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/agdg/ - Amateur Game Dev General

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Thread replies: 781
Thread images: 139

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You can be a game developer, just like Barbie! Edition
https://twitter.com/Barbie

> 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/
>>
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First for gamedev!
>>
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>>145838245
>javascript
>>
first for failure

https://www.youtube.com/watch?v=pWStaRmuXzY
>>
4th for procrastination
>>
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Why are tutorials so off-putting and frustrating to sit through?

I don't want to be a nodev shitter but every part of me fights it
>>
>>145839423
it would be better to fork an /agdg/ github project wouldn't it
>>
which thread
>>
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>>145839423
Personally I found out that messing up stuff is easier and faster for me than tutorials.
Once you get the basic stuff, you can start experimenting an d learning from the mistakes you make.
>>
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anyone uses opengl here?

do you know how to make texture blend with itself within the same draw call? right now if i draw two intersecting textured polygons, and then try to sample texture where they intersect glsl just gives me the value from the last poly.
>>
>>145839110
https://www.youtube.com/watch?v=zQej2fig1ls
>>
>>145839707
This one of course. It was made 10 seconds earlier than the other one, right at the 150 post mark. The pic is gamedev-related as well, not just posting random celebrities.
>>
C++ or C#?

Which one to learn first?
>>
>>145840472
C++ if you're hardcore
C# if you're a bitch
>>
>>145840472
C++ for Unreal, C# for Unity, GML for GameMaker. Pick one, then make game.
>>
>>145838245

>be a doctor, a nurse, a football coach, a police officer , an officer in 3 military branches, an Army medic, Miss America, the President, an astronaut, a firefighter, an engineer and a NASCAR driver
>you can totally be a game developer senpai it's so easy!
>>
>>145838245
needs shorter and pink hair, nose piercings, and mall goth clothes to be more accurate.
>>
https://www.youtube.com/watch?v=Ar4WzQ7KHak
>>
https://www.youtube.com/watch?v=8e-BgnZY5qg
>>
>>145844678
I'm in tears.

Sageman game when?
>>
>>145844961
/x/ + /mu/ + /agdg/ + /ic/ + /his/ + ???
>>
>>145840193
I think you are going to need to use shaders for that.
>>
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Look at me crashing into shit. Look how cool I am.
>>
>>145847402
>crashing into wall2.webm

where's crashing into wall1.webm?
>>
>>145848324
Check /egg/, more will be learned there.
>>
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Would /agdg/ want to see GTA clone made in Godot?
I'm trying to make it happen, but my gamedev skills are shit and I can't find someone who would make it for me[/spoiler.
Will post progress once I manage to get basic stuff working.
>>
>>145840759
What if I'm a hardcore bitch
>>
were all in here by the way
>>145838203
>>145838203
>>145838203
>>
>>145847402
your ship is very fast and the level very big

if you want people to actually see other ships as anything but dots you'll want to change that
>>
I can't stop thinking about another dev working on my game
>>
Has anybody that posts in agdg ever been successful?
>>
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i need some nice textures
peter plitzkhoffe
>>
>>145840193
Render a quad with the texture twice to an offscreen framebuffer with a colour attachment and alpha blending enabled
>>
>>145858269
>mental cuckholding
>>
today is the day to make game
>>
>>145844678
I need to be productive. Stop making me want to go through the /f/ archives again.
>>
>>145871532
if she was serious about that exo armor she'd loose the panties too. Casual.
>>
Any good resources on object composition instead of inheritance?
Is it really better? Or just for big games?
>>
Finally fixed my mouse, and it's so smooth again. Time to start modeling some lolis.

Wish me luck, guys.
>>
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i am worried that my game is... not good...
>>
>>145879645
Is that your game? What do you do in your game?
>>
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>>145880026
yeah its mine. its a fighting game, kind of like smash but you have HP instead of trying to get a ring out. its less about big long combos, and more about single hits that can sometimes lead into combos.
>>
>>145880125
Why would anyone play your fighting game when almost no one plays most AAA fighting games?
>>
>>145879645
>>145880125
Stop shilling, you never come on agdg and your /v/ thread got locked you fag.
>>
>>145880517
as long as the game has cute graphics and is on steam, people will buy it
not necessarily play it, but they will buy it
>>
>>145880538
>Tfw Tekken 7 on PC is gonna revive fightan'
>>
>>145880517

why would anyone do anything when there are other things

>>145880538

shut up vine
>>
>>145879645
>>145880125
You, or whoever makes the art, has a very nice art style.
I'm not really into fighting games though, but it looks pretty.
>>
>>145880631
Go away
>>
why is optimization so hard?
>>
>>145879645
>>145880125
Art style would definitely fit a playformer better than a fighting game.

Also, the world loves indie platformers. Fighting games, not so much.
>>
>>145880125
The art is unremarkable and a bit all over the place
id have to see the gameplay before commenting further but its good as progress
as a finished progress, it may need some work
>>
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>>145879645
>>145880125
>Hey guys I'm really worried my game is bad so I could really use some advice I know it's almost done but I'm really gonna take to heart what you guys have to say and have no ulterior motives whatsoever even though it's almost finished and I didn't show anything of substance regarding the gameplay
>>
>oh no my thread got locked
>better shill on agdg
>pls tell me my game is good, I'm SOOO worried
>>>/v/341885461
>>
>>145838427
The language so bad, there are literally 50 ways to transpile another language to it.

And yet we're stuck with it, because The Web. Until wasm at least.
>>
>>145880631
>why would anyone do anything when there are other things

What does that even mean?

You realize in a world where Blazblue and Guilty Gear exist and are getting terrible sales, making an indie fighting game is pretty retarded.

Those 2 games have graphics and gameplay that you'll never be able to rival, so my question is, why waste your time?
>>
>>145871532
Wouldn't you NEED the extra padding if you're going inside a metal machine?

Unless the cooling systems are really shit and you need to avoid hyperthermia.
>>
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>>145880125
>its a fighting game, kind of like smash but without what differentiates smash from other fighting games
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>>145881226
maybe the robot suit has padding built in and so there's no room for pants
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>>145879645
if this is the real graphics and not a mockup then you are in the top 10 of pixelshitters already
>>
>>145881410
Right side looks better.
Having outlines around the outside of a sprite look good, just don't use an outline on the inside of a sprite, because it will get too busy.
>>
>>145881410
Right
OR colorblock the left so there are no 1 x 1 pixels on the edges (I'm looking at the top of the head and the left shoulder)
>>
>>145879645
>i am worried that my game is... not good...
We won't know that until you show it to us, fool
Or is your game just about pretty pixel art?
>>
How would I implement flashing the enemies white when taking damage without having a completely separate sprite sheet with just every frame white?
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>>145882050
Don't draw the character for a few frames
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>>145882050
Shaders or surfaces. Or both.

>>145881589
>>145881608
Okay.
Could you explain what colorblocking is? My googlefu is not working.
>>
>>145882050
Change the texture to be white?

This is easily done in most frameworks/engines.
>>
>>145852163
just C
>>
>>145875453
>>145876209
Thanks for the feedback

Does anyone else have some constructive criticism they can share?
http://steamcommunity.com/sharedfiles/filedetails/?id=705485961
>>
>"Motivation only gets you so far, discipline gets you the rest."
>"If you're contracting graphics I think it's fair to call it solo"
I really feel like the guys on the reddit gamedev are just the agdg anons.
>>
>>145883238
>contracting graphics means you're not solo dev

I guess using an engine means you're not a solo dev too?
>>
>>145883002
I dont like the music and the constant swapping to text makes it seem slow.
I think you could probably find more exciting gameplay to include too. Starting the video at the title screen doesnt really grab my attention either.
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>>145882318
SFML has setColor, which just tints it. WHere white is the default colors, so tinting it white is exactly the same as the original sprite. Dumb shit.
>>
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It just works!
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Well, waiting to the end of the month, then buying substance designer. Will be learning to texture very soon.

Procedural texturing doesn't look that hard and it appears faster. I was thinking of learning diffuse + spec workflow or handpainting textures, however substance painter and designer seem easier.

I don't know if this is cheating, but fuck it.
>>
>>145883605
http://en.sfml-dev.org/forums/index.php?topic=682.0
>>
>>145883734
Congratz.
>>
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The /agdg/ site doesn't explain how to install and use webmcam. I can't even open the readme
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>>145884220
just use obs and webm for retards
>>
>>145881372
i like the cut of your jib
>>
>>145838427
>>145881079

dopey fucks dont know about what you can create in javascript these days
>>
>>145883238
>Went to look
>Found some post about a guy who spent 5 years making a game with 3 other people
>The game flopped because it's pretty niche
>Also they made their own engine
>"Guys, don't make games because you'll never succeed"

Is it just me or is spending 5 years on a single game a bit retarded?
>>
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>>145882291
>>145882291
I don't know if its a real gamedev term. I've heard it in the contexts of both fashion and building Lego. I think it can be logically extended to pixel art.

Colorblocking is making blocks of color that are the same, and reducing stray pixels of different colors. A lot of Cave Story's sprites are well colorblocked. I'll use the Grassland NPCs as exmaples.

The bats are perfectly colorblocked.
The frog uses colorblocking, but still has single pixels by its ears.
The jumping helicopter slime thing (idk its name) looks overall colorblocked, but is aliased along the edges of the colorblocks. Note that it uses 1x2 blocks of pixels for parts of the alias so it still looks smooth.
The big jellyfish is not really well colorblocked at all.

Aliasing along color edges and dithering are anti colorblocking. Sprites can still look good without perfect colorblocking, and with aliasing along edges. But try to minimize the number of stray pixels
>>
>>145878235
>>145878123


C# has the advantage over Java, in that it is the superior language (lambdas, delegates, etc).

C# also has the advantage over Java on windows, that it's VM outperforms jvm on windows, hence less fps spikes than jvm for games.

Java's singular pro for game dev is libGDX, because it is objectively superior to monogame/XNA.
>>
>>145884818
An down-the-road-unmaintainable pile of mess?

I mean, do you think this is a coincidence? https://github.com/jashkenas/coffeescript/wiki/list-of-languages-that-compile-to-js
>>
what's the bestest language/library/framework/whatever for prototyping a platformy puzzle game?
>>
>>145885347
Game Maker.
>>
>>145884847

The guy who did Stardew Valley worked on his game for 5 years.

This is the old trailer
https://www.youtube.com/watch?v=IcAZXEZQgRw

This is the new trailer
https://www.youtube.com/watch?v=ot7uXNQskhs

I plan to spend 5 years on a single game. 5 years is nothing.
>>
>>145885347
Something like GMS, Love2D, Stencyl, Construct 2, Unity or whatever you're comfortable and/or familiar with.
>>
what should I do if a dev forked my game and is obviously a lot better at it than I am
>>
>>145885553
offer a blowjob and implore to be part of his team
>>
>>145885480
I'm not saying there's no games that took 5 years and we're successful.

I'm just saying that it's pretty retarded to spend 5 years on a single game and then be surprised that your life is fucked because you wasted 5 years on a game no one bought.

People buying lottery tickets are retarded, but that doesn't mean 1 person in 10 million won't make money, it's thinking you'll be that person that makes you retarded.
>>
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Anon will surely reply to my collab invitation, right? He was just busy in the past few days, right?
>>
>>145884847
It is.
>>
>>145885849
>he fell for the collab meme
>>
>>145885849

are you a nodev or an artfag?
>>
>>145886078
I'm a dev waiting for an artfag.
>>
How do I know if a box is completely inside another box in Unity?
>>
>>145878635
wew thanks for the help guise
>>
>>145885652
he said the project is proprietary now and says he'll send me a C&D if I keep working on it
>>
>>145885161
I don thave time to argue with retards

NASA uses node.js for their space support systems you fucking idiot I bet you havent even coded an application in your life. next time do better research
>>
>>145885793

I disagree with that.

How would your life be fucked if you spent 5 years making a game that failed?

Do you die of cancer at the end or something?
>>
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>>145886553

no problem
>>
>>145886736
this is exactly why I will never let another dev work on my game
>>
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>>145886442
1. check the positions of both boxes
2. check dimensions of both with something like GetComponent.<Collider>().bounds.size
GetComponent.<Renderer>().bounds.size
3. check if insideBoxPosition + HalfSmallBoxSize is higher than outsideBoxPosition+HalfBigBoxSize for every direction
4. do the same for insideboxetc.. - half small smaller than outsidebox, etc..
>>
>>145886997
same feelings here,

what can be done to resolve this?
>>
>>145885480
That's barely an improvement for a X years gap.
>>
Can someone explain to me why
Katawa Shoujo
Animal Crossing
Bioshock Infinite

is so popular on /agdg/. Katawa Shoujo being the least of the things I don't understand.

Is it just the three titles attract autistic people? How do you make a game that is crappy yet people will be talking about it on /vg/ for years.

Katawa Shoujo came out 4 years ago. I don't understand this.
>>
>>145886553
>>145878635

lol, I was trying to avoid another ECS vs OOP thread. If you're serious about this watch this

https://www.youtube.com/watch?v=U03XXzcThGU

or read this for a basic intro

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

lots of ECS implementations exist now. So, you can try one that fits your framework. if you're using Unity, you're already using a semi-ECS framework.


ECS is good for
- when you want to create game entities at runtime with data, and you need that flexibility
- game entities have complex behaviour that will be difficult to model in a traditional OOP model
>>
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>>145887304
that's the power of a waifu

if your game doesn't have one you have already given up
>>
>>145887304
>waifus
>waifus
>i honestly don't know
>>
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>>145887304
>bioshock infinite
>animal crossing
>popular on agdg
>>
>>145886742
Success in gamedev comes from hit games. A better game is more likely to be a hit. The question is, is spending longer to make a game worth the effort? If you can crank out 5 goood games in 5 years, is that better or worse than 1 perfect game in 5 years? Do you think that effort into a game scales linearly into success, or are there diminishing returns?

I think 20 meme games is more likely to be successful than 2 serious games, even if you spend the same time total on both.
>>
>>145886243
>expecting artists to work for free
Why are you always making the same mistake? It's like expecting a real woman to
>>
>>145852163
java
>>
>>145887304
Waifus, waifus and waifu (singular). Bioshock Infinite isn't actually popular on /vg/, it's maybe two people trying desperately to keep their waifu thread alive.
>>
>>145887304
Bioshock Infinite: "We gave up on trying to give her a compelling personality, so we just slapped giant tits on this 16-year-old.
>>
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I am making game
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>>145856416
Already been noted as a problem. We're considering making ship modules larger and the levels more contrasting.
>>
>>145887696
>"""""nice ror clone"""""
>>
>>145887696
good

keep am making game
>>
>>145887304
Uh did you mean somewhere else? I basically never see any of those games discussed on /agdg/. Except for Animal Crossing sometimes because a guy is making an AC-like game.
>>
>>145882234
>>145882291
>>145882318
Thanks friends, I decided to use a shader and it worked perfectly.
>>
have you ever let someone else work on your game? did it go like you thought it would? how did you feel after?
>>
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Collision map generation mostly done. Now gotta get started on physics.
>>
>>145888117
What sort of game is that, anon?
>>
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Where the space jam games at?
>>
>>145888296
Just your run off the mill 2d action platformer. Making a custom map editor to ship along with the game, as well make level design progress easier for anyone I manage to get to join the project later on.
>>
>>145884847
The only time i would do that is if it's already sold a lot in early access and is making a reasonable income.
I think if your game takes 5 years to make then you probably overestimated your skills, or planned like shit.
>>
>>145888381
RNG gods have decided I won't be making a game for this jam
>>
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>>145888381
my game is space, so I thought that'd be cheating
>>
>>145888296
it's not a game, just like everyone here who keeps making "tools" and "engines" and "frameworks" for their game that will never exist
>>
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>>145889716
>everyone
But I'm making a game that I build systems for as time goes on, sempai.
>>
>>145888497
do you want help with level design?
>>
>>145889716

>salty as fuck
>>
>>145889923
you're using progress engine though
>>
>>145889960
Not at this stage yet, because I want to get at least some basic gameplay elements in first (just a few enemies, items, hazards actions player can do or anything in between).

Thanks for the offer, though.
>>
>>145887386
Thanks, ill check those resources!!.
Iim the breakout guy, im considering doing ecs for the purpose of learning but if it takes too much time and hinder my progress i'll just go classic oop
>>
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>>145890113
no u
>>
>>145886736
you can still give him a blowjob
>>
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close enough I guess
>>
>>145890368
The hairline could use some work, but otherwise not bad.
>>
>>145890138

you probably don't need ecs for a breakout clone, tbqh

ecs is best for rpg games or games that have rpg elements, crafting, heavy inventory management, lots of different AI, that sort of thing.
>>
>>145890368

Drumf?
>>
>>145890368
Is this for the wall building game?
>>
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uh help
>>
>>145890368

hair doesn't look fake and overcombed enough to be Trump.
>>
>>145890971
Git gud?
>>
>>145890971
git gud
>>
>>145891043
We don't have the technology to accurately model his hair.
>>
>>145890971
see>>145891050
then see>>145891092
>>
>>145839423
try books
>>
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So, anyone making turn based games out there? How are you handling it? The turns?

I'm thinking each game object that needs to respond to a turn should have a function that handles that, and then from whatever UI code is responsible for the next turn button or whatever you send some global message or something to that function, but I'm not sure how this would work exactly
>>
>>145887561
To be honest, if there would be an art guy in need of a dev, I would be just as happy.
>>
>>145891316
It's not that complicated. Also stop avatarfagging.
>>
>>145891752
I'm too stupid to figure it out.
>>
>>145891752
>avatarfagging
>one post
Shut the fuck up, idiot.
>>
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HARD WORK AND GUTS
>>
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rate my speedometer
>>
>>145891968
shitty anime girls
>>
>>145891316

multiplayer turn-based?

using cloak https://github.com/incompl/cloak and message passing, basically send a message that says PASS or END TURN

if there's a timer, server handles it and initiates the turn for both players.

on the client side, basically you'd have a TurnManager or TurnController that determines for all other relevant objects.
>>
>>145891880
Is this your first day? There's been thosands of those shitty characters all over this general, and I KNOW that anon is avatarfagging because of the image name. You can search the archives if you don't believe me.
>>
>>145891968
The joke being that she's not even used in a game. Just an artist showing off.
>>
My game isn't only the love of my life, she's also my best friend.
>>
>>145891880
Are you dumb or just new
That's the retarded nichijoufag, you can tell by the apple device filename.
>>
>>145891968
*vomits*
>>
>>145892090
posting the same image on different days is also not avatarfagging.
Is this YOUR first day? When did you start posting on 4chan? 2009 or something? Fuck off.
>>
>>145891316
I'm working in unity making a turn based tactics game.
I have one object that handles all of the input and the turns. All of the code for controlling turns is in the update function of that class, so everything can be called in the correct order.

This only has the update function, but you can fill in whatever logic must be done in the functions called by it
http://pastebin.com/bgtTQCPU
>>
>>145892206
Have you considered I'm not talking about today retard? I know it's a hard concept to wrap your head around.
>>
>>145889716
Where is your game
>>
>>145892263
I guess I'm thinking about it wrong. How does that code know which units are there for example?
>>
>>145892263
>ray,out hit, 100000000
>>
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>>145892506
>>
>>145892553

GamObject. find by whatever tag.
>>
>>145892797
that seems slow
>>
>>145892090
>You can search the archives if you don't believe me.
Okay, there's one result, the post you claimed was avatarfagging https://boards.fireden.net/vg/search/image/FcgdfhlmEtGuJSwjWfjGhw/

If you search by file name, only one other result, which was in /feg/
>>
>>145892882

how is that slow? you're accessing a pre-built list.
>>
YESSS we back in business now

>tfw you get your language+framework+IDE of your dreams finally running and handling game objects for the first time

No more dynamically typed shit
>>
>>145892026
>>145892149
>>145892203
wheres your game, juden?
>>
>>145892586
what is wrong here?
>>145892553
Each player has an array of units. The GetNextUnit() switches the activeUnit. The activePlayer is switched in the EndTurn() function
>>
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>>145893061
Fuck
>>
Can anyone design me a level?

Thanks.
>>
>>145893103
Like I'd post it in this hell hole
>>
>>145893261
>>145893261
Yes
>>
>>145893336
you would if you could
>>
>>145893049
I've read some pretty disappointing things about it. Accessing other objects that are not by direct reference in unity is a one way ticket to lagtown. Even access outside of your current object is pretty slow. Basically any calls into unity is hopelessly slow compared to raw C# code, but searches in particular tank it.
>>
>>145893010
The file name format. I don't know where its from but I recognize it from avatarfag. You don't have to look that far back.
>>
>>145893261
Sure
But I only do random level generation
>>
>>145893423
projecting like a true nodev
>>
>>145838398
Holy shit, not one mention of actual aspect of game design. Just story graphics and art.
Fuck me.
I'm new.
>>
>>145893261
What game and do you have a level editor
>>
>>145893797
COMPUTER PROGRAMMING TECHNOLOGY MATH
>>
>>145893458
Don't worry bro, I got you covered, use this filter for file names

/^IMG_\d+/

Hopefully that will hide all the avatarfags for you so you don't get triggered by it.
>>
>>145893878
BEING GOOD AT PROGRAMMING OR MATH DOESN'T MAKE YOU A GAME DESIGNER EITHER, EGGHEAD.
>>
>>145893835
Platformer.

And I only need a sketch really, it's a tutorial level so something that for the first half teaches the player about the mechanics of the game (jumping, combat and interacting with usable things like levers) and the second half challenges them.

>>145893417
>>145893523
But it seems like I've already got some people willing to help so you may not have to do anything.

Thanks.
>>
>>145893987
DESIGNING != DEVELOPING
>>
>>145893437

jfc, if you think it'll be slow, then can find them once and keep a reference to it. Why is this so complicated?
>>
>>145893797
Just make a walking sim, no game design needed. They're all the rage right now.
>>
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Yay, inventory moving works!

Next up: Attacking and a simple AI. Then i'll start working on the art
>>
>>145894139
I also don't think keeping a massive list is very practical, I can see like ten million bugs coming out of it, something more general like an event or global message callback or whatnot seems more foolproof
>>
>>145894064
The design depends on what the mechanics are.
For jumping, you want pits that demonstrate the exact range of possible jumps, and a pit that you have to jump out of.
>>
>>145893987
Mega Man 1 programmer was from industrial background, where his code was used in machinery that could endanger lives if he didn't do his job right. As such, his code was a programmer who basically did the hard stuff for the team with less input on the design process.

However, his code was somewhat slow (because of numerous safety checks). As the original plan was to make a run-and-gun kind of game, this idea had to be scrapped and the designer(s) focused on careful enemy placement instead.
>>
>>145894127
You can be the best programmer/mathematician in the world. If you don't understand game design, then you might as well be building the engines for actual game designers to work on. You're just doing nothing but wanking to the mechanics you built, but doing nothing in the way making games.
>>
>>145894446
TEAMWORK IS IMPORTANT DID YOU EVEN READ THE PICTURE
>>
>>145893061
What's the setup m8?
>>
>>145894446
That's all nice and true, but what /agdg/ truly taught me is that if you can not art, you are done for good.
>>
File: makesuccess.png (267KB, 500x724px) Image search: [Google]
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Monthly reminder to make success.
>>
>>145890730
i do plan to add some rpg elements to this breakout tho
>>
>>145894578
Alright, /v/ let's all work together then. I can do art, I know at least one of you shits knows programming, one of you fags have that epic script you've been wanting to make, and musicfags are always ready to cling on anything. Let's make a game.
Oh wait... No one here knows how to actually make a game. All way know is how to make some art jump up and down while bad midi plays in the background. Thanks Barbie.
>>
>>145894778
arigato kawaiichan, I will of make success!
>>
>>145895030
>>>/v/
>>
>>145894064
What are all the actions that the player can do? I can sketch it if I know that.
>>
>>145894778

Got uncurable cancer after reading that. But thanks anon-kun.
>>
>>145894778
>create mobile games
Shit guide
>>
>>145895208
Jump, Climb ledges, Go down and up ladders, Use Levers to open gates/bridges, attack in melee and ranged, dodge melee attacks and defend from projectile attacks.
>>
>>145895526
Does the ranged attack arc at all?
Do you want to fight a dumb enemy type, or an actual dummy/target?
Can you shoot a lever to activate it?
Can you climb every cliff? Or is it if you fall off you hang on and can climb back up?
>>
>>145895073
My mistake, "/vg/". I forgot where I was. I'm just saying, go look at the Martyfun tumblr. Noill can make all the graphics and mechanics in the world, but he has absolutely zero sense of game design. Years of tinkering, and nothing to show for it. Spinning his wheels.
>>
Is there a cheap/easy way to find the midpoint between two rotations, and have it stay between the two rotations even if the target goes beyond 180 degrees?

Slerping works up to 180, but then the midpoint flips around to the opposite side of the axis once the target angle goes past 180.
>>
>>145895756
No, just straight line.
Yeah dumb ones for start.
Yes.
You can climb all cliffs as long as they're 90 degrees.
>>
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Why is win32 code so disgusting?
>>
>>145896204
>platform dependent code
>>
>>145896370
The only platform that matters
>>
>>145895894
midpoint of two vectors is the half vector, which is found by adding them together and normalizing

not sure how to keep it on the same side, you'll have to keep track of a reference vector or something and make sure to always select the halfway point that is aligned with the reference vector somehow
>>
>>145896565
for what reason though m8?
>>
>>145896645
I'm not the dev m80
>>
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>>145896204
you just don't understand its beauty
>>
>>145895894
Look up how to find the average of heading rotations (often used in flocking)

You gotta do some tan stuff iirc
>>
>>145896792
your english is pretty good pajeet
>>
>>145896204
>>145896370
It's C#, why would anyone who wants to support other platforms than Windows choose .NET
>>
>>145896792
>weeb thinks his opinions matter
>>
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>>145896939
>It's C#
>>
>>145897009
It matters to me
>>
>>145896939
Mono has been a thing for ages now.
>>
>>145896576
>not sure how to keep it on the same side,
Yeah, that's the specific problem I'm having.

Using unity, slapping a Quaternion.Slerp works just fine for maintaining the rotations midpoint. Up until the target exceeds 180, and then the midpoint flips around to the now smaller arc.

There should be some simple way to handle it, slerp is doing almost everything I need, but I'm coming up with nothing for the flipping issue.

>>145896872
>You gotta do some tan stuff iirc
Yeah, I saw a snippet that had some Mathf.Atan2. Shame that something relatively simple should require it.
>>
>>145897090
don't forget about coreclr
>>
>>145896645
triple A
>>
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>>145897271
>he doesn't know about unsafe C#
>he uses languages from the 70's
>>
>code works perfectly on my desktop
>all kinds of shit mysteriously break on laptop with the same code
Ah yes.
>>
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Game is proceeding so well that I might actually have time to polish the turd before submission time!
>>
>>145897535
>what are updates
>>
>I use bloated languages when C has everything you need to make a game
>>
>>145897951
>he can't make a game with ASM
nice bloat, nerd
>>
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>>145897687
your game looks like shit
>>
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>>145896118
Part 1. These are the minimum number of ledges that you need to explain the mechanics.
The squares are just to demonstrate the relative jump distances.
>>
>>145898078
>tfw remade balloon fight in h8 asm in college
>>
Can anybody point me to an example of a simple 3d room in OpenGL which you can walk around?
>>
>>145898345
Nice
>>
>>145898345
>DELET THIS
>>
>>145897951
>I use bloated excavators when a spoon has everything you need to dig a ditch
>>
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I don't feel that an idle state is necessary for this character. Have I been looking at it for too long? Would the player care if there is no idle?
>>
>>145899264
No one just freezes mid-step and then stands like. It needs an idle animation.
>>
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>>145898345
Part 2. I might be missing some of the subtleties of the mechanics that should be communicated.
>>
>>145899264
It's standard to at least return to a normal stance instead of pausing in the step like that which is super weird.

But yeah, it'll still probably look pretty stiff without an idle desu
>>
>>145899264
It does look strange to pause mid-step, if that's what you mean. It wouldn't be hard to just reset to the first frame when you stop, would it?
>>
File: PzIVHs.png (33KB, 667x558px) Image search: [Google]
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How is my sprite?
>>
>>145899845
Could use sharper outlines on the edges and the turret. Keep the green on green detail inside
>>
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>>145899567
>>145899607
>>145899634
I donno, dudes. this feels clicky
>>
>>145900106
Make a transition from standing to walking, or deal with it, it's a video game.
If you use proper 3D it will look a lot better.
>>
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Are you signed up for the collab jam?
Reminder that if you wanna be placed with a tailor made group for this space/collab jam, email me at [email protected] answering these questions http://pastebin.com/NEPv0pPC

>inb4 ww3 breaks out over the idea of a collaborative jam
>>
>>145900359
serb jam?
>>
>>145900106
Just take a quick look at Symphony of the Night. There's a small animation that plays before the actual walking cycle starts, and another when the player stops moving.

No need to make them as elaborate as that game, but such animations help with eliminating a snappy look.
>>
>>145900106
I know the feel. But it looks good. Most games have it like that. Some transition might be needed if you really want it smooth.
>>
>>145899845
Feels a bit weird with the detail being in a lighter color than the base coat - maybe try inverting? Also consider making certain parts fully the lighter/darker color if they're supposed to be recessed or stand out.
>>
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>>145900503
Is this predominantely white team of devs, more suited to your liking, mein fuhrer?
>>
>>145900738
I wanna ***** that asian cutie
>>
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is there anyone with music editing skills that can help me?

listen until the end

i really need to finish this song for a game but i'm stuck on ideas

listen here
http://picosong.com/ZWn5/


FL studio project link
http://www.mediafire.com/download/j4d8wo4p4onis8v/street+stage.zip
>>
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>>145899579
Part 3
I can also help with the "hard" section of the level, but I'd need some feedback on the assumption I made in this section.

The process I'm using is to think of all of the things about a mechanic that the player must know, and build a small contained demonstration of those. You can either do this for every broad feature of the mechanic, or show the player every edge case. You know the mechanics better than I do, so you know if I missed any cases.
>>
>>145900106
now it looks like literally every game ever made, which is a lot better than what you previously had
>>
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What's the game version of a doodle?
>>
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I know I keep not working on the boss fight, which is pushing the demo off, and I'm sorry for that.

But I really did want to get this feature included before the next demo because I think it's just so critical to replay value and I want the demo to be fun to play.

So: FREE SLAY MODE!

Rather than being a main menu option (since Mayhem League has no main menu), you can enable Free Slay at any time from the pause menu (I know this is nonstandard but I think it works well); once enabled, any level you enter will be entered in Free Slay mode (it can't be enabled/disabled mid-play to avoid the potential for cheating).

Free Slay mode disables all objective-completion registry (they still show in the pause menu, I still have to disable that) and high-score recording, but it also disables the level timer, meaning you can play as much as you want. The level still "progresses" through Tiers, including past the final boss, meaning that (eventually) you will wind up at the final Tier with the invincible enemies forever, but it doesn't just skip you to that point because Free Slay isn't just about the potential for fun, but for PRACTICE.

In keeping with said, there are many training-mode-style options for Free Slay. Shown here are an Onechanbara Z2 styled anim-progress-bar that shows where the hurtboxes and listen windows are, as well as the early-cancel walk window, and also a hurtbox-drawing option (look how simple they are! Take that, Sakurai, with your damn capsules). Also in the works are a Bayo-style dynamic move list that shows potential combo strings as you enter them, and an attack-properties-readout that shows damage, knockback, and other key attack properties as they pertain to the enemy the attack hit.

Hopefully this information, shown in real-time while you play, lets people really learn the ins and outs of each attack in Mayhem League, which will, in turn, hopefully enable them to play better.
>>
>>145901034
prototype
>>
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>>145901140
>>
>>145901126
oh shit you're back
>>
>>145901126
Oh! Also not shown in here (the Webm cuts off) is that I've done some more overhauling of the menu navigation; now, you can FINALLY save and load controller presets without using the mouse to do it!

You still need the keyboard if you want to type in a name for your custom control config (otherwise it just defaults to User) but hey, controller-driven on-screen keyboards are complicated as fuck. Many games actually use the console's own on-board solution for this (I know FFXIV ARR does, for instance).

Mayhem League is still a PC game, after all... but this way you can at least call up control templates without switching to KB/M.
>>
>>145898345
>>145899579
>>145900871
Thanks anon, do you have a name I can credit for demoday?

I'll change it to fit with the mechanics better but it gave me all the basics I need.
>>
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>>145900734

I think that is better. Will try more colour variation later.

>>145899996

They're bitmaps so rotating will inevitably cause aliasing, if that's what you mean.
>>
>>145900240
>>145900509
>>145900517
>>145900974
Thanks. free (You)s
>>
>>145901254
>Everybody calls me edgy for liking that game.

But the gameplay just felt so fcking right.
>>
>>145901319
Apologies for my absence, I spent most of E3 in a hype-induced coma owing to the Nier Automata gameplay footage.
>>
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How can I accomplish something like this?
>>
>>145901704
You're welcome anon. Post more progress and I'll give you even more (You)s!
>>
>>145901757
Shader magic
>>
>>145901707
Gunplay was shit, otherwise it was excellent.

But I happen to agree with Samuel Kite (?) that the game would have been better as it was obviously originally conceived (a game where you start with all the powers and no story, and the game is about learning to master your powers and figuring out what happened; a game told in reverse, which there are vestiges of in hidden hints for how to control things like jumps and glides and the Web of Intrigue).

It could have redefined the way sandbox games are designed but instead someone at Activision got scared and obviously demanded a "linear progression" format to make it more accessible.
>>
>>145901757
>tfw the game isn't open source so we can't learn from it
https://managore.itch.io/planetarium

I'm guessing some shader magic.
>>
>>145901757
Lowpoly 3d models + shaders + ultra low res
>>
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>>145838245
>>
>>145901443
The Gogem
>>
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I asked about collisions here a few days ago (hand-drawn diagram of three types i could implement). Here's the result.
>>
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>>145901757
>>
>>145902185
I came in my pants.
>>
>>145902202
Wait I think it's just shitty .gif compression
>>
>>145902202
That's impossible. it's rendered at a size that wouldn't allow mixels
>>
Why do so many indie devs use that same nu-male artstyle in their games?
>>
>>145902419
>>>/v/
>>
>>145902026
Probably doesn't need to be 3D, just a simple sphere normal map to warp the world's texture a bit.
>>
>>145902419
They're all made in the shithole known as the bay area
>>
>>145902419
example?
>>
>>145900870
Sorry bro. Nothing really sticks out as wrong or terrible.
>>
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>>145901757
I tried with complete 2d and did this in an hour or so. Probably not what your'e after, though.

I think my webm recording quality is horrible, it's pixelated irl
>>
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I think I'm too stupid for this, turn based orbits anyway. Not sure if useful.
>>
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Rate my spacecraft
>>
>>145902390
Gif dithering at greater resolution
>>
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A driving simulator, but unlike one of those European trucking games. You drive a car, first person view. It's story driven. It's in "real time" so one hour in game is one hour in RL.

You have to get to a very distant destination. Maps are procedural generated. Visibility is poor. Starts off normal. After awhile shit starts getting weird. Occasionally, you'll have to hit you'll have to hit the breaks for deer or possums crossing the road. Eventually, weird shit you can't ID streaks across. The normally random traffic seems to thin out. but sometimes you see someone following you, not passing when you slow down to let them by. There's a radio station but it only picks up a couple AM stations. One's crazy old testament preacher raving about the end of the world. The other is a conspiracy theory nut. One's a music station if that's what player prefers. Both of the talking stations start getting crazier and crazier as the night wears on. If the player focuses on the radio eventually he'll pick up pirate stations or numbers station. Outside generally spooky shit happens with increasing frequency. Thick, seemingly sentient fog banks. Strange lights. Strange fires. Monsters. Whatever. Everything and the kitchen sink, but randomized.

The driver isn't allowed to go too slow. At first it just fails the mission, later in the game the followers finally catch up and attack, game over. There are moments when the player needs to drive super fast, but not so often as the police(crazy trigger happy) pull you over. There's an insanity meter that affects your perception and your ability to control the car. Too much damage renders it inoperable. While the player has a GPS map system to destination, side routes are also possible if the player wants to risk it. It can also lead to dead ends and wild goose chases. Sometimes they're broad open highways, sometimes winding forest lanes, sometimes silent suburbia, sometimes abandoned industrial wastes.
>>
>>145900870
It actually sounds pretty nice, anon!
>>
>>145903292
>Survival horror racing
sounds a bit like Distance

I like it.
>>
>>145903292
You better put the insanity meter in the dashboard
>>
>>145903292
>It's story driven.
What's the point of a game set in a car if you can't even drive the car yourself?
>>
>>145894238
nice CASH_OUT clone
>>
>>145903028
It's not perfect, but it's getting there. How did you do it?
>>
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>>145903154

1701/10
>>
>>145904585
i learned
>>
I am an ignorant anon. How many levels of complexity am I actually jumping by going from RPG Maker to Godot?
>>
>>145906379
Don't do it, godot is shit.
Use an established engine.
>>
>>145906379
You're going from an engine that is specialized in one genre to an engine that is open and able to make any genre. You'll have to learn how to make a game for real now. But it's easy to learn, you can do it.
>>
>>145904585

Ignore >>145905432

I basically used some trig to map a 2d texture to a circle drawn in 2d, moving each point down slightly the farther from the center it was to give it the "tilt" - otherwise it looked too flat. Probably not the most optimal way, other anons here might have better ideas
>>
>>145907001
how the fuck is this related to gamedev, fucking autist
>>
>>145907001
deja vu
>>
>>145907254
I've been in this place before.

Higher on the street.
>>
>>145907001
wonder how my neighborhood turned into the red light district
>>
>>145907001
"Hi :D wanna playtest my game??"
>>
Have you considered just reporting shitposting instead of replying?
>>
>>145900870
ideas? try e a g f eflat csharp
like what were you expecting? us to write your song for you? this is a suttle brag if i've ever seen one. Just wrap it up on a chord that leads into the starting notes of the song so that it can loop
>>
>>145903028
Pixelart is better as gif
>>
>>145907570
I haven't figured out a good way to convert to gif. Any suggestions?
>>
>>145907652
Converting it to gif will not help with the artifacts.

Just record it with gif to begin with.
>>
>>145907792
They probably mean to convert it from source, not from webm to gif, duh
>>
>>145907936
Uh oh.
>>
>>145907426
I'd have to report 90% of all posts then :^)
>>
>>145907197
it's the Board Culture, you fucking asshole
have some respect !
>>
Me and my game are having a fight :(
>>
>>145908746
Sounds like it's winning.
Post progress
>>
I'm going to f*** (fuck) my game
>>
>>145907001
wnb
>>
>>145908746
caught you deving on a side piece?
>>
>>145909062
i could care less
>>
>>145909062
As long as it gives birth to progress!
>>
Where's the progress?
>>
>>145908746
>>145909062
Do the crime, do the time
>>
>>145909453
>>145908746
>>145909062

What the fuck?
>>
>>145909453
divorce and take the house
>>
working on a game does feel like being in a relationship. A relationship where you make her look really nice, coach her personality, and send her out into the world for people to explore her hoping that she satisfies them.
>>
Anyone know how to stip procrastination? I feel great when I create something but the whole process exhausts me, I love games and I love learning them but whenever I need to learn something I can't force myself to.
Plus I'm shit at drawing.
>>
>>145909820
So..parenthood?
>>
>>145909820
that's called a daughter
>>
>>145909898
no, cucking
>>
>>145909526
But I'm a gamedev(male)!
>>
>>145909964
generating hype is preping the bulls
>>
>>145910083
cisbinary scum
>>
Stop impregnating your games and post progress
>>
I'm trying to track down 2 games I've played, both are kind of spreadsheet simulators with massive universes. One is kind of popular, it's a lot of text if I recall. Not "popular" but like rimworld popular. The other is like pure text, and it's a webpage, and you explore down endless trees of like "universe/planet/continent/lake/fish/bacteria"

Oh the first is Aurora, I found it. Still not sure how I'll ever find the other one.
>>
>>145911661
Second one is by the same author as that game idea generator thats always posted here.

http://orteil.dashnet.org/nested
http://orteil.dashnet.org/gamegen
>>
>>145912431
Whoa no way, cool. Thanks!
>>
Why am I getting "an error has occurred on this page" things when I open GMS? What is the launcher trying to load?
>>
>>145913582
AGDG games
It couldn't find any
>>
File: punchpunch.gif (1MB, 405x257px) Image search: [Google]
punchpunch.gif
1MB, 405x257px
Can I get sum feedback on this punch?
Again, very snappy, but I've come to accept it
>>
>>145913885
dat rotoscoped?
>>
>>145913934
Nah, mang. pre rendered
>>
>>145913885
looks very punchy, the walk cycle is kinda wobbly, though.
>>
File: Artemis-19.jpg (42KB, 640x480px) Image search: [Google]
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Oh boy, lowest common ancestor problem. And I don't understand a single one of the results on google.

Send help.
>>
>>145913882
Im trying but I only get my game every other weekend, and two weeks in the summer.
>>
>>145914118
yeah, might try double-framing
>>
>>145839968
waw, this is pathetic!
good to know that
>>
>>145913885
Too real / 10

Rotoscoping doesn't make for good animations. You have to reduce frame counts / change timings to make really strong feeling animations.
>>
>>145914118
Thanks, yeah the walk is a little dumb
>>
>>145914320
What are you trying to do that you need to find lowest common ancestors?
>>
>>145914650
my homework
>>
>>145914909
Okay, I got you Anon. What you need to do is pay attention in class next time
>>
>>145914650
Well basically I need to find out which reference body to calculate the transfer orbit between two other bodies in the orbital hierarchy relative to. Which would be the lowest common ancestor mostly.

For example going from a moon of a gas planet to another moon you would need an orbit relative to the gas planet, but to go from that moon to another planet entirely you would need the sun.
>>
>>145914909
>>>/wsr/
>>
>>145915062
Why not just use numerical relativity and run a simulation of it? :^)
>>
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>>
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I finally made distinct unit types instead of throwing all abilities into one unit.

Also really simple """"""AI"""""". Both kinds of enemies just grow every turn.
>>
>>145915848
>""""""
This is the worst meme this year, stop that.
>>
>>145915957
It's an expression of wealth
Conspicuous consumption of characters
>>
>>145915848
Pretty neat, I like how it's coming along
>>
>>145915957
Yes, anon, yes. """ """ has been the worst meme this year.

HOWEVER
>>
Someone stream please.
>>
>>145916178
>>>/vg/srg/
>>
File: bloodphys.webm (1MB, 1280x720px) Image search: [Google]
bloodphys.webm
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blood.
>>
>>145916253
Ayy you're alive
You should really drop the name cause we already know who you are from your progress
>>
>>145916253
>>
File: FriesWithThatShake.gif (1MB, 405x257px) Image search: [Google]
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>>145914470
Added a light screen shake to see if I could get more feedback

>>145915848
I don't know what's going on, but it looks sick

>>145916253
Holy juice
>>
>>145916241

fuck off newfag.
>>
>>145916178
I'm vestigialdev on Twitch
>>
>>145916348
Especially considered a few other people are making Knight games.
>>
>>145916253
I really love that, glad to see you're still working on it
>>
>>145916253
>>145916253
What engine or frame work are you using.

Thinking about doing something like that.
>>
File: wow its nothing.gif (628KB, 639x392px) Image search: [Google]
wow its nothing.gif
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ooh aah amazing
>>
Should I post progress once a day or as I make progress?

Should I not post progress until I'm past beginner/tutorial level stuff?

The (you)s give me strength
>>
>>145917250
have one on the house
>>
>>145917250
As often as you want unless you mean every 5 minutes.
>>
>>145917157
They use Game Maker
>>
>>145917250
>Should I post progress once a day or as I make progress?
As you make progress. Try for daily (or more, we love progress), but people get a little touchy about devs posting the same progress repeatedly.

>Should I not post progress until I'm past beginner/tutorial level stuff?
Noooooooo. Seeing how early stuff develops into something is really fun. Consider that no matter what the progress is, it's better than any 99% of posts without progress.
>>
>>145917242
p qt
>>
>>145917242
nice journey clone
>>
A game about using a cellphone.

You can make calls, accept calls, get and send texts, download apps, and surf the web
>>
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>>145917484
Ok then.

>made walk cycle animation stop looping
>made it so the sprite stands still facing the direction you were last going (it kept defaulting to facing right)

No bully
>>
>>145918354
is it a flip phone
>>
>>145918354
Doesn't Burrito Galaxy have a cell phone?
>>
>>145918435
What are these, pixels for ants?
>>
>>145918547
Yes
>>
>>145918354
Does it involve a boy falling in love with a girl and then calling her parallel universe counterpart for advice?
>>
>>145918435
Nice work yesdev
>>
>>145916932
Thanks, hopefully after getting the particles working I'll be able to finally just make game and start adding content.
Almost everything was redone in the past month, just have particles and a bit on holes to go but it sure is boring stuff.

>>145917157
It's Game Maker
>>
>trying to come up with ways to generalize abilities
>giant cluster fuck
this is a mess, but I think I might have something workable
>>
File: donny.webm (2MB, 1920x1080px) Image search: [Google]
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Its like one of those chinese news animations.
>>
>>145919510
make a simple beat em up or something. release before November for millions of dollars
>>
>>145919510
It totally is.

If you could nail that aesthetic you're in
>>
>>145918791
Is this already a plot for a movie or something? I wanna watch it.
>>
File: Camera tweaks.webm (3MB, 662x478px) Image search: [Google]
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I tweaked the camera, but I need some feedback on player movement, camera speed and zoom, etc.
>>
https://www.youtube.com/watch?v=t7Fd8j-QOCo
Is Mike Inel making this Adventure Time game on his own?
>>
>>145918354
Silent hill?
>>
>>145920007
It's an /a/ meme from "write your own anime plot" threads:

A boy falls in love with a girl.
Unable to confess, he is gifted with by a deus ex machina with the girl’s phone number. Never minding the strange area code, he immediately calls her, and is overjoyed to find out that she has a crush on him as well.
But, the next day, when he recounts the previous day’s confessions to the girl, she only looks at him with a perplexed expression. After some investigation, he finds out that the girl he called is not the same girl he fell in love with. In fact, she doesn’t exist in this universe at all. She is the girl’s alternate universe counterpart, who has fallen in love with the MC’s own AU self, who too is blissfully unaware of her crush.
Hijinks ensue as the two strike up a deal to give each other their darkest, most private secrets in order to equip the other with the weapons they need to conquer the heart of their other selves. While the two chase their respective loved ones, DRAMA ensues as they begin to fall in love with each other instead and question the NATURE of LOVE.
>>
>>145920459
You are making the exact same game as me and it hurts my butt
>>
>>145918435
turn off interpolation my nigga
>>
>>145920459
neat
>>
>>145920459
looks interesting
probably a rogue like
also looks like metroid
it has potential
fill us in on what this game is and will be
>>
>>145920459
ooh camera's looking good. for real though, you need to have a powerup or ability that lets u leave afterimages w/ mass that fool the enemy. also watch gundam
>>
>>145920987
I'd watch it.
>>
>>145920987
lol
why is he conflicted about loving this girl when its literally the same girl he already fell in love with
so cancer
>>
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>>145921015
Holy shit. That was the exact next thing I was trying to figure out. Thanks to you and google I learned about global game settings menu. Thanks anon.
>>
>>145920989
We could work together then, this thing started in a "/a/ made Katawa Shoujo, so where's /v/'s game?" shitpost thread with other anons who left 3 days in.
>>145921036
Thanks
>>145921039
It's a stage based game, something akin to Megaman Zero. When you complete the stages, you get a mech part corresponding to the boss.

The mech is supposed to have 4 customizable slots: legs, back (propulsors), and two arms (weapon slots). I don't know if implementing two arms is feasible, but I'll have to wait and see.

You can leave the mech and fight on foot, but it's supposed to be harder. We haven't thought of a good reason for leaving the mech other than it being destroyed yet, so suggestions are welcome
>>145921127
Yeah, I was thinking something like that. One propulsor part will let you airdash and the other one probably will be a teleport that leaves an afterimage.
>>
>>145902529
>example?
This. Need to know which style not to use. Are you guys talking Fez art style? Brothers Sword and Sorcery? Minimalist abstract art?
>>
>>145921512
>We could work together then
I doubt I have anything to offer since I'm >>145921350 and you're way farther along than I am.

The game I want to make is basically a RoR clone (unironically) though.
>>
Could someone explain to me why does ++ exactly do in GMS and how it works please? I'd like to understand.

For example, let's say I have a stat, health, which maximum is 5 and I do an alarm to refill it every x seconds or whatever and I want to refill it, apparently I'd do health++ in my code, but I don't get why and I can't find any documentation on this because google is stupid.
>>
>>145903415
>Survival horror racing
Someone here is already doing that. He posted a webm a while back of a guy in a car (first-person) driving up to another car that was partially off the road in a ditch. When he slowed down and stopped, an incredibly terrifying creature ran up to his car from the opposite side of the road. Pissed my pants when that happened, happened to every anon that watched it.

The crazy thing is that there's not sound/music, and you already expected something to pop out. But it wasn't a jump scare and it was still scary.
>>
>>145921668
Pixel limbs is the number one marker that your game is low test
>>
>>145921956
++ is short for +1 in pretty much every language
>>
>>145921956
same as health = health + 1
>>
For space collab, are you guys making completely new games/demos for it or are you posting a 'slice' of your game with space assets added?

Like if my game had nothing to do with space, by changing the background from a sky to outer space, am I cheating? Is my game disqualified?
>>
>>145922115
>>145922139
Thanks.
>>
>>145922394
>disqualified

you act as if there were rules

literally fucking anything about space
>>
>>145922394
The point is that you make a game for it
>>
>>145920987
Is this some kind of meta joke? That's the plot of an anime airing this season or something
>>
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Added a simple inventory system. You can now pick up items and save them for later.
>>
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>>145890971
oh shit, mmbn-dev, not sure if you're still lurking, but I sketched up some character designs for ya, dig?
>>
Should I add cheat codes to my game?
>>
>>145923086
little late for waifu jam bud
>>
>>145923635
it's never too late for waifus
>>
File: i-dont-want-to-live-anymore.jpg (33KB, 500x282px) Image search: [Google]
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>>145886741
>NASA uses node.js for their space support systems

The earth is doomed
>>
>>145920459
Awesome!

>>145921738
I wouldn't stress about similar games. It's a big world, and who knows the directions things will go, right? Besides, this game has been made a thousand times before already (or nearly this game, parts of this game, etc), nothing to stress about.
>>
>>145922394
I'm one of the judges this year and I'll just tell you right now, Nope, not acceptable, not on my watch.
>>
>>145923635
*too early
>>
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I've decided to call this "Lord Commander" now since that's going to be each player character's rank probably.
>>
File: trumpmania.webm (3MB, 1920x1080px) Image search: [Google]
trumpmania.webm
3MB, 1920x1080px
progress!
>>
>>145924629
>usersof4chan.webm
>>
File: 2016-06-18-2138-51.webm (3MB, 1280x720px) Image search: [Google]
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>>145924496
Shit wrong webm, have something actually newly recorded post beam-fix.
>>
>>145924496
Woah cool, whats this?
>>
>>145924930
It's like Mount and Blade if in the future and nobody knew how to hit eachother.
>>
>>145924629
this shit is a potential goldmine
>>
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>be engine dev
>haven't touch code in months
>forget what needs worked on
>just have a series of menus

What should I dev guys?
>>
>>145924629
>>145924857
Could make for a good banner
>>
>>145925194
>forget what needs worked on
Check the git log for what you last worked on it might refresh your memory
>>
>>145925243
We don't have a trump banner yet, do we?
Is there an Obama banner?
>>
>>145925194
>he doesn't use trello!
>>
In GM, is there any disadvantage to having a persistent object to grab input from? Like an object that checks the input of my movement and attack buttons in global vars that I can use as shorthand everywhere else?
>>
>>145925194
>needs worked on
Where did you learn to talk like that? Genuinely curious, no bully
>>
>>145925739
Could be trouble when you want multiple players or bots but for a single player game eh who cares
>>
>>145924930
Halo clone? You got a tumblr/twitter/website?
>>
File: Crysis_Logo.png (75KB, 1508x292px) Image search: [Google]
Crysis_Logo.png
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How do I make a good looking logo for my game? Right now it's just the game's title in a very simple font.
I like pic related. Unique, gets the job done, and not too busy.
>>
>>145925857
Native English speaker who frequently edits what he types after he types something and fails to go back and re-read things before hitting post. Honestly I disgust myself most of the time.

>>145925739
jlmg
>>
>>145926062
Add a drop shadow + outline. Good to go.
>>
File: progress18june2.webm (3MB, 847x590px) Image search: [Google]
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I made the AI snakes fight each other
>>
>>145926062
Use white impact font with black outlines

I expect this to be a hot trend in logos in a couple of years
>>
>>145919510
make agdg great again
>>
>>145925053
It's a first-person RTS I'm working on, 4 players, platoon-level tactical goodness.
Also space-knights.

>>145925068
Pretty much, somewhere between Warband campaign battles and multiplayer.
They do hit each other and take damage, but don't actually do anything when they run out of health yet.

>>145926031
@SleepyStrixDev is where I post most things.
>>
>>145926319
What is the AI's thought process?
>>
Some explain what monte carlo simulation is, as if I'm slightly retarded but have some math behind me
>>
Anyone worked with this?
http://gmc.yoyogames.com/index.php?showtopic=587773

Is it worth a shot? Should I reimplement it on my own?
>>
>>145927023
Go forward until you hit something, then either eat it or turn.

From the player's point of view it will be a tactics game. I don;t know whether I want a global AI that tries to emulate high level strategy, or a lot of dumb low level AI units that combine to make a hard situation. If I choose low level AIs, they should be simple enough to understand individually and be described in one sentence.
>>
>>145927203
Randomness
>>
>>145927203
you run something a ton of times with a percentage chance for various events to occur which may alter the outcome

the more tests you run the more accurate your results to predict something (assuming your input percentages are valid)
>>
>>145927203
Instead of calculating the theoretical probability of an event, which is hard or impossible math, you simulate the event 1000 times and find measure the actual probability.

Its empirical rather than theoretical
>>
File: 4.webm (116KB, 640x360px) Image search: [Google]
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Why is there space between my player object and one of the blocks?
>>
File: cubber's fish.webm (3MB, 1112x644px) Image search: [Google]
cubber's fish.webm
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today's work
>>
>>145928328
because you're bad at rounding
>>
>>145928328
When starting out, I wouldn't get hung up on small issues like this. You'll figure it out in time

>>145928409
cuuute
>>
>>145928328
post you're collision code and i will help u
>>
>>145928328
scaling? grixels?
>>
>>145928682
wtf is a grixel nigga
>>
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futurejohncarmack.png
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>>145928575
Warning: I don't know what the fuck I'm doing
>>
>>145928409
i hope that the antialiasing is shitty on purpose it gives it charm
>>
>>145928742
grixels are when one piece of art is based on a grid of pixels of one size,say your player sprite at 32x32, and another thing is on a grid of a different size, say the block at 40x40, so the grids dont line up, but its probably not your problem
>>
>>145928925
I can't speak for anything going on with the video itself, but the game is rendered at 512 x 480. It's meant to look kind of like PS1.
>>
File: image.gif (6KB, 172x140px) Image search: [Google]
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>a anime robogirl walks into a gaybar
>>
>>145928882
I dont know gamemaker, but if x is measured in pixels, maybe it just so happens that moving by 3 units at a time, you come up to a situation where the third block happens to be 2 units away from the player, so the player can't move closer to it without colliding, so the 2 unit gap remains
>>
>>145928409

I really like it.

Character looks like pre rendered sprite (like in mario cart 64 or some early 3d/ 2.5d games games or some other billboard object)

Is it actually pre rendered or is it some shader trick that makes it look pixelated?
>>
>>145928328

Bitmaps measure coordinates from the corners of pixels, not from the middle, so every sprite should be an even number of pixels wide and tall to ensure everything stays aligned.
>>
File: ogdynni.png (499KB, 469x700px) Image search: [Google]
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edits
>>
>>145929387
2soon famu
>>
>>145928882
>>145929393

I think this may be the culprit. I work in Godot and there's a move_to() function that solves this by "snapping" you to where the collision occurred. Consider implementing something similar to this.
>>
>>145929563
Cool! What is your game?
>>
>>145928882
please fix your curly braces {} and indentation

it's triggering me
>>
>>145929837
a dungeoncrawler mixed w/ megaman battlenetwork with an almost-drawing-based spell system
>>
>>145929719
What's your game? Despite godot being shilled here more than unity I don't know any game made with it..
>>
>>145930010

This one: >>145928409
>>
>>145929387
Check this shit yo! I'd design enemies but I would really need to know more about the theme of your game

>>145923086
>>
>>145929443
>Is it actually pre rendered or is it some shader trick that makes it look pixelated?

The game is rendered at a low resolution.
>>
>>145930004
That sounds perfect. Are you the art guy or are you making the whole game? Any gameplay yet?
>>
>>145930339
artguy, pretty recent project not much gameplay worth showing yet.
>>
What's better:

Space battles, space base setup/maintenance, space adventure and planet exploration, alien diplomacy
>>
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>>145930190
o shit how did I not see that, Pretty gud kiddo.

Uhh the theme of the game is pretty much retro 80's futuristic, Kinda basically just Megaman with super high contrast and bright neon lights. I wanted to keep away from too much fabric on characters but I could def. make these work

If you did want to design some enemies you should hit me up on tumble or something
>>
>>145930128
Nice I'll remember you as godotbeardev from now on.
>>
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Started working on another one of those massively multiplayer web games. Using haxeflixel, flixel-ui is a complete piece of trash: most xml tag properties don't work as documented. My entire xml file for the UI is basically hacks.

HaxeFlixel itself is pretty nice, though!
>>
>>145930791
Sure, what's your blog? I need an outlet for sci-fi drawing since my fantasy itch is being scratched by arikado and Clarent
>>
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Progress.

Please don't say my berries still look like gems.
>>
Unity or UE4 or Cryengine for a FPS/RPG style game that I'll probably give up on in the early stages like every other beginner who realises his/her/xer idea is too vast for them
>>
>>145931108
thumbtackdev.tumblr.com
>>
>>145931160
Love that jumping animation
>>
>>145931160
Nice. I particularly like how you did the gems.
>>
>>145931160
Those are nice, well done.
>>
>>145931160
get the berries bitch
>>
>>145931160
is that jump getting faster or are you using a double jump?
you should probably reset the velocity before a double jump if it's the second one
>>
>>145929719
It was this. Solved it. Thanks for the help /agdg/
>>
>>145926062
times new roman, italic and underlined
>>
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Fixed a pathing bug that was occasionally breaking the AI. Going to rip open the character shader and figure out why my shading results are strange.
>>
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If this much feels this good, I can't imagine what a game selling would feel like.
>>
>>145931317
>>145931325
Thanks guys

>>145931272
>>145931247
Brb gonna kill myself

>>145931696
There's no double jump, I'm holding the jump button for more height. The values still need some adjustment, it looks and feels off.
>>
>>145932460
what is this
>>
>>145932537
Unity asset store, I got another sale today, which is another 14$
>>
give me that dopamine hit
>>
>Tell wife I'm going to go and dev instead of spend the rest of the night with her on the couch watching TV (we just got done watching Zootopia)
>30 minutes go by and I have surfed 4chan and Facebook, and not opened a single program relevant to vidyadev

Godammit...
>>
>>145932793
god job son
>>
>>145932460
nice
>>
>>145933008
Turn off your internet and get devvvvving
>>
>>145933008
unplug router and go dev then you fucking faggot
>>
>>145933008
go snuggle and sex
>>
>>145933008
>wife
lucky bastard
>>
>>145928409
This reminds me of the very first Crash Bandicoot.

I love it. Keep it up.
>>
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>people making interesting and original games here

>i'm stuck making an earthbound clone with a startup dev team

well, at least the assets are free and i get experience
>>
>>145933212
>lucky
>>
>>145933098
>>145933091
But... But... I can't live without the internet. Can I?

>>145933158
HA! Sex after marriage. You're hilarious.
>>145933212
Not really.
>>
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making a top down game, is this guy right?
>>
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Is there a simple way to convert a normal map into a dU/dV map?
I can't seem to find much online about it.
>>
>>145933829
>I can't seem to find much online about it.

DuDv maps can be manually created in Photoshop or PaintShop Pro:
Start with a Normal map.
Image->Adjustments->Invert (Photoshop) or Colors->Negative Image (PaintShop Pro).
Image->Adjustments->Brightness&Contrast (Photoshop) or Colors->Adjust->Brightness/Contrast (PaintShop Pro). Raise the contrast as high as it will go.

Literally first thing on google
>>
>>145933787
>Not really.
How old are you if I may?
>>
>>145933797
Who the hell says WASD doesn't work in an isometric game?
Also Spiral Knights isn't even isometric, and the characters aren't constrained to a grid, it's free moving, so of course WASD is perfectly fine for that.
>>
>>145933627
>original games
Chances are you won't ever make anything truly original, it will always be relatable to some other game that already exists. And if it doesn't it's gonna end up being some abstract garbage that no one wants to play anyway.

Just make something that's fun and that you can finish.
>>
>>145934102
>something that's fun and you can finish

i don't know about the first one but the second one i can do.

thanks anon
>>
>>145934048
I actually love my wife very much, I just don't think people should glorify it is all. But I get where anon was coming from.

Almost 30 by the way.
>>
>>145934015
unfortunately I don't have photoshop or paintshop, and the PDN contrast doesn't work the same way.
>>
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>>145896204
I'm going to guess:
- lack of planning
- ease of creation and alteration for Microsoft
- ability to run well on lots of computers, including slow ones
- no focus on making the code elegant in any sort of aesthetic sense, only in an engineering sense, and even that only where they could afford it
- the Ballmer Peak
>>
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>>145893797
>>145893878
>>145893987
>>145894127
>>145894446
>>145894578
>going full "what did they mean by this?" on a bit of text from Mattel relating to Barbie
I love you /vg/
>>
>>145934318
Good. Go dev now you lazy ass.
>>
>>145935606
draw my waifu
>>
>>145935606
Draw fanart for the guys who are sad about people not loving their shit.
>>
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>>145935606
Can you make me something like pic related, but for a basic blank humanoid?
>>
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Some progress, made a gui for the password breaker, so you actually have to put in some effort to solve it
>>
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>>145916429
How about this, Anon?
>>
>>145935923
tfw I looked at this expecting a hot alien girl
>>
>>145935923

wat
>>
>>145935606
That's a bold claim. Get ready to be flooded with requests. For example: Would you draw a knight, with sword and shield, facing the camera in a defensive stance?
>>
>>145935923
MOOT
>>
>>145935975
>alien
Widowmaker is human
>>
>>145935923
i rather like the looks of that hacking minigame
nice work
>>
>>145936117
literally who
>>
>>145935975
lol
>>
>>145936234
thanks friendo, my biggest complaint about hacking games is you so often just sit there watching a pretty animation while you wait for a timer to count down
>>
>>145933627
You're not the only one, friend
>>
>>145935923
Can you solve the password to completion?
>>
>>145880125
hey KerfluffleDev! love your TIGSource devlog. you gonna be posting progress in these threads more often?
>>
>>145935971
Sweet, what did you do, mate?
>>
>>145935606
>This post got deleted
Nani?
>>
>>145937020
Sorry anon, he only came here to shill. I had my hopes up too, thought he was gonna be cool. But nope, only here to promote his game, he doesn't care about the community.
>>
>>145933627
Dont worry, you always have the advantage of rehashes always being much more successful than original ideas. Enjoy your undertale bux :)
>>
>>145937031
All I did was remove frames.
>>
>>145937314
Nice, I'll work on it. thanks bro
>>
>>145936616
but anon I thought I was done with dev for tonight
dont shame me into staying up to do more work
>>
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Added a target that, when hit, will return all your limbs.

I still feel lost in terms of what interesting levels I can make with what I have. I keep making stuff that either allows you to move forward or allows you to move vertically. Pot launchers, tornadoes, vanishing blocks, extendable platforms, gear platforms, floating islands, they all do the same thing. But without the platforming, I have to rely on the game's terrible shooting mechanics that cannot hold up to contemporary games.
>>
>>145920459
Nice stolen assets.
>>
What should I work on next, /agdg/?
>>
>>145937639
out of all the 3rd-person platformer projects I've seen popping up lately, this one and Yooka-Laylee look the most promising. It looks gorgeous, and your main character's looking pretty distinct
>>
>>145937639
can't believe this is a unity game made by one dude
>>
>>145937838
Social media presence
>>
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>>145915957
Get fucked, multi quotes and terveisin are the highest expressions of human culture

t. /int/
>>
>>145937764
>get it guys because he's using placeholder sprites but I'm acting like those are the final art assets haha i was top 1% in my 5th grade class please validate me
>>
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>>145937931
i've posted progress a few times in the last couple days, but i didn't get a single (You)

I think I'll make some new power-ups.
>>
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>>
>>145938086
what's ur project bud
>>
>>145937864

Thank you, but if I don't make some more interesting levels, playing the game will be like going out on a date with a very handsome store mannequin.

>>145937921

I think it shows desu, especially with the blocky level elements that don't really fit together.

>>145935923

How exactly does this minigame work?
>>
>>145938064
>he thinks fully animated ripped assets are the same as "placeholder"
>>
>>145934331
You can get Photoshop CS2 for free. It's old, but it's still got a lot of useful features.

http://www.redmondpie.com/download-adobe-photoshop-cs2-for-free-legally-while-you-still-can/
>>
>>145937931
im right here bbz
>>145937639
Not everything has to be a skill check
add the puzzle in puzzle platformer
>>
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>>145938137

>Anita will never come into your house unsolicited
>>
>tfw I don't know anyone cool to dev with so I have to do everything by myself
>>
>>145938260
4chan is antisocial media.
>>
>>145938137
>I paid for this
>>
>>145938137

That's pretty retarded I bet most of that candy will spoil/go rancid.
>>
>>145938503
Candy doesn't usually go bad.
>>
>>145938416

He's more successful than anyone on here will be in multiple lifetimes combined. I don't think he's worried about letting things go to waste.
>>
>>145938225
>How exactly does this minigame work?
Its just a rough draft, but for each letter in the password you're trying to crack, you have to watch for when one of the random characters flashes green. It might get changed to be more of a stream of characters going by that light up when they're briefly in the right position. I liked the old Jezzball game so there might be some minigame about consuming more and more memory on a system in order to block in a file or password thats getting randomly shuffled around, trapping it in an area of memory where you can get at it.

Also the game by colorfalldev with the rotating pathway seems really cool and thieveable
>>
>>145938503
If you look at the column of baseball choclates you can see it has a core in the middle, so theres only like 1/5 as full as it looks
>>
>>145937639
Do you have the rights to plok or is this just a fan game?
>>
>>145938979

It's just a fan game.
>>
>>145939018
Why not change the character and make it an original game? I think you could make some money on this.
>>
>>145937639
Is it better to follow the manual or try and do things yourself?
>>
>>145939109

I want to worry about making the game good first.

>>145939110

It would be wise to read the manual in the SNES game, or at least watch the "attract mode" tutorial, since the game keeps many of its features hidden. My own game has no manual yet. Or was this a reply to the wrong post?
>>
>>145932228

>tictacs game with bugs

Looks neat as fuck. Keep it up.
>>
>>145931160

The jumping might still be too slow, but on the other hand, making it too fast is no good either. It just looks a bit floaty, like in Cave Story or SMB2's Luigi.
>>
>>145939331
It looks like neither the publisher nor the developer for Plok exist any longer. I wonder who even owns Plok.
>>
give me inspiration for a simple mobile game
>>
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>mfw i built my entire game in XNA
>mfw thought it would be easy to transfer to monogame

where the fuck do i even start with this new pipeline
>>
>>145939775
the market for quality incremental games is surprisingly untapped.
>>
>>145939626

http://www.zee-3.com/

These guys own the character. They have attempted to bring the game to GoG and Virtual Console, suggesting that they are treating the copyright to the game as if it was theirs. It actually belongs to whoever bought the Software Creations library from the wreckage of Acclaim; that buyer is unknown.

>>145939775

Copy a minigame from Mario Party or Pokemon Stadium or something. Whatever looks the most touchscreen-friendly.
>>
>>145939775
The goal of all game development is to become a good gamedev, the goal of being a good gamedev is to develop games. Meditate on that instead of joining the mobile menace.
>>
>>145939795
I got your new pipeline right here.
>>
>>145939879
>mobile game
>untapped
>>
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>>145924629
please fucking god make more of these
i don't care what you do just make more
>>
>>145939937
SAY NO TO MONEYDEV
>>
>>145939937
i am just starting, i have made some few demos and stuff like that, i think starting with mobile game design is a good start
>>
>>145940007
where is your game?
>>
>>145939987
>joke
>you getting it
>>
>>145940236
Don't make a [insert platform here] game.

Make a game.
>>
>>145939987
lol
>>
>>145940334
t. ideaguy
>>
>>145939331
>>145939904
You could always try to get the rights from whoever owns them. That's what the guys making the new Wonder Boy game did, at least. It's a relatively obscure game, so it shouldn't be as hard as getting the official blessing from a more well-known IP.
>>
So I have this horror game and I want to implement the sky as a tool for something in the game but I don't know how. I got the handle of a nice sky shader and want to use it but I don't know how to.

The game is a dungeon crawler with visual novel elements.
>>
>>145940334
http://www.mediafire.com/download/5t68ol852dsm9qy/ninjas.exe

it is named ninja but it is a zombie games, started working on it last tueday

is it really bad to make a mobile game?
>>
So I have this action game and I want to implement the time as a tool for something in the game but I don't know how. I got the handle of a nice clock and want to use it but I don't know how to.

The game is a first person shooter with visual novel elements.
>>
>>145940521
nah, you can make a mobile game if you want. the market is pretty tough, though, and it's a lot tougher the further you stray from the casual market
>>
>>145940521
>zombies
>ninjas
WAKE ME UP
>>
>>145939618
Yeah, I'm leaving the fine tuning of movement for after I've implemented more complex level geometry, with slopes and such.
>>
>>145940521
why the fuck would you post an exe with no gameplay

make a webm
>>
>>145940672
explain, do you have any experience with that?
>>
>>145939795
Begin by earning your game's trust.
>>
It's coming along, lads.
>>
>>145940867
any recorder you recommend?
>>
>>145941236
https://obsproject.com/
>>
>>145941432
I was just going to post that
>>
>>145941236>>145941432>>145941457
I'm using this one, is obs that musch better?
https://github.com/TheTarkus/WebMCam/releases
>>
>>145940236
>>145940896
make a web game, if it becomes popular make a mobile game, web is a good platform for releasing small games and testing the waters
>>
>>145941646
Where do I release my mobile games and whats a good place to promote them?
>>
>>145941646
i am using game maker, web games are those like ikariam and shit like that?
>>
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>spend over an hour trying to make a character model in blender
>end up with only a sad, ugly torso with deformed legs
>>
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>>145942354
I believe in you.
>>
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soup
>>
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>>
>>145942771
He makes it so fucking hard to like him
>>
>>145942771
JBlow confirmed nodev enabler.
>>
>>145942771
I'm different though, I have a real unique perspective and genuine creativity unlike all those other hacks
>>
>>145942734
I like your spriteart, it's very warm-feeling and comfy. What is your plan for a game?
>>
>>145942887
>I'm different though, I have a real unique perspective and genuine creativity unlike all those other hacks
said all of those other hacks
>>
Ninja-Zombie dev here, i have this problem /agdg/ i like game deving, but i have this problem that i cant decide what to start deving, making an easy mobile game or a complicated one for the pc, it couldn't be other way because iirc mobile players are casuals, what do you do to find inspiration? if you jus taks yourself what game you want to make i would say a fusion of Tibia Runescape and Habbo,the only thing stopping me is that i dont know jackshit about online games development, i want to start slowly, is it bad?
>>
>>145942887
I mean, you're probably a million times better than most Steam devs.
http://store.steampowered.com/app/432020/
>>
>>145941789
it depends, my friend has good success with fgl but he's been working with them for years, releasing alone on mobile in 2016 would be very hard but I heard good things about Amazon: https://developer.amazon.com/public/apis/engage/gamecircle/docs/publish-your-game

ps: made 3 games for mobile between 2013 and 2015 all of them failed <1k natural downloads so perhaps I'm not the best one to ask, good luck
>>145941842
no I'm talking about webgames like meat boy, cookie clicker, canabalt, etc
>>
>>145886736
Let him try it. You get his work as well if it would go to court.
>>
>>145943206
You should think less about what other people want, and more what you want, otherwise you're going to have a hard time being motivated. You can always sprinkle on juice in order for your vision to appeal to others and make you money
>>
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Gave yesterday's hammer another shot. What do?
>>
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>>
>>145943239
>What's under your blanket !?
>Even we, the developers of this game, have different opinions.
That plus having to chase cats out of the room is bretty gud
>>
>>145943459
well i want to make a runescape tibia singleplayer game, or something along those lines i will start working on that,also how often do people flesh out ideas here? i was thinking in discussing the idea of this game here
>>
>>145942734
nice zelda clone
>>
>>145943206
have you watched yesdev yet?

t. Hoppo
>>
>>145943839
if you're not at the point where you're capable of creating any idea you come up with (ie "don't know shit about online"), you should learn how to make games instead of trying to design something that will never get made.
>>
>>145944084
that why i said singleplayer, and i know how to use gml and java
>>
>>145943239
how does this happen? all negative reviews, still listed as "mostly/very positive"

are there services you can pay for the game the system?
>>
Do you need to get licenses or w/e to use certain guns in your games? Like would you need to pay to use a ak47 or .44 Magnum?
>>
>>145944248
>Positive (1,643)
>Negative (318)
You just read the page wrong.
>>
>>145944248
>all negative reviews
fampai..
>>
Gib some simple ideas to practice modelling.
>>
>>145944587
Space ship, space office, space table, space food
>>
>>145944527
right, I'm asking if there's a service to fake those positive reviews because it seems unlikely that they are legitimate
the "most helpful" reviews has 2.5 full pages of negative reviews before you hit a positive one
>>
>>145944587
Hitler youth haircut
>>
>>145944587
frog from chrono trigger
>>
>>145944749
"Ironic" games tend to get high amounts of "ironic upvotes." They don't even need to buy votes. You can see this shit everywhere, even on fucking kickstarter where it means you have to pay money for supporting a thing.

Notice that a bunch of the upvotes trash on the game, and yet they upvoted anyhow.
>>
>>145944835
Are you spying on me, cunt?
>>
>>145944961
just a little bit dude, don't take it seriously

nice hair
>>
>If I make my game have a nipple in it I can't use steam for easy distribution.
>It's not a flash or unity game so I can't just embed it.

Fug.
>>
>>145945428
censored on steam
then release a free patch.
>>
What's the 3D modeling program I should be learning?
Any idea which one games that look good tend to use?
>>
>>145945540
Youse modo, it has better pixels.
>>
>>145945540
Games that look good use Maya and ZBrush. Games for people who don't have a company buying them software use Blender.
>>
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Exciting new progress Soon™
>>
>>145937121
Obviously was a troll and not the artist who drew that. Artists working for free are hurting other artists by doing so. Artists should NOT work for free.
>>
>>145946085
Are you going to put in all the controls from the old game, or take it in a unique direction?
>>
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>look at other devs' progress
>amazing looking, interesting from a dev perspective, shows talent, looks legit like a fun fame
Meanwhile
>my game is boring
>my progress is slow, unfun, amateurish and trivial
>mfw
>>
>>145946139
Only the /vg/ janitor should
https://www.youtube.com/watch?v=fuJUT9piZIk
>>
>>145946462
I deleted it myself.
>>
>>145945540
Industry standard is Maya or 3DS Max. Both have their strong points. Maya is more popular for its great animation controls and tech art scripts, while 3DS Max has a larger following, and thus more tutorials and plugins.

Knowing either is good enough, knowing both is great.

Blender is also fine. Honestly, once you know the basics of 3d modeling and have a good idea of how to achieve your desired result, any program will do. Some will just enable you to work faster depending on the job at hand.
>>
>>145946532
Is there anything Blender is lacking compared to the others? If so, is it worth spending hundreds of dollars on?
>>
>>145942771
>reasonably good indie games
Any examples? Genuinely interested here. I'm going to be projecting here but I just think his judgement on whether a game is good or not is bad and the indie game market isn't actually in a bad state at all. To begin with you're overestimating whether people can distinct whether a game is professionally made or indie, to them the line is kind of blurry.

What is bad is bad people trying to replicate the same kind of pixel art over and over gain, you know the one I mean, these fucking 1 pixel leg characters. That shit is awful and of course people are fed up with it, you can't recycle the same shit over and over again and expect people to keep liking it.

tl;dr he's salty because he has normie creativity and can't make it big.
>>
>>145946372
Specifically, what old game are you referring to?

That webm is doesn't even come close to representing what controls will look and feel like in a few weeks.
>>
>>145946440
you are only seeing the results of hard training, a friend of mine can make awesome games but he has dedicated about 5-6 years of his life in it
>>
>>145946440
post progress
>>
>>145946719
The dreamcast/ps1(?)/pc podracer game.
>>
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>>145945540
blender, below is why
>>145945796
>people who don't have a company buying them software use Blender.
actually blender is more than that, and the smart ones know this, see you want to be a 3ddev, and you are indie, so you are alone in this or you will have a small team, now for 3d, you got to know 3d modelling from modeling to sculpting, animations, videos editing and post-processing, dont forget your game engine... if indie, you got to cut your learning curve, this is what takes half of the dev time, for that you need a standard, something you can LEARN ONCE AND APPLY TO EVERYTHING ELSE to greatly cut down your learning time, here is where blender kills it, you learn the software once and now you got 3d modeling software, video editing software, animation software, a game engine software -the blender game engine- all under one software unified workflow, read again UNIFIED WORKFLOW, you learn blender once, and you are set. also if you got a team communicating ideas, tricks, work and thoughts is easier because all your team understand the how-tos since blender shares the same workflow across every aspect of it... there is more but this text is already to long, and sorry if i dont make sense much, english is not my primary language
>the keyword is UNIFIED WORKFLOW AND ENVIRONMENT. :)
>>
>>145946748
post his game
>>
>>145942771
>>145946716 Just noticed who Jonathan Blow is, alright I was a bit harsh about the normie creativity thing, my point on the rest still stands though.
>>
>>145946694
Personally I've never used Blender, but from what I hear, it works just fine. It is just very unique in its design, similar to Zbrush, so it takes awhile to learn even if you are familiar with similar CAD programs.

My recommendation would be to just acquire a student license or something similar of 3DS Max or Maya and learn those. Technically you are not allowed to sell the things you create with them, but Autodesk has literally never pursued anyone over the issue. Not to mention stealing software is rampant in the industry anyway.

Blender is also fine if you are one of those people.
>>
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>>145946838
cont. below
>>145946694
>Is there anything Blender is lacking compared to the others?
professional plug ins, see vanilla maya, blender, 3dsmax are the same, capable of achieving the same results, the problem in blender is it forces to do everything from scratch, where this is a good thing and more beneficial for the long run, maya and 3ds max...etc with the help of its wide plugins cut production time greatly "for example making realistic fluid in blender needs alot of work but in maya, you just buy their plug in -forgot its name, but you can google- does all the job for you, and thats one example, abyway, if you are willing to learn, blender can do everything the rest does and for free, and if you dont believe me, read blenders documentation, but if you got the money, use maya and the rest but it will cost you alot down the road... and read my first post >>145946838 if you want to know another advantage of investing you time using blender
>>
>>145947448
You do know Blender has its own Fluids thing right?
>>
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Today I'm not adding new features, just catching up on some content. Well, I guess adding weapon types is technically a new feature. I'll probably just make the skill bonuses super simple for now like "skill level adds to armor class" and double/triple it for expert/master. In the base game, Master Sword lets you dual wield but I dunno if I'll implement dual wielding for this tech demo.
>>
>>145946771
>>145946771
Let's say unique direction. I've not played the PS1 game and I'm not interested in recreating it. I don't particularly like racing games or Star Wars to be honest.

My goal is primarily to make a competitive racing game that is a little bit more than knowing when to turn left or when to turn right. Ignoring the weird amalgamation of art I have going on, I'd say the primary inspiration of mine would be F-Zero, because things will go fast, things will have boost, and things will explode.
>>
>>145947448
>>145947561
i am sorry, i meant realistic water by that post, which in blender is really difficult to achieve...
>>
>>145947651
If you want to make a competitive racing game, you might want to look at what makes racing in reality tough (limited grip, trying to use effective racing lines, having to defend and try to slip past other racers at the right points on the track, conserving momentum as much as possible).
>>
>>145946085
They come here, they look around, they no buy. Why nobody buys?
>>
>>145945796
Is ZBrush an alternative to Maya or used in tandem?
>>
>>145946085
Are you going to turn the fog/draw distance down/up (christ that is awkward) at some point? I reckon it would be pretty easy for a new player to miss that gate on the frozen river if they didn't know it was there.
>>
>>145947795
Yeah, that is my problem. Those aspects of racing really bore me. They are impressive, no doubt, but every single racing game boils down to the same core racing mechanics. And I'm so fucking tired of it.

I want to take the best mechanics from those games, and add something new on top that doesn't feel awful or out of place. I've got a pretty good idea, but we will see.

Also I plan to add guns. Did the PS1 game have guns?
>>
>>145943565
Anyone know how the glass texture works? I'm intrigued.
>>
>>145948073
In tandem. Maya does everything, ZBrush just gives you a nice sculpting editor for making the actual mesh.
>>
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Posting progress because I haven't in a while. I feel content enough that this level teaches everything I want it to teach, and I've plastered it with a temporary tile set to somewhat show my vision. Might add some more on, dunno.
>>
>>145948098
Actually, the main problem with most arcade racers is that they boil down to a single added gimmick that makes all the real racing tactics entirely void (see: single button drifting to make you go faster, boosts in awkward parts of the track that you have to go for in order to go fast, destruction mechanics that promote ramming players out of the way instead of slipping past, RNG-based weapon pickups). I can't think of many arcade racers where the core racing techniques are relevant.
>>
>>145948209
it looks like it's just assigning a color based on screen position
>>
>>145948098
Episode 1 racer didn't have guns. What it did have was some interesting controls, on top of the fact that the crafts handled somewhat uniquely.

Not every racer is typical. Literally just look at all of Nintendo's racers:
Mario Kart
F-Zero
Excitebike, Excitetruck, and Excitebots
Kirby Air Star
Wave Race
(Not sure if it's worth considering 1080 as a racing game)
>>
>>145948293
So what, like the glass is just one color and the reflection is a shader?
>>
>>145948347
>Kirby Air Star
lol I meant Kirby Air Ride.
>>
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Added a simple gun + shooting. Need to do something to make the gun lighting more smooth...

I should propably also look into dynamic lights for the "bullets".
>>
>>145932782
link?

i'm curious to see what people would spend 20 $ onto
>>
>>145948483
Feels constrained. Any reason the fov is so low?
>>
>>145948483
why are torturing yourself with game maker? why not use a 3d engine?
>>
>>145948417
That would be my guess. If you just stare at the streaks and ignore the car, you'll see they don't move.
>>
>>145948537
fairly certain it's simply a preset for having a third-person camera tracking an entity
i wonder if he'd get more net gain by dropping the price and attracting more people who are lazy cheapskates rather than dads-wallet-devs
>>
>>145948483
That was some quick progress. I remember you from yesterday
>>
>>145948094
Absolutely, awkward is putting it mildly. I'll be putting more effort into the tracks once the vehicle handle as intended.

>>145948289
You make a good point. Like I said, I don't particularly like racing games, so that had not occurred to me, but you are exactly right. I'm pretty sure what I have in mind is minor enough to not make those aspects of racing irrelevant, but still enough to make the controls feel fresh.

Still though, it will be so easy to slip into that issue with combat too. Fun fun.

>>145948347
Fuck, I loved 1080 and Excitebike too. I was thinking more like Need for Speed games or racing missions in GTA or whatever. But yea, what I want to create is more along the lines of those less typical entries.
>>
>>145948559
..Because I know how to use GM and thus it's easy to work with?

>>145948551
No real reason, it can be changed however.
>>
>>145948636
yeah but how did he package the presets?

how do you get people to buy for 20$ something that has dozens of tutorials
>>
>>145948250
Is your character's head a TV?
>>
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is the made with unity screen really a dealbreaker for a demo?
>>
>>145949083
nevermind, found it
https://www.assetstore.unity3d.com/en/#!/content/62374
>>
>>145949372
No. You'll have to perform, though, it's equal to gamemaker in your average gamer's mind.
>>
>>145948250
Unofficially yes.
>>
>>145949459
oh ok
>>
>>145949395
>crossdressing
Am I supposed to be seeing a penis here?
>>
>>145949328
Wasn't paying attention, meant >>145949518 for you.
>>
>>145949372
It will be customisable in the next version of unity
>>
>working on my game a bit
>decide to play ffxii
>30 hours later didnt do shit in my game

fuck
>>
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My skybox is simple 32*32 or 16*16 pixel texture. When locations change, texture of skybox also changes with them. I simply redraw this texture using arrays and set pixel via C#. But because of it i also had to make sun 128 bit texture, because 2k texture took 1 sec to redraw. Can i generate textures same way using shaders? I tried to google but beside rendering to texture i cannot find anything. Is it possible in Cg to work with array of pixels and to manipulate them individually?
>>
>>145949705
you mean 5.3.5? I don't see it in the notes..
>>
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>When you're so socially anxious you think Twitter people are going to murder you because they respond to your posts
>>
5.4
>>145949802
http://blogs.unity3d.com/2016/06/16/evolution-of-our-products-and-pricing/

> from the site
NEW SPLASH SCREEN

Apart from price changes, we’re also working on some changes to the Unity splash screen.

The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. You will also be able to customize it with your own (blurred) background image and your own company logo in addition to the Unity logo. This feature is coming, but give us a bit of time to perfect the technical aspects of it before we release it. The customizable splash screen will be available in all versions of Unity, but can be completely turned off in Unity Plus and Unity Pro. We’ll have a blog post with further details later.
>>
>>145950143
i honestly don't see the point why would someone care much about a Made with Unity splash screen.
>>
>>145950236
I agree, but you'll see some people automatically associate the "made with unity" with a poor game.
>>
>>145950143
thanks!

>>145950236
personally it's not that bad but I wanted to know if there's some preexisting notion of associating it with shovelwares.. I suppose if the game is good enough it should warrant enough respect to judged on it's own merit although the pressure will definitely be there.
>>
>>145950105
tell me those are placeholder sprites
>>
somebody red pill me on texturing models
>>
>>145950236
I suppose if you want to show some of the game's aesthetical design all the way from the splashscreens, some customization is nice to have.
>>
>>145950236
The first impression people have of a game is important.
Splash screens of any game creating program of any kind, be it Unity or RPG maker tends to give a first impression of "Don't expect much from this game."
After all, the first thing you learn getting into the game is that it was made using a per-existing engine, which sets a bad mood to begin playing.

The game would have to deliver something good afterward.
>>
>>145950236
>why would someone care much about a Made with Unity splash screen.
Stigma from shitters making shit.
Same reason why FL Studio gets put in the same place despite it being a great DAW.
slthough unity isn't as great
>>
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Help me out here guys. I'm working on a Dota 2 game mode and I'm almost done with it. I got mad coder's block because I'm really worried about polishing the shit out of everything to give the best first impression possible on one hand, and on the other, I wanna work on my own indie game in a proper engine, but have a cool game to code mods for.

First part's my own damn problem, so help me with the second one anon. What other game engines are fun to do modding projects in? Just go with personal opinion, I don't care, just tell me what games you like coding mods for and why.
>>
>>145950105
We need to go smaller. 2 pixel characters.
>>
>>145950727
Get substance painter and save yourself some time by using magic.
>>
>>145950801
you can have a splashscreen already.


from what i've seen normies don't even know what unity is, as most unity games released removed the splash screen. On the other side nobody gives a fuck about splash screens, or engines period. There are retarded amounts of games that show the "Made with Unreal Engine" and nobody cares.

The only one who cares is /v/ because muh indie dev pink hair.jpg
>>
>>145951060
because "made with unreal" increases people's desire for a product
>>
>>145947620
Dude, please learn about defaults.
>>
redpill me on indie gamedev
>>
>>145950105
>>145950684
>>145950970
I like the style
>>
What's better, making my own engine or using unreal?
I do not give a single fuck about the time or effort spent, I'm only asking about the quality the game would have in the end.
>>
>>145951371
collusion and pretentiousness to survive
>>
>>145951389
It depends more on your own ability. Just like make game.
>>
>>145951279
Those aren't defaults, those are just placeholders for things I haven't filled in yet
>>
>new '90s-style 3D platformer
>uses scalyfag "cool" animals instead of based nonsexualized mammals & birds
Fuck Spyro
>>
>>145950960
I don't think many people here code mods... this thread is more for people writing their own games from scratch.

If you want to work on your own indie game, pick up an engine and have at it. The most fun engine is probably Game Maker since you can get a prototype working really quickly, and GML is very easy to learn (presumably not much harder than the scripting engine used for mods in most games).
>>
>>145951383
the screen shake on what looks like an atari 2600 game makes me feel sick [/opinion]
>>
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"""""progress"""""

>Cranked up FOV from 60 to 80 as some anon suggested
>Made it so I can have "holes" in the ceiling, allowing skylight inside

Aiming for a metroid-ish aesthetic with a combination of "organic" surroundings, tech/industrial tiles and ancient stone tiles. Some day.
>>
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>>145950236
People don't want other people to know that they are using babbys first engine, which in turn makes it very likely that the game will be poorly optimized and have few possibilities to fix it later.
>>
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>>145950105
Near perfect sizing.
>>
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>>145951523
Parse error: unmatched closing tag "[/opinion]"
>>
>>145951476
So make an engine, and if I can't get it not to suck, switch to unreal.
Thanks.
>>
>>145951592
This made me so happy to see. Thanks for the homage.
>>
>>145951389
You mean a 3D engine? Unreal or Unity, duh. You SHOULD care about the time and effort spent, because no 3D engine was made by one person. No, not even idTech 1 was made by Carmack alone.
>>
>>145951632
That's retarded, why do people believe what they read on here
>>
>>145951728
That makes sense.
I probably should think things trough more before trying to make breakthroughs where they aren't needed.
>>145951803
I tend to believe in myself too much.
>>
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>>145951490
That's alright, I appreciate the response anyway. I've been dicking around with Unity and I like it, especially because I'm a sucker for wysiwyg level editors and C#/Java-like languages. Lua too to some extent but that's not relevant. Game maker looks cool as fuck, and I'm totally open to using it, but I really don't mind coding in 3D. I know enough coding/math to make it work, and I haven't had any trouble with some simple Unity shit so far.

That said, you know if Godot (https://www.godotengine.org/) is any good? Haven't tried it but the license looks a lot nicer for a povertyfag like me. Also, I was planning on making my game with a good buddy of mine, and I'm guessing Unity has way better source control. Also he has VR tech at his place, a Vive specifically. Not gonna lie though, I'm a little nervous about doing a 2-man thing. I don't want anyone cramping my style... I might duck out before it's too late.
>>
The more I look at the model I made, the more I want to scrap it all and redo it again. What do?
>>
>>145951884
Are you a better programmer than John Carmack? No? Then stop being a moron.

You use the highest-level tools that allow you to make what you want. Do you know what "high-level" means in this context?
>>
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Well I'm sure none of this is balanced and I can't even test half of it because I haven't added any armor to my item spreadsheet yet, but it's all implemented, at least. Later I'll add daggers, maces, spears, staves, and whatever else, but no rush to do it now.
>>
>>145952108
Aren't we already over this?

Wait a sec, how is Unreal high-level?
>>
>>145952108
I can't stress that enough. Back when I was a teenager I was all "I don't wanna be a scrub, I'm gonna code a Mario game in C++ using DirectX and shit!!!!111". You know what's a really good way to overwhelm yourself and get nothing done except a big glitchy pile of shit? That.

There's absolutely zero shame in using a big-name engine if it does everything you need it to. The only thing that matters is what people see in the end. Players aren't gonna give a fuck what engine you made your game in, they just care if it works right and it's fun. It sounds obvious as fuck but I think a lot of people underestimate the importance of that.
>>
>>145952252
>posting your source code
thanks ;)
>>
>>145952289
Fuck I'm retarded, I forgot it uses C++
>>
>>145952381
It uses blueprints too.
>>
>>145952040
Godot is a bit of a meme around here, so I'd be wary of any advice you get about it. I've never used it, but I know at least one dev here does use it and I haven't heard any complaints.

The problem with 3D games isn't really the coding - it's the assets. Are you able to model and texture solo?

If you want to mess with VR you should probably stick with Unity - I imagine the support will be a lot better.
>>
new

>>145952737
>>145952737
>>145952737
>>
>>145952725

NEU! thread
>>
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>>145952761
>>145952750
>>
>>145952560
I've been trying to learn. I'm starting to get modeling but I can't texture to save my life. Yet.

I guess I should ask, if you wanna deliberately go for Sega Saturn-era aesthetic, I guess it's the same shit as pixel art in that if you go low res enough, it's generally easier. Same with low poly and texture res, I guess?

If I end up partnering with this guy and we make the game VR-compatible, it'll almost definitely be Unity, since he's more familiar with it and I'm by far the stronger coder, so I can catch up. Else I'll shop around, as long as I don't have to do any really janky shit I can basically learn any engine I put my mind to.
>>
>>145951562
Looks good, but that gun(or whatever it is) model looks really big. its a thing a lot of modern FPS do but is ass annoying
>>
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>>145942771
M A R K E T I N G
A.
R.
K.
E.
T.
I.
N.
G.

NOBODY HAS EVER HEARD OF THESE FUCKING GAMES OF COURSE THEY GET KILLED
Thread posts: 781
Thread images: 139


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