basic (doesn't seem like there's anything for particle effects, etc)
>>
>>145742846
not bad senpai
>>
>>145742919
I spent like a month rebuilding this so I had nothing new to post

>>145742983
thanks friend
>>
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>>145742846
Nice, but isn't that a little too big?
You could use a single rotating circle that has the day-night cycle drawn on it, something like this.
>>
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>Still haven't made a single game
>>
>>145743161
hmm maybe it is
it will have a lot to do with gameplay though so it might be justified to have it that big... I think it will be easier to tell when I get more on the UI
>>
>>145743161
Or, you know, not have a UI for it at all, and have the sun/moon move in the background in an arc.
>>
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>>145743293
>achievments for a game engine
>>
>>145730990
if you know programming it will help you a lot
>>
how come back in the day games like doom used raycasting and it was ok while real 3d was slow as fuck and now real 3d is fast while all raycasting tutorials i find say that rendering floor/ceiling slows down all machines
>>
>>145743602
Video games are bloated, more at 11.
>>
>>145743602
it's not a big deal as long as you don't have 100+ entities on screen that each raycast a few times each frame
>>
>>145730990
>want to make game using real language
>cant decide on framework
>everything is too hard

ill never be a programmer
>>
>>145743760
>want to make game using real language
>everything is too hard
Stop making excuses. Either learn a real language or don't use one.
>>
>>145743760
I got you mang.
http://www.learncpp.com/
http://www.sfml-dev.org/download/sfml/2.3.2/
>>
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>>145742060
Thanks for asking! I'm working on a Wolfenstein 3D like shooter in a fantasy setting. The recent Doom hype got me into experimenting with raycasting (even tho Doom didn't use actual raycasting). I hope I'll finish it, however the fact that I can not art is kinda discouraging after some time. At least I can have others art for now. Hope I can learn to do some basic stuff by myself, or I can get to collab with someone after a while.
>>
>>145743602
320*240 or whatever resolution Doom used back then is a fraction of the number of pixels people want to put on their screen today, and the time each pixel takes to render depends on the complexity of the scene which also has increased by an incredible amount. People realized raytracing wasn't going to be the best way forward so they started focusing on rasterization which is what GPUs are now built for.

If you want to do real time ray tracing today you either need low scene complexity if you want to do high res or low res if you want high scene complexity, you can't have both.
>>
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>>145743293
>>
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>>145742610
>that feel
It has its ups and downs. You can make some pretty cool shit by accident, but often forgetting everything you are doing for a moment is somewhat distracting.
>>
>>145743363
Might motivate people to become more yesdev desu
>>
>>145744257
>i need my bells and reward cookies to gamedev
wew
>>
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Update from my new space shooter on rails

Just been making a lot of placeholders now and playing with the lighting/making shitty explosions to try and get a feel of how I want it to look. I'll have to play around with the lighting more though. I want it dark, but not dark enough so you cant see what you need to shoot.

Also, friendly reminder to download my game Dega Madness on Android.
>>
>>145744385
Nice Dead Space mini-game clone
>>
>>145743293
What have you been doing

Teach me to make game or at least how to not not make game.
>>
>>145744591
Is that a minigame from deadspace? Never played the game actually. I got the idea when I was wanting to make a starfox clone and it just kind of evolved shortly into this.
>>
>>145744728
yeah, its older than dead space though
also mobile shit O U T
>>
>>145744679
I literally know everything about Game Maker and programming games in it, as well as drawing art but I just can't get myself to make a complete game. Been making prototypes forever.

JUST
>>
>>145739778
where's the stuff, nerd?
>>
>>145744915
Become my mentor and teach me how to gamemaker and I'll give you a share of dosh from my first game
>>
it seems like every day I want to add a new feature I have to refactor a bunch of things first

once I finish this demo I really need to go back and start from the beginning and figure out all the features I'm going to want so I can design the code properly
>>
>>145744915
>Been making prototypes forever.
start a patreon, and github all your prototypess
ezmone
>>
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>Just did 3 trips to the mall buying stuff
My arms are obliterated
No dev today
>>
>>145745080
okay mom
thanks for telling me
>>
>>145744989
What's your Steam?
>>
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>>145742846
Holy shit this is adorable
Is this a mixture of 2D and 3D?
Like the character and smoke are 2D and the map is 3D?
>>
>>145745080
that's a nice excuse
>>
>>145742846
I want to have a nap in the grass next to the lake.
>>
>>145739587
>>145739969
Okay my phone has eaten enough replies, ill just post when I get home. Sorry for the inconvenience, but keep track of the reply chain from the archives once this thread is over I guess
>>
>>145745312
We have plenty of time unless you're just started your shift or something, but will do.
>>
>>145719978
there's a mismatch between your character art and your world art
>>
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>>145745147
I want to but I'm scared of posting steam here and also scared that I won't be able to make any more excuses
>>
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>>145745775
I'm glad there's someone out there worse than me. Thanks. pepeposter.
>>
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I think I unfucked the problem with the happy face getting stuck, and I also made it so she only jumps at set intervals (only if you are playing well, that is) otherwise she would keep jumping unti you missed a note.
Now I have to add a "failed" animation where she trips, to play when you miss a note or break a combo.

Also, I juiced up the UI a bit and added a background that automatically adapts its size/position to that of the track.
>>
>>145745775
make a temp steam until you know it's the real guy beta-kun
>>
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So game maker is the best for making a 2D game?
>>
>>145743981
That's cool, would like to see more of it in the future. I can't art as well but I have some money to drop on art assets which is okay I suppose but it may not end up looking like the game you imagined. Do you host your game on github? I wouldn't mind taking a look at it.
>>
>>145745906
Yes if an AAA company were to make a 2D game they'd use Game Maker.

Of course not you stupid fuck. It's one of the better tools for beginners, that's all. If you like it then use it, if you don't like it then use something else. It's that simple.
>>
>>145745906
>>
>>145746035
How very constructive
>>
>>145746115
So was your question.
>>
>>145745843
For first I've read "where she strips". I think I was here for too long.

To be honest, based on these videos it's hard to tell how does the game play affects her movement. It seems to me that's she's only happy and only dancing when the player has hit enough dots, and does not actually react individually to every single hit. To properly judge your game I think it's really needs to be played.
>>
>>145745906
>the best
https://www.youtube.com/watch?v=5vRlJrkxsqo
>>
>>145746035
I dont know man, all I have is very basic understanding on some Unity stuff
>>
Why is the Unreal marketplace still such shit?
>>
>>145746243
All market places are shit.
steam
unity
unreal
mobile
all shit
>>
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I have a fountain I can interact with. It doesn't do anything except go slurp slurp slurp though. I need to add stat modifiers and stuff to it. I can re-use the same class for dungeon features for, say, a 1-time permanent stat upgrade. Just have to give it a different model. And man, that fountain is ugly. Turbosquid let me down on the fountain.

I also refactored all my of static world interactables, so now the chest is one and all the buildings are one, and the fountain too. This gives all subclasses the ability to automatically hook up to the Interact hotkey, gives it the yellow outline when close, and saves/loads the object automatically. So all I have to do is implement the Interact() function and its good to go.
>>
>>145746331
That is one bad HUD.
>>
>>145746167
That's how it is actually, at least for now.
I do plan on implementing different dance moves, but I have troubles thinking on how to make her react to each and every note. Let's say you miss a note, then she trips, then half a second later you hit the following note, then she gets up and does a move, then you miss another, then you hit two in a row, then you miss again. I feel it would be a mess where she keeps half getting up and half falling.
I'll have to think it through.
>>
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https://twitter.com/notch/status/743622708785602564
basically, if you arent an enginedev, you have no chance
>>
>>145746324

unity's better than unreal at least, you can search by multiple category tags and price and shit
>>
>>145746578
Just do whatever is necessary to get your game done.
>>
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>>145746413
if you think that's bad, wait til you see this
>>
>>145746578
People just hate seeing stock anything.
Unity games are probably the most common.
Just make the game your own and you're okay.

Also I don't know why Notch feels like he has any relevance to speak on vidya.
>>
>>145746578
Lol he thinks Risk of Rain was made in a custom engine.
>>
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>>145742610
does that only happen to you on drugs? because that's pretty normal for me
>>
>>145746842
He could have at least listed something more complex than the most basic 2D games there are. Grimrock, Lords of Xulima, etc. But of course, there's Ark, Rust, etc. which are all using modern engines.
>>
>>145746771
Remember when people were saying "no way that's unreal 3" when the first teaser of Guilty Gear Xrd came out?
>>
>>145745915
If you would really like to, that would make me more that happy. I've put up the current state of it in the sub folder of my other game. You can just basically walk around and get attacked at this moment. The enemies will start to follow you if you get in a given distance. If you get out of said distance they will walk to the last spot they saw you. The code is a complete mess to read and will need heavy reviewing. I would like to know, however if you get any occasional freezes, by the way. https://kvrepo.github.io/Toss-the-Dots/project5/ Oh, and you control it with WASD.
>>
does notch browse agdg
>>
thank you notch i will use gamemaker thank you
>>
>>145747046
I hope Arcsys never die.
>>
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>>145746856
It's because you're a baka, Mio.
>>
>>145746512
Yes, I was wondering about the same. How would I do it if I would do a rhythm game? I have only played Guitar Hero for like one hour few years ago, and as I remember they used a mechanic much more similar to your current idea, so I think it'll be fine.

To be honest I think your game really needs to be played to be properly judged. It is impossible to tell for example if the dots are matching to the rhythm of the game, is it accompanied by some kind of sound effect which gives the player the feeling of accomplishment etc.
>>
>>145747267
I wish they'd change their release cycle that centers around arcade releases to something more modern, though. Would make things easier on the western playerbase, but we're of secondary interest to them.

Their balance patches also have an aura of roulette to them, but that's a separate matter.
>>
>>145746578
Literally the opposite of what he said
>>
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Does it count as progress if its the first day of your game?
>>
>>145747625
what's the plan m8?
>>
>>145747625
Yes.
>>
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>>145747408
oh ok
>>
>>145747067
notch doesn't like anime so no
>>
>>145748068
?
>>
>>145748068
I really don't think they are rigging my wc3 matches
>>
is log(sqrt(x)) same as log(x)/2 or 2/log(x) ?
>>
>>145748141
log(x)/2
>>
Theoretically, how would one handle the jump from nodev to 'someone'?

Total noob with a winning idea
You make your game with gimp and gamemaker
It gets greenlit
Suddenly everyone knows your name

where do you go from there?
What if people starting asking for it to be put on PSN or XBL? You're just a nodev with zero knowledge of these things.
>>
Any amateur 3D or sound effects guy want to team up for the Unreal Engine 4 game jam this weekend?

The theme is "Fire in the hole" so I'll be working on a simple spicy food eating game with pooping mechanics.
>>
>>145748382
You hire people to do it for you. You can do that since you made so much money off of your first game.

On the other hand, there is a reason why Undertale is not for Xbone, PS4 or WiiU
>>
>>145748382
>winning idea
kekpot

Keep the thoughts of money out of your head when you're at nodev stage.
>>
>>145748482
is that what notch did?
>>
File: notch losing it.png (56KB, 612x553px)
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>>145746578
>>
>>145748597
Notch didn't finish the PC version before handing it off to whats his name.
>>
>>145748721
Jesus Notch is so mt. stupid it's ridiculous.
>>
>>145748827
Must feel good being so rich you are like an ant to him.
>>
>>145748958
Hello Markus.
>>
>>145748994
No I'm spoopy Who is not Notch
>>
>>145748721

Wasn't Risk of Rain made in gamemaker?
>>
>>145748721
wow
>>
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>>145748721
Hahaha Notch fell for the AGDG tier old-vs-new definition of "engine" shitposting.
>>
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Does this look like he's taking a punch to the face, or does it look like he's doing a nasty spit?

To my (not so much) surprise there's not a lot of clear references of people getting hit, so I had to pretend I got punched by a ghost for a good 10 minutes. My neck is sore.
>>
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How's your code-base, /agdg/?
>>
>>145749071
Yes.

Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted RPS: Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java

Aerannis: LÖVE
>>
>>145749181
>java
>>
>>145749153
Waaaaaaaaaaaay tooslow to be a punch, so it's a spit. You should also animate the rest of the body. You're the guy doing a hundred animations right?
>>
>>145749181
>Restricted RPS: Flash
>flash
gogem is nodev
>>
>>145749092
An engine is a complete solution of every system needed to make a game, i.e. animation, graphics, physics, AI, scripting etc.

A framework is a set of working code that may assist in some but not all of these tasks, that a game is built on top of. For example XNA takes care of low level rendering, asset handling and so on, and all your game code is slotted into its callbacks. But is not a complete engine.

A library is just a set of code that accomplishes one or more tasks, such as an image processing library or whatnot.
>>
>>145749162
>powerpoint mockups

no way
>>
>>145749153
needs more leg movement
even if it's a light tap, they need to lean back to regain balance
>>
How much work do I need done to apply for demo day
>>
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>>145749279
One animation a day, yes. Theme for this one was "light damage" and the next couple of days I'll do "heavy damage" so I wanted to keep the whole body moving for that one.

Which part exactly is too slow? Is this faster?

>>145749485
Alright, noted.
>>
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We already settled this.

ALL engines are welcome here. Big and small. Self-made and super popular.

Even "that" engine, now that you-know-who has disappeared.
>>
>>145749496
Do you have a game? Is it playable? Does it actually have enough content to entertain for at least 15mins?
Then sure submit it. It's called "demo" day, but most of the stuff submitted are prototypes and pre-alphas.
>>
>>145749496
a good deal of the stuff submitted is barely functional let alone playable

submit whatever the fuck you want
>>
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I made music for a videogame

https://soundcloud.com/prutte-1/sets/pantsu-harvest

Is it any good?
>>
>>145749651
>Java
>>
>>145749784
>mixels
>>
>>145749651

>lumberyard

Has anyone ever made something with this?
>>
>>145749402
That's pretty concise.

I'll save your words for future posting at other people.
>>
>>145749784
The pluck gets a little grinding after a bit on village, otherwise not bad.
Don't like the frequency cut-off on Machine Zone, thought you were going to fade it in or something. Otherwise I like it.
>>
>>145749884
There's literally no reason to do so, Cryengine V is free now too, and nobody at Amazon knows how to continue to develop and optimize Cryengine.

Gotta give it to Crytek, selling a snapshot of the code to Amazon was one hell of a con job because it'll be outdated in a year compared to the actual Cryengine.
>>
>join a collab
>sounds promising
>they even have scripts ready, existing members involved
>look at the refrence image for the art
>its a huge fucking mansion in 3D
>tell the collab manager its a bit too ambitious for a bunch of amateur dudes
>tells me its an ambitious project
>they want to get speedtree because they can't make trees and optimize it themselves

i want to bail but i don't know if i just delete them outright or tell them im out
>>
>>145749162
I
LOVE
THIS
COMPANY
>>
>>145750112
DEVELOPERS
DEVELOPERS
DEVELOPERS
>>
>>145749402

frameworks like XNA/LibGDX already has multiple freely available tools that compensate for any lack it may have in comparison to a proper 'engine' by your definition.

it's hairsplitting at this point
>>
>>145750237
there's engines built on top of frameworks, yes
>>
>>145749181
Undertale and HyperLight Drifter were made in GameMaker as well
>>
>>145750101
What's the game?
And is this an outside /agdg/ collab?
>>
>>145750335
They were not AGDG games, however. Or perhaps you meant to reply to one of the other posts...
>>
>>145750101

tell them this is beyond your skill level. they would pity you and it wouldn't be a total mess.
>>
>>145750101
tell them, unless you're a pussy
>>
I'm a huge pussy
>>
>>145749971
Yeah you're right about all your points. I might go over my tracks again and give the dev new versions of the tracks
>>
>>145750420
its not agdg related
>>
>>145749784
Decent for that "village" area, but I feel like the area music needs to be stronger...
>>
>>145749651
>mario maker
>lunar magic
>engines
what
>>
Did Slipstream dev run with the money?
>>
File: rixel is a meme.png (20KB, 615x644px)
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>>145749324
how did you make that leap of logic?
>>
>>145750659
>missing blender which is a 3d modeling software not a game engine
>>
>>145750740
>flash
>good
>>
>>145750760
https://www.blender.org/manual/game_engine/introduction.html
>>
>>145750767
pick 2
>>
>>145750829
Then why aren't you for Infinite Detective™?
>>
>>145750815
>can't tell apart blender logo from blender game engine's logo
>>
>>145733039
I don't think they look like gems, but I sure as hell didn't think of berries when I saw them.

They look like tires to me, tbqh
>>
>>145733128
True and false, the part that is easy or hard will depend on your skills and affinities with each part.
>>
>>145746757
Why does it flicker? That's more annoying than the ugly HUD itself.
>>
>>145747680
To trace a course for intercourse.
>>
>>145744385
The lighting is bad. You can't have realistic lighting in space because you won't be able to see stuff most the time.
>>
>>145750902
because unity is also good and i want the final game to have 3D art and unity has the added bonus of better export options.
plus i'll still be making art for it in flash so it hasn't been completely cut out.
>>
>>145751459
Can you model?
>>
>>145751459
>plus i'll still be making art for it in flash
Will you ever join us in the present?
>>
What to do to learn enough music to make passable, not even great, music? I have until the end of this year, so it's plenty of time for me to learn I think.
>>
>>145751514
>indie games
>present
pick one
>>
>>145751484
i modeled the main characters apartment in golden project and i modeled the pillar in the background of whip the vote.
i intend to model stuff like that for detective game; world, objects, whatever.
>>
>>145735563
Goddammit, I get home only to realize this problem never happened on my laptop and is actually Windows-specific. Great.

I'll set up a frame buffer to render to anyway, it'll come in useful later.
>>
>>145751682
Keep making shit.
One day when you listen to it the day after, you won't want to kill yourself immediately.
That's how you know you're progressing.
t. """musician""""
>>
>>145750740
You have those backwards. Is this a troll image?
>>
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>>145749784
machine zone is really catchy, anon, I like it. I'm also planning on writing my own music.
>>
Anyone know where I can find good Texture Painting tutorials for Blender?
>>
>>145751682
Learn about basic scales like natural minor and major. Then learn how chord progressions work. At that stage you're leagues ahead of 70% of the most pop artists so you should be able to make decent tracks. Bland and unoriginal but still passable.
>>
File: WinnersDontDoJEW.png (8KB, 320x240px)
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hitlerrpg.tumblr.com

I have a feeling this is the right place to post progress.
>>
>>145751682
Well, there are some Coursera classes that cover the basics of music production and songwriting which are pretty good. Worth your time. Once you actually know how to use the software in some competent manner I'd suggest just putting yourself on a routine of working on things, like twice a week or something, and just plop out some pieces (good or not). Ask for feedback on a respectable music forum somewhere. Just don't get caught up doing stupid things like working on one track for a year straight or downloading hundreds of free plugins (been there).
>>
>>145752130
I wish someone would make a serious game about Hitler instead of LCD /pol/ bait.
>>
>>145752130
I feel unclean for following you.
>>
>>145752130
I never realized I wanted a WWII game where you play as Hitler.
>>
>>145752190
It's sort of bait for both sides. I loathe /pol/. I'm hoping to really strike a balance between highlighting how completely shitty both sides of the conflict are and how they make each other worse for it.
>>
how big are stardew's tiles?
>>
>>145749784

has a sort of nostalgia feel
>>
>>145751903
how is that backwards?
>>
>>145752275
>the voice of reason
eh, fair enough
>>
How bad is ~3500 tris for an enemy? It shouldn't have any significant impact on rendering time right?

>>145752275
Pol is 95% satire you know.
>>
>>145752321
Rixels are on the left. The right is what happens when you rotate pixel art within its native resolution.
>>
>>145752356
NO
STOP TAKING TRI-COUNT SHITTERS SERIOUSLY.
GPUS CAN TAKE LITERAL MILLIONS IN STRIDE
>>
>>145752427
>you can use as much geometry as you want with no limits
Neat
>>
>>145752427
Calm down, I figured it should be insignificant and your post convinced me.
>>
>>145749651
>Blitz3D

Literally the greatest engine of all time. I wrote my first piece of code in that piece of software, and subsequently created 20 half-finished games

alas, I use Unity now.
>>
>>145752414
that image doesnt use the term "rixels" anywhere
not even a real word
>>
>>145752427
Bullshit
>>
>>145750634
I made the track while keeping in mind that you stay in these zones for quite a long time and I don't want fatigue to set in too quickly, but I might have overdone it.
>>145752018
Thanks Anon! If you're just starting out and want a bit of help just send me a message somewhere and I'll try to teach you the little that I know
>>
>>145752356
did you ever play a call of duty multiplayer?
guess how many tris are in a 30 man match
>>
>>145752356
I'm not sure what passes for satire these days, but I'm pretty sure that without an authoritative author, you can't really call a community satirical. I know enough people who browse /pol/ to say that the toxic attitude that permeates it has rubbed off on them some. They're still good people at heart, but they're misguided and looking for conflict instead of trying to figure out how to diffuse it.
>>
>>145752427
You are fucking retarded
>>
>>145752414
>implying googum will ever stick to everyone else's convetions of what meme terms mean
>implying he won't just make his own conventions
>>
>>145752552
It's a portmanteau.
>>
>>145752532
I never said that.
But all this low-poly resurgence and the constant parroting of MUH TRI count is silly.
There's no set number for what is or isn't bad.
It entirely depends on what you're making and what your topology looks like.
>>145752612
?
>>
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>>145752275
>le golden mean xDDDD
>>
>>145752601
Knowing thy enemy is half the battle though.
I just think everyone needs to relax, if you have a good degree you will guaranteed be wanted in the countries left after any, highly unlikely, fall of western society. But yeah this is a discussion for /pol/.

But yeah, the fact that you see the toxicity in both sides is rare trait nowadays. Gj.
>>
>>145752427

yes, but GPUs can't handle the textures on millions of tris, so it doesn't matter anyway
>>
>>145752714

low poly is an aesthetic. ""low poly"" models often have similar amount of tris to other game models.
>>
>>145752751
what if we don't texture them
>>
>>145752715
Oh cute, you can quote infographics.
>>
>>145752670
>It's a portmanteau.
>rotation pixels -> rixels
>rotated pixels -> rixels
that solves it
>>
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>>145752847
then you're making milo
>>
>>145752939
Or Wind Waker
>>
>>145752937
"rotation pixels" doesn't mean anything, that's a rotated sprite
>>
>>145752997
or runescape
>>
>>145753012
rotation pixels are the pixels produced by rotation with no anti-alias
>>
>>145752597
I just finished a university course in composition, so I think I have what it takes. What program are you using for your music? I started out with ableton, but have moved on to using vsts with cubase lately.
>>
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...brutal
>>
>>145750740
Rixels? More like REEEEEEEEEEEEEEEEEEEEEEEEEEExels, am I rite?
>>
>>145753146
Would enjoy upside down levels actually.
I really wanted some kind of Inception game with that gimmick but it never happened.
>>
>>145753146
Why are you posting an australian webm on an american site.
>>
>>145753053
pixel means picture element. "rotation" is an action not a picture and therefore you can't have "rotation pixels". pixels produced by rotation of a picture comprised of pixels would be "rotated pixels" as in "rotated picture elements"
>>
>>145753146
It's just like my Counter Strike maps
>>
>>145753128
I use FL Studio when making music, but the program doesn't really matter. It all depends on what works the best for you
>>
>>145753325
>the program doesn't really matter

if it's dogshit it sure does matter
>>
>>145753209
no because you cant rotate actual literal pixels without rotating your entire screen.
it's "rotation pixels" because they're completely new pixels produced to convey the rotation of the previous pixels.
>>
"you cant rotate actual literal pixels without rotating your entire screen."
t. Googem 2016
>>
>>145753365
the actual screen has dots, not pixel, whence the term DPI
>>
Oh shit, it's that time of the day again! Time for a new episode of "gogem spends hours discussing pointless shit instead of working on his game!".
Man I love this show. It never gets old.
>>
>>145753425
This is literally true.
>>
>>145720126
>not a single person added lewd to the poal
disappointed aggydaggy.
I would have, but I voted cooking
>>
>>145753184
I fixed it pretty quickly (frame buffers are much easier to set up than the last time I tried), but now I'm thinking of actually putting this in somehow

>>145753204
By pure coincidence, the game is actually set in Australia
>>
>>145753485
in japanese pixelart is called dotart.
>>
>>145753519
=/=
>>
>>145729228
This looks fantastic, anon.
>>
>>145753524
why would you want cooking.
steering entities (cattle) sounds way more interesting
>>
>>145753359
If you can work effectively in it and you like working with it it doesn't matter if it's "shit"
>>
>>145753549
>google ドットアート
>most results are pointillism
>google ピクセルアート
>get actual pixel art
>>
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>>145753870
you can't work effectively with a shit tool, that's what makes it shit
>>
>>145754060
m8, literally just try the top five and pick one whose workflow you hate the least.
>>
>>145753848
If I could choose two that would be my second choice. But cooking and farming is pretty comfy too.
>>
>>145753325
Yeah I mostly like to ask out of curiosity. Good luck with your game.
>>
>>145753991
>katakana
nigga what are you doing?
ドット絵
>>
>>145753991
ドット絵
Not アート
>>
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opinion on voxel games ?
>>
>>145754227
zero interest / 10
>>
>>145754227
the key to making a good voxel game is making a voxel game where the voxels are NOT THE GIMMICK
>>
>>145754358
minecraft's gimmick were the voxels and it did alright
>>
>>145754358
whats the point then?

just make a low poly 3d game
>>
File: sjv003004.gif (3MB, 417x261px)
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Working on the boss, its looks like not much progress is made but it had to rework how the boss handled its list of attacks.

Also the shooting attack isn't just a constant stream of bullets now.

Next I need to do the collision detection again.

I've actually had more time to work on this but seem to have made less progress.
https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
>>145754213
Hey googs, have you ever done pixelart? I'm curious about how it would look like
>>
>>145754432
No minecrafts gimmick was literally e-legos .
the voxels were there for ez programmer "art".
>>
>>145754514
legos are literally physical voxels
>>
>>145754486
being an hipster
>>
>>145754625
what's the point of being a hipster?
>>
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>>145750740
>>
>>145754580
it didn't advertise the voxel part though, it advertised the build anything with them part.
>>
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>>145753549
>googs gets told
>he turns it into semantics
>>
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>>145754514
>>145754580
Speaking of Legos.
>>
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>>145754060
>>145753870
>>145753359
>>145753325
>>
>>145754824
what is that abomination
>>
>>145754824
Did you build that? It's nice
>>
>>145754432
That's the thing, if someone wants to play a sandbox voxel game they'll play Minecraft because that's the most popular and biggest one out there. There's also already a million attempts at making a Minecraft clone but none of them have ever been as wildly successful as Minecraft. Another problem is every attempted Minecraft clone will try to copy the art style exactly, even though the art is mostly shit.

Cube World had a chance because its focus is on RPG elements, not the voxel world. Plus the art is different from Minecraft, so it's visually distinct. But that game is dead now.
>>
>>145754861
how can I turn water into clay and wood into clay?
>>
>>145754227
Voxels allow for interesting worlds but nothing triggers me harder than voxel characters, for some reason. They always look so goddamn unredeemingly ugly.

I don't know if it can even be solved. Smooth models would look out of place, and I imagine 2D billboarded sprites (which I actually kinda-sorta like in voxels (a la infiniminer)) wouldn't go down well with most people.
>>
>>145754861
all of those are good tools in their own way though
>>
>>145754950
Very carefully.
>>
>>145754997

what if you would be looking at the characters at a fair distant and not close-up?
>>
>>145755103
Squished pixels.
>>
>>145754950
burn the wood and soak the ashes
vaporize billions of liters of water until you get enough mineral residue to make clay
>>
>>145754658
being a hipster is good for indies because they cannot compete with the big boys so they need a niche
>>
>>145754861
The bottom row is modern art, which people pay alot of money for.

The AAA row is very good at churning out clones / replicas.
>>
File: AnimatedRequiredGannet[1].webm (465KB, 960x540px) Image search: [Google]
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Rate my winners splash screen
>>
>>145755169
Is all of this included in the dev kit?
>>
post relaxing dev music
>>
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>>145755103
See the guy in the far back with his name over him?
>>
>>145755183
honestly tired of seeing dogs in any form being posted here / 10
>>
>>145755225
https://www.youtube.com/watch?v=3o1MW3QoQME
>>
>>145755225
https://www.youtube.com/watch?v=xl7Hd2r0LOs
>>
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>>145755225
https://www.youtube.com/watch?v=vS_a8Edde8k
>>
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>>145754486

voxels make it easy to create huge areas in a small amount of time. the characters need to be voxel to be aesthetically consistent.
>>
>>145755225
https://www.youtube.com/watch?v=8Xc-GyWUZek
>>
>>145755303
it'd be quicker to make a low poly area than your pic.

also what the fuck are those cubes on the streets? 1+ meters tall out of place stones?
>>
>>145755440
https://www.youtube.com/watch?v=MT1XTtgT7hk
>>
>>145755183
cute! I love this game.
>>
>>145755225

https://www.youtube.com/watch?v=jEgX64n3T7g
>>
>>145750740
i love smoth pixel art like this.
>>
>>145755225
https://www.youtube.com/watch?v=kvwxPNS5gXg
>>
>>145755278
>>145755631
Nice
>>
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>>145755278
>night of nights
>relaxing

youtube.com/watch?v=bzRLZvtk1M0
>>
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Post space jam inspo
>>
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>>145756013
>>
>>145755183

dog poster made a game? pretty sure it's not him.
>>
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>>145756013
>>
>>145755183
What engine is this?

UE4?
>>
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>>145756121
Wow that looks great.
>>
>>145756171
godot
>>
Do any AGDG games have comfy music?

It seems it doesn't really suit most games
>>
>>145754861
I like this
>>
>>145746512

Just make the fall animation fast (short) then make the character blink (akin to how characters in those arcade games blink when they take damage or get killed) now quickly reset the character in the default stance (without an animation for her getting up, the nlink will make will work that old game psychology of the character having been respawne).Now also the character keeps blinking for a short wile after during which she is immune to tripping but wont get any points for misses.
Easy.
>>
What games are being developed for space jam?
>>
>>145756754
That sounds fine for a sprite-based arcade game, but for a 3D model like this it just seems bizarre.
>>
>>145756815
here's a list
>>
>>145756858
Does this mean we have decided to stick to the jam's time restrictions this time?
>>
>>145756973
no idea.
probably not, I'm sure anyone who is submitting has already started.
No idea why we have obnoxiously long start times.
>>
Why was Space Jam moved from 16th?
>>
>>145756973
Nah I've seen at least three games that were for Space Jam already being worked on. One of them is a strategy game where you send spaceships from one planet to another.
>>
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>>145755225
https://www.youtube.com/watch?v=iPvFAvVPDds
>>
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HybridBoy.jpg
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>>145756013
>>
Should I buy a STEAM greenlight account?

any experience on this?
>>
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>>145754513
>>145754513
>>
>>145757556
Only when you have a game that you're confident about is going to be greenlit. Why else would you buy a greenlight account?
>>
>>145757647
>pixel shit limbs
of course
>>
>>145757647
>see this
>looks like pixellated googum
>look at name

woah
>>
>>145757647
I'll take that as a no.
>>
>>145757647
I expected longer necks
>>
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>>145755798
thanks
>>
>>145757796
>mixels
>>
>>145755225
https://www.youtube.com/watch?v=u5xZbJDZZo4
>>
>>145757706
because I have money, why not?

was planning on making some dumb shit like a screensaver.
>>
>>145757796
>grixels
>mixels
>shixels

It actually doesn't look bad
>>
>>145757785
you can also look at my games history, most of my early games have pixelart
>>
>>145757975
Please don't fuel the cancer
>>
https://www.youtube.com/watch?v=CKgHrz_Wv6o

the only good EC show.
>>
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>>145758004
>>
>>145756856

No. No it doesn't.
>>
>>145758046
I actually was planning at some fractal animation.
>>
>>145757975
because you could sell that shit on itch.io without needing to spend any money. Plus in the event that you make money from that itch.io takes a much smaller cut than Valve does from Steam games. (By smaller I mean you can set it to as low as 0%, where you get all the money minus what paypal or whatever needs to take)
>>
>>145758103
>the only good EC
It doesn't exist matthew.
>>
>>145756754
That sounds awfully complex. I was thinking of something more akin to what OUendan/EBA does. I don't want my idol to "respawn" after a mistake.
>>
>>145758224
itch.io is a fucking niche page only 4chan knows.
>>
>>145758439
m8, one of them got a shill spot on House Of Cards.
>>
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Another day down
A Little bit closer I get to my goal
Just woundering how long do you spend deving a day?
Dont tell me you're all Neets who spend like 8 hours a day on this
>>
>>145758439
except it's not, but okay.
This is why Valve should make it so you have to pay $100 per item put on greenlight, not just once for everything.
>>
>>145758489
agar.io isn't associated with itch.io
>>
>>145758554
oh im dumb, thought you were talking about the gimmick sites again.
>>
>>145758553
>make it so you have to pay $100 per item put on greenlight
This kills the dev
>>
http://www.strawpoll.me/10507959
http://www.strawpoll.me/10507959
>>
>>145758629
>He can't make atleast $100 off his game
then you shouldn't be submitting your shit to GL in the first place.
This is literally the reason why GL is shit and Steam is over-saturated.
>>
>>145722858
Is this the best way to make a game if you can't into modelling/spriting?
>>
>>145758542
1 hour/week making actual game in UE4 40+ hrs/week enginedeving in various forms 0 hours/week unJUSTing my life
>>
>>145758740
No you fool. Greenlight isn't about completed games only. You can't sell an unplayable game yet you'd have to pay $100 for it.
>>
>>145758629
No it doesn't. It stops stupid people from spamming shit games.
If you can't make $100 then you shouldn't be putting a game on steam in the first place.
>>
>>145758862
>Greenlight isn't about completed games only.
literally
LITERALLY
L I T E R A L L Y
kill yourself.
>>
Artists (primarily)
What kind of features would you like to see in an engine? Stuff like assets (animation, sprite sheets, whatever) automatically updating? Or is that irrelevant to you since your editors show you all you need (maybe you work with a screeenahot as a backdrop)
Any particular features you'd like?
Perhaps if you have problems coding you'd enjoy some assistance there, stuff like automatic variable visualization, live code editing etc?
Any ideas? Ideas that haven't been done before would be preferred.
>>
>>145758542
4 hours a day streaming while trapped up, 2 hours off-cam, 2 hours working out and the rest is just sleep and fucking around.
>>
>>145758918
What is Steam Greenlight?

Steam Greenlight is a system that enlists the community's help in picking some of the new games to be released on Steam. Developers post information, screenshots, and video for their game and seek a critical mass of community support in order to get selected for distribution. Steam Greenlight also helps developers get feedback from potential customers and start creating an active community around their game during the development process.
>during the development process.
>during the development
>>
>>145758862
Anon greenlight is for products which intend completion. If you're doing less than that just put it on itch.io
>>145724863
In that case make an asset loader so people can 'mod' it. See soldat.pl mods
>>
>>145758345

Don't know what OUendan/EBA is but it's not really a respawn and to me it seems a lot less simple than animating the character falling and then getting up again in between beats that follow so closely on each other. Just start figuring out how you're gonna do it because in the end thats going to be the best way to do it.
>>
>>145759087
Yes, and Early Access is for the same thing, but we both know how that turned out.
And even then GL imples your game is just about finished, like fixing a few more bugs and then you're done finished.
>>
>>145759235
Elite Beat Agents, it's a DS rhythm game.
>>
>>145759126
>How early in development can I post my game?
>There are two categories in Steam Greenlight: One for mostly-finished games seeking distribution via Steam and one for early builds and concepts that are simply seeking feedback from the community. You can choose the right category for your title when you post.
>concepts that are simply seeking feedback from the community
>>
>>145759446
Yes, they added the second option with Early Access.
>>
>>145758862
if your goal is to push shit through greenlight you won't make any money or more likely lose time and money
>>
>>145759331
See
>>145759446

>concepts that are simply seeking feedback from the community
>concept
>simply seeking feedback
>doesn't have to be a game
>doesn't have to be sellable
>yet you want to force everyone to pay 100 to get feedback
>>
>>145759535
I have enough money
What is unacceptable is having to spend 100 bucks for every FREE game you want to release on steam
>>
>>145759575
yeah it needs to be a product that the public wants to buy, even if you got in greenlight you would still have to tackle refunds and people can ask to take down your game which already happened
this is not an exploit where people just vote stuff and it lays down in the store forever
>>
>>145759748
>yeah it needs to be a product that the public wants to buy
No it doesn't
>I have a free game – can I still submit it to Steam Greenlight?
>Yes, you can submit your free game to Steam Greenlight.
>>
>>145759575
What's the point anyway?
If you want to blow money on stupid shit theres far more entertaining ways.
You'd even make more money on patreon with just the promise of shit.
I don't understand why you're trying to defend shovelware so hard.
>>
>>145759814
then pay the fucking 100 dollars already and show the receipt instead of mindfucking everyone
>>
>>145759721
Release it elsewhere and accept donations, then publish it when you get $100 from donations.
Then on Steam you start releasing optional paid DLC.
>>
>>145759880
>le bored oil baron that have no value for money seeking to buy FREE greenlight access

shitposters are getting sophisticated
>>
>>145760068
I don't know what video games did to deserve all the shit they get.
>>
Okay, say I have 2 3d animations: idle and walk.
Do people usually create a separate animation when you switch between them? Like Idle to walk and walk to idle. Or do they just simply transition between them with blending or something like that?
>>
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Vampires and spooky skellingtons.
>>
>>145759880
>theres no point on feedback if you're not planning to make a sellable product
Really?
>>145759916
100 dollars for EVERY GAME
>>145760037
>having to beg for donations to release a free game
>having to beg for donations before development else the point of greenlight
Greenlight also helps developers get feedback from potential customers and start creating an active community around their game during the development process.
>is nullified
How is this not worse than the problem it's trying to solve?
>>
>>145760260
Typically you would have "starting" and "stopping" animations that let you transition from idle to the running animation and then back to idle. These animations should be short as fuck though, so the character doesn't continue through it's animation while being in-place. Helps if you have them for multiple mid-run leg positions too.
Lower budget 2D platformers tend to have a bit of sliding to allow the animation to come to a stop without it looking awkward, so you might want to consider that too.
>>
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Which engines would be well suited for making a game thats 2D with 3D models included
Like say the new Shantae game or Paper Mario
3D world thats locked in position but 2D characters
>>
>>145760576
Unity or UE4.
>>
>>145760260
Transition animations are ideal, but not always necessary. Simply blending often looks fine.
>>
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>>145760576
unity
>>
>>145760576
I would personally just use unity but both those games use custom engines which can get you the best results though requireing more work.
>>
>>145760576
Any 3D engine?
>>
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ok, I'm going to upload all this garbage to my itch.io account.

anybody interested?
>>
>>145760702
>>145760715
>>145760718
Gotcha
Gonna fuck around and see what I can do
>>145760767
I thought this would be the case, but I wasnt sure if some could handle animation well or something
How do they get the character models looking nice? Just program them to face directly to the camera?
>>
>>145760260
A transition animation is usually not necessary as long as you make sure the animations will sync up the foot positions. Player characters lately will use very complex blends to allow the character to walk at many different speeds and pivot/turn smoothly.
>>
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>>145760260
a transition for both right and left leg depending on where in the walk cycle you stop moving
>>
>>145749801
>post java they mad ;)
>>
>>145760858
if the engine can't handle 3d animations is not a 3d engine period.

>how do they get the character models looking nice
making nice models. just don't use an ortho camera and have it slightly rotated.
>>
>>145761086
>replying to 3 hours old bait
>>
>>145761264
his post finally went through.
>>
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How likely would I see a lawsuit if I designed a character based on bands?
Like lets say theres this guy who visually looks like Freddy Mercury, and all his attacks were named like "Stone Cold Crazy" "Bites the Dust" "Under Pressure"
Or a Cyborg "Human After All" "Around The World" "One More Time"
>>
>>145761358
>queen
>>
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>>145761416
>>
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>>145761358
You wouldn't get away with the names. You can get away with the visuals though.
>>
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>>145761358
>>
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>>145760303
A doodle for this game.
>>
>>145761358
Are you selling your game?
If not nobody would do shit about it.
Otherwise it might be okay here as long as you have the standard disclaimer but maybe not overseas.
>>
>>145761358
Hitman has a pair of moustached plumbers wearing red & green, I'd be surprised if they had to get permission from Nintendo.

You'd have to be careful with all the names and references though.
>>
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>>145761553
If your games irrelevant it won't matter.
probably
>>
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>>145739825
>>145744938
>>145739969
I'm home now.

For starters, the game is a free roaming first person point-and-click adventure.

>also it'd be nice to have some kind of reference for how long the game should be even though that will change.
About an hour or so should be enough initially.

>Any other pieces you'd like such as audio diary entries/examine text/etc.
I certainly wouldn't say no to that, but I think I can handle those myself. However the script should be written with puzzles in mind, rather than shoehorning them in afterwards.
The plot and setting can be anything that doesn't require large amounts of NPC's or densely detailed open areas like forests. I'm partial to sci fi theme-wise, but anything goes really.

If you guys or anyone else are interested in writing a story for a game like this, reach me at kodi#4067 on Discord.
>>
>>145761606
Nintendo is probably not a good idea.
>>
>>145760303
if you want to use ramps don't use dresses with a flat bottom, they look like shit.
>>
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>>145761634
And here's a webbum, hilariously showing the origins of the engine it runs on through the default map textures in use.
>>
>>145761774
Definitely not.
that game isn't a reference though, just shameless hackery.
>>
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added some more interface
it's now possible to place units on the map from editor level, they will be loaded to the game before the placement phase
multiple units can now receive damage from AoE spells at the same time
finally fixed the priority queue code... hopefully
now to the game goals
>>
Whatever happened to the zeemap thing of devs in certain areas
>>
>>145761827
that's so convoluted. it's not like 99% of things are going to use more than one of those options at a time.
context sensitivity.
>>
>>145761963
https://www.zeemaps.com/map?group=561827

This is years old though, most of these people are probably dead
>>
>>145762021
>I've never played an old P&C
We know googem, stop giving game design advice on it now.
>>
>>145761827

you can literally bunch all of those options into one button called use (except look perhaps).
>>
>>145762021
I'm designing it as the antithesis of walking simulators and "QTE movies"
>>
>>145762116
>5 hours to pick up keys and unlock door
>it's ok because an old dead genre did it
that attitude is what killed PnC
>>
>>145762271
If 99% of the time the player is going to always do the same action on the thing, and most of the other actions aren't even allowed to be effective, you should probably consider adding an option to do the most obvious action quickly.
>>
>>145762282
He's obviously trying to emulate them, not make a new one.
Kind of funny that you're talking about convoluted while having made WTV which is anything but.
>>
>>145762282
>stop liking what I dislike the post
>>
>>145762271
pointless busywork clicking redundant buttons isn't gameplay

if multiple interactions are possible take a page from arma or hitman and present a menu of things to do

or better yet have different items enable different interactions depending on what is equipped
>>
>>145720040
So what's the math behind the ball colliding with the ramp? I mean I'm basically doing the same (pong), but I stuck already with the logic behind calculating the new angle.
>>
>>145762271
just don't make it a click on buttons simulator.

add hotkeys. allow the user to equip something with one keystroke and turn the mouse click into use item on X (ie. use key on door)
>>
>>145761827
Looks promising.
>>
>>145761827
>what is context sensitivity
>>
how do i become an insufferable nerd
>>
What are some good examples of true top-down games (like Hotline Miami) that have great art and creature/monster animations?
>>
>>145762834
Holding down Q allows you to scroll verbs with the mouse wheel and E does the same for items.

Hotkeys would take like a minute to add.
>>
>>145763035
take no prisoners
>>
>>145763031
just b urself
>>
>>145763035
Usually games that are about ships or mechs or something. Humans are pretty shit looking from top down.
>>
>>145763246
kek
>>
>>145763035
Fortix is fun, and something anyone here can make.
>>
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>>145762734
not him, but it usually works like pic related

red rectangle - pad
gray circle - ball
blue line - trajectory before collision with pad
green line - trajectory after collision with pad
yellow dot - point of collision with pad (A)
black dot in the pad - center of the pad (B)
black dot below the pad - point X units below the B (C)

new trajectory of the ball is parallel to the line between A and C, speed can be adjusted manually
>>
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>>145763578
>>
>>145760819
Yes please as long as it's free
>>
>>145760819
>>145763798
Hello Jose.
>>
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Brace for hilarious programmer art
>>
Anyone have a first person controller for Unity in #C? Standard Assets comes with a JS version, but I need it in #C
>>
>>145764048
make your own skiddie
>>
>>145764048
Are you using an old version? They should have converted everything into C# by now.
>>
>>145764258
where can I get the new version? I made a new project recently in the newest Unity update but the standard assets folder only had a JS FPS controller
>>
>>145763924
>DIE, DIE, DIE

Good job on the slopes if done yourself.
>>
>>145764351
On their website. I would expect it to have been converted by 5.0 releas though.
>>
>haven't worked on my game for 3 years
>>
>>145764360
Yeah, doing everything myself. Thanks.
>>
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>>145755225
https://www.youtube.com/watch?v=ck5f9LzQmjY
>>
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>come on anon just release it already
>>
>>145765197
just like in my chinese porn comics
>>
>>145765197
who are you quoting?
>>
>>145765197
Why are you quoting people you've never talked to?
>>
>>145765281
my mom
>>
>>145765482
That's hot
>>
>>145763798
https://ca3games.itch.io/hong-kong-97-irak-remix

play this.
;)
>>
>>145764542
The best time to make your game was 3 years ago. The second best time is right now.
Start now, you can do it, make that game!
>>
>>145765656
no ;)
>>
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>>145765656
forgot screenshot.
>>
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>>145765656
>>
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>>145765712
my ideas are 3 years out of date, no one will care anymore

why can't I do even the simplest things in life? time to give up
>>
Should I use Unity or Unreal for a first person game?
>>
>>145765258
kek
>>
>>145765847
I bet you'll fail at killing yourself too.
>>
>>145765858
Unreal
>>
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>>145765858
Cryengine
>>
>>145758928
Bump.
Nobody has any wants when it comes to dev tool's apparently. That's nice I guess.
>>
game dev sure is depressing
unless you're notch I guess
>>
>>145766127
Godot already provides a lot of nice features for artists and programmers. I can't really think of anything else I'd need.
>>
his discipline and work ethic: gone
>>
I'm thinking of using Unreal but the thought of learning an entirely new engine bugs me. I just want to make games.
>>
Coming up with cool magic numbers is hard
>>
>>145766127
The scope of the question is very large and kind of a bother to answer. Most things that somebody wants are also going to exist in some current engine, too.
>>
>>145766127
A simplified map editor mode for quickly blocking out the level

Perhaps some kind of model and animations library that can be mixed, matched, exported, imported and whatnot in a relatively simple fashion?
>>
>>145766549
Well you could look at it as UE probably isn't going anywhere anytime soon. So the initial learning curve might be worth it in the long-term.
>>
>>145766617
What are magic numbers? I always hear about them but have no idea what they actually are for.
>>
>tfw the way to success is to make a 2deep4u walking simulator instead of the fun game you actually want to make
>>
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>>145745624
I'm aware. Some of the textures are from old games of mine that I just recycled for expediency. If anyone has suggestions on a grass style for reference, that'd be helpful.
>>
>>145757647
>>145757796
>>145758004
Don't ever try to give anyone artistic advice ever again, you dumb fuck.
>>
>>145766474
who am I kidding, I never had any to begin with
>>
>>145766685
that was probably bait to start up a long and pointless discussion about magic numbers. they are just values you hard coded into your program, nothing special
>>
>>145766685
It's an ironic term for variables in badly structured code that do important shit but are unclear of their actual purpose.
>>
>>145766685
https://en.wikipedia.org/wiki/Fast_inverse_square_root#Overview_of_the_code
>>
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>>145766697
Just change your definition of success to making fun games.
>>
>>145766618
Yeah but every engine is missing features.
>>145766452
OK I'll suppose I'll look to Godot to see what it has.
>>145766626
Sounds very game specific. Are you thinking of a tilemap editor or similar? Would supporting tiled well be enough? Is it supposed to handle any type of map forma. i.e you define the map format and what 'placing' means in the format and the engine provides a convenient interface. Is that too much overhead? What about template formats you can extend?
>>
>>145766685
I'm not talking about those kinds of magic numbers but rather these https://en.wikipedia.org/wiki/Magic_number_(programming)#Magic_numbers_in_files
>>
>>145754861
>mediums are tools

No retard, a shit tool would be like trying to make that AAA ice sculpture with a piece of sand paper.

People use an array of complex and high quality tools to make the best ice sculptures.
>>
>>145766950
My definition of success is making minimum wage money from video games.
>>
>>145767119
You don't need to sell out to make that much
>>
>>145767026
Rereading that page gave me an idea though, thanks.
>>
>>145766697
But Everybody's gone to the rapture flopped.
>>
>>145760303
The way the skelly jitters down the stairs is messed up. He should always move vertically and horizontally simultaneously, but sometimes he only does one, and sometimes both.
>>
>>145766885
>// what the fuck?
it's like johnny carmack hisself knew i'd be reading this on a wikipedia page a decade later saying the exact same thing
>>
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>>145754486
3D pixels gets most benefits of still being pixels, lots of those features
The biggest is that they can be used to build psuedo details, instead of having to make actual details

>>145755303
Look at this picture, its the perfect example of WHY Voxels are good.
Setting up a 3D editor and materials for doing the same is a pain.
>>
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Added primary attack.
>>
>>145767721
I don't think those are voxels. It looks like it was a regular model rendered at a low resolution.
>>
>>145767721

anon.. I hate to break it to you, but those are not voxels. it's a simple pixel shader.
>>
>>145767721
That's not voxels at all ya dingus
>>
>>145767721
>roxels
disgusting
>>
>>145766685
Here's a better link
https://en.wikipedia.org/wiki/File_format#Magic_number
>>
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>>145767721
That's just a low resolution render of a normal low poly model. similar to this pic.
>>
>>145768265
>bent roxmoxels
>>
>>145768357
This style turns me on
>>
>>145743760

Use SDL2
>>
>>145768443
There's a whole console for that look anon.
>>
>>145768635
Not him but I spent one billion hours trying to get it to link properly. It is simply impossible.
>>
File: agRiTgW.gif (583KB, 640x480px)
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>>145768357

this is an actual voxel model for comparison
>>
>>145768880
gross
>>
>>145768741
use linux, the real dev os
>>
>>145768880
With voxels that small you might as well just make it textured lowpoly instead.
>>
>>145768741
Are you on linux?
>>
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>>145768880
voxel models that were actually used in a real game that made real money
>>
>>145768635
my experience with SFML on win7 with codeblocks. just given up on the framework for the time being and continuing with the logic. if it can output some unicode representation of a map into terminal then that's good enough for now.
>>
>>145769092
>>145769107
I like the idea of linux but it does not have significant numbers of people using it for games.
>>
>>145769389
>real money
i think you're overstating the success of 3D Dot Game Heroes
>>
>>145769558
No you don't undertand. You don't dev FOR linux. you dev ON linux
>>
>>145769712
Maybe if it gets support for my paint and audio production programs.
>>
The number one reason why anybody would ever use voxels in their game.

http://imgur.com/UYFEMva
>>
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>>145769389
90% of those was during the experimental phase of going from 2D to accelerated 3D.
>>
>>145769601
>October 21, 2010
> Atlus USA estimated 25,000 units. 3D Dot Game Heroes actually sold 160,000 units, greater than six times expectations.

>RRPS
>Owners: 486 ± 951
>>
>>145769894
those are not even real voxels though
>>
>>145768741
Literally how retarded do you have to be for that to happen.
Follow the lazy foo tutorial and it takes 5 minutes.
>>
>>145770484
The lazy foo tutorial isn't up to date with either code blocks or the sdl archive last time i checked,
>>
>>145770702
just use SFML m8.
sdl is shite
>>
>>145770702
Worked for me. I was using visal studio though
>>
>>145770702
Nothing really changed
Download files
Include headers
Link library files
Copy paste sdl's hello world and compile.
>>
>>145770767
>tfw still using 1.6 because too stupid to get mingw and 2.0 to work
>>
>>145771235
you fucking what
please stop.
>>
>>145768741

You probably forgot to include SDL2main.lib
>>
>>145771235
Are you crazy, 1.6 is so bad.
>>
>>145731905
cute ship

>>145749181
>no godot games
alright im dropping it, game maker is the money maker
>>
>>145769898
>tfw the first computer game you ever played used voxels
>>
>>145763924
>It looks good! What is this guy talking about? Is he being humble?
>Animation starts
>Die laughing

10/10
>>
>>145770484
>>145770767
>>145770797
>>145771337
NO YOU ARENT CONVINCING ME OF TRYING THIS SHIT AGAIN NOT AGAIN
>>
>>145733128
you guys are all retarded

if you know how to program something that already implies you have an initial design of the product

people who say: "just start doing it then your ideas will come" are the wost faggots out there
>>
>>145771690
They literally have a pre-configured compiler install now.

But I really don't understand whats so hard about specifying locations.
>>
>>145771293
My game is not nearly complete enough to even matter yet but ill switch "soon"

Font rendering is god awful though
>>
>>145771489
Godot has only recently gotten traction with the introduction of the 2.0 version
It is relatively new engine, documentation is still growing, but as someone who for the past 6 years has been working with GameMaker, I won't ever leave Godot for GM
>>
>>145771996
How's Godot perfomance compared to GM?

Also new thread when?
>>
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>tfw someone leaves boxes around your castle

I guess I can use them for pressing buttons or something.
>>
>>145771804
>But I really don't understand whats so hard about specifying locations.
I don't either but it just never works.
>>
>>145772178
I didn't switch over for performance, but for comfort of coding, but I can check it in sample scenarios and post the results
if you have ideas for scenarios, post them
>>
>>145772178
right now
>>145772425
>>145772425
>>145772425
>>
New threade when?
>>
Does your game have double mermaids?
>>
>>145772518
Yes, they have two human halves though.
>>
>>145769898
DF2's multiplayer was so fun
>>
If I was making a garden sim, and allowed the player to plant things anywhere on the ground, how would I implement saving using GM:S?
Thread posts: 771
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