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/agdg/ - Amateur Game Dev General

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Thread replies: 763
Thread images: 145

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Friday Afternoon Edition

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

> Next Game Jam (Space)
https://itch.io/jam/agdg-space-jam
Collab: http://pastebin.com/NEPv0pPC

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for shitpost
>>
waifus
>>
OOP is best paradigm
>>
Fourth for salt your fucking hash
>>
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Thank you for posting best girl.
>>
>>145772419
>if you have ideas for scenarios, post them
Mostly interested in high amount of active objects and/or collisions
>>
>>145772616
does that mean use a different seed for every hash or something else
>>
Any good and simple tutorial for a breakout in gamemaker? im stuck with what happens with the ball and the bar after the ball respawns again, it just moves as it wants and i can't respawn the bar to it's start location like i do with the ball
>>
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How do I make sand look like sand?

I'm fucking slow with adding stuff.
>>
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>>145772425

xth for do not reply to shitposters.
ignore shitposters.
report shitposters.
>>
>>145772616
Why, I'm not using hashing for anything security related
>>
>>145772805
is he urinating in the sand?
Also is this the game with the circle earth?
>>
>>145772781
How are you handling restarting exactly?
>>
>>145772805
Make it solid white with black noise
>>
>>145772805
Is he melting the sand by pissing on it?
>>
>>145772805
yep solid is the way to go >>145773026

>>145772781
your game sounds like its out of control
>>
>>145773023
Right now the only restarting i got is the ball, wich respawns when touches the lower part of the screen. What i wanna do is make it so when that happens the bar also respawns.
>>
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>>145773057
>>145773019
>Is he melting the sand by pissing on it?
>is he urinating in the sand?
... fuck
No he's using a long arm.

>Also is this the game with the circle earth?
Yes

>>>145773026
>>145773181
I'll try
>>
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Finished the map, it will now only show tiles as you discover them.
>>
>>145773181
Yeah it is, i don't fucking know what to do or what im doing anymore, just started working in it again after some weeks.
>>
>>145772628
You are exempt
>>
I want to make a 2D game and I have absolutely no idea what to make

Please give me non-meme ideas. It can be a cliche
>>
>>145774145
start with a ping pong, then a breakout and so on, start with the basics and level up.
>>
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ragdolls are still stupid
>>
>>145774260
I laughed
>>
>>145774260
i dig it
>>
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>>145774258
I know how to code anon, it's not my first time. I just don't know what to make

I used to post a lot here a few months ago, but I gave up on this game
>>
>>145774260
Make it a feature. Player is so strong he turns people into goop.
>>
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Animation system done. Just need to fix some issues with offsets and what not (the arm is a separate sprite to allow smoother transitions to slashing animations). Then it's onto coding a way to generate collision maps.

>>145774472
Oh hey, I remember you. Since you've already done some work on patroling stuff, why not make some sorta stealth game?

Maybe make it top-down so it doesn't feel like working on the same thing as much.
>>
>>145773026
>>145773181
???
>>
>>145775015
Missingno?
>>
>>145774472
I love how he slaps their asses and they die
>>
>>145775015
Perfect.
>>
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Hi /agdg/.
I have non-gaming non-graphical intermediate programming experience.
How long would it take me to make something like picrelated in OpenGL/Vulkan for Android?
>>
>>145775015
GOTY
>>
>>145775129
OpenGL: several months
Vulkan: several years
>>
>>145775129
>vulkan
>android
>>
>>145775129
Well, that's gonna depend on how much experience you have and how you're going to go about graphics.
>>
>>145775129
>OpenGL
A few weeks, it'll take you longer to make all the assets
>Vulkan
Good fucking luck with that, you have no hope if you don't even already know GL and GPUs inside out.
>>
>>145772642
did two tests on my garbage hardware

1) how many 32x32 sprites moving at constant speed with 60 FPS
GM: 4500-5000
Godot: 2500
C++/SFML: 10000

2) how fast does it take to iterate a while loop 1000000 times (tests conducted 3 times, this is arithmetic mean)
GM: 225ms
Godot: 200ms
C++: 3ms

not really something you should take into consideration when choosing an engine
C++ has virtually everything and is a speed demon, but takes months to set up a project when working solo
GM has room editor, easy scripting language and most of predefined and useful data structures ready
Godot has this + ability to create own data structures with ease, and brazillion of UI elements ready to go
>>
>>145775129
The only struggle is learning openGL, the assets are simple, the movement is not complex.
You just need to learn rendering pipeline.
I think i could make that in a week because i already have openGL code to start from.
>>
>>145775189
>>145775205
>>145775281
So Vulkan was a meme all along?
Who could have thought.
>>
>>145775528
Imagine making a bangai-o game that wouldn't start slowing down intentionally when the screen is filled with missiles, explosions and other juicy things.
>>
>>145775785
It apparently has a lot of great features and performance improvements, its just not well known or widespread. Give it a few years.
>>
>>145775785
>So Vulkan was a meme all along?
It's not a meme for real devs.
It's beyond a meme for anyone on AGDG.
>>
>>145775129
Years.
Or you could choose an engine that exports to Android and supports 3D, and make the game within a couple months instead.
>>
>>145775980
I sure remember it being a very loud meme back around march, lots of hype here and on /g/.
>>
>>145775528
Thanks. I'll keep an eye on Godot, but I'll stick to GM in the meantime
>>
>>145776113
>very loud
Only because of 3 nodevs that think they can make a C Vulkan engine. They don't even make games.
>>
>>145776113
Because we will enjoy the performance benefits when real devs/library devs switch to vulkan
>>
>>145776113
so you're taking shitposting of community that doesn't know the problems vulkan's solving as a truth? stellar
>>
>>145776390
by that logic your post is bullshit
>>
>>145776535
yes, because everything is posted by the same person
>>
>>145773304
I chuckled.
>>
How the shit do I get a gf like the one in OP's pic?
>>
Should I use drag and drop i gamemaker or just use programming for everything
>>
>>145777020
Programming, dragondrop will only hinder and limit you in the long run.
>>
No spacegress, no hope.
>>
>>145776761
>you have to be the same person to be part of the same community
>>
Who else is really hyped to see what will come out of AGDG collabs?
>>
>>145777628
>what will come out of AGDG collabs?
Nothing?
>>
>>145777684
Very unlikely
>>
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?
>>
How can you tell when a fellow dev just innocently wants to hear your cool game ideas vs. an uncreative vulture trying to snipe your valuable, unique ideas?
>>
>>145777983
You can't.
>>
>>145778063
Then how the fuck am I supposed to share my ideas safely so that they'll know my creativity is the real deal?
>>
>>145778337
Truly creative people have no fear of having their ideas stolen because they can simply come up with a better idea later
>>
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back to game dev after a long break, played settlers of catan for the first time with some friends a few weeks ago and thought it would be fun to make

never made a grid of hexagons before so i've got some learning to do
>>
>>145778337

take comfort in the fact that most uncreative vultures are nodevs, and even if they were to develop it, it would be a mobile game tier trash rendition of a game
>>
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is unity still the best engine if i just want to make prototypes and never actually sell anything? haven't done gamedev in a while
>>
>>145778474
Not true. Nice try, vulture.
>>
>>145778692
>not true
Proof?
>>
>>145778669
For 3D, yes.
For 2D, absolutely not.
>>
No one has a screen smaller than 1024x720, right? That's the smallest resolution I can support in my game.
>>
>>145778901
>not supporting CRT tvs
kek
>>
>>145778901
If it's 64-bit only, then you probably should be good to go.
>>
>>145778669
No. Godot is a lot better for 2D games. If you're looking to prototype 3D games Godot can do that too.
If you want to go into a big full 3D game UE4 might be better though.
>>
>>145778901
>not supporting every resolution
>>
>>145778901
64 bit only.
DO NOT SUPPORT LUDDITES.
>>
>>145774260
Splatterhouse
>>
>>145779206
>>145780176
what do you guys mean by 64bit only?
>>
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>>145772628
>any of the rodent brigade
>best anything
>>
>>145780515
Your release executable.
Honestly it doesn't matter and really your game should be scalable at any resolution, poorfags or not.
>>
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>>145778543
it's not hard, six triangles from a hexagon
>>
>>145780647
The UI starts to get too tight at anything below 1024x720, it can scale to anything above that though.
>>
>>145778543
http://www.redblobgames.com/grids/hexagons/
>>
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>>145778543
>>145780775

you can also use a 3d coordinate system in order to get a nice straightforward value to play with for movement and such
>>
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>>145778901
Presumably any such person would be in the 'other' category, so you are AT MOST missing 2%
>>
Next enemy modeled, didn't have time for animations though. Will be gone for 5 days due to trip to England, so I'm not actually dead on the outside yet, just away from the computer.

Thanks to the guy who suggested using a Mosquito as inspiration! Hope the abdomen don't trigger to many people, me and P̶̢̰̓͆t̵̲͕̅͛r̸͚͈̀͠a̴͍̗̓͝r̴̨͔̎̚k̵͉͕̈́͆i̸̹̩͋̚ơ̵̢̺͝<̶͍̩͒̍ really want to keep it like that.
>>
>>145778669
And for prototyping games like FFT or Tactics Ogre would you go with unity or something else anon?
>>
>>145780807
Well as long as nothings game breaking that's fine then.
also
>>145781174
>>
>>145780515
If the game only runs on 64bit machines (ie. not some WinXP toaster), I'd probably expect them to at least support 720p by today. Of course, there are always outliers and some cheapo machines, such as some dirt cheap laptops. At work I've come across systems that are running Win95 and use some specialized software that they can't replace for a reason or another.

Just look up the average specs that Steam releases every now and then, and decide for yourself what you're willing to (or can) support.
>>
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>>145781179
Why the fuck do I always forget image I'm really not made out to be a dev.
>>
>>145780775
yeah i figured out this much already, i had to hardcode it but the other resource shared answered some of the questions i had about how this was going to work
>>145780934
this is really useful, thank you
>>
>>145781369
thought it was a moose with helicopter antlers before it started turning.
p.cool though
>>
>>145781369
Is it's skull really supposed to be split in two?
>>
game dev was a mistake
>>
>>145781779
indie game dev*
>>
>>145781779
>>145781837
*happy accident
>>
one word: inspired
>>
>>145781859
Go beat the devil out of your code, Bob.
>>
>>145781717
3* Yes it is, will become apparent when it's animated.
>>
microprogress
>>
>tfw no languages have the type system I want so I'm making my own
>>
>>145782458
>>>/g/dpt is that way Jblow
>>
>>145781082
i never understood what the fuck was this trying to solve. what's wrong with having non-ambiguous coordinates?
>>
>>145772425
>>145772628
This OP image is the same equivalent to the source gif. I mean what exactly does this anime have to do with video games? what am I miss here?

I don't know why AGDG loves posting the same shitposts over and over again.
>>
>>145782530
how is that ambiguous?
>>
>>145782512
It's for gamedev.

>>145782530
Nothing, it's just this coordinate system is really convenient. A line of hexagons is a line. A hexagon of hexagons is a cube.
>>
>>145781369
Pulsating Blood Sac / 10
>>
>>145782791
It is. It doesn't matter, though.
>>
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Finally got the orbits working. Also got he placeholder planets for now.
>>
>>145782791
-1 -1 -2 is 0 0 0. assuming your ints aren't capped you can represent any hex with infinite amount of coords
>>
>>145782865
It will be poppable
>>
>>145782957
it's completely unambiguous
>>
>>145783005
How does the gameplay work?
>>
>>145783173
The image just shows the canonical forms, each hex has an infinite number of coordinates that correspond to it.

It doesn't matter, though, and makes it more convenient: >>145782806
>>
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>isometric view
I don't know if I like this. There is wasted space in the corners.
>Click to move
So much better than arrow keys
>This huge square unit that fill all available space

Any good ideas for how units should move or abilities they should have? Right now I'm just throwing all of the abilities onto one test unit.
>>
>>145778543
>played settlers of catan for the first time with some friends a few weeks ago and thought it would be fun to make
•it's been made and re-made many times, I implore you not to
•read the rules, some people are sticklers on when and who you're allowed to trade with, some are not.
•break the rules if it's faster/more fun
•Make Splendor instead, it's more fun and easier to make thanks to it being more abstract.
>>
>>145783217
Well, its still not there. The player will be able to capture the asteroids and send them to other planets to destroy others.
>>
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>>145774835
>>
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UE4 game jam dev working on spicy food eating game with pooping mechanics here.

I have my food spawning script working, next step is to build the GUI.

If you are a 3D guy who want to tag along and make some food items or if you are a sound guy who wants to produce to toilet splatter sounds for the high score screen then let me know. Minimal effort required
>>
>>145783986
How exactly does one shit themselves on a toilet
>>
>>145784127
if you keep your pants on
>>
>>145773304

When you dig you normaly put the object you dog with in the soil and move it upward and not downward like it is doing in your webm.
>>
>>145783986
genuinely curious

what's the focus, the eating part and choices/mechanics or the pooping part? How is the former affecting the latter? Is it the player goal in the second part to make as big a mess as possible?

need more info all around.
>>
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progress
>>
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http://steamcommunity.com/sharedfiles/filedetails/?id=705485961
I'm on GreenLight now
please be gentle
>>
>>145785080
Is it even done m8?
Seems like you were still playing with shaders not to long ago.
>>
What's a decent way of implementing items that have different uses?

For example, say I have two potions, one healing the user, another one adding a temporary buff based on some conditions. How can this be neatly implemented?

I presume the best way would be to create a base class for information like name, etc and then inherit new classes that each implement the desired behavior for each item. However, with many items the amount of classes would scale rapidly, so that doesn't seem fully clean.

Another way I could see is having separate functions for each behavior, and then just passing function pointers to the object so that it invokes those on calling use() or something, but it also seems messy.

Is there a better way of pulling this off without having an if statement for each item?
>>
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And here's a better angle of that lewd pulsing action.
>>
>>145785235
That's dynamic dispatch, in general. Subclassing and method overriding is one way to get dynamic dispatch, while function pointers are another.
>>
>>145785318
Looking great, creeps me the fuck out which is the whole point so kudos!

Progress: Making slight forward movement on my inventory systems, Dwarf merchant might actually have a shop by the next recap, huzzah.
>>
>>145785235
>>145785435
Personally, I would go with function pointers. Unless you're using C, this shouldn't be very bad because every language nowadays has some kind of lambda syntax and function pointer/delegate.
>>
>>145785235
how about you stop being a knob and make a data driven system?
>>
>>145785318
Are those veins pulsating backwards?
>>
>>145785817
Veins transport low-oxygen blood back to the heart.
>>
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>>145784919
You have a table with 5 random dishes.
Each dish have a Potency value and a Duration Value.
When you click on a dish you eat it, and for the Duration the Potency of the dish is added to your Ohfuckimgonnashitmyself meter. (And a new dish is spawned on a 5 second timer)
If your Ohfuckimgonnashitmyself meter gets too high, you shit yourself.
The goal is to eat as much as possible without shitting yourself, and get to the toilet where you "unload".
Unloading on the toilet gives you a high score depending on how high your meter is.

So I guess you could say it has tactical elements. If you play it safe you get a low score, but if you aim too high you might end up shitting yourself.

I also plan on having two tactical items, milk and hot-sauce to modify your meter.

If I have the time I might add some annoying mechanic to open the door to the toilet, to add some stress factor.
>>
>>145785813
That's a separate concern.
>>
>>145785961
why are you making this?
>>
>>145785813
Are you talking about some sort of database implementation or just having one method for checking the type of item used and say having if statements define all the functionality, e.g. if item X = typeY, carry out this behavior?
>>
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>>145785235

>OOP programming in a nutshell
>>
>>145785817
Veins pump towards the heart, arteries pump away (both are readish under the skin). Is my mosquito/dead human cyborg not realistic enough?
>>
>>145786226
>object oriented programming programming
>>
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>>145785235

>OOP
>>
>>145786025
it's fucking not

maybe if you didn't spend your days trying to tell the compiler what a spell is you'd have more time to actually make your game

>>145786170
i mean make classes be intangible concepts, not your game things. items should have actions, actions should have effects, effects should have some abstraction you come up with that do things to entities in the world. then you just fill arrays with data from files and your game works without having everything laid out in code
>>
>>145786462
>effects should have some abstraction you come up with that do things to entities in the world
That's what he's asking about, you knob.

>then you just fill arrays with data from files and your game works without having everything laid out in code
Exactly what I mean by separate concerns.
>>
>>145786532
>However, with many items the amount of classes would scale rapidly
can you read or not?
>>
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>>145785235

>classes
>inheritance
>scale
>>
>>145785080
is this just an endless runner/platformer where you can also shoot the obstacles, paired with excessive juice?

https://www.youtube.com/watch?v=WBDgu6IUCsw

this is ACTUALLY vomit inducing
>>
>>145786654
Yes, data-driven design is how you prevent that (while allowing other things), but it doesn't answer the question of how to implement the behaviours in the first place, loaded from files or not.
>>
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>>145786716
I have seen some shit, Usually i'm not affacted but holy fuck
>>
>Want to make a lot of progress this weekend
>The hubby is staying the weekend at my place
Do I be a sperg and dev all weekend or do I nodev and spend time with him oh noooo
>>
>>145787050
If you want to progress, make progress. Have him test the game.
>>
>>145787050
make babys and in 16 years make up your own family dev team
>>
>>145786913
oh fuck off. merely because i didn't provide the last piece of the puzzle it's somehow not an answer? after he implements what's already posted he should be able to think for himself
>>
>>145785080
>>145786716

nigga, I think you did juice wrong.

juice should be about communicating the essential components of the game clearly, and this does the exact opposite.

the chromatic abberation on the sides makes it harder to read and react to incoming obstacles. the bullets are so small as to be unseen.
>>
>>145786130
72 hour Game Jam with the theme "Fire in the Hole". I wrote down a few concepts and settled on this one because it was the idea that relied the least on art assets.
>>
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>>145785235
Ye oughta study up on object oriented programmin' and how it's been shaped and evolved by t' great programmers who were conforeed with t' very problems ye be experiencin' now.
>>
>>145787303
>how do I do X
>do Y after doing X
>dude, you didn't answer the question
>oh fuck off, how is that not an answer?
Stop sperging out.
>>
>>145786716
I have motion sickness and your game doesn't trigger me, but it's really annoying to look at
>>
>>145787420
yeah, ok, let's have 200 classes
>>
>>145787301

>implying traps can have babies
>>
>>145787229
It's not in a testable state. :( I guess we can chill and play games together or something while I dev and switch off.

>>145787301
>Implying traps can have babies
>>
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>>145787401
>However, with many items the amount of classes would scale rapidly
How does object-oriented programming solve this problem, piRATA?

>>145787535
Did I ever say to make it OO and not data-driven?
>>
>>145787535
Use JSON
>>
>>145787616
FUCK OFF SPIC
>>
>>145787619
That's exactly what he said, still doesn't answer the question.

JSON, XML, etc. are also way overkill if you know the format of what you're loading already, which is usually the case.
>>
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>>145785080
>>145785183
there's still a little work to be done yes, but most of my shader playing recently has been "I want to make a shader that does X", I'm not even sure if certain stuff will make it into the game.
There are a couple other people helping me out with the art, level designs and play testing. I've been told the greenlight process takes a few months so I'll be done most of what needs to be finished.

>>145786716
>>145786918
The cascading block effect is the main cause of that, which has been toned down severely since then. On top of that, there will be a toggle for it.

>>145787390
Thanks for the feedback, I'll work on those suggestions.
>>
>>145787751
What was the question then? And how is it overkill if he needs 200 classes?
>>
>>145787836
>What was the question then?
>What's a decent way of implementing items that have different uses?
He said implementing, not defining.

>And how is it overkill if he needs 200 classes?
JSON is overkill, not data-driving.
>>
>>145787836
he should have exactly one class that can do everything an item needs to be able to do
>>
>>145787397
the time limit's a bummer, it's an interesting concept, and I like the simple depth to the risk/reward, but the foods should be recognizable and interesting and seem like a big art sink that might not jive with your fast design, and you're losing some things with the bathroom. Might be a side objective in deliberately fucking up and pooping on the walls, on the sink, etc. Might even be better just replacing the pooping with puking.
>>
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>>145785235

I believe functional programming was invented to solve this particular problem.
>>
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What's the best OpenGL guide for gamedev beginners? I want something that covers everything from the triangle to a tiny 3D game.

>inb4 enginedev != gamedev
I just wanna learn OpenGL, not make games.
>>
>>145786716
DEJA VU
>>
>>145788183
>raw OGL
you're a madman, godspeed anon.
>>
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So I'm thinking of making a First Person game where you just loot/steal shit like in Morrowind. Game would take place in a big alien city (like pic related) except the buildings would be much closer together. You sell everything you loot/steal to purchase upgrades so you can fly and explore the city much easier.

What do you guys think?
>>
>>145788183

everything you need is here http://nehe.gamedev.net/
>>
>>145787950
Different actions need their own parameters. A item with an action to "change status" needs a stat to change and the amount. Making a monolithic base class with everything an item could ever need at once isn't a good solution.

The best thing would be to use a language with variants/algebraic data types and have the item type be common item data plus a variant for each action. Most languages don't support this, so an abstract base class with a subclass per action is the next best thing.

>>145788183
http://ogldev.atspace.co.uk/
>>
>>145788183
learnopengl is a great guide. It has a little 2D game at the end, but all the tutorials before are about 3D so it should be easily transferable.
>>
I only just discovered that I can draw things in Krita with my tablet and import them directly into GMS. Why don't more people do this, and instead opt for making sprites via Aseprite?
>>
>>145788320
NeHe is horribly outdated and poorly written, never recommend them in this thread ever again.
>>
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The genesis of a new project!

It'll be basically Roadside Picnic in 2D, focused on stealth and anomaly retrieval and the life on the institute.

Thoughts? Not my first project, so this might actually get somewhere. My last project: >>145774472
>>
>>145788314
>What do you guys think?
I think your game could be """played""" by just hacking in a free-camera.
>>
>>145788476

>I can't follow along a simple guide. hold my hands.

kys
>>
>>145788496
Roadside Picnic/STALKER is all about atmosphere, it's very unlikely that a 2D game will be able to deliver.
>>
>>145788287
I didn't say raw, I'll most likely end up using SDL with it as well. Still pretty raw, though.

>>145788320
>>145788356
>>145788442
Thanks, anons.
>>
>>145788183
open.gl and web.archive.org/web/20150225192611/http://www.arcsynthesis.org/gltut/index.html
>>
>>145786462
I see what you mean, but I can't see how it essentially doesn't boil down to the same problem I presented.

Whilst item actions/effects are abstracted away from items themselves, it still leaves the problem of scale at hand. If I have 50 different item actions/effects, I would still need to have a multitude of classes, each covering each separate action/effect e.g. dot, healing, etc.
>>
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>>145785813
>>145786226
>>145786404
>>145786443
>>145786687
>>145787401
>>145787535
>>145788089
>>145788356
>I have no game and no intention of helping so lets shift the focus from making games to what the newest paradigm I learned was so i can feel important

Holy fuck why do you guys do this, are you too stupid to help him? You are fucking talking about ECS without even telling him how that paradigm can easily be implemented in his example without him having to switch over rcompletely.

>>145785235
Just make a base potion class, have your other potions inherit from it and only ovveride the "effect" function that takes a character and modifies it in some way.
Inb4 "Hurr to many classes how will i ever keep them in order" You can have all fucking potions in the same file and it would take just as much place as an ECS implementation. Now SHUSH and just like make game.
>>
>>145788650
>2D games don't have atmosphere
play more video games faggot.
>>
>>145788183
http://learnopengl.com/#!Getting-started/Creating-a-window
>>
>>145788069
Thanks for the encouragement either way!
I'll be posting progress, I'm in the flow right now
>>
Which engine is the easiest to pick up for 2D?

I'm realizing Unity's 2D is a huge unusable memefeature so I need a new base.
>>
>>145788631
Are you retarded?

>>145788675
That's not necessarily a problem, because the classes will likely be small and won't suffer from code duplication. Keep action composition in mind - "do X and then do Y" where X and Y are actions can be an action in itself!

>>145788765
Not one person mentioned ECS.
>>
>>145788356
listen nigger there is literally no difference between a derived and a base class except for new functionality, this is oop 101

what is stopping you from making a class with a method for each action, and then defining which action to use through data or some other code?
>>
>>145788650
There is absolutely no way I can make a 3D game about that. I tried once, i'm shit at modeling, animating and programming in a 3D ambient. In 2D, I find it easy as fuck to program and although I'm not a master at drawing, I think my skills suffice.
>>
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>>145788827
>He is right but didn't read all the 400 lines to find what new paradigm I implemented if i tell him that he'll look stupid
>>
>>145788845
>what is stopping you from making a class with a method for each action, and then defining which action to use through data or some other code?
That's exactly what I'm saying.
>an abstract base class with a subclass per action is the next best thing
>>
>>145788765

>"newest paradigm"
>have been in use for 15 years
>>
>>145788665
less shitty mirror for arcsyn

alfonse.bitbucket.org/oldtut
>>
>>145788845
>>145788964
Wait, no, that's not what I'm saying at all. That's stupid. You pick the subclass and set its specific member values through data.
>>
>>145788984
>newest paradigm I learned was
Why can't non oop guys read?
>>
>>145789119
Functional friends aren't good at parsing.
>>
Freshly uploaded PROGRESS for REM.
>>
>>145789119
I love this FP vs OOP meme
>>
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>>145789213
>>
>it's a pro-OOP shitposter derails yet another generally productive discussion with his hot opinions
>>
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How would I create textures like Shadow of Colossus?

I just need some sort of tutorial that gives a look close to it. All the handpainting tutorials end up looking cartoony. Looking at shadow of colossus there is no bump mapping.
>>
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>>145789358
>it's a pro-OOP shitposter derails yet another generally productive discussion with his hot opinions

No but seriously is there some connection with non-oopr's being unable to write/read properly? This guy didn't even finish his sentence and expects himself to be taken seriously.
>>
Make a game with the paradigm of your choice.
PROVE to us that it's a good choice.
>>
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>>145789360

japanese hand-painted textures are slightly different from their western counterparts. more grungy and detailed.
>>
>>145789726
Don't say that it triggers the non-oopr's.
>>
>>145789287
https://www.youtube.com/watch?v=20CNeKa3QYE
Managed to not include the link. Awesome.
>>
>>145789684
>...episode
Happy?
>>
>>145789360
Just hand paint something that's not cartoony.
>>
I mostly don't like OOP languages because of their poor type systems.
>>
>>145789839
Is that your voice? It's fucking sexy as hell.
>>
>OOPfags can't defend their paradigm and refuses to admit that the class hierarchy collapses when exposed to any significant complexity

instead of defending their paradigm they resort to namecalling and such.
>>
Help me pick an engine/framework guys. I'm on a mac and I have little programming experience. Most of my experience is in Java, but I've also dabbled in python, lua, C# and javascript. I'm still ass at programming without a book though. Also I can't/don't care about 3D right now. I just want to start with something and stick with it. What should I use?
>>
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>>145790107
People keep saying that. Its making me smile.Thank you anon.
>>
>>145789839
Screw the game, become a voice actor.
>>
About a week ago a nice anon told me how to implement a dialogue system in my game that would be able to print dialogue as well as effect game entities based on choices, by telling me to use a domain-specific language with an abstract syntax and interpreter that could be used to run scripts. I sort of understood, but if anyone has any more thoughts or advice on how to do something like that, specifically in Monogame/XNA, I'd really appreciate any advice. I'm starting work on it today and there doesn't seem to be much talk about it on the googles for specifically this use.
>>
>>145790317
>>145789839
Stop it anon, you're making me jealous.
>>
>>145788827
I see how that could work then, but how would one initiate it well?

Keep a file that stores all item specifications, load/parse it and store its contents in a flyweight structure that stores a shared copy of each item for further use?
>>
>>145788675
well, i don't know the scope you're aiming for but i assume having a simple set of operations is not enough

i'd propose making a scripting language of sorts, where effectors can query the context when the effect is being carried out

for example you'd have a file with "change_health invoker 10" which would be parsed into a changeHealth object which has getInvoker instance as subject member and 10 as a value member. when applying the effector the visitor (i think that's what's it called) pattern should be appropriate. basically, you construct a situation context object and call some apply method on your root effector that iterates over its inner effectors with that context instance. this way the changeHealth (through getInvoker) can figure out that the intention was to heal the invoker, which might be the player

i've written this before, i swear. it makes sense, i'm just shit at explaining
>>
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>>145790358
But its my favorite game D:

I will voice act in it though, maybe I can shill my voice out for other devs for sheckles.

>>145790464
no
>>
>>145789839

it's like Beseige, but for space?
>>
>>145790863
Multiplayer, dueling, 6DOF, Beseige in space without fire being instant and assured death.

Sure, why not.

I always thought it was closer to KSP, but I like Besiege better anyway.
>>
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>Start using ECS
>Only difference is that you call Objects Entities and that you are more anal in where methods and data go
>Nothing revolutionary, imagine I can save maybe 3 minutes of refactoring a day
>ECS guys spend 20 minutes each day screaming this shit to silent ears who are instead making games

Why do you guys always sperg like OOP is the devil when ECS is a branch of it?
>>
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Performance tests are fun. My weakest machine has Intel Core 2 Duo, and even on it it managed to stay roughly 60fps.

I think I could improve it a tiny bit, but I'll tackle that if slowdowns become an issue in average gameplay.
>>
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>>145791391

>I have no idea what OOP or ECS is but I'll opine on it anyway
>>
>>145791391
Everyone is argues about any paradigm like what happens in this thread sometimes are actually just nodevs. They spend so much time arguing about this shit because they don't have an actual game to work on, this is the only thing they can do.
>>
>>145791586
>He is right and hit the nail on the head, lets just meme him and nobody will notice I didn't point out what was wrong with his statement!

>>145791613
Yeah I know, its sad. At least source-guy had a vendetta.
>>
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>>145790394
Anyone? :(
>>
>>145791735
>>145791391

>Only difference is that you call Objects Entities

how does one take such a statement remotely seriously?
>>
>>145778337
Look, whatever you have for idea's or premisses for games, as long as you don't have a 30+ page document describing the game in great detail it'l be worthless for creatively bankrupt idiots trying to "snipe" your "unique" "idea's"
>>
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>>145791982
>If I take only a part of his sentence and ignore the rest it will seem retarded, nobody will notice!

What is up with this mental dissonance with non-oop'rs? Its kinda scary.
>>
>>145791559
>performance test
>same exact sprite
>>
>>145792180

>implying the rest of his statements were of any consequence or had any facts to back what he was saying
>>
>>145791559
>no particles
Sure, performance test with the exact same sprite works, provided you're developing for the fucking NES.
>>
>>145790394
>>145791975
Hi.

I'm thinking about it, but it's dinner time, so I'll get back to you soon.

Teaser: it uses async and await, i.e. coroutines.
>>
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>>145791982
>>145791586
>>145792330

I found a picture of you guys. You might not be retarded as he says but you sure can't spot bait for shit. You do realise that you guys look retarded when A: You reply to his baiting and B: You refuse to tell the thread when he is wrong right?
>>
>>145792217
>>145792353
I could make it reload the image file for each separate instance, but that'd be silly.

I'll do more tests as I have more sprites to test it on.
>>
>>145792408
I eagerly await your return, anon.
>>
>>145792451

see here >>145791982

false equivalence
>>
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>a bunch of nodevs arguing about oop and ecs while both work well enough
How about you flip a coin either one because no one gives a shit.
>>
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Made a simple script that randomly spawns debris all around.
>>
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>>145791982
>>145791586
>>145792330
>>145792616

>ECS is not that different because statement A and B
>HAHAH You must be retarded to mention A or B
>What was wrong with statement A and B?
>Because reasons you are retarded so I won't answer hahah you are so stupid

Every, fucking, thread.
>>
>>145792808

>what was wrong with statement A and B

>>145792616
>>145791982

>lalallalalalala can't hear you

>hahaha what is wrong with statement A and B
>>
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I turned my castle into Lemmings...
>>
>>145793464
Good to see they're as suicidal as ever.
>>
How would you program "Hitstop"?
On any hit, pause game for 1 tick?
pause animations?
Just the player?
>>
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>>145793449
Still. Avoiding. The question.

Why do non OOPr's fuck up every thread with them sperging about the newest paradigm they "learnt" at university? Don't they have games to work on? Don't they realise this isn't the place?

They claim they want to teach but refuse to answer questions, pathetic. The worst thing is there might be a nugget of truth in what they are saying but since they aren't smart to teach it people will just get a sour association with non-oop and maybe miss out on a better paradigm.
>>
>>145793946

I dont know exactly what you mean but in Unity the most simple way would be :
Time.timescale = 0;
>>
>>145793946
Stop updating the characters for X time.
>>
>>145793946
Pause all gameobjects (player, enemies, any moving items or obstacles) for # amount of ticks. Don't pause any background elements or other intangible objects.
>>
>>145794062
hitstop is when you hit something and it freezes for like a frame
>>
>>145794002

>implying anybody here has any responsibility to spoon feed anyone

I think this where I drop the let me google this for you link
>>
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figured out some shit with my hexagon grid

probably not the best way to accomplish what i was trying to do, but better than the last attempt at least and i'll probably start it over once i've shaken the dust off

next up: settlements, roads, land tiles, dice rolls
>>
>>145792557
Async/await are probably overkill for loading from a file, actually, but the theory is that they will make it so easy to write dialogue, you won't even need to load from files (you could still load the actual strings from files, just not the dialogue structure).

Do you agree? If so, I'd love to elaborate on the async/await method.
>>
Tip: you learn everything you need to know about animation from boobs
>>
>>145794528
They teach you a lot, but not everything e.g. how to animate effects like explosions, smoke
>>
To those who've mastered GM:S (like I read some anon last thread saying who had 500 hours used on it), how did you go about doing so? Should I watch all the tutorials I can find ever until it sticks? Or perhaps read all the GMS books ever made? I've seen a bunch of channels over Youtube.

Basically I have a lot of free time and motivation and was wondering what was the best and more efficient way to go about it. I don't have any prior programming experiences but so far it's going well still I think.
>>
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>>145794273
>The burden of proof lies with you, you stupid OOPr!

This is some next level fuckery
>>
>>145794751
I would also like to know this. Share your wisdom anons. What are things you wish you had done differently when learning?
>>
>>145789757
they also have more honor, unlike western textures
>>
Tip: you learn everything you need to know about animation from boobs, explosions and smoke
>>
>>145794273
>I'm gonna sperg about my paradigm of choice and if anyone asks me why its my favorite, I'm not the retarded one if I then refuse to explain why.

Please teach me those mental gymnastics
>>
>>145794751
I watched Tom Francis videos, and then kept messing around. If I wanted to make something new, i'd just look at the GM docs and make it. Once I wanted to make some more complex things, like grids, I watched some videos on Youtube and learned it.
>>
>>145794960
Add arcs to that list.
>>
>>145794751
Do tutorials and such and make a game, like heartbeasts rpg tutorial, then add stuff by searching other tutorials and most importantly reading the GM:S manual.

The goal is figuring out all the in built mechanics of the engine, what it can do and how to do it most efficiently and the best way to learn that is to make a thing instead of just reading. You'll learn far more by doing, same for any coding.
>>
>>145794405
>nested for loops
sure glad my language has vectorized operations
>>
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>>145794002
you sound like you need a good dose of capitalistic programming theory, comrade
>>
>>145794474
The problem isn't necessarily loading from files, it's that I don't quite understand how to design a system that will use the loaded scripts to affect game code.

So let's say I have json data that contains dialogue for an npc. Great. I put a dialogue component on an entity and have the dialoguesystem render out the dialogue when necessary.

Now..let's say that I need the npc to ask "Do you want to be healed" and have the player choose from options, and depending on the answer either kill the player, heal the player fully, or close the dialogue.

That's where I'm having trouble.
>>
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>>
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>>145792658
>all debris perfectly still relative to each other

space does not work that way
>>
>>145795063
I think you also has to study gesture drawing to make proper keyframes, right?
>>
>>145795042
I'll check him out thanks.

>>145795079
Yeah I've already made two little games thanks to HB and I've started his RPG tutorial series a few days ago. My plan so far has been pretty much what you described; learning by doing.

I just thought I'd ask anyway, as anon said here >>145794884 I was curious about what people wish they had done differently in their journey. I'll keep it up anyway.
>>
>>145795345
What program is that even? Never before have I seen it.
>>
>>145795518
Not him but I'm pretty sure it's GMS's sprite editor.
>>
>>145795635
I see
>>
>>145795518
>>145795635
Or http://www.piskelapp.com/ maybe.
>>
>>145795371

If I give them a push from the start they just infinitelly fly in some direction and they are gone. I could give them some roation though.
>>
>>145794748
>implying explosions aren't just violently shaking boobs
>implying smoke isn't just boobs floating away gently
>>
>>145795389
Obviously, but as far as animation goes:
>Boobs: stretch & squash
>Explosions & smoke: basically how to go about a good amount of effects (smoke, flash of light, the explosion itself, etc)
>Arcs: how to make motions visually appealing, how to work out walk cycles, timing, among other things

Of course there's far more to add, but you'd be a pretty technically competent animator already if you can do those well.
>>
>>145795829
Some rotation would be good. You could only push some of them, like push 25% of the debris, that way there's some movement, but they wont all fly away.
>>
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>>145794405
I'm really excited about your project!
>>
>>145795852
No there's more to it. Boobs usually don't change color or break into pieces like an explosion unless you're doing some real damage to them but even if you did they wouldn't move the same way an explosion does and in the end it would be pretty much exploding boobs but that's just animating and explosion+boobs and not just boobs themselves
>>
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>R is functional and OO
>>
>>145796472
can't wait to see your game about time series analysis
>>
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>>145796472
Arrr, matey!
>>
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progress
>>
>>145796737
>hook and pegleg on same side
I am triggered
>>
>>145796930
what if he lost both of them to the same injury from the same side?
>>
what happened to the guy with the star flybys and walking around inside the ship?
>>
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Working on an auction house for my RPG. Anything to change in the mockup before I start implementing it?

The thing on the crossbow icon is a mouse highlight btw.

>>145791559

noice
>>
>>145796984
There's nothing unrealistic about it but makes him visually unbalanced
>>
>>145797139
Flew too close to the sun
>>
Fact: if your team fighting mechanics can't be boiled down to Tank, Healer, DPS, then no one will play your game because it's too complicated.
>>
>>145797174
What's the actual auction house mechanic like? I could give a couple of ideas based on what you're planning.
>>
>>145775528
>67 times slower than C++
>likely not even properly optimized code
I'm so happy I'm writing my own shit.
>but takes months to set up a project when working solo
No I don't think so. Depends on if you're using a library of course. Implementing everything like writing your own platform layers and stuff is gonna take maybe two three months (full-time, less time the less ambitious you are of course).

But honestly if you don't know the engine you could choose (say you're picking between C++ and Unity, you don't know Unity) that's just time that you're gonna have to put down into learning the engine and its quirks.
>>145775785
Vulkan sees a lot of gain for high end games. But you don't have that kind of asset load.
>>
>>145797587
Is a TF2 engineer a tank, healer or DPS?
>>
>>145781259
https://springrts.com/
http://urho3d.github.io/samples/39_CrowdNavigation.html
>>
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progress: I've made my first GI implementation

Should I boost the intensity or should I keep something sublte?
>>
>>145797715
DPS?
>>
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>>145796085

Okay, I did it pretty much as you said.
>>
>>145797876
Isn't DPS also used in English?
>>
>>145797823
>GI
global illumination?
>>
>>145797963
Debris should spin proportionally to its mass. So smaller debris can spin very fast
>>
>>145797876
If you're playing engie as a DPS class you're doing it wrong. Where the fuck are the teleporters
>>
>>145797963
looks good now!
>>
>>145797995
Yes. It is.
>>145797876
This guy should know this.
>>145797715
Engineer is a utility class.
>>145797587
You're wrong.
>>
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>>145797617

Bid: Find item you want by navigating category buttons (stuff like Weapons, Equipment, Food, Materials, Components), click the icon, it loads up the info boxes at bottom right in this screenshot. Choose what price you want to try to bid, then click "Bid." The "Check" button is there to see what the item's past history is. Ignore the numbers on the weapon icons there, I'm cheating.The category icons and buttons also look like shit, but I'll come back to them I guess.

List: What my first screenshot is >>145797174, where the player can stock up to 10 items up for sale on the auction house. So they click an empty slot, navigate their inventory using the same category system, and then choose a minimum bid price (sort of like E-bay I guess?).

I've got a time passage system in my game, so the player will be periodically notified if any of their listed items are sold. Bidding is instantaneous.
>>
>>145797876
double penetration science
>>
>>145798158
No it's random (unless you simulate whatever created the debris). Large objects are very unlikely to spin quickly though.
>>
>>145798053
more like poor man's global illumination right now ( I don't use any RSM; only VPLs); it's totally imprecise but at least it's real time
>>
Does anyone have that triangle diagram where the points are Warrior, Rogue, and Mage and it is filled with different RPG classes that are near which base class they most derive from?
>>
>>145798330
That's what I was getting at. Of course small objects can be slow and large object can be fast, but small objects can spin very quickly if pushed with only a little force.

I don't know how those dynmics would work in a field of debris that's had time to stabilize though. Would most of the fast moving small debris stabilize?
>>
>>145797876
It's short for: damage per second

So instead of just going by attack strength or power, it also takes into account how fast you deliver that damage. So let's say a submachinegun in your game does 10 damage per bullet. It seems weak, but then when you take into account how fast it shoots, you can deliver massive amounts of damage in a short time frame.

Where as a melee weapon like a sledgehammer would do 50 damage per swing. It's more powerful per hit, but since you swing slower, you do less damage in the long term.
>>
>>145798681
Derivative garbage. My game has Fightmen, Sneakyboys and Spelliers.
>>
>>145795216
Actually, forget async/await. To make them work with this we need to implement a custom "awaitable" and "awaiter", but this is super poorly documented.

So I'll go with the regular AST method instead.

The general idea is that you break up dialogue into statements. A statement is something like "<participant> says <text>", "<participant> is healed", "choose between <statement> and <statement>", etc. It also makes things way simpler if the statements each say which statement should be next (null to end the dialogue branch). So you have an interface/base class for all statements that is then implemented/derived for each individual type. The "participant" can be something like a boolean - true for the player, false for the NPC.

Interpreting the dialogue is basically running it as a state machine (and now you know a great way to do this!). It's probably simplest if you put the information needed for interpretation inside the dialogue to begin with, e.g. the class for saying something includes the number of characters that have already been printed (starting at 0), for typewriter text. Otherwise, you'd first have to instantiate the dialogue into an otherwise identical structure that now has these fields - probably not worth it. Just be careful that you clone when you need to.

Example, realized the "statement holds next statement" approach was kinda hacky towards the end:
http://hastebin.com/kanavujuju.java

I'll make an article that learns from my mistake here, but hopefully this will get your foot in the door.
>>
>>145798835
kek
stealing this thanks
>>
>>145798778
very slow weapons also can be used by DPS characters

its just not popular
>>
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>>145798835
>>
>>145798696
Barging in on your discussion...

Isn't he in space? Why would the debris ever stop spinning?

Also large objects can definitely spin at the same speed or faster, but since they're larger it just seems like they're spinning slower.

Lastly, gravity is infinite. Nothing would ever 'stabilize' because there is always some other giant mass it would be affected by. Hell, it doesn't even need to be massive. It just needs to have some mass and you would still be affected by it however minuscule the effect might be.
>>
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>>145798681
>>145798835
Found it (;
>>
>>145799224
>Gravity is infinite
Its not though due to the vacuum energy discrepency, or rather it gets so small beyond a point it cannot be measured, which in scientific terms means that it doesn't exist.

Large objects tend to spin slower as it takes more energy to make them start spinning, momentum 101.

Objects spinning in "space" stop spinning rather quickly, again due to vacuum energy, a nearby sun blasting it with radiation (ever heard of a solar sail?) and it's not even close to a "space" vacuum at space stations heights in case you didn't know.
>>
>>145799224
>Why would the debris ever stop spinning?
Same reason space stations slowly fall back to earth and need to be pushed back up once in a while. Space isn't completely empty.
>>
>>145798835
I like that.
>>
>>145798878
This is..... interesting. I'll take this example and try and run with it, see if I can't get something basic running tonight. Thanks a lot anon.
>>
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>>145798835
My holy trinity of character classes are: Amazon, Elf, and Sorceress.
>>
I went to a gamedev club meet up today.

Why do all you fuckers have rainbow hair?
>>
>his game doesn't have a dynamic procedural class system
>>
>>145799637
>you
You're mistaking us for the hipster walking simulator crowd
>>
>>145799637
>implying we go outside
>>
>>145799532
They would still keep spinning though. They would just be a part of the earth now. The sun is still affecting the earth. And the center of the galaxy is still affecting the sun. Everyone would still be spinning.
>>
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So a pal of mine and I are planning on attending E3 next year, so we're starting to work on our project a bit more. We were wondering, out of all the requirements listed on their site, are there any that are typically difficult to come by?

In order to apply for FREE admission as a member of the interactive entertainment industry, you must submit two of the credentials listed below. At least one document must contain both your name and the name of your company.

All registrants should also include their company's website address which should be a fully operational site through which your Company Business can be validated. Registrants must have a valid employee email address to which their final E3 confirmation can be sent.

Acceptable forms of EMPLOYEE/COMPANY ID include:

Insurance Card listing both employee name and company name
Paycheck Stub verifying current full-time employment within the industry
Company Credit Card listing both employee name and company name
W-2 Form
Current Business License indicating type of business
Current Retail Sales Tax License
Current Resale Tax Certificate
Invoices within the last 6 months that show purchases of products related to the industry*
Current Federal resale tax certificate (VAT)
Current IGDA Membership Card

I'm thinking of taking up designing a web page and we're going to make mock screenshots of our game. The site has to be up and running for at least six months prior to registration if I recall correctly.

As for those other items like W-2's and what not, is there any easy way to go about doing that personally for a small company of two-three?
>>
>>145798258
Yeah, the category buttons at the upper left are probably the biggest sticking point for now.

Also I think the stats screen at lower right, for the broad axe at least, looks a little barren since it's damage value and so much empty space. Perhaps put some icons that signify whatever stats your game's equipment can have?

Also a minor nitpick, but you could change the corner of the stats box so that the weapon's icon has a lighter background behind it as opposed to the brown. Makes it easier to make out the graphic.

Additionally instead of having a small "x" to remove an item from a slot ( >>145797174
), you could have it on the whole slot and have some text pop-up that says "Remove item" when hovering over.

As for random ideas: When placing items onto the list, you could perhaps include small things like rarity (could be just an icon). In addition, you could show the general amount of participants and wealth of the populace around the auction house. Have those variables affect how often and what items get sold. So when you're placing an item for sale, you could get a rough estimation what you should be expecting at any given time.

Otherwise, I'm liking
>>
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>>145799637
You didn't know? It's the only way to become a true indie dev.
>>
>>145799637
>he doesn't have rainbow hair
top fucking kek
>>
>>145799637
You're on the wrong website, pal. This is /vg/'s gamedev community, not tumblr's.
>>
>>145799834
>Otherwise, I'm liking
*In any case, I'm liking what I'm seeing so far.
>>
>>145799637
That's what people do to themselves when there's nobody to tell them no.

If I turned up for work with rainbow hair, I'd be asked to leave.
>>
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Thoughts?
>>
>>145799987
too symmetrical
>>
>>145799987
Processes in the brain interpreted as consciousness, why do you ask?

Neat pic though but looks like DMC's dante
>>
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>>145799898
You know, there was a day not too long ago when pink hair was sexy. Hell, dyed hair was sexy. It just made girls look 50% hotter. Now it 50% irritates me whenever I see it. How/when did this happen.
>>
>>145800402
ayy lmao
>>
>>145799567
>Visual studio 2015 won't launch
>Installer won't launch to repair
Jesus fuck just kill me.
>>
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feedback? cap is backwards, he's looking to the left. want to make sure his overall shape looks recognizable/iconic.
>>
>>145801072
hello? yes that is very good keep up the good work and i look forward to seeing more of your progress on the game please stay tunned with the community of /agdg/ :)
>>
>>145801072
very iconic
>>
>>145801072
umm is this ms paint: the game
>>
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ui "progress" (item shop)
>>
>>145781179
Guy who suggested that, shit looks great. Props.
>>
>try to make a defender clone
>horizontal movement works fine
>vertical movement suddenly stops
>have no clue why it doesn't work
>It's literally the same code, only in y position
>>
>>145799814
That's called orbiting, not spinning.
>>
>>145772805

Make it solid white with black specs. Also add beach related imagery upon the first encounter so the player associates it with sand, like having a crab enemy pop out of it.
>>
>Keyboard.GetState().IsKeyDown(Keys.Any)
>Keys.Any

why didn't they think of this?
>>
>>145800402
It's called being a teenager.

People are supposed to grow out of it
>>
>>145801072
This is a very unique style that I have never seen before. If you need some game ideas here's a few:
A rock paper scissors game except with a restriction
A political game about voting
A game with interactions that are social
>>
>>145801072
legs are a little thick
>>
>>145801839
Keyboard.GetState().GetPressedKeys().Length > 0
>>
>>145801640
hello? yes that is very good keep up the good work and i look forward to seeing more of your progress on the game please stay tunned with the community of /agdg/ :)
>>
>>145801640
What's the game made in?
>>
>>145801965
Yeah I know about that, but wouldn't it just be simpler if they had just made a .Any key?
>>
>>145801640
Looks neato.
>>
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>>145801285
>>145802047
i DONT like this meme.
DELETE IT
>>
>>145802097
unity pleb edition
>>145802182
ty m8
>>
>>145801640
>click and drag menus

I would beat you up if I knew you in real life
>>
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>tfw can't beat own game
>>
>>145802672
You're doing it right.
>>
>>145801885
lol
>>
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I need to implement inventory in my game

What should I use? Arrays?
Thanks beforehand /agdg/, for your cooperation and forever-lasting support for game development. Without I would be a nobody.
>>
>>145802175
You could probably add it in yourself, but internally you'd be using the same line of code anyway.

Having it readily available would've been neat, but I suppose this particular case wasn't important enough for them to consider.
>>
>>145802907
How do you want your inventory to behave?
>>
>>145801953
are you fat shaming? baka desu faм
>>
>>145802907
Yes an array would work best.
>>
>>145802950
Just a normal inventory. The player will be able to gather items in the scenario, and then open the inventory and interact with them.
>>
can someone tell me why the update function doesn't work?
https://github.com/ca3games/Libgdx-Projects/blob/master/Defender/core/src/com/ca3games/defender/Player.java

here it's the input processor:
https://github.com/ca3games/Libgdx-Projects/blob/master/Defender/core/src/com/ca3games/defender/Input.java


Basically I'm making a defender clone in libgdx.
The horizontal movement works fine.
But the vertical works not as intended.
The vertical doesn't recognized the booleans and works only recognizing the key down event once.
>>
>>145803312
You just described to me what an inventory is.

You're not going to be able to make a game if you can't break things down into minute detail, because that's what programming involves.
>>
>>145799532
No that's unrealistic.
If you want an excuse look at Crookes radiometer.

But really the discrease in spin is something not worth considering on the scale where you'd have a human observer or human interaction take place.

Assuming there's no large bodies nearby.
>>
>>145803312
Try MakeInventory(regular) # regular kind of inventory
>>
I'm implementing combat now, any tips on how to make an object flash white in Game Maker?
>>
>>145799834

Thanks for the long feedback m8
>>
>>145803505
Your signs are inconsistent. In the player, you have up = negative, but in the input, you have up = positive.
>>
>>145803505
In your Player.java, should you be overriding both speed.x and speed.y by assigning the new speed?
>>
Working on revamping and adding some backgrounds for a sweet game, how does it look? The layers are separate, so it has full horizontal parallax. Not shown is the mist effect which will be ingame.
>>
>>145804153
yeah, I found it now by inverting the y keys.

>>145804171
there's a certain delay on the original game after you press a key and the ship stopping.
>>
>>145804285
Rightyo, not familiar with the original game so pardon me.
>>
>>145804015
Its impossible, OOP doesn't support it.
>>
>>145800127
>>
>>145804184
Noice
>>
>>145803505
This code is really bad. There's no rhyme or reason as to what is in Player vs. Input, and everything is just inconsistent:
>why does velocity have a setter when nothing else does?
>why is texture a Sprite?
>why is position a Rectangle?
>why are you moving texture (which is actually a sprite) and then setting position to the texture's position?
Small wonder you managed to fuck up already. Are you on fucking drugs?
>>
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>mfw having to waste team artist's time asking for technical images like a 1x1 black pixel because i'm too lazy to open paint
>mfw having to explain why I need it
>>
you have 14 seconds to talk me out of implementing a state machine
>>
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Anyone looking for music?
I need something to work on for the next few hours
>>
>>145804557
Thanks for the meme answer friend
>>
>>145804934
That's made-up, or the stupidest thing I've ever heard. More effort to ask for that then to do it.

>>145805132
co-routines
>>
>>145805132
I won't, but you should at least do it right.
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
>>145804934
I hope you're just pretending.
>>
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Been working on this tonight

https://a.pomf.cat/ppcxff.mp3

Tried making a tune with very high intensity that would fit during a boss battle or something simillar.

Only a basic idea so far but Im liking it myself
>>
>>145798878
>I'll make an article that learns from my mistake here
I'd read it. I'm really pumped for getting to a point where I need this.
>>
>>145805245
Also, like >>145805230 said, if your language has good coroutine support USE THEM INSTEAD.
>>
>>145805305
>>145805230
The worst part is, the first time I tried to make the pixel I fucked up and accidentally colored it white
>>
>>145805245
>that abomination
>clean

the only state you need is a switch
>>
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>>145805191
Make me a theme-tune
>>
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>>145805474
>this
>abomination
A switch works, but only for a really really simple FSM that doesn't need to have "nested" states.
>>
>>145778901
downgrading my monitor right now just to complain at you
>>
>>145805590
No offense but you've been posting the same webms over and over again for over a week now. It's becoming source tier now. Post new shits?
>>
>>145805590
I haven't been here in a while, what's this game? What tunes you looking for?
>>
>>145805762
>>145785318
>>145781369
Spoopy made a new enemy today though

>>145805852
Nobody knows, he just has a ton of fucked up skeletons. Probably not him posting that image.
>>
>>145805191
Some kind of lonely, bleak sci-fi track that isn't super ambient would be really great
>>
>>145805191
Training area/coliseum theme where you go head to head with eldritch horrors under the watch of hundreds of demon patrons.

(drawing a background for it at the moment)
>>
>>145805737
using a class for a state is an abomination
>>
>>145805737
I mean, it would look hella nicer in Haskell:
>data State = Locked | Unlocked
>push :: State -> IO State
>push Locked = putStrLn "The turnstile refuses to budge." >> return Locked
>push Unlocked = putStrLn "The turnstile locks behind you." >> return Locked
>coin :: State -> IO State
>coin Locked = putStrLn "The mechanism unlocks" >> return Unlocked
>coin Unlocked = putStrLn "The coin falls into a return tray." >> return Unlocked
>>
>>145805191
Item shop music for a dwarf town?

Working on inventory stuff but music would be hella nice.
>>
>>145806089
Why? Just because?

It's an approximation to >>145806095 done with a language feature that is far more common.
>>
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>>145805852
Ignore him, its not me. Have wireframe. (Too early for music)

He should have asked for something droning on and repeating itself like a broken record though
>>
>>145806231
because a state is a behaviour not an object
>>
>>145806236
bummer.
looking good bro, keep up the good work

>>145806228
>Item shop music for a dwarf town?
sure, what game
>>
>>145806236
>substituting wireframes of things you've already done for actual progress
Just adopt a trip, it's cheaper for bandwidth.

>>145806347
If you want to do it with closures instead of objects, go ahead. Again, more common language feature.
>>
wow , i came here just to see and boy , you guys are truly very skilled...
and i am still learning game maker stuff
>>
>>145806554
if you push the bolder up the hill long enough you're bound to learn how to do it better, even if the effort is futile.
>>
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>>145806414
Dwarf merchant (it's a placeholder title)

Only been around a little bit, still setting up the basics and testing.
>>
>>145806527
Posted wireframe so some nice music dude wouldn't be tricked by a falseflagger to make music for a game that probably wouldn't fit since the falseflagger probably would have asked for something really unfitting. But hey I'm the bad guy I guess?
>>
>>145774472
I remember that game and wondered what happened to you. Good to see that you're still hanging around.

Like they usually like to say: pick up your favorite genre, style, atmosphere, mechanic or whatever and try to mimic it.
>>
>>145806779
I'll give it a shot.

>>145806813
You're cool, skullwasp dude
>>
>>145806813
>But hey I'm the bad guy I guess?
You're still avatarfagging, even if it's for a good reason. Hence, you should trip instead.
>>
Reminder that there is literally no reason not to use gamemaker/unity.
>>
How do I do flags in Lua? I'm looking at the doc on bitwise ops and I'm confused.
>>
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>>145806758
(not in a sarcastic way)
>>
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>>145807006
What if I told you spoopy isn't even in this thread? Doubt he would post something like >>145806813 after yesterday, and that wireframe i'm pretty sure was posted yesterday due to some unwrapping issue he had.
>>
>>145807052
What if I want to not pay licensing fees for the software?
>>
>>145807426
get a job neet
>>
>>145807569
What if this is my job?
>>
>>145807001
Thanks kind anon, look forward to hearing it!
>>
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has anyone here actually made a game that made money here or do you all just do it for fun
>>
>>145807628
get a real job
>>
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>>145807372
Aren't we all spoopy-dev?
>>
What do you guys do when you can't into art at all
I'm completely fucking new to game dev with some previous programming knowledge so I understand the coding side reasonably but trying to do art is completely killing my motivation
>>
>>145808031
Learn how.
>>
>>145807930
What constitutes a real job?

Getting paid? Because I do that already.
>>
>>145808031
Find somebody else to do it.
>>
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How do I get famous actors to star in my game?
>>
>>145808361
give them money
>>
>>145808361
Get pics of them, recreate their face and body in Blender , have fun
>>
>>145808614
can you copyright a face?
>>
>>145807739
I'm having trouble with the intrumentation, got any songs you think that would fit so I can get inspired/steal from them?
>>
>>145808614
>he wants to get sued
>>
>>145808819
Everyone owns their face
>>
>>145809157
What if I have a twin?
>>
>>145808841
https://www.youtube.com/watch?v=zip3u016uXE

This could work I guess for what I'm going for, I'm not that versed on music stuff.
>>
>>145808031

art is fucked up because even if you do something really well you'll still think it's shit unless you're delusional. You just get to see all the flaws as you make it and how it differs from your original vision so you'll end up with some bias against it. You don't do that same process when you see what other people make. You might think what they make is shit but you'll think that for different reasons than when you look at your own work.

You really have to get to this point where you work on some asset, then move on and accept what you have. Maybe you come back to it later, maybe you don't. As you learn just make sure you don't try to perfect every piece, it's important that you see them through and try to actually finish some things. When idiots go to art schools what really teaches you is the sheer volume of work you're made to produce. You can learn everything on your own, but a lot of people don't. It turns out that putting yourself into debt for something can be a pretty good motivator to do that thing. The big thing though is to actively make some kind of improvement, and not just stagnate. Even a small improvement is good.

Basically just do a lot of it and try your best to realize that it doesn't have to (and probably won't) be perfect as you improve in numerous, small iterations.
>>
>>145809276
You still both own your own face, but if someone uses your face you can both sue them
>>
>>145809375
ah, you lost me, buddy
I've tried to replicate this style but I fucking suck at it.
>>
>>145809498
Thats a lie. If I accidentally model a spot on model of your face and use it my game, without in any other way linking you to the brand, it's not a crime.
>>
>>145809498
>What is southpark

10 bucks you're american educated yes?
>>
>>145809589
Don't worry about it, I'm still quite a while away from needing music at all. Just thought it'd be cool to have something while I test.

Keep up the good work music bro. I shall return to tedious work on this fucking data structure.

I swear once I get this inventory system hashed out I'm putting it on the GM:S market for free for the next poor fuck that has to try to do this.
>>
>>145809936
>I swear once I get this inventory system hashed out I'm putting it on the GM:S market for free for the next poor fuck that has to try to do this.

Add it to the agdg github GM repo
>>
>>145809931
South Park is covered under parody. Good luck using an actor's image in a serious drama.
>>
>>145782776
Watch Himouto! Umaru-Chan and see it for yourself. It is about girls playing video gamesö reading manga and watching anime (just like Lucky Star). It is a nice anime and manga series too!
>>
>>145810107
So essentially as long as the character in some way isn't a precise copy of the character IRL its alright even by your own definition(because then by the definition of parody it is a parody)?

We have a saying here to "Think longer than your nose reaches".
>>
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FRESH progress

WARNING!
DO NOT steal
WARNING!
>>
>>145810401
https://en.wikipedia.org/wiki/Personality_rights
>>
>>145810556
m-moxeldev?
>>
>>145810556
Pretty interesting. I don't exactly get the interplay between the islands?
>>
>>145799987
IIRC he had a wider head (or at least it feels to narrow here). Unless you go for such heads, of course.
>>
i give up
>>
>>145810680
>https://en.wikipedia.org/wiki/Personality_rights
>Personality rights are generally considered to consist of two types of rights: the right of publicity, or to keep one's image and likeness from being commercially exploited without permission or contractual compensation

Sorry, you probably missed my last post, here let me show you: >>145809719
There's thing thing on the mouse called a scroll wheel where you can actually scroll the page up/down incase your memory is to short to contain a convo.
>>
>>145810862
those are supposed to be nodes on a map, like a fire emblem world map or something.

i just got cute and laid out the maps themselves in place of the nodes for now
>>
>>145811016
Ahh ok. I wondered if maybe it was like some kind of turn-based thing with simultaneous encounters. Looks nice!
>>
>>145810974
https://www.youtube.com/watch?v=9F5p1_hR2Ws
>>
>>145811003
Prove it. There are dozens of examples of actors suing over their likeness being used without permission.
>>
>>145810974
I have a better idea!

Quit being a baby and get back to dev
>>
>>145811283
ty! that is an interesting idea btw
>>
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any of you devs have a 3d gf? I need some inspirational stories here
body pillows dont count as 3d

neither does 3d hentai
>>
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So I have my inventory in a wheel shape and I want to use the WADS for hotkey selecting, so I currently have the player holding control and then using the WADS are arrow keys to choose the direction of the item they want
does this sound cumbersome or would you have to see how it plays?
>>
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>>145810680
>American thinks that newspapers aren't allowed to talk about people to gain money if that person says the paper aren't allowed to report on them.

Whew at least it can't get worse.

>>145811415
>Burden of proof lies with you! I have no example where an company used a likeness without explicitly stating who it was/using exact images in the last 10 years!

Okay enough 4chan for today.
>>
>>145811591
do 95% plastic korean waifus count as 3d?
>>
this series just came out
https://www.youtube.com/watch?v=Ri4bV3Z186Q
what does aggydag think? dev inspo?
>>
I just want to dev before I leave for the navy..
>>
>>145811708
http://www.gamespot.com/articles/gta-5-lindsay-lohan-lawsuit-moves-forward-gets-ugl/1100-6435659/
>>
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>>145811727
>>145811727
thats a case to case sorta thing
if the plastic looks good
hell yeh boi
>>
>>145811745
>ning nong chikimas nosan kubukoboka waru desu nip nong ching chong
why would I watch this
>>
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>>145811869
>http://www.gamespot.com/articles/gta-5-lindsay-lohan-lawsuit-moves-forward-gets-ugl/1100-6435659/
>Article says the case has not closed
>Article says it will be laid down

Am I dreaming? What are you on right now?
Sorry I mocked you americans before, its just sad really.
>>
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>>145811930
>>/pol/
you dont have to be an edgy racist here
you can let us in
trust us.
we wont hurt you like those other bad men on the chinese image board
>>
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>>145812143
why is this bitch acting cute when her tsm jacket is on backwards
im not fucking a tard no matter how hot
>>
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>>145812143
>haha, you're so paranoid thinking it's the same people always doing these off topic discussions
>it actually is
>>
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>>145812195
Don't even try and talk sense to Westerners, they have no honor
>>
>>145811591
Yep, she's an art student so she's doing the art for my game in her free time
>>
>>145811708
>American thinks that newspapers aren't allowed to talk about people to gain money if that person says the paper aren't allowed to report on them.

>http://www.dmlp.org/legal-guide/using-name-or-likeness-another
>Exception for News and Commentary
>>
>>145812453
nice offtopic thumbnail faggot
>>
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>>145812569
dam
dam
dam
dam
im so hard at this relationship
tell me shes a badie brudda..
is she a qt ?
>>
>>145812195
>you dont have to be an edgy racist here
being racist here is, in fact, against the rules
>>
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Guys I need some advice. It feels like my guy has chains on his legs.
>>
>>145813080
>floating hips
>>
>>145813080
First sort out the backwards motion of the leg. It's supposed to be smooth, not stop half way through and start again.
>>
>>145813080
Look at an actual smooth human walk cycle, budder. You're missing a ton of movement.
>>
>>145813080
try to feel the movement
walk a bit
do you feel the direction where your feet weight is thrown to?
in your pic the guy is throwing the weight of his legs forward. get the weight going in the right direction
>>
>>145813080
Holy fucking shit

I come back weeks after my last visit to /agdg/ and the first thing I see is that horrible animation I did last month

How many times did you make fun of me
>>
>>145813494
Hahahahahahahahahahahahahahaha
>>
hey agdg aggydaggy.com dev here, visual studio isn't working on my laptop and everything on my laptop is fucking corrupt and not working so I dropped gamedev while things reinstall and decided to go through the backlog of requests/suggestions I've received through the site, made some changes:

> Made all the buttons, header text, etc smaller and less spread out
> Added Space Jam info to the front page
> Redid the engines page to not be so "big"
> Reordered the nav and added a section for an "AGDG Games" page
> Adjusted the Tools page to add more requested information

Here's what is still missing that people have requested:

> AGDG Games, Collab, and Tutorials section
> Music Tools to add to the Tools page (Taking suggestions on these if anyone knows what should be added)

So I'd just like to remind people that if you see something you want changed or added to the site that you can ask for it in the threads and I'll probably see it, or you can fill out the anonymous contact form on the home page at tools.aggydaggy.com

God Bless :)
>>
>>145813531
t. hoppo
>>
>>145813531
>>145813494
sorry i'm a little buzzed
>>
>>145813494
anyway 3 times, twice on /b/ and one on here.
>>
>>145813823
You monster
>>
>>145807854

I made a shitty card game that made a tiny bit of money once.

I feel like if I put more effort in it could have made a lot more money, but maintaining a card game is fucking suffering.
>>
>>145811659
please help
>>
>>145812521
Lel, that guy gave a great response during the first or second match.. "Its difficult to answer that from a professional perspective"
>>
Guys, I think I'm getting too old to do pixel art anymore.

Years ago I'd be fine with MS paint and 400% zoom. I could draw what I wanted and had perfect control over the cursor.

These days I use 3500% zoom and still end up losing control of the cursor and making mistakes.

Is it time for me to retire?
>>
>>145815226
mouse acceleration fool, get with it
>>
>>145815226
If you're using your mouse to make strokes and not just touching individual pixels or maybe 2 or 3 at a time, you're doing it wrong.
>>
>>145815226
buy bigger screen fool
>>
>>145812521
>Go
A game that makes no fucking sense to me. How do people learn to play this shit
>>
>>145815385
>it's wrong to make strokes when doing pixel art
Whaaat
>>
>>145815389

27 inches. Years ago I was using like 18 inches.

>>145815385

I do both but I go to click on a pixel and literally just miss it. Even though I have such insane zoom.

>>145815381

With or without makes no difference. My hands just don't move the way they use to.
>>
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>>145815180
I watched all the matches, the commentary and bantz were great. It got me into Go actually briefly, before I gave it up, like I give up on everything
>>
>>145815495
It's categorically not pixel art if that's how you're doing it.
>>
>>145815506
>27 inches. Years ago I was using like 18 inches.
so what? the older you get the bigger the screen you buy. i don't see the problem. also years ago you were probably using a smaller resolution, you fool
>>
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>>145815417
What do you mean, Go is a simple game with simple rules.
>>
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What have you done today?

Post progress
>>
>>145815632
Except you're wrong

pixeljoint.com/forum/forum_posts.asp?TID=11299
>Other artist prefer to 'block-in' the major forms with a larger brush, then continue by refining the image until it has a pixel-level polish:
>>
>>145815856
It's not pixel art if all you're doing is strokes.

And strokes for blocking out don't need to be precise.
>>
>>145815705
Yeah but how does it end? Know what I mean?
>>
>>145815702

I use to use 1440x900 now I'm using like 1920x1080. It's not that big of a jump (33% across, 20% down), my monitor is like 50% bigger though, and the zoom level I use is over 9x more.

Lets face it, I'm old.
>>
>>145815915
>all you're doing is strokes
Found your problem
>>
>>145815951
Typically, when a player concedes. Theoretically, when there are no possible moves to make.
>>
>>145815794
come back tomorrow
>>
>>145815986
What?
>>
>>145815981
i didn't say you werent old i said buy bigger screen
heck my great grandma could do embroidery when she was over 90 you must be a real pleb if you can't even do pixel art
>>
>>145816080
Thats the thing, then you have to count it and i heard the counting is weird as shit. im guessing you play online huh? online must be better if all that shit is done for you
>>
>>145816182

Maybe I'm older than your great grandma.

Respect your elders son.
>>
>>145816282
maybe you aren't. you don't know her age
>>
>>145815385
You post this shitty opinion every day, but have you ever posted your art?
>>
>>145816346

You just said she was over 90.
>>
>>145816412
past tense. you don't know how old she is now
>>
>>145816649

Jokes on you because I'm the oldest person alive.
>>
>>145816725
Joke's on you she isn't alive
>>
>>145816793

So you admit I'm older than her!
>>
I'm the dev that is slowly making the stealth game where you collect evidence. Should I have the evidence be exaggerated like a large spinning polaroid or a large question mark??
>>
>>145816963
nope she is the oldest person dead or alive
>>
>>145816649
>>145816725
>>145816793
>>145816963
Kids, kids, settle down.
>>
>>145816937

I don't even remember my 9000th birthday.
>>
>>145817054

I was the first person ever born.
>>
>>145817121
pretty sure it's older than that, /vg/ alone is almost 4 years old
>>
Progress: HRT is going well, so far. Only a week in and any acne I had has cleared up. Very strong reduction in libido, though. Haven't made any games yet, but still early days.
>>
>>145817437
fuck you dad, you can't be my dad and my son
>>
>>145811591
You cant be a dev with a gf
>>
>>145817206
>born
she was your momma
>>
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Game idea: It's crusader kings but you can go back in time and bang your mom
>>
video game development
>>
>>145817930
dumb rulesposter

>>145817045
more info/screenshots? I dont remember any stealth evidence gathering game. That Twin Pines/Twin Peaks game maybe?
>>
>>145817920
>molyneux
Game Idea: You're a MGTOW and have to get strong as fuck in a world full of shit. Your goal is to stop circumcision, spanking, and big government.
>>
>>145817930
Delete ths
>>
>>145818114
Nah, but I'm excited to see where that goes.

I honestly only have a very crude concept at the moment and am working on assets. I posted like... a week or so ago so I'm fairly new.

I mostly mean collectables likes in metal gear solid where they're big and spinning and exaggerated.
>>
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This code is supposed to make the enemies fly towards the object's position. I call this code every frame, but the objects don't move. Am I doing something wrong?
I'm calling enemy.setPosition() in another function.
>>
>>145818683
>I'm excited to see where that goes
Do you even know what project that is?
>>
>>145818791
>getTheInstance
AAAAAAAAAAAAJ
>>
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I HAD A TASTE OF PROGRESS, NOW I CAN'T LIVE WITHOUT IT
>>
>>145818791
it looks like you're probably setting the velocity to an extremely small value

check what values newX and newY have
>>
>>145819061
time for arrays, lad
>>
>>145818791
Maybe position.X is an int, and its throwing the whole calculation into resulting in an int, and if the int is between 0 and 1, it gets truncated to 0
>>
>>145819171
I'll do that!
First i need to make the brick a separate class. Im doing as i need so i don't know if i create the class only for the brick or if i start transforming all the objects i have in classes.
>>
>>145818853
Isn't it the one that looks like a PS1 game with that detective guy with the dapper tie?
>>
In tic tac toe, how would you check if three matching pieces are in a row?
>>
>>145819691
Step 1: Learn how to program
Step 2: You already know how to do it
>>
>>145819691
Encode each gamestate into a hex value. Then build an array of bools, where the indices are those hex values that correspond to the possible gamestates. Access the array to check if your gamestate has 3 in a row.
>>
>>145820015
thanks

>>145819870
I would be embarrassed if you guys knew which game was actually mine after asking that question
>>
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How does my first ever main character look boyos? Any ways I could improve?
>>
>>145820176
cute
>>
>>145820159
One other thing. The array needs two bools, one for each player. You could encode two bools into an int though
>>
>>145820176
also inb4 >pixelshit
>>
>>145820176
Rorclone/10
>>
>>145820176
right hand is basically invisible
>>
my game is in the other room trying on her new type system :)
>>
>>145820371
>top down
>ror clone
u WOT
>>
>>145820616
>not watching
beta
>>
GM:S pro on humble-bundle for 10 bucks again when. :(
>>
>>145820472
I've been trying to make it larger but the left hand is supposed to be bigger cause it's in a gauntlet, so far increasing the right hand just makes the gauntlet not look big enough or increasing the left hand makes it too big
>>
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Status effects do things now except for petrify and freeze, but that will require me to refactor some code so I'll save that for another day. Should probably start working on the map but I don't really know how to go about it.
>>
>>145821009
*or increasing both* for the second one, sorry, brain's kinda fried
>>
What is with Gamemaker and javascript errors during startup of the IDE? It makes it completely unusable.
>>
>>145821384
Are you using a pirated version?
>>
>>145821384
Here's how to fix it:
Delete Gamemaker
Download Godot
>>
>>145813606
>Taking suggestions on these if anyone knows what should be added
For DAWs (digital audio workstations), LMMS is a free alternative that I don't use because it crashed every 10 seconds for me. FL Studio is also a good pick, but it's paid. Reaper is a cheaper alternative

If you plan on working purely with MIDI and soundfonts, synthfont is probably the cheapest alternative (only 20 bucks). There's also Seikaju, which is free, and I'm sure there's some I forgot.

For chiptunes, Famitracker and PXTone are pretty good. Here's an extensive guide for the latter
http://www.gr87.com/?page_id=64

If you need more info just ask
>>
>>145821087
so, barring placeholders, what kind of art /style are you eventually going for? Sci-fi? Retro?

What did you have in mind for a MC?
>>
>>145821009
I think it's a color issue more than a size issue
>>
>>145821087
What is this being made in, senpai?
>>
I can never get a read on how people who have used Godot feel about it, it seems like a lot of opinions about it could be meming for some reason. I extremely briefly checked it out and it seemed pretty alright, except for maybe the lack of GDscript documentation but I didn't delve far enough for that to be a problem.

Really, what do you think about Godot, if you've used it?
>>
>>145821087
Neat
>>
How would you make a drawing program?
>>
I know how to code and I want to make a 2D game.
Should I use Gamemaker or Godot?
>>
>>145822302
Gamemaker Studio.

>>145821976
Artstye I'm not completely sure, setting would probably be a modernish setting where magic is very common, and for the MC I only have a vague idea. His main color was going to be blue and the other player character, his older sister, would be red. The blue one will have 2 different designs though because of 'plot'.

>>145822849
Thanks anon.
>>
>>145822383
I've been using it for almost a year, and I'm loving it. I do remember back then there were often people memeing about it, but that's because it's a new engine. It seems like more people have started using it here, I see it more often.

I agree that the documentation was lacking, but it's been getting improvements lately. GDScript is actually one of the better documented parts, http://docs.godotengine.org/en/latest/reference/gdscript.html

The engine offers everything I've needed so far. The 3D side of the engine could use improvements but that's planned for after the 2.1 release. The 2D side is well polished.
>>
>>145822875
I wouldn't because it's a waste of time
>>
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What does /agdg/ think of the idea of open collabs on github? With a basic, working but empty game as a branch for newdevs to jump into if they want?

Obviously this would be for the types of games that you don't want credit for, you don't mind sharing, etc. Thoughts on this?
>>
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Yesdevs, how are we supposed to buy your VR games if you don't make them? What are you all waiting for? Are you just going to let this opportunity slip by? Do you not enjoy money?
>>
>>145823298
>collab
Fucking retarded.
>>
>>145822875
>Why would you make a drawing program?
You wouldn't.
>>
>>145823298
>collabs
Nice meme
>>
>>145823298
Isn't there a collab jam going on right now? And it happens to be space-themed.
>>
>>145823372
>>145823471
I guess your boring reply doesn't really merit a response, but this isn't collab in the sense of "hi now we are working together", but more like ownerless /agdg/ group games.
>>
>>145823298
can we make the genetically perfect indie pixelshit platformer?
>>
>>145823325
Why would I waste a thousand dollars buying a piece of shit hardware just to make a game for it. THEN try to sell that game to an extremely niche market because very few people have VR.
Let me know when at least 50% of PC gamers own VR, then I'll make VR games.
>>
>>145823554
>ownerless
Wow even more of a guarantee of failure.

Anyhow the "boring" replies are in response to the most cancerous and dangerous meme that has touched AGDG.
>>
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>>145823372
>>145823471
>getting mad at collabs
the counter memes are strong tonight
>>
>>145823298
>github
>hosting your open project on a closed platform
>>
>>145823559
Start one, idea man
>>
>>145823697
it's friday night in the US, anything remotely social is a major trigger.
>>
>>145823779
>>145823697
?

No one is mad here.
>>
>>145823697
if you've been here more than an hour you'd know these people are delusional in what they think will happen

not as delusional as the collab jam people, but close
>>
>>145823098
What languages do you know?
If you know Python Godot would be easy to learn. If you know C++ Godot would be easy to extend if you ever need to.
Gamemakers main selling point is being easier for non-programmers to get into.
>>
>>145823217
>>145823446
Thanks guys
>>
>>145823921
>forking projects on github
Happens all the time, actually

>forking projects on github that are specifically agdg, can ask in-thread about parts in the code by the authors, etc
Even better!

I think it's a great idea actually.
>>
>>145823960
I know C++ and Java.
>>
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>I know C++
>>
>>145824623
>using this pointer for no reason
amateur hour
>>
>>145824623
>Color* &
What are you doing.
>do I have to delete it
No unless you new'd it somewhere
Your design is really bad, go learn how memory, the stack and heap work.
>>
>>145824940
>>145825406
I didn't write that, you numbskulls.
>>
>>145825494
Then why are you posting it
Looks like a java babby's first time using sepples
>>
>>145825406
Color*& is technically correct for the way it's being used in that function
>>
>>145825594
Well, what do you know, the post just above mine, which I quoted from, mentioned knowing both C++ and Java.
>>
>>145825594
SUMMER
U
M
M
E
R
>>
https://youtu.be/15JCb6P60Vw
>>
I have some K, should I try coding with it?
>>
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http://orteil.dashnet.org/gamegen

Reply to this post, enter your post number as the seed, uncheck sanity, and this is the game you drop everything for and make. GOOD LUCK.

https://www.youtube.com/watch?v=g_wEs9x7G3w
>>
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>Reply to this post
>>
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I think the consensus is that I need different grass. Any suggestions on style? Final Fantasy Tactics generally used two colors for a grass tile, but I'm not sure if that'd work.

I've also got shadows on my todo list, but they'll just be simple circles. Should be able to do that in OpenGL using decals.

Any suggestions for other simple graphical tweaks?
>>
>>145826286
hi! :D
>>
>>145826286
https://www.youtube.com/watch?v=lqYqyHBTZjg
>>
>>145826316
That grass would be passable if there was some kind of border between the cliff and the grass
>>
>>145826316
is your shit placeholder art? i'm asking because it's grown on me and i think it's fuckin cool now
>>
When are people going to remove GameMaker from the >>145772425 ? Godot is superior to it in every way.

Keeping GameMaker is akin to keep Source which we haven't put in the OP in a while now and for good reason, they are both outdated and outclassed engines.
>>
>>145826564
Godot is fucking shit and no games actually use it.
>>
>>145820616
you're never going to have a game
>>
>>145820616
Is type system the new vulkan meme.
>>
>>145826229
>Reply to this post
>>
>>145826554
The stage textures and models certainly are. I think the units are acceptable for the most part. Animations could use work in a lot of places though.

>>145826462
I agree, the lack of bordering makes it look flat. I'll see what I can come up with for that.
>>
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>>145826286
>>
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>>
friday night mother fuckers
>>
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it was just a matter of time
>>
If you give me a (You) I'll give you a game idea
>>
>it begins again
FUCK
>>
>>145827587
nah I'm not a shitter, I just saved it and thought it would be funny to scare everyone, and as a comment in the recent drop in quality. I really wonder what happened to that person though, or if it was multiple people, or whatever. I hope they got on some meds or sobered up or whatever. I'm much happier with recent /agdg/, it's a great place.
>>
>>145801768
No, it's called rotate ing.
>>
>>145827451

remember when you got BTFO in steamchat and cried a bunch and then left?
>>
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>tfw you do a thing

Now I just need to learn how to rig, animate, and use it in a programming language!

;_;
>>
>>145827810
> thought it would be funny to scare everyone
You're literally asking for them to come back
>>
>>145827576
I'm ready
>>
>>145828224
FPS where you shoot your intrusive UI
>>
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Finally made a brute force attack, but it requires a username so theres still some puzzle element to it.

Thinking about spending time adding menu beepboops, or would it be better to work on content instead? The game feels sterile and sfx would help, but theres also no gameplay or content for next demoday yet
>>
>>145828140
hahahaha when will you ever learn reek

sorry my imitation isn't good, actually I was half-heartedly working on a bot to emulate it but gave up because why
>>
>>145828085
>those backwards normals
you're getting there
https://youtu.be/Tpui3oEAaiM
>>
>>
I am back! :D
>>
>>145828520
Don't surfers want to catch monster waves?
>>
>>145828368
I am so fucking impressed with your shit. I am currently dreaming of being good enough to cook up a REPL, and occasionally there's some AST talk in here and I feel like such a beginner. I love it. Really impressed man.
>>
>>145828618
With progress right
>>
Reminder: ironic reekposting is still reekposting

>>145828520
>hold foreword to win
Stolen art?
>>
>>145828656
>occasionally there's some AST talk in here
It's just me and Monogame guy.
>>
>>145828520
The spice must flow
>>
>>145828720
Monogame->SFML/webanon? Anyhow you're both great. You're all great. AGDG is a great place and I won't hear otherwise.
>>
>>145828368
>Thinking about spending time adding menu beepboops
what part needs beep boops? most games you'd want a sound for everything you interact with but this being a hacking sim... it's not like anything in a browser makes any sound.
>>
>>145828867
literally every hacking game ever has had sound effects and for good reason
dont go crazy now goog
>>
>>145828867
>injecting realism in the most awkward way
Recall Gogem he's making a game. Do cards make sounds?
>>
>>145828671
>>
>>145828867
I'm glad you put your name on for this comment, it was a valuable contribution to the conversation.
>>
>>145829057
https://www.youtube.com/watch?v=KkwHztYxY5c
>>
>>145828368
Is this really what hacking is like?
You just type brute force or whatever and it figures out the password?
>>
Should I make a 3D game on Godot or should I just use Gamemaker?
>>
>>145828654
He's a noob surfer! But yeah its just a basic runner game while i learn godot.
>>145828678
I'll take that as a compliment that it doesn't look like complete garbage :p
>>145828754
?
>>
>>145829383
Godot definitely > GM for 3D.
>>
>>145829350
>>145828867
assumedly this is like, some kind of endgame crazy ability that you only get to use in a real mission like once for the final boss fight
>>
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>>145828656
Thanks anon, I really appreciate that. I had to look up REPL was, and I have to admit my shell is all smoke and mirrors. Its powerful in its own way (usually if it asks you for more inputs you can just include them when you run the program, like
bruteforce police.gov/index.html whateverusername)

but its just standard OOP with coroutines, pic related
>>
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The enemy continues to try to shoot the player after getting sucked up into the gravity well. The enemies' bullets then proceed to get sucked up themselves. After the gravity well times out, the bullets go flying everywhere.
>>
>>145796829
Loving the art style.
>>
>>145829057
>>145829335
mouse clicking and typing also makes sounds, which the player doesnt need repeated to them.
>>
>>145829556
>smoke and mirrors
But that's what games are, don't talk like that's a bad thing. You're making a pretty rad game here friend. Still called Proxy Hack?
>>
>>145829774
Loving your contributions Gog'em, keep 'em coming, real insightful shit here
>>
>>145805590
https://www.youtube.com/watch?v=G-OVrI9x8Zs
>>
>>145801072
fuck is this neverhood shit
>>
>>145829350
>Is this really what hacking is like?
I wouldn't know, but think about LOIC, the DDoS GUI, it was pretty much point and shoot, just fill in the IP address. But I wouldn't think bruteforcing is even possible in the modern web, for example in the game in the webservers settings file LIMITLOGINATTEMPTS must be false in order for bruteforcing to work, otherwise a flood would be detected and subsequent access attempts would be ignored or whatever.

Its lucky that hacking games have a really low bar for realism, people seem happy if you include a few linux commands for navigating. I want the game to be stylistically accurate, for example buying bigger and badder wordlists, but I don't want to be judged on /g/-tier technical accuracy like .htaccess control vs ip whitelisting or something
>>
>>145828368
>Thinking about spending time adding menu beepboops, or would it be better to work on content instead? The game feels sterile and sfx would help, but theres also no gameplay or content for next demoday yet

Take a lesson from >>145821087
Make heavy use of placeholders, content is king. Where you think there needs to be something more, do something a little more, doesn't need to be perfect. Think it needs a sound effect? Just grab one off freesound for the time being.
>>
>>145828867
Besides the start menu navigation, maybe ambient stuff like HDD grinding when you retrieve files, or some kind of fan whine when the processor is working? You're right about webpages not having sounds, its going to be hard to juice this thing.
>>
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>>145828368
DEMODAY COMES FIRST

CONTENT FIRST, STICH IN SOUND FX LAST SECOND, THE DAY BEFORE DEMODAY

PROGRESS PROGRESS PROGRESS

I BETTER SEE YOUR GAME AT DEMODAY

IN FACT, EACH AND EVERY PERSON IN THIS THREAD BETTER HAVE A DEMO READY FOR DEMO DAY

PROGRESS PROGRESS PROGRESS
>>
>>145830706
is unity still as popular as it was in 2013/2014?
>>
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>>
>>145830472
I think you're doing the right thing emphasising gameplay over technical accuracy, but you won't hurt yourself by learning how things actually work.

If you ever got the time, Dan Boneh's course on cryptography on coursera is very, very good. Quite thorough, you'll learn more than you need to by far, and even if you do become master expert level 99 cryptographer, emphasising gameplay over realism will still be the right choice.

Another good suggestion is the book Applied Cryptography by Bruce Schneier. Good for layman and techperson alike.
>>
>>145830653
provide a music player with some killer hacking tunes maybe?
>>
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>>145830947
>>
>>145830947
Why do the trees start turning bright orange when the kid gets near them?
>>
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>>145829350
>>145830472
>>
>unity changing pricing tiers again
>>
>>145831168
he's a kid god and he's pretty happy
>>
>>145830053
I wish I'd gone full smoke and mirrors early on, I wasted so much time trying to "do things the right way" with simulated DHCP and IXP, it was so dumb, for example to call a function on a server object I had to construct a packet over like eight lines of code with string representations of the data to send, it was awful. Ive learned a lot though. Are you working on a project?

I'm calling it Deeplinks now, which I dont like as a word but its a nod to Uplinks, and I guess a deep link is a web concept where a link leads to the actual content, but the main meaning behind it is the concept of the "deep state", which is the elite of a country that persist despite government changes/overthrows, for example in Egypt the president has changed several times recently, but the 1% that own the companies, land etc are still in power. So in the long term the game is about who is in power behind the scenes and who scratches whos back. So basically a standard Illuminati storyline, its a hacking game after all.
>>
>>145830653
>>145831010
Don't feel like you have to go full "using a computer simulator", but some of that is fun. Can you get something that is kind of like fan whir to be enjoyable? Then use it, but don't feel like you have to. A media player is a fun idea. Maybe have the user able to torrent albums that take awhile to download. Not sure the connection your user supposedly has, or anything about your world (world-building is always a good thing, contrary to anti-ideaguying)
>>
>>145831241
Didn't they just change like a week or two ago?
>>
>>145829774
I'd like the player to be multitasking a lot, so at any given moment they'd be listening for notifications that a file is done being decrypted, or a new batch of fullz are up for sale, theres activity on some kind of tracer, theres lots of room for sounds as an information-bringer, but as for making it reactive/juicy, what could be done outside of 'onmouseover gui element'?
>>
In case anyone remembers that Third Person Camera Unity asset I made a while ago that I posted here, I said that I'd post progress on sales.

It's been roughly 1 month and so far there have been 7 sales at $20 a piece.
>>
>>145831778
FOB
>>
>>145801640
>scrollbar on left
w-what?

Looks springy and responsive
>>
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>>145831476
is this you too or do we have two hacking game devs? would be happy about either situation.

I like what you're saying a lot. Do you have plans yet for what kind of story will emerge? Like "linearly": player crushes elite, or player works for elite crushing/infiltrating rogue interests? or "open" like has the choice?

I don't think every game has to be open btw and I think the whole "give player choice" thing is over-valued, it can reduce complexity a lot to just choose for the player, and if it's a good game nobody will care
>>
How about this explosion for finish the stage?
TODO:
Make player invulnerable on final explosion
Move the final explosion to front
>>
>>145832225
the lasers shouldn't shoot at all during the explosion imo. It looks dumb
>>
>>145832225
1. Destroy all enemies
2. Make dog put on stupid anime expression with ^ eyes
3. Dog flies offscreen to the right with a trail of stars
4. Stagea Finishu!
5. Make sure there's some triumphant music
>>
>>145832225
is this memes?
>>
>>145830949
>Bruce Schneier
Great blog, theres so much happening in the technology/security intersection every day, thats really what made me want to make the game. Like a few days ago there was a virus that takes over your TV. Or things like Ashley Madison going down. Or police bodycameras being shipped pre-infected with malware. Its all insane. And the big questions about government backdoors, the "right to be forgotten", anonymous speech, there are fundamental questions that are going to start having some precedents and being written into law one way or the other in the next few years.

I appreciate the coursera reference, I'll add it to my backlog. At the very least I need to find out what hash salting is.

>>145831189
I just started reading Kevin Mitnicks book about deception, but I'm not sure how to turn social engineering into game mechanics. Like it'd be easy to make a dialogue interaction have manipulative choices, but how do you define +1 to manipulation?
>>
>>145829383
Unity/xna/mono is more reliable than godot.
>>
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I can't hold all this progress
>>
>>145804184
I prefered the original desu.
>>
>>145833540
Hey buddy! Nice to see your game coming along!
Just wondering, why is the ball still bouncing off the outside edges? Shouldn't you work on that?
>>
>>145833807
Well, the horizontal edges are working as intended, i just haven't programmed a win/lose condition yet.
First im ensuring everything works nice.
>>
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>tfw having to make sacrifices because of the limits of your technology and skills
>>
>>145833320
Yeah man, you have the right outlook. You owe it to yourself to get informed on crypto really, imo. Dan Boneh's course and Schneier's book, really worth the effort considering your views and potential for your game. But again, gameplay > realism where > is a binary relation on sets indicating what's important gamewise. I think you've got a good aesthetic going, and yeah probably a niche audience, but own that audience. My mom won't play your game, but that's okay, you should focus on making The Correct Game.

Also just waiting for the "We hacked OKCupid 5 years ago" announcement. Ashley Madison got some people aware, but it will take a major breach to get regular folks to take security seriously.
>>
>>145833540
I'm just waiting for the golden ball powerup
>>
>>145834104
It'll come Soon™
I think i'll refactor and clean up some code now, already have a good working minimal viable game.
Then i'll start making power ups pop up randomly when bricks are shat.
>>
Do tutorials count as progress
>>
>>145833540
>consistent progress
You are /agdg/. I wish I would have saved every webm you posted, so I could make a video montage with inspirational music
>>
>>145785235

Yes, that's correct.

>However, with many items the amount of classes would scale rapidly

Doesn't matter, your inheritance hierarchies are shallow.
>>
>>145831509
A torrent is a great/organic idea for spacing the soundtrack out. Hacknet did it nicely with having the same song loop until you progressed to the next level, then looping the next song over and over. They picked great songs but the game was only 8 hours long or so.

A torrent would make a great bit of UI.. seeder locations on a world map, visualizations of file completion.. trolling the player by dropping the seeders at 98%

I agree worldbuilding is great, but its a struggle with this game. I only have scrolling news headlines (and articles if you click them) to transfer information in an ambient way, disregarding things like emails or IMs. Another thing I want to make is a mock IRC client, so you can see other hackers talking about whats going on in the world, reacting to your epic exploits, etc.

As for the fan whine, I think i'll add it, DEFCON was one of my favorite games in terms of immersion, partially due to their sound design. Just random things like a secretary sobbing in the background, or shoes walking down a hallway, it really told a story about the setting. Right now it feels very much like your clicking on things on a screen, theres very little connection to or indication of the processes going on beneath the desktop.
>>
>>145834462
thanks familia
The feedback from here motivates me to progress more and more.
>>
>>145834767
>I agree worldbuilding is great, but its a struggle with this game.
But you have a year (or range of years) in mind, so you're already worldbuilding. It's not 1900 and it's not 2900. You won't lose by fleshing out your assumptions on the world of your game.

>headlines, articles, mock IRC client
that's fucking awesome

Immersion's a tricky beast. Helps a lot to, again, worldbuild a little. Who's your player, where are they, what's their surroundings, what's their context. I haven't played DEFCON so I can't speak on why a secretary would be nearby, etc.
>>
>>145834442
Only if they help on your game.
>>
Space music

https://www.youtube.com/watch?v=sTzNT8cWivo
>>
>>145774260
tumblr?
>>
>>145774260
I wish I had the balls to go 3D but polishing 3D takes too much time for someone working alone or in a small team.
>>
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>>145835880
nonsense, look at this totally awesome fountain I found for free on turbosquid

AAA quality. looks like it was ripped from Uncharted
>>
>>145835880
You'd actually be surprised, 3d has a higher base level of effort but starts paying off much quicker when you start getting larger-scope projects.
>>
>>145831778
Congrats anon, I remember that
now get out, this place is for amateurs

>>145832075
Thats another dev, actually there is also a third person that has a world map where you control a country and commit airstrikes I think. But rootkitdev seems to be making good progress pretty quickly, I like that they let data like heatmaps guide how things are laid out instead of placing things by hand.

For story I imagine it'll be a collection of different campaigns, for example US vs China cyberwarfare, or an Anonymous vs Monsanto type scenario. I'd like to work with /x/ too for some ideas, I know a little about the SCP stories that could be a cool "hacking meets X-Files" storyline. Deus Ex was my favorite vidya so with linearity I'm always a fan of being able to switch sides or enrich yourself rather than be tied down to one track in the story. It will probably come down to how easy it is to script the different things and keep them separate. I agree with what you say that making a mission multi-faceted can reduce the complexity to keep it flexible enough to be nonlinear. I haven't really gotten that far. I might make it completely linear at first just to develop the game and the systems, and once the "world" is working, then see how much nonlinearity it will tolerate. But definitely there will be a Pinkertons-style mission where you work for the 1% trying to disrupt a new power, maybe the Kochs trying to take over the Tea Party movement from Ron Paul, lol.
>>
>>145836219
Wonderful! I'm really looking forward to it.
>>
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Could somebody help me conceptualize how this would be coded?

Like Metal Gear Solid, enemies have a invisible cone of vision that is always in front of them. When your character collides within this vision cone, they see and shoot at me.It really is as easy as locking an invisible cone in from the enemy's character model. It's something I really understand.

However, I can't understand how to do this so that the vision cone can't go through walls. How can I do this in such a way where enemies could have this very real "cone of vision," but it doesn't go through walls?
>>
In a town lifesim with aliens, would you rather play as a Big Guy or a little guy?
>>
>>145836646
I swear I saw this exact post like a year ago.
>>
>>145836715
I swear I just drew that and wrote this post right now.
>>
>>145836646
Ray cast between the two characters. If it hits a wall first, they can't see them?

I don't even do 3D that might be retarded! Sorry for being a useless piece of shit.
>>
test
>>
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>>145836646
I happen to be an expert on the subject---
>>145836878
What this person said. It depends on how precise you want the cone to be. You can rescale the cone based on how far the ray is from the wall, and adjust the cone length accordingly. But if you want to have the cone go around corners, that's a different beast good luck with that.
>>
>>145837169
>>145836878

Thanks, I'll look into this.
>>
>>145834062
Yeah. In some ways programming is a lot easier than game design because everything in programming is so clear cut. Even if theres multiple ways to do it, it still either works or doesnt. I just figured if I started making the game logic, the fun would somehow precipitate out, so now I've got a mechanical prototype without a soul. I have these broad ideas about how I want gameplay to flow, like the loops of building your botnet or attacking a target, but when it comes down to moment by moment what the player will be doing or clicking on, all I can come up with are minigame ideas.

It looks like the Crypto I course started a week ago so its still possible to enroll, but Im hesitant to lose the NEET status I've fought so hard to keep.

Actually one cool thing about this game is whenever something like Ashley Madison happens (or better, that Mossack Fonseca thing) I can make a quick scenario based on it, KUMA War style, and maybe get some free publicity. Not that I'd take a side, but its easy to imagine "a game based on hacking Hillary Clintons email server" would be pretty viral.
>>
>>145837169
>>145837402

Don't do this.

That is the really stupid way to calculate it.

It is also really expensive to do it if you gonna have more than 20 enemies.
>>
>>145837604
This anon's right. Just don't use walls in your game.
>>
>>145837604
What's the solution then?

Also it's not like you have to do it nonstop every frame.

You only have to even check if they're at the cone to begin with.

Also, once you're spotted, you can safely stop checking for awhile.
>>
>>145836646
What engine are you using? I could help give you a few ideas for implementing it on GM
>>
>>145837921
>3D
>>
NEW THREAD
>>145838245
>>145838245
>>145838245
>>
NEW THREAD
>>145838203
>>145838203
NEW THREAD
>>145838203
>>145838203
>>
>>145834049
This is why you don't start working on your dream game, or a game idea you really like from the get-a-go.

Your first children will be retarded and you'll most likely abort them. You have to wait a couple of years until you've gained experience to properly make your ideas come true. Fail faster.
>>
>>145837718
>>145837752

Read through this books http://natureofcode.com/book/chapter-5-physics-libraries/

In particular.

Your checking if a cone is colliding with at most a box, then checking if 8 rays are colliding with a wall.
>>
>>145838324
>>145838335
are you fuckers just waiting to do this every time
>>
>>145837527
I think you have a great perspective so generally looking forward to your game. You don't lose NEET status for online courses do you? btw that Dan Boneh cryptography course has been recommended to me personally by someone employed by amazon re: crypto position, so you won't lose by soaking that up. And obviously Schneier knows what's up, his book is quite good.

But the question is always turning data into player-experience. That's what games are.
>>
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First time posting a webm here.
>>
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>>145838753
QUALITY TIMING MY FRIEND

YOU POSTED JUST AFTER A NEW THREAD WAS MADE

THIS MEANS YOU HAVE MEAN THE YESCLUB


CONGRATULATIONS!!!!!!!!!!
CONGRATULATIONS MY FRIEND

also I saw your pic, with the clouds. So you aren't lying that it's your first webm.

I am so glad that you're here. Please post in the new thread my friend.
>>
>>145838753
I fucking love it. I'd make the directly below player shadow more prominent though, it's a bit hard to see.
How are you doing that shadow?
>>
>>145838753

cute
>>
>>145838924
It's a directional light pointing directly downward parented to the player. It only calculates shadow for the player, so it's not too much overhead. I will definitely make it darker, yeah. Good tip.
>>
>>145837921
Blender
>>
>>145832852
>5. Make sure there's some triumphant music
got you covered famicom!
https://www.youtube.com/watch?v=0kcF7E69C6Q
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