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/agdg/ - amateur game dev general

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Thread replies: 762
Thread images: 145

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

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

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first for making your own engine
>>
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>>145952825
Nth for taking an engine and using it for purposes it clearly wasn't meant for
>>
So what's the status of all the games in that pic?
>>
>fire up gamemaker
>browse 4chan and listen to sega genesis songs for 4 hours while fantasizing about my game being finished instead of making it
Every time
>>
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Added a simple health bar and entities will flash red when hit.

Next working on a character text bubble / message thingy on the gui.

Then comes the bosses 2nd attack work which will hopefully involve some laser beams.


https://www.youtube.com/watch?v=HMhqnQcFhx4
>>
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Now that I have weapon/armor types, you now need the appropriate skill to equip the item. You can learn skills either from the trainer or the store, but only the trainer can teach you to be an expert/master in the skill.
>>
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>>145952737
>>
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Now you can pick objects up.

The unity stock particles are probably there to stay
>>
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Spaceship for my space game for space jam. What do you think? I'm trying to go for a low poly/low res texture style.
>>
>>145953883
That looks fuckin' sweet. I love the intakes.
are they meant to look like you could put the AGDG logo in there
>>
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>>145953972
Ha, I didn't think about that.
Unfortunately it would be 3x3 pixel per letter, it's just too small to fit there.

I will put it somewhere in the game though.
>>
>>145954170
What're you making with your good ol' tanks, anon? You gonna have some sorta basic 2d tanker shooter?
>>
When people animate combo moves for 3d models, do they animate each action separately and play the animations in a sequence or do they make a single long animation and then control how much of that animation is played?
>>
>>145953883
That looks amazing.
>>
>>145953684
What sort of game will this be? 3D puzzle, like that one game I forget the name of that was on steam and made in unreal?
>>
>>145954239

Senshadou (from Girls und Panzer) game with mechanics similar to X-Com, hopefully.
>>
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Babymode progress: can now shoot the gun with z key
>>
>>145954681
your walk cycle looks like he's doing a jig
>>
>>145952737
Whatever happened to that one anon who supposedly was going to make an update to that pic? He asked for everyone's main protag/OC for their game, but I don't ever remember the promised pic being posted. So did he just take our characters and patent/trademark them? Was he just trolling and now he's gonna sue us or demand money when we publish our finished game?
>>
>>145954974
Dead. Like all the games in that pic.
>>
>>145952902
nice quake 2 clone
tumblr?
>>
>>145954918
she's excited about make game
>>
>>145954248
Single stringed animation is more modular.
Ask Mayhem Dev when he's around how he does his system.
>>
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A miserable pile of pixels in 8 colors.
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>>145955591
>pure colors
>>
>>145955591
don't people hate meme pixels now? i remember people on greenlight being angry about this style of pixel art
>>
>>145955743
What the fuck are "meme pixels"?
>>
>>145955817
single blocky features.
1 "pixel" limbs.
etc
>>
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>>145955817
"lowres" pixel art usually has 1 pixel limbs
>>
>>145955885
Tried with 2 pixel legs, looked weird as fuck. Does this mean I should stop making video games?
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So I've been working on saving/loading, but I can't really show that in a webm. So here's an update on the main menu.

I made it so the characters play random animations every few seconds. Sometimes it looks like they're reacting to each other which is pretty neat.

I think I need to start settling on character names soon. So far some ideas I've had are:

Dude - Rad or Nick or Rick or Max
Girl - Mimoko or Ami or <insert anime girl name here I don't know>
Robot - Tek (aka PRO-TEK-T)
Ghost/Invader - Spookie (aka Ms Spook)
Hand - Sim (as in simulation game) or Dex

If anyone has character name ideas I'd love to hear 'em.
>>
>>145956015
>Does this mean I should stop making video games?
No, it means learn to actually draw so you can do regular pixel "art", or just regular drawn assets.
>>
>>145956107
I'd go with Picks for the hand.
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>>145956021
how to get me to drop your game.webm
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>>145956021
That's pretty cringeworthy desu
>>
>>145956231
And you still use the word "cringe" and ironic japanese, so I guess that makes two faggots.
>>
>>145956107
Mimoko isn't a name used in Japan.

Momoko, which you might have been going for means peach, but since she's a sailor moon copy, I'd say going with something like Tsukiko (moon child) or just Tsuki (moon) is better.
>>
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my first pixel art, I call him jon.
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>>145956231
That's the point.
>>
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>>145955206
No progress in Tumblr as of yet. Maybe some day.

>Made the holes in the ceiling have diagonal walls for less blocky look
>Still a few problems, apparently
>>
>>145956276
>ironic japanese
where do you think you are baka
>>
>>145956356
is he naked?
>>
>>145956445
I know exactly where I am. This does not make you less of a faggot.
>>
>>145956015
you got the pretentious indie attitude down perfectly
you're on your way to success
all the color-haired ladies will be flocking to you if you continue down this path
>>
>>145956484
Nothing ironic about it you god-awful normie.
>>
>>145956518
I'm not getting off your board. You'll have to live with it.
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>>145956356
yes but he has a sword and he smokes, how do you guys post sprites so big? should I work on bigger canvas and then make it smaller?
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>>145956484
normies go home
>>
>>145956424
>You made that in one fucking day
>tfw I can't even get simple 3d platforming working
Jesus Christ.
>>
>>145956460
>>145956606
sorry quoted myself instead of you
>>
>>145956639
pls, it was mostly just copying existing code from other parts of the level building script and then hacking it together.

u can do it

i believe in you

:^)
>>
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>>145956606
Zoom in with your editor, take a screenshot, paste it in a new canvas/file and crop+save it.
>>
>>145956743
Prepare for this to be the new AGDG m'lady meme
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>>145956606
I upscale them in gimp before posting
>>
>>145956295
Well she's actually meant to be from a bootleg rip off of Sailor Moon, so it doesn't necessarily need to be a real/fitting japanese name (it might even be better if it was like a misspelled version of Tsuki(ko)).

Thanks for the info though, it helps.
>>
>>145953387
Has cactus ever made an actually good game?
>>
>>145956741
You really made this in one day
wow
>>
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Remember, players LOVE super involved displays to make them feel like they're getting a lot done.
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>>145957028
Yes
>>
>>145957154
Please stop.
Retards don't umderstamd sarcasm.
>>
>>145957154
This is f-fake. r-right?
>>
>>145956743
Ah, the elusive bascinet-cum-fedora
>>
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>>145957154
Not gonna lie
Disgaeas Big numbers do make me feel good
>>
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>>145957154

For a non-MMO that's an impressive amount of bullshit crammed onto the screen.

But this is to go a level beyond.
>>
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>>145957448
Don't kid yourself, these little numbers are the real reason you play.
>>
>>145957752
Hnnnngh
>>
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>>145957752
I'd hit it, I'd hit it S times
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Started adding some details to the map, I'm suddenly so envious of games that have a huge library of textures to use, I might start taking some public domain ones to speed shit up.

It's also about time I started placing enemies and such on the map too
>>
>>145957731
This is addons, not the base game.

Can't blame the game for the user.
>>
>>145958002
you can blame the game for enabling it

every user option is a failure of design
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>>145958248
Kill yourself.
>>
>>145958248
It goes beyond enabling- the game practically demands it at a certain level.

Granted, WoW has gotten easy to the point where you don't really need to know what's going on most of the time.
>>
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>>145958323
is baby mad that he has to let the player make the game for him?
>>
>>145957731
>>145958002
The funny thing is that, prior to the ability downsizing in draenor, if you to raid at a high level with WoW, you 100% needed all of that shit to be effective, especially as a tank or healer. The only thing I would fault the player on is having his dps meter and player frames too large and that he's not using his right hand side bars. All the individual bits and pieces are useful and necessary.
>>
So what exactly belongs in this thread? I was recently brought onto an FPS mod project to do UI work, and I'm definitely an amateur, but this thread seems to be about people who actually make their whole game from start to finish, and usually with pixel art.
>>
>>145958419
You needed the stuff but it doesn't mean you had to have it all randomly all over the screen.

I had a set up where I still saw 80% of the screen with all my addons as a healer.
>>
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Tell me, does learning how to draw really help in creating texture and sprites for games?

I can almost draw a flowchart about this: get excited about an idea. Time to move on from rectangles and circles to actual visuals. Gets really depressed by the fact that my game will never be. Drop game dev for a few months. Get a excited about an idea, and so on. I want to break this circle. Please, tell me if I finish a tutorial series like this: http://drawabox.com/ I'll be able to draw some brick walls and skeletons for my shitty game.
>>
>>145958385
plot twist they are the player and youre game is shit
>>
>>145958546
Only if you have talent.

If you don't have it, then don't waste your time trying to create something that will always be sub par.
>>
>>145956107
Call the robot Andy. Andy Roid.

Don't laugh. You know it works.
>>
>>145954352
I don't know what game you are talking about, it's just some puzzle game that focuses on space manipulation, for the space jam.

i doubt it will evolve past that since i'm a shit programmer and mesh manipulation is hard for me.
>>
>>145957952
Looks swell

I assume the glass doesn't have any special interaction when you shoot it yet?
>>
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Ideas for Space Jam game please.
>>
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>>145958831
>>
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if infinity + 1 = infinity,

what is infinity halved? infinity/2 = ?

what if we divide infinity by a very large sum?

infinity / gorillion = ?
>>
>>145957952
the clean style looks really nice, too much detail would draw attention to the low res of it
>>
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>>145958896
infinity is not a real quantity
>>
>>145958896
half infinity
small infinity

there's literally no difference unless you plan to compare them to other infinites
>>
>>145958487
As a tank you pretty much needed all your vital stuff like cooldowns, target, ToT and health in the middle of the screen, because even glancing away from a moment could fuck you up. Same with pvp and arena.
That's not to say that his shit shouldn't be resized and in better positions, but the way he has them arranged isn't that bad.
>>
Any way to make Unreal Engine recognise Codeblocks's compiler instead of having to bother with Visual Studio?
>>
If you show off pictures of a game in development where you're blatantly using other games' assets, but only as placeholders, could that get you trouble later down the line?

For example, completely using Samus's sprite set to test Metroid-esque game.
>>
>>145958896
It's all the same. It's infinity. Unless you divide or multiply it by a negative number then the infinity isn't changing.

We rarely look at infinity in terms of its objective value, we look at it more as a concept of a number approaching the infinite. Sometimes you have higher orders of infinity that essentially allow you to answer questions like one negative infinity plus infinity, but context defines those things. There's no absolute answer.
>>
I've been using and learning GM:S for a couple weeks now and I must say it's pretty damn powerful. 2D-wise it can pretty much do anything you want.

I don't understand why we sometimes have people here hating on it.
>>
>>145959223
You can't into legal trouble if you're not trying to sell it and your game isn't popular enough to trigger a nintendo c&d.
People will give you shit for it though.
>>
>>145958896
infinity isnt a number
>>
>>145958896
infinity is not a number you cant perform arithmetic operations on it
>>
>>145958896
stupid anime girl
>>
>>145959360
>>145959439
0 is a number though.
>>
>>145959538
So is 28.
>>
>>145959538

0 is a concept too. it's not an actual number.

only real numbers are numbers
>>
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>>145958896
this is how it works in lua
>>
>>145957952

I love how clean this style looks.
>>
long time qtcreator user here, used vim for years before that.
how bad is atom for c/c++?
>>
>>145959601
>it's not an actual number.
It can affect other numbers though, so it's an actual number.
Infinity is a number too, science just hasn't gotten there yet.
>>145959661
Switch to Vim if you want a new environment. Atom is gimmicky shit.
>>
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>>145959629
>1/0 == math.huge
>true
>>
>>145959601

0 is a real number
>>
>>145958896
Should've gone to college
>>
>>145952904

They're all dead. Every single one.
>>
>he's making a roguelike rpg
Why don't you make something original, you talentless hack?
>>
>>145959790
I think the whole reason it even has infinity is so that it doesn't have to stop a script if it accidentally divides by zero.

idk, I'm probably wrong though
>>
>>145958786
Thank you. Nope, I'm leaving breakable glass as a somewhat low priority, but if I do it I'll actually be able to sort transparent objects instead of having to trust the draw order set by radiant/blender.

>>145958912
>>145959659
Thanks! You guys mean in terms of geometry or textures? Because I am slowly replacing all the Defaulto-brand concrete surfaces but geometrically I'm not adding much more detail other than populating the place with props.
>>
>>145959286
>tfw start using a real language
>tfw in two days, implemented most of the stuff I used in GM:S
>creating and destroying game objects, sprites, input, collisions, timers
>still need to implement animations and changing levels, which should only take a day
>get the benefits of a real IDE instead of a clunky GUI, real methods, typechecking...

Feels good man
>>
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>>145959181
I wonder about this as well, and I'm absolutely not the same poster, no way in hell.
>>
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I want to make a god game, but I have a feeling I'm going to give up when I try to do the AI. Is there anything I should look into (are behavior trees good enough or do you need something more complex?) or should I not bother?
>>
>>145959975

>Thanks! You guys mean in terms of geometry or textures?

Mostly the textures, they're easy on the eyes. The simple lighting adds a lot too.
>>
>>145960138
You should not bother, any sim-type game is one that will not have any returns (i.e. be fun to play) for a very very long time, until a very very large portion of many complex features are completed.
>>
How much slower is SWITCH statement than a simple IF?
>>
>>145960428
a switch case with many options will be faster since the compiler should optimize it to use a binary search for a given case
>>
>>145960428
it's literally just as slow or fast as multiple if statements. if you implement all possible values there's a chance the compiler will optimize the statement into a jump table, same is true to multiple if/else.
>>
>>145960428
With the switch-statement the compiler knows that all clauses can be evaluated at the same time and can put them in whatever order is most efficient.
>>
>>145960428
>optimizing logic branches
no
>>
>>145959790
mathemagicians can muck about with "muh purity" and "muh undefined", computers have to face the practical reality
>>
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>>145952904
RRPS is released on steam
I think noil might still be developing his game but he rarely posts here and i don't check tumblr so I don't know
Plok 2 is in development he posts progress somewhat regularly here
Dreaming sara got released its on steam
Slow's chicken game whatever it's called god a redesign and its still in development
Merc Leto disapeared changed engined posted progress a few times then disapeared again (possibly changed engines again)
I think voltorometer got released
Spooky Quest seems to be still in development though the dev doesn't post progress here as often as before last time I saw it dev was working on multiplayer
Megabyte punch got released its on steam
RoR got released obviously
If I'm not mistaken the blue pants brown hair guy next to magnet man posted progress last thread
Spacemen Sparkles got released it's on steam
Motavio is still superior to disciplimeme
Quicksand coastline got green lit but I think the dev isn't working on it anymore his new game is vampire of sands it's released on steam
Notzelda is dead the dev is working on crystal gun girl game but he doesn't post progress as often as he did before (read as almost never posts)
Subania got released, devs next game Aerannis also got released he was working on a point and click stealth game i think, hasn't posted progress in a small while.
A Nation of wind got released (free download on tumblr)


All other games are dead as far as I know. Did I miss anything?
>>
>>145961264
But who sold the most, apart from RoR & Megabyte?
>>
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trait GameObject

trait PhysicalGameObject extends GameObject
trait SpriteObject extends GameObject
trait HealthfulObject extends GameObject

trait Character extends PhysicalGameObject with SpriteObject with HealthfulObject
class Player extends Character
trait Enemy extends Character
class Goblin extends Enemy
trait Projectile extends PhysicalGameObject with SpriteObject

>tfw traits are comfy as fuck
>>
>>145961264
>Did I miss anything?
kat attack, delko car, berserker, multiple TBS, seafarer 2D 2
>>
for the people that are using frameworks and not engines, how do you make levels or map? I understand that its silly to build the level coding tile by tile, how do you do it?
>>
>>145961820
http://www.mapeditor.org/
>>
>>145961820

Tiled Map Editor.

use an open source class (probably you can find one on github) to import it into game.
>>
>>145961685
>Seafarer

I feel like Seafarer would've made more money than any other AGDG game if the dev actually finished the 2D version.
>>
>>145961820
My levels are 1 png file of all the graphics and then I code all the platform collisions in code.

If things need to be animated/move I put them on top as a different png file.
>>
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>>145956424
I'm really digging the way this looks so far, dat Timesplitters 2 aiming and all.

I don't know if you intend that to be the final design for your gun models, but if you want to explore levels like this with a whole lotta darkness I recommend going the Prey route and having the guns glow in unique configurations so you can always tell what weapon you have in your hand. Pic related.
>>
>>145958481
pls respond
>>
>>145962848

Anything gamedev related.
>>
>>145958481
I'm going to say you don't belong here just because of your tone

You can probably post, but people will accuse you of shilling, and get bored if you only post UI and no gameplay
>>
>>145958481
This thread is exactly about that, however 3D games are just as common.

People come here to discuss game development related issues and questions and get critique and feedback about their game. Like you have described, most people here work alone from start to finish, or at least I can only name one project right out of my head which is made by two guys.
>>
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Well I'm stumped. Somebody tell me what I am doing wrong..
>>
>>145959705
>infinity is a number too
>science just hasn't gotten there yet
that's 1.5 lies here
>>
>>145963030
Please don't give useless answers.

>>145962848
This place isn't so much for modding. You're right in your assumption.
>>
>>145963283
what would you want your script to do?
>>
>>145963283
delta... times 31? Why 31?

If you want us to debug your code you need to provide more information. What is your console spewing? What do you want to happen and what is happening instead? (I'm guessing it's the twitching when standing on the ground that's wrong)

What do each variable do? Is the problem in is_colliding()?
>>
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>>145963429
I'm trying to get it to set Grounded = true and timer = 0.0 when colliding, then when not colliding to add delta time to the timer in order to delay setting the Grounded boolean back to false. The problem is that the timer is still counting up/not resetting when colliding, or I just can't see what I'm doing wrong.

This by the way is to fix the flipping out of that grounded boolean every frame which I don't exactly know what the culprit for that is.. I'm wasting so much time and can't even code basic stuff like this..
>>
>never finished a game in my life
>quit programming last year
>lurk and shitpost on agdg anyway
>sudden urge to write another game i'll never finish
i just want peace
>>
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Everyone loves Drill hair right?
What level do you like it at?
>>
>>145963960
No
>>
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>>145958546
>Tell me, does learning how to draw really help in creating texture and sprites for games?

Short answer yes.

Long answer, yes, but most important for e.g. the texturing process will be what artists call the rendering process, which isn't so much drawing but painting a certain object in a way that it looks like a certain material.

But generally learning how to draw will always give you a valuable skill for game making. Even if it's just for sketchy concept art like pic related. It helps you get a feel for what you are creating.

Also fuck this guy >>145958620
Shit like talent doesn't exist. Interest exists. The will to invest time exists. Motivation exists. Talent is a hollow buzzword, invented by people praising others in a sense of smug elitism to feel better about their own choices.
You will rarely find an artist that says "I have talent!" because most are actually highly critical of their own work.

It's all just work. But you have to be serious about what you're trying to learn and within 3 to 6 months you can crank out stuff that is at least better than lots of the shit you see in some steam indie games.

And even if you don't end up an expert: Lots of art styles don't even require an expert artist. In fact most just do what they can do with their skill set. All they needed for that is building a certain basic set of techniques that even the biggest retard can learn (unless you have like a brain damage making spatial imagination impossible for you or something).
>>
>>145963960
looks stupid tb.h
>>
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>>145963960
>>145964023
But....Drills....
>>
>>145963938
Don't worry anon.

Just couple more years of you doing absolutely nothing and you'll feel like such a failure you'll have no way to live with yourself and you will take the final step and end it all.

Just hang in there until then.
>>
>>145963928
What does is_colliding() do? When does it return true and when does it return false?

Are you saying you only want Grounded set to true for the first few frames after you touch the ground?
>>
>>145963960
Hime cut level
>>
>>145963960
Level: the highest
>>
>>145963869
>delta... times 31? Why 31?
31* delta which is about half a second, thats the arbitrary delay im using to test this.
>What is your console spewing
(groundedtimer float , Grounded boolean)
>What do you want to happen and what is happening instead?
>>145963928
>Is the problem in is_colliding()?

I'm guessing it is, unless my logic is wrong
>>
>>145963960
0
>>
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>>145964225
NOW YOU FUCKED UP
Unless you're praising it
>>
>>145963960

Gurren Lagann level drills of course
>>
>>145962398
Thanks. It really isn't the final gun design, it's just a literal block at the moment. I don't know if the levels are goin to be this dark later on, but I intend to have glowmaps for guns and such.

I'm aiming for something like Delver x Metroid.
>>
>>145964418
>5th from Left
>Hime cut

can you not?
>>
Haha, progress, am I right guys?
>>
>>145964468
>5th from the left
You mean 4th from the right, Right?
>>
>>145964385
http://docs.godotengine.org/en/latest/tutorials/2d/kinematic_character_2d.html
godot has tutorial on kinematic bodies

also, after reading it, i come to conclusion that the code you showed here isn't enough to solve the problem
>>
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>>145964418
Yes the joke was that I like hime cut level drill hair which is not drill hair at all, but hime cut instead.
>>
>>145964521
Those mean the exact same thing.
>>
no better time to get into gamedev with autistic fervor than finals season
>>
>>145964554
Its a less retarded way to say it
Like imagine if I said the 8th from the left
>>
>>145964596
i feel you
>>
Anyone got experience exporting UE4 to Linux from Windows?

Does it all work properly?
>>
>>145964645
Who gives a fuck.
>>
Hey /AGDG/
Are there any good wrappers for desktop for web apps? Javascript is my fav language and am quite proficient in it. heard of nw.js but not yet tried it out. Any experiences with Web Technology - based games?
>>
If i don't make this demo day as well then i'm quitting game dev, that would be like 6th demo day in a row which i promised to myself to have demo for
>>
>>145964523
Thanks for trying to help and for the link! Here's the script, in case anyone cares enough

pastebin.com/rtVJ9NHx

In the meantime I'll go through that tutorial.
>>
>>145964915
>haven't had demo for past year

Just kill yourself anon, let it all go.
>>
>>145964915
Please keep at it.
Don't worry about being slow, just make sure you're working.
>>
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Do you think it is worth it making a roleplay/simulation where you can walk around in many Tokyo districts, explore the town, rent apartments and do minijobs?

Or does it sound boring?
>>
>>145964813

yeah. try nw.js it works perfectly. also, there's electron.atom.io/
>>
>>145965092
Persona is pretty popular.
>>
>>145965092
>anime world
>cartoons/etc are real world shit because for them we're the stylistic thing
>>
>>145965092
Make characters datable and you've got a game.
>>
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>>145965184
>>
>>145965196
But what should they disable?

Machines?
Internet browser settings?
Traps?
>>
>>145965092
weebs are all over that shit

It doesn't even have to be a roleplaying game. Shit like "My first trip to Tokyo" or whatever that shit was called was barely a visual novel.
>>
>>145965015
line 152
>self.move( Vector2( 0, (-JumpForces + Gravity) * delta ) )
get the game to print (-JumpForces+Gravity)*delta every frame, it's the culprit as of now
>>
>>145965394
Nice.
>>
>>145964003
I really appreciate your words. Thank you very much!

I don't want to be an expert, I just want to overcome this feel of helplessness when it comes to adding actual content to my game. I hope I can be back on track after a few months.
>>
>>145964813
I think this is what you are looking for:
http://bravebunny.co/blog/getting-a-phaser-game-on-steam-3-executable
>>
>>145963283
>Somebody tell me what I am doing wrong..

Well, you're using godot for starters...
>>
>>145965092
I like when I recognize the locations especially if its not in worldwide famous places. Renting an apartment in Tokyo is an annoying process which I could not see any fun though.
>>
anyone here in the homebrew scene?
>>
>>145966285
You mean ROMs?
>>
>>145966484
No he means you homebrew the console too.
>>
>>145965579
Interesting... I think you just gave me what I need so I'll have another crack at it after dinner. Thanks again devfriend
>>
>>145966209
Can you explain why Godot bad?
>>
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>>145966776
i'm here to help
>>
>>145966873
It's rather a meme, don't care about it.

What is usually brought up against Godot is that it's fairly new, which means there's not as much tutorial or help for it. Another thing is that it's free and open source, and open sourcing is also kinda looked down here. However if your game is good, no one will care about the engine.
>>
>>145967172
>open sourcing is also kinda looked down here
You wot
>>
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hallelujah I've successfully made a good workflow for baked texture atlas so I can add faux-ambient occlusion, trash and unique decals!
>>
>>145961820
array of tile structs stored in json
>>
>>145967525
that's real fucking' neato
>>
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>>
>>145967461
It's like a schedule for /agdg/. The screencap about Notch's opinion on open sourcing comes up, or the simple question if Github is a good place for a repository or not, and bamm, the thread is derailed to a discussion about open sourcing. As I see, the sides for both cons and pros are kinda even here, so there's always a chance that you'll get memed when you bring up the question rather than being encouraged.
>>
Is mediocre voice acting better than no voice acting?
>>
>>145967821
>game devvers teaching color theory

please stop
>>
>>145965015
stop using _process() for collision and physics stuff.
Godot's _fixed_process() function is what you should be using when dealing with physics. I don't know if it will solve your problem exactly, but it's good to use that instead.
>>
>>145967906
Saved it from some random artist's thing but ok.
>>
>>145967889
No.
>>
>>145967889
bad voice acting is better than no voice acting


>>145967951
>vine
>>
>>145967851
it's a meme you dip
>>
>>145967889

I'd say no voice acting is better than mediocre.
>>
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>>145967906
>>
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https://github.com/a1studmuffin/SpaceshipGenerator
LOOK AT THIS SHIT
>>
>>145967889
They player could always turn off bad voice acting, although if everybody does that then you wasted time or money on the voice acting. I'd say that bad voice acting can sometimes be charming, like in the original Resident Evil or Castlevania SotN.
>>
anybody hook an anon up? and tell me why this is throwing an error when the player object is destroyed?

if(!object_exists(obj_player))
{
state = scr_state_enemy_idle;
}
else
{
var dis = point_distance(x,y,obj_player.x,obj_player.y);
//run attack script and turn on attacking

if (dis > attack_range) //&& !attacking
{
state = scr_state_enemy_chase;

}
}
>>
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>>145967906
ok
>>
>>145968331
is this for dota 2 mods? i can ask a buddy of mine
>>
>>145968413
I should have stated it was GML. Sorry mate.
>>
>>145966484
yes programming games for consoles/handhelds
>>
>>145968283
t-thanks anon
>>
>>145968331
you need to differentiate between objects and instances
objects are templates for instances
every entity in room is an instance of object
therefore, you should use instance_exists(obj_player), not object_exists(obj_player) - the former deals with instance with room, the latter - with the object resource
>>
>>145967889

That's not a question with one definitive answer. You should be asking yourself whether your game needs voice acting to begin with, and how critical said voice acting is to giving your game the feeling you want.

If you're making a fighting game, then having voice acting is going to punch it up significantly. Meanwhile, if you have a long RPG, you may want to limit your voice acting, if any, to battle sequences since dialogue will likely be too much for actors on no budget to perform for you.

What I'd tell you is that you shouldn't settle for mediocre voice acting. There's a lot of great VO artists who do this sort of thing as a hobby and will work for free provided you aren't giving them a 10+ page script and not compensating them.

The other thing you should ask is if you're at a late enough stage in development to necessitate voice acting. If you're just getting started and you're not feature complete, don't waste anyone's time asking for lines.
>>
>>145968586
Thank you anon. I feel stupid as shit now. This kinda thing was went over in my intro to .net class. Seriously thank you. I would have been hung up on this all day.
>>
>>145968283
They look kinda retarded though.

At least they're far better than what I could do / could enable a space game for a complete non-artist.
>>
>>145967889
Definitely no. Nothing kills immersion and makes me cringe as much as bad voice acting.

Anything that isn't going for realistic, cinematic 3D graphics can easily get away with text-only dialogue.
>>
>>145968718
>>145966982
>>
What's the creepiest possible enemy for a P.T. like horror game?
>>
>>145969020
Make it reminiscent of something that's supposed to be good in your game.
Your mom, a save point, your partner, the hero's bike he had history with, whatever.
Then go on from there to make it as creepy as can be with your own imagination or the other anon's answers.
>>
>>145969020
Whatever it is give it a huge wiggly penis.
>>
>>145969020
A little girl, possibly with >>145969370
>>
Anyone got a good Gamemaker tutorial for breakout wich doesn't cover the basics?
>>
>>145969602
>needing a tutorial for a babby engine
>>
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As I said yesterday, i'm currently working on attack.

Would this attack look good in the game? If I did it like this, it'd be perfect because I would have less work (wouldn't have to make a new sprite for each weapon when it's equipped) and I'd be able to make even more weapons. The problem is that it's not really pretty.

Or should I make attack animations for each weapon? It'd look better, but I'd have to work a fuckton more
>>
>>145969942
Don't you already know the answer to that one?
>>
>>145969995
N-no?
>>
>>145969942
Please tell me you at least didn't manually make that trail in a paint program.
>>
>>145968283

stolen for my game. thanks
>>
>>145970135
Always do the extra work!
Even if your game isn't better, you will be!
>>
>>145969723
>Wheres your game?
at least im trying while you shitpost m8
>>
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>>145967821

It gets boring when literally every single indie game colors their games in the same way. Spare us the bluish greys and yellowish whites.
>>
>>145956639
>3d platforming
>simple
>>
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>>
>>145970193
If I'm asking which one to choose... Take a guess.
>>
>>145971037
Thanks
>>
>>145971037
just use C man
>>
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>2 weeks ago
>ask about the contents of a good GDD
>generally negative reception of the idea of a GDD
>anon goes into hissy fit mode how GDDs are shit and stiffling creativity and generally just a lot of work
> skip forward to today
>the thing is still rough on some edges but basically done
>helped me a shit ton to develop the game idea and actually make some stuff about it stand out
>helped me formalize ideas that were sketchy at best
>helped me find flaws in what I thought were easy concepts
>helped me plan things out down to game zones and required asset packs
>technically eradicated all the organizational problems i had with earlier projects
>was basically done in 5 comfy sessions

Wooooow SO MUCH WORK!
I sure wish I had invested that time into aimless programming and making assets I'm not even going to use.

Guess I'm nodev and GDDs are garbage!

Why does agdg always give such bad advice?
>>
>>145972719
and where is your game?
>>
>>145972719
just like make game
>>
if an object is being rendered
but it's far away from the camera
is it visible?
>>
>>145967821
the last one is literally meme tumblr ramp
the other two are fine
>>
>>145972719
But think of all that time you could have spent jerking off or browsing AGDG instead of working on your game.
>>
>>145973118
Yeah, to a point.

Look up level of detail models
>>
>>145973118
I'm not sure what happens if its less than a pixel in size but otherwise it will be visible as long as it is not being overdrawn. If you don't want it to render then you use distance culling or >>145973231. These are done on CPU side.
>>
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>>145973118
If it's outside the camera field of view, no.
>>
>>145973364
>I'm not sure what happens if its less than a pixel in size
every triangle will be rendered into the same pixel

at which point you should either cull it completely or just render it as an actual dot
>>
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>>145972824
That's not the point I was trying to make but give it some time anon. Give it some time.

In the mean time here is a bunch of assets that are probably going down the drain thanks to me being stupid and NOT writing a GDD.

It's extra bitter because I actually like some of these.

>>145973046
I oppose the concept of "just like make game".
I promote the concept of "just like plan & make game"

>>145973163
It's a shame. I know.
>>
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>>145973119
"daily" reminder sunset is a meme
>>
>>145973462
I think the motto of "just like make game" is to encourage people to actually put their ideas into action since there are a lot of "idea guys" who do nothing but plan. I think GDD are important but its also important to have prototyping phases where you play fast and loose. This gives you the flexibility to react to playtesting very quickly.
>>
>>145959947
Yeah, if you write "print ( 10 / 0 )" lua will output "inf". It's kind of silly, but at least the script doesn't hang if you allow such thing to happen.
>>
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>>145973462
>>145972824
All of these assets are going into the garbage bin.
This is the result of "just like make game" and not planning/working according to your needs.

>>145973859
I agree with that. The problem I see with so many mottos around 4chan however is that they quickly turn into dogmatic bullshit, where only one approach is allowed.

But to be honest: I also haven't seen that many GDDs on here. Rather "Here is my idea" posts.

Still, prototyping is important and if you actually plan well you can even incorporate those into the concept phase.
>>
How do games like recettear get that mix of 3d models / 2d sprites? Are the models just 3d modeled and then turned into sprite sheets?
>>
>>145974242
Except with most games you can reuse probably 70% of it, including art assets and code
I have code in my current game that I wrote for my first game 3 years ago
>>
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>>145972824
>>145973462
Here another old project I can throw out the fucking window thanks to the lack of planning.

Don't be me.
Don't make my mistakes.
Brainstorm.
Write that GDD.
Keep your prototypes incremental.
Then make game.
>>
>>145974242
>All of these assets are going into the garbage bin.

that's because you're making assets instead of prototyping and making sure your game is ''''''fun''''''. unless you're making an adventure game, there is no reason to be making actual content instead of core mechanics and focusing on fleshing those out and making them juicy.
>>
I'd like to move on from being Ideaguy mcNodev but i only know c# and i only want to make 2D games.

Could anyone point me in the direction of a decent engine?
>>
>>145974935
>>145974242
these just look like maps and environments. what is your game even about? what do you actually "do"?
>>
>>145955918
the second is pretty good
>>
>>145975092
how well do you know C#?
Monogame, probably
it's XNA, but more portable
>>
>>145975092
Unity, xenko or monogame

contrary to the memes there is nothing wrong with using unity for 2D if you aren't comfy with anything else
>>
>>145972719
>GDD
You've done the right thing. I really don't understand anyone trying to make a game without it.

Sure, when you're just trying to make your guy jump and try to keep him on a platform, that's another thing, but when you try to decide what weapons he should have, what enemies he might face, and the overall chemistry of the game play elements, you better write that down. The fact is, not everyone's a Mozart to have a perfect Symphony inside his head. Sometimes when I start to write down the basic concept of my game I start to realize what makes sense and what doesn't. It's also helps you to stick to a plan, you won't want to add more and more needless stuff to your game, and it also gives you the feel of accomplishment when you finish some part of said document.

So, just keep it up, anon!
>>
>just like make game - 2013
>don't just like make game - agdg 2016
>just don't make game - agdg 201?
>>
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>>145974958
>that's because you're making assets instead of prototyping and making sure your game is ''''''fun''''''.

Oh I also had code and prototypes. Trust me.

>>145974895
>I have code in my current game that I wrote for my first game 3 years ago

Is it code you have to maintain though?
Also assets can only be re-used if your art style isn't evolving.

Back then I was like: We are gonna make some RPG lite so let's make some medieval stuff, that's always something you can use.
And normally that's true. But if you really wanna make something stand out you are gonna discard a lot of old decisions sooner or later.
>>
>>145974935
What you are showing is only a part of the map, no mechanics, nothing, just some shit put together with no character or enjoyable stuff
>>
>>145975495
2019 if the pattern continues
>>
>>145975571
>Is it code you have to maintain though?
No, but it probably helped I was a software developer first, I guess
>>
>>145975571
He's saying assets come last.
What do you think everyone's doing by trying out their game with shitty placeholder graphics?
>>
The only way you could ever get a job as an idea guy is if you can make some sweet fucking diagrams
>>
Started work on this again.
>php based cross between Evony empire building games and RISK
>can play as much or as little as you want
peb.si/b to play
>>
>>145975302
I know it decently well, been playing around with it for a yearish. MonoGame looks decent but isnt it mobile focused?
>>
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>>145975197
>>145975670
Also had a combat system down. Plus inventory see webm in >>145975571

>>145975751
Well that is what I did. These are not highly sophisticated super assets. I mean look at the handle of the axe.

But that doesn't save you if you haven't planned beforehand.
>>
>>145975856
>A browser game with PHP
You are practicing a lost art, anon. I'm proud of you!
>>
>>145976004
You sounded like you were upset about the loss of assets you worked on, maybe I misunderstood you.
>>
>>145975975
>MonoGame looks decent but isnt it mobile focused?
No, but it isn't technically an engine, it's just a framework. All it does is encapsulate the graphics library (directx or opengl) and give you easy tools to draw stuff to the screen. It has mobile capabilities, but it isn't geared either way because you have to write most stuff. If you're looking for a real engine, just use Unity.
>>
>>145975379
Thanks anon. I'm glad someone understands.

>>145975694
>No, but it probably helped I was a software developer first, I guess

Well so am I, but it didn't save me from having to trash lots of shit I've done beforehand. Gotta say tho, Unreal Blueprint and UnityAPI stuff is kinda hard to take over into different projects. The earlier even more than the latter.

I guess that's part of the reason why I'm advocating planning so much.
>>
>>145976196
Well it's part of it, but yeah it's basically projects I had to abandon because they became unmanageable at a certain point.
>>
In software the way most people design programs is by providing a use-case scenario and then reducing that down to its core components and required classes/interactions. This is basically what ToadyOne does for Dwarf Fortress - his brother will write stories and then they will go through them and turn them into mechanics for the game. I do this whenever I start a new game - I go through a few scenarios, write down every single thing that happens (key strokes, particles, enemy movement, etc.) and then reduce that down to the plans of the software. It's much more manageable to do that start with a blank slate that will become your design document and also helps you keep focus on the things that are important and fun about your game.
>>
>>145976082
I think there's a charm to it. I mean the way I've done it is lazy and infuriating but even so.
>>
>>145976702
nice blogpost
>>
>>145976867
it's pretty neat tho
I didn't know Toady did it that way.
>>
>>145976702
Interesting
>>
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Testing third person controller.
>>
>>145978230
kek
>>
>>145978230
holy shit
>>
>>145973462

>clean, polished floors with faded, dull walls
Made me a little upset desu, good thing you dropped it.
>>
>>145973552

Not everything is supposed to look like a fucking sunset
>>
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Fixed it! Now its time to move onto other things..

Honestly fixing this felt more like an obstacle than an accomplishment. Hopefully it gets easier from here. Thanks again guys for the help earlier.
>>
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>>145978230
>taiwanews
those trump colors looking a little too human.
>>
>>145979379
please tell me more about the new meme that rises with the setting sun
>>
>>145978230
Where did you get these animations from?
>>
>>145979503
Why is a surfer running away from a wave
>>
>spent all day setting up my dev environment and cloning my repos to my desktop because my laptop shit the bed again
>4 hours later I'm exhausted and haven't even begun devving
Kill me.
>>
>>145979978
Was wondering the same
>>
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>Trying to do some concept art
>Trying to make a unique race based of dogs
>Realise I cant even draw a dog
Mhhh
>>
>>145980003
myblog.blog.blogpost.blogger.blog
>>
>>145980003
At least you can dev

My laptop charger broke and I'm waiting for the replacement to arrive and unironically phoneposting right now
>>
>>145980060

"the head-hat dog"
>>
>>145980098
kill yourself my man
>>
>>145980203
you first friendarino
>>
>>145980162
The hat is not a part of the race, its His master who died, the dog bound his soul to his own skull and placed a Sorcerers hat through his skull so they can still be together
Cute/Creepy?
>>
>>145980484

I like it
>>
>>145980003
but doesn't everything feel so fresh and so clean clean?
>>
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>>145978368
>>145978420
politics in meme games is epic for the win my fellow /b/ros, don't forget to buy goat simulator (it's totally zany) on steam greenlight
>>
>>145980601
Okay good, I kinda thought it would be either good or Cringy, that line was pretty blurred
>>
>>145980960
If you don't like Taiwanese animations, you're dead inside
>>
>>145980060
not to be rude but what's the point of doing concept art when you're obviously a beginner? just go directly to pixel art
>>
>>145980961
Is it possible to be cringey with silly drawn characters?
>>
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>>145979513

This ones better?

>>145979806

Its in the Unity asset store some free asset called "Huge mocap library"
>>
Ideas for mechanics for a Nuclear Throne/Gungeon inspired game?
>>
>>145981393
you run and shoot and sometimes pick up weapons
>>
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Making the jump to Unreal since Unity has jumped the shark in regards to their new pricing. Anyone have any recommended tutorials for getting oriented with Unreal's workflow?
>>
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>>145981147
i don't care i just hate greenlight kusoge example of shit """games""" that should never be on steam
http://store.steampowered.com/app/408120/
http://store.steampowered.com/app/368370/
http://store.steampowered.com/app/432020/
etc

this type of shit is killing amateur gamedev and i don't care how funny/deep you think your epik joke is
>>
>>145981152
Im not done with the design, also I dont think I wanna do Pixel
Also character designing is one of my favourite hobbies
>>
>>145981719
Who the fuck cares
Greenlight died years ago
>>
>>145980960

>not wanting to make the next goat simulator meme tier game

Its like you want to stay poor.
>>
>>145981719
Yeah, games with positive reviews are killing gamedev

If you really think those are the worst examples you're silly.
>>
>>145981809
>tfw bought a greenlight code but haven't put up the campaign yet
Is it too late?
>>
>>145981865
I don't want to make a meme game though.

Also I only have to make about as much money as a mcjob in order to justify gamedev.
>>
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>>145981276
he's way more of a human orange than that.
>>
>>145981634
It can be really hard to get into. I had a lot of trouble finding good tutorials, so in the end the way I learned the most about it was to take one of the templates and add stuff to it, so I added guns with different properties to the FPS, mouse control to the two stick shooter, etc

It took copious amounts of googling and looking at their API reference. Fortunately the functions that are commonly used are well documented but there are a lot of functions with one line documentation that just make you scratch your head.

Tbh after they changed the splash screen stuff I'm not nearly as annoyed with the unity pricing. The "personal edition" always made it seem like a badge of shame but with that gone and ability to add my own logo to the splash screen I'm fine with it.
>>
>>145982005
No, put up your game any time you have flashy screenshots.
>>
>>145982005
I imagine it's easier than ever
>>
I am an ignorant anon who took a class for C and for Visual Basic once upon a time and want to make a top down action rpg with Berserk Milennium Falcon Hen (PS2) combat. What should I make this in? RPG Maker?
>>
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>>145982002
meme games are shit because meme games are liked by underage meme spouters and people putting "epik meme game [something ironic] 10/10 - IGN t. me" in steam reviews doesn't mean it's not taking people's attention over actual games and giving a bad impression of greenlight to people over the age of 20, here is another example:
https://steamcommunity.com/sharedfiles/filedetails/?l=english&id=690210935

it's the equivalent of clickbait articles, make a real game faggot
>>145981865
>making meme games for money
lmfao it's still a lottery but you're publicly embarrassing yourself on top, at least if you want to make a meme game make it memorable like undertale
>>145981809
nice to see that you're giving up on greenlight like a true nodev
>>
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http://poal.me/nc2hvc
>>
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+implanted phy instead of trying to deal with knockback
+Tweaked shooting
+made it so the position of Z mattered for damage collision
>>
>>145982803
Where is the "comfy" option?
>>
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>>145983074
>>
>>145983074
a comfy stream is the result of the right combination of options
>>
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2 Days.
426 lines of code.
2 scripts.

All this for a shitty inventory.
>>
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stuttering aspies btfo
>>
>>145982736

>meme games are shit because meme games are liked by underage meme spouters and people putting "epik meme game [something ironic] 10/10 - IGN t. me"


>not taking the money away from people you dislike with your low effort meme game
>>
>>145983284
Git gud
>>
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>>145983284
>if if if if if if if if
>>
>>145983361
Stuttering comentary is fine too
>>
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Here are my progress pls rate comment subscribe for more
>>
>>145982803
>Dev stream
I don't get it. What can you possibly stream? What is the definition of game development here? Coding? Doing art? Planning a level?
>>
>>145983791
[x] all of the above
>>
>>145983284
please anon, use switch instead
>>
>>145982803
>Someone voted ME
How can you be like that?
>>
>>145983284
>all those ifs

Y'all niggas need jesus
>>
>>145984027
Why the fuck would I rewrite the whole code just so it looks prettier.
>>
>>145984027
>switch
MISSING THE POINT
>>
>>145983284
l2 list and sort m8
>>
>>145983284
>unity users
>>
>>145983284
This was meant to be a joke right?
>>
>>145984210
I believe it would improve performance a bit. Its your game so whatever
>>
>>145983284
someone make this the next op image
>>
>>145984285
---------The point-------->

My head
>>
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>>145983284
>426 lines
>A single function
>Could probably be done in 10
>if
>>
>>145984210
So in 3 months when you have to change something in it you don't have a stroke trying to wrap your head around it
>>
>>145984616
I could make my code 10 times smaller if I wanted. But it'd take time, and I could end up fucking my code.
>>
>>145984918
>I could do it if I wanted
then do it you dummy.
You're going to waste more time later on having to refactor.
>>
>>145984918
>and I could end up fucking my code.
Maybe if you do it wrong.
Longer code is harder to read and debug than short simple code.
>>
>>145984918
Enjoy refactoring 400 lines later when you realize you want to change the tiniest thing. It's not about code looking "clean" it's about code being reusable and concise.
>>
what happened to that gay furry game?
>>
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I was thinking of making it so that when the players' bullets and the enemies' bullets collide, they destroy each other. What do you guys think?
With enough power ups and enemies on the screen, there will be SHITLOADS of bullets.
>>
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Not sure if add shadow to these or not
>>
>>145985015
>>145985054
My code IS readable. Basically, there are 9 inventory slots (10 if you count the weapon slot), and the reason the code is so long is because I have to repeat the code for each slot. There is commentary in it, and I haven't found any problem with it yet.

>>145985068
>being reusable
That's the whole purpose of this code. Since I started planning it, it's purpose was to be reusable. Now, if I want to create a new item, I can just make a sprite, add the code to it, and then define it's properties in Unity.
>>
>>145985434
Nice
what kind of game?
>>
>>145985434
The plants? I would. They look out of place being the only things without shadows.
>>
>>145985442
>I have to repeat the code for each slot.
>I haven't found any problem with it yet.
alright m8
>>
>>145985442
>My code IS readable
You have to scroll that much, repeat a lot of stuff and it's stupidly long for no practical purpose.
>>
>>145985524
I was thinking some kind of Don't Starve type game/life sim even maybe, dunno

>>145985531
Alright, I will try it
>>
>>145985442
>and the reason the code is so long is because I have to repeat the code for each slot.
>add the code to it

You've never programmed before have you?
>>
>>145985442
I say this as gently as possible, but you are half way up mount stupid
>>
>>145985442
>it's long because i just pasted it multiple times

if you need to copy and paste the whole code for each slot, the code is not reusable.

save this code somewhere and have a look at i in some years.
>>
>>145985646
>>145985661
>>145985538
>>145985536
I'm not saying i'm doing it right, my code is absolute shit, but fuck I'm not rewriting all that.

>>145985646
Well, I have a finished simple platformer in GM, another unfinished project in Unity, and this. I'm currently in college, studying IT. Maybe in a few years i'll laugh at this code and make a better one.
>>
>>145985302
Potentially it sounds like it'll let the player waste a shot to make the battlefield safer
In practice however:
-Too many enemy projectiles on screen mean your player's shots are going to repeatedly hit enemy bullets and be wasted, over and over.
-Too many player projectiles means high enough firepower completely removes the need to dodge.

I say don't do it. If you want a mechanic for your player/enemies that lets them destroy enemy bullets, make it separate from damage dealing.
>>
I want to make a game where you commit mass shootings and the goal is to get a high score killing as many innocent people as you can. What are the chances of getting this greenlit on steam?
>>
>>145986238
Have you never seen hatred
>>
>>145986141
>fuck I'm not rewriting all that.
You really should, not only will it simplify things a lot, you will learn to write much more usable code.
it's not even a complicated fix man
>>
>>145986141
>I'm not saying i'm doing it right, my code is absolute shit, but fuck I'm not rewriting all that.
Not gonna make it.
>>
>>145986386
>>145986312
could you please calm your OCDs? you write good code, not polish a turd until it shines

not him, if it's not obvious already
>>
>>145985442
A golden rule of programming is: if you can avoid copypasted/repeat code, AVOID IT.

Seriously dude, if you want to add one feature to your new slots, you're going to have to go through each one a paste X lines over and over and over, wasting tremendous amount of it.

Duplicate code. Don't do it, kids.
>>
>>145986141
It's honestly impressive that you ended up writing the code to be that bloated in the first place, and going back to rewrite it now would be a valuable lesson in the basics of programming.

You see all those lines where the only things that change are the slot indices? Well there's this thing called a "loop" where you can write a single block of code that runs as many times as you need it to and you just feed in a different variable each time.

Also, functions man. Having a single inventory() function that does all that is retarded. Break up the logic into manageable parts so that it is literally reusable and not in the "I can just copy paste" kind of way.
>>
>>145986141
make a pastebin with your code

someone will be nice enough to make a better version of it
>>
>>145986170
Yeah, maybe you're right. I thought it would just be a neat little mechanic, but now that I think about it, it would probably make it really hard to hit the enemies through all the bullets.
Thanks anon.
>>
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Spent stupid amounts of time on these few couple of tiles.
Please, Motavio, grant me sleep.
>>
>>145986649
Looks incredible, great job anon.
>>
>>145986238
Valve doesn't give a fuck. You could make a game called half-life 3 and it would get through greenlight without them intervening. I don't think anyone at valve even looks at the stuff coming through there before getting accepted, it's probably outsourced to some Chinese company.
>>
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>>145986649
>>
>>145986649
Gorgeous
pro-tier imo
>>
>>145986859
Do you work for SNK?
>>
>>145986649
Have my babies so I can have a talented kid
>>
>>145986750
Yeah, but I also mean the chances of people not being offended by it so that they will upvote it.
>>
>>145986738
>>145986886
Thanks - I'll be able to get some happy sleep now!

>>145987006
What's an SNK?
>>
>>145985442
>I have to repeat the code for each slot
Have fun when you need to add in new features for your inventory and need to include it in each if statement.
Seriously though, if your learning programming then you should spend the extra time to do things right. Your not going to learn anything by writing bad code.
>>
Donut steal

http://pastebin.com/94dFrD5w
>>
>>145987090
Doesn't happen on greenlight. Look at some of the games that made it through there and you'll realize anything can get through there.
>>
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I have no idea what I'm doing 1/2
>>
>>145987090
it'd get accepted
but then kotaku will find it and write an article about how misogynistic it is, and you'll have a conversation with some steam rep, and it'll get taken down
>>
>>145987327
le college diploma clipart: the pastebin
>>
>>145987327
Refactor that into an array. How do you know that 10 is the right number of inventory slots?
>>
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>>145987091
>What's an SNK?
>>
>>145987586
I have no idea what I'm doing 2/2
>>
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>>145987091
>what's an SNK
>>
>>145987649
You mean kotaku will advertise it for him for free and he'll sell boatloads more than the game should sell
>>
>>145987708
Uh? Because there are only 10 inventory slots
>>
>>145987042
Thanks!


I'm not going to have any kids. My genetic line dies with me.
>>
>>145987091
>What's an SNK?
DELETE THIS
>>
>>145987850
Are you familiar with arrays/lists?
>>
>>145987850

But what if there were more, like after inventory upgrades? Think about this shit, make reusable code
>>
>>145987850
Imagine if you had 100 slots
Would you be writing it the same way?
Even if it's only 10 slots, this is not the way to go.
>>
>>145987784
>>145987807
Oh, the company behind the Metal Slug series?
Top kek, what a ridiculously crazy compliment. Thanks a lot!
>>
>>145987850
Your code is perfect just the way it is
>>145988008
>>145988096
>>145987658
Stop codeshaming
>>
>>145987975
I know what an array is, I used arrays plenty of times in the past, but I'm not really used to them. I don't know how to convert my code into an array.
>>
>>145988234
>Stop codeshaming
We're helping him, go way Barbie.
>>
>>145988234
kill yourself
>>
>>145987327
I'm not familiar with Unity, but starting at line 145, where you're repeating the same code except with one number changed, you should be able to make an array of booleans in the player class, and write something like:
>player.GetComponent<InventoryA> ().invUsedArray[previnvposition] = false;
That would knock it down a good 20 lines or so.
>>
>>145956741
in one day? i cant believe it!
>>
>>145988293
See that spot where you define pickups0-9? Turn it into Sprite pickups = new Sprite[10]();
>>
>>145986750
They do look. Well, it could be outsourced but they talk to the dev in very good English at least. When mine got greenlit they refused my steam page twice before publishing.
>>
>all these people recommending arrays over lists
cruel
>>
>>145988471
jesus fucking christ he doesn't even know about arrays or loops don't you fucking bring dynamic memory allocation into this he's gonna fucking brick something
>>
>>145988878
If the size of the inventory is known at compile time, it's fine
>>
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>>145988878
>using unnecessary abstractions
>>
This is why you don't jump straight into game dev /agdg/.
Learn to fucking program first.
>>
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>>145989287
Fuck you, anon. Where there is a will there is a way.
>>
>>145988878
A resizable array type like std::vector is literally better in every way
>>
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>>145988423
Habeeb it
>>
>>145989458
>>145989287

why don't we do more code review here? sure, you'll get memed on, but if >>145987327 actually fucking listens he'll learn something
>>
>>145989464
>std::
>in c#
nigga
>>
>>145989473
thats pretty cool, anon. You should make some torches that emit light to place in the super dark areas. Make the light more orange than the outside light for maximum comfy
>>
>>145980961
By only reading about the idea I would say it's over the top, as in simply idiotic, but with that image it's rather heartwarming, and I could see some good comedy/funny and cute moments come out of this context.
>>
>>145989567
>why don't we do more code review here?
Lack of inexperienced/mt stupid people mostly.
Bullying saves code though.
>>
>>145989567
People seem to get pissed off when someone tells them how they can improve upon their code. I guess a lot of people here are beginners too.
I would like to see more of it though. People ask for art or design reviews all the time.
>>
>>145989706
_~>like<~_ it, not literally std::vector. I think C#s arrays are resizable by default but I don't know.
>>
>>145989464
>using a vector type for non-vector data
>>
What's the proper way to distribute my .exe? Should I statically compile (no idea how), or should I include all the .dll files? Using SDL, by the way.
>>
>>145990057
It's just a bad name, it's not a "vector" type. It's a resizable array type.
>>
>>145990090
>(no idea how)
You specify it in linking m8
>>
>>145988471
Thanks anon! Next step, to reduce from line 51 to 77!
>>
>>145989473
That looks fucking good for GM 3d
I can't believe it
>>
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>>145982529
To expand upon this question, I hear GameMaker is only a step above RPGMaker in terms of required knowledge and effort, but I also hear Godot is everything GameMaker is but better. I've also heard Godot is shit. I really like all of RPGMaker's tools though, and all that's keeping me from just using it is my need for a big weapon hitbox.
>>
>>145990090
you should include all dependencies, and only use static linking if you've read the license very carefully so it doesn't hijack your code with copyleft cancer because of it
>>
>>145990090
static linking can be a pain and end really user doesn't care
>>
>>145988878

What's the difference between an array and list? Aren't they basically the same?

>>145989287

Why not learn while gamedeving? Yeah sure your first code is going to be a mess, but who cares? Plus you get a rewarding response from the game that you actually did something you can interact with.
>>
>>145990057
>I don't know what a vector does

>>145990090
It really doesn't matter but dynamic is better so you can send out updates as only the .exe since they already have the dlls downloaded.
>>
why I can't get two keys at the same time on an input processor?
>>
>>145989567

Cause you will steal my game.
>>
>>145989567
>implying anyone on agdg could criticize my code
>>
>>145990346
An array is given a specific size when defined, a list can be any arbitrary length.
>>
>>145989567
here, you can review my inventory code for adding an item. it's an x/y grid like re4
http://pastebin.com/L7TgnM3n
>>
>>145990557
It's hard to criticise an empty file
>>
>>145990346
>Why not learn while gamedeving?
for the current example right now.
>Plus you get a rewarding response from the game
You shouldn't need a cookie every time you do something right.
>What's the difference between an array and list
a block of data vs an interface that can be used with other data types.
>>
>>145990387
if else statements?

Are you trying to get diagonal movement? There's a common mistake there.
>>
>>145990260
HABEEB IT
>>
>>145989473


the movement bumping goes only up and down, which is very strange to watch. FPS' generally would tilt and move sideways a bit too.

I never get motion sickness anyway, but thought I should mention this.
>>
>>145989473
now add dynamic lighting
>>
>>145991297
Not today, propably next weekend though

>>145991002
Ok, I'll look into it.
>>
>>145991002

This, make it move like an 8/ infinity loop shape.
>>
>>145989473
>3D GM game
Madman
>>
>>145989473
This looks exponentially better every time you post. Nice work anon.
>>
Anybody use HeartBeast's GM course on Udemy?

Is it worth paying for?
>>
>>145990346
an array is in structure:
a piece of data that points to a specified amount of instances of a data type.
because you know how large that data type is and how many there are, your computer will allocate a specific chunk of memory for it. this is fine if you know the limits of your situation.
a list/linked list/dynamically linked list/doubly linked list/chain/stack differs in that:
each member is a user-defined object that contains, commonly, a pointer to some data, a pointer to the next member in the list, and a pointer to the previous member in the list. because it deals with pointers, using the 'new' and 'delete' keywords means you can have as many members in your list as your memory can possibly support. you can also add and remove members of the list on the fly without any problems.
both have their uses, dynamic lists are extremely powerful.
it's 5am and i want slep.
>>
>>145990185
I think the official SDL recommendation is to include all the .h and .cpp files in my project, so I don't have to include the .dll files.
>>
What happened to that dev making the 2d dungeon crawler with a dark souls vibe?

Havent seen him post progress in ages.
>>
>>145991002
It feels like the movement from a late 90s FPS
Adding in horizontal movement would make it feel like an AAA wannabe
>>
>>145991756
>is to include all the .h and .cpp files in my project,
Can SDL really not do proper static linking?
>>
>>145961676
Post more famous dev teams

Comfy to know they were just regular nerds
>>
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Need help, anons. I'm pretty good at coding, but whenever I try to start I get an anxiety attack.

How do you deal with this?

pic unrelated
>>
>>145991839
You mean 90% of indie games?
>>
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>>145991994
i'm still convinced carmack is a superhuman entity placed from above to bring srs vidya to the human race
>>
>>145992029
I want to drown in those tits
>>
>>145991939
sdl is open source, distibuting .libs for static linking would add more problems with no real benefit. you're gonna compile it on your end anyway
>>
>>145992179
>is wasting his time shooting rockets into the atmosphere instead of working with NASA
nah, he's just an autist.
>>
>>145992179
the idea that some otherworldly being would interfere just to give us good vidya is hilarious.
>>
>>145992517
Good job anon.
>>
>>145992517
Good luck anon!
>>
>>145992517
deleting half your code and having it still work exactly the same is one of the best feelings for code
>>
>>145992517
You did it
>>
>>145986649
Tutorial when?
>>
How hard would it be to write a Unity shader that functions like the standard shader for the most part but let me sort of up the brightness on everything or set a maximum on how dark the unlit spots get?

I'm messing around with a first person shooter where the projectiles need to be fairly visible but I'd rather have them look a little nicer than if I just used an unlit shader.
>>
This should run every frame

Is it a bad idea?

if (invenabled) {
for (int i = 0; i < inv.Length; i++) {
inv [i].GetComponent<SpriteRenderer> ().enabled = true;
}
}
>>
>>145994039
no, you should call that every time the value of invenabled changes
>>
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>>145989757
Thanks. It's all WIP so I'll have some actual light sources at some point.

>>145991450
yes

>>145991596
Thanks :^)

>>145991898
I dunno, maybe


>Added horizontal sway (not that apparent from the WEBM)
>Difference between flat shading and smooth shading for shits and giggles
>Discovered overlapping walls
>>
>>145994039
what exactly would disable inv every frame, to justify re-enabling it?
>>
>>145994039
Why?
If that value doesn't change every frame then don't do that every frame.
>>
>>145983284
>>145992517

holy fuck. I went through your code literally frame by frame. I'm happy to report that it is pure cancer.

>mouse handling inside inventory code
>no separation of view and model
>does not use UI toolset
>pickup code loops through literally LITERALLY L I T E R A L L Y every object

Yet still, you made something, and is better than 90% of the people here. So, congratulations.
>>
>>145992029
lmao at the half "woman" on the left
>>
>>145994039
This isn't an answer to your question but you generally want to avoid calling GetComponent every update, call it once on start to save a reference and just use that in your update code.
>>
>>145993357
You could probably do that with a slightly emissive material
>>
>>145994440
fuck of normie
>>
>>145994547
smell ya later
>>
>>145994440
>insulting the daughter of Russia
kill list get
>>
>>145983284
your code is shit m8

426 lines of code? is that supposed to be a lot? a little?
>>
>>145995384
calm down vatnik
>>
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deal with it faglords
>>
>>145996468
that is a spider
>>
>>145992406
Armadillo is shut down, he doesn't do rocketshit any more.
>>
>>145992029
fap less
>>
>>145996563
Good maybe he can come back and give 3d a new life again.
But he's probably bored of video games.
>>
>>145994325
T-thanks I guess?

Also I think I fucked my code. It's not working and I don't know why.
>>
>>145996526
you're kinda right
>>
>>145996526
>no pedipalps
>body has 3 segments
Not a spider
>legs coming out of abdomen
Not any insect i know of either
>>
>>145996869
>Also I think I fucked my code. It's not working and I don't know why.
congrats, you're a real programmer now

if you think that's fun, wait for the "it's working and I don't know why"
>>
>>145996869

Seriously, go copy someone's inventory code. There's no shame in it.
>>
>>145996951
this is an autist
>>
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Where the fuck is spoopy what happened to his wasp enemy thing?!?! He ded?
>>
It seems like at any one time, 50% of AGDG are making inventories
>>
>>145997000
Mate, i'm not new to programming. It's been over an year I started programming with C# and i'm in IT college. I'm just shit at doing it.

>>145997018
>copying
I hate using a code I don't understand
>>
>>145996682
If you really don't know he's the CTO of oculus now, he invented ATW which is pretty significant for VR on low spec hardware like phones. He's also helped other companies port stuff to VR like Netflix and Minecraft which is why he was randomly on the Microsoft press conference at E3.
>>
>>145997018
where would you even find one
especially one that would work
>>
>>145997000
The real ball crusher is when you're multi threading and a bug only appears once in a blue moon and adding debug print outs slows one thread down enough to fix the bug but you can't be sure of that since the bug is so rare.
>>
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Progress I guess? I made all three unit types have color
>>
>>145997153


Watch a couple of pros do inventories on youtube. You will learn a lot from copying others.
>>
>>145997328
What the fuck is going on
>>
>>145997038
This is someone with basic morphology knowledge. Try attaching the legs to the proper segment (thorax) it might look much better.
>>
What would be the best way to go about BoI style room/dungeon generation with GM:S?
>>
>>145997328
what the fuck
>>
>>145997320
as someone who debugs almost exclusively with printf, multithreading is the worst

>>145997291
inventories are probably one of the most common tutorials that exist
>>
>>145996951
so you're saying that i need at least 5 segments, with legs coming out of the thorax?
>>
I hate unions.
plesae tell me I'm just being dumb and they aren't as limited as I think they are.
>>
>>145997328

DELETE THIS
>>
>>145997527
Just head thorax and abdomen should be fine. Legs being attached to the right place is important
>>
>>145997320
printf doesn't just slow it down, it turns your code back to single threaded
>>
>>145997328
wew kek
>>
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Is there a Twitter list for /agdg/ yet?
>>
>>145997674
They have their uses. In SDL they use it in the event struct with an enum that tells you how to access the union. What would the alternative be? In C it is undoubtedly the best way to do it, in C++ you could make some inheritance monster but unions keep it simple and straightforward, and has no vtable bullshit going on.

I also like using them to access stuff in different ways. I'm pretty sure in GLM you can access the x and y elements of a vec3 as a vec2 thanks to unions, and other things like that.
>>
>>145997328
What
>>
>>145998153
I just feel gross having to lump everything into the my events function.
I can't define any event related stuff outside as it all has to be polled inside.
it's just bleh
>>
>>145997674
They're very useful in very specific cases.
>>
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ratatatatatata
>>
>>145997085
chill, he's on vacation or something.
>>
>>145998485
What's the ready bar even being used for?
>>
>>145983284
>these people sperging about IFs

Python hack merchant here

What's wrong with IF
>>
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>>145998485
>>
>>145998745
ebin
>>
>>145998745
>that's almost 10 years old
christ
>>
>>145998745
>almost 10 year old screencap
>>
>>145998626
Does he have a blog so I don't have to worry?
>>
>>145998745
all this 4chan nostalgic stuff that is circulating is really making me feel like shit for being here too fucking long
>>
>>145998697
If you have many cases a switch is usually cleaner

And it was obvious all his code was the same code copy pasted over and over which lends itself to typos and not being extensible
>>
>>145998745
It was a simpler time...
>>
I woke up extremely tired today. Should I code some shit and risk getting hung up on dumb mistakes and my code being sloppy?
>>
>>145997328

Blue is where it can potentially move, right?
>>
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>>145998485
>>145998653
Ready bar lets you draw from the deck when it's full
>>
>>145997448
>>145997495
>>145998323
It's a tactics game, but simulating the AI is more interesting than playing right now

>>145999273
Yeh
>>
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Space warfare documentary for you who are making a space jam game.
https://www.youtube.com/watch?v=Rv0DMWXpyxE
>>
who else mechanical game dev?

https://www.youtube.com/watch?v=6HKQTuVD2ac
>>
>>145999624
More info on realistic space combat:

http://www.projectrho.com/public_html/rocket/
www.projectrho.com/public_html/rocket/misconceptions.php

http://www.rocketpunk-manifesto.com/
>>
>>145999781
>electronic games are now mechanical
>>
>if (pickUpItem) {
>if (item1) ...
>if (item2)...
>...
>if (item9)...

Reminder: these are the people you are getting programming opinions from
>>
>>145999624
>45 minutes
Before I watch this, is it really worth a watch? Got good info in it?
>>
>>145999781
>can just bruteforce it with no thought
>>
>>146000081
these are the people saying "nah you can totally learn unity without knowing any coding at all. I didn't have any a month ago and I just finished my inventory system, it's easy"
>>
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>>145998745
I only discovered 4chan once it became cancer back in 2011
>>
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Any monogame experts here?

I'm using XNA/monogame and am trying to build a utilities library, but whenever I try to use an object's Vector2 coordinate field, I get this error:

'Microsoft.Xna.Framework.Vector2' does not contain a definition for 'X' and no extension method 'X' accepting a first argument of type 'Microsoft.Xna.Framework.Vector2' could be found (are you missing a using directive or an assembly reference?)

I can't find anything online - I have references to both my utilities library and Microsoft.XNA.Framework as well
what the fuck is going on??
>>
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So in gamemaker I'm making a sidescrolling action platformer. I originally had rooms being around 2400x620 px, but to try and improve the flow of the game I decided to take a few rooms and make one big room out of them, which ended up being 6060x2460. When I try to play this room, it freezes at the start. Have I made my room too big? Maybe theres too many enemies doing shit at once? Whats going on?
Old webm of game for your viewing pleasure
>>
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>>146000260
S-STOP MAKING FUN OF ME!
>>
Dunno if this is a good place to ask, but well, anyways:

I'm currently at my summer holidays, and I have to spend my first semester next year doing a personal project.
It can be anything, and I want to make vidya, so I'm sticking with that.
Can someone give me recommendations? I only have six months to make shit.
Would appreciate anything, guides, engines, whatever. Thanks, lads.
>>
>>146000326
>Have I made my room too big? Maybe theres too many enemies doing shit at once?
Isolate the variable.
>>
>>146000081
How would you do it?
>>
>>145999794
>www.projectrho.com/public_html/rocket/misconceptions.php
>>145999624
I gave each of these a quick look and while they're interesting to read especially for those who aim to provide a more realistic experience, it seems like just saying fucking and making a space pirate game with space boats in a space ocean is just fine as long as it's fun.

Rule of cool applies here. In any case, thanks for digging up some links anon.
>>
How do I create shit like cliffs and stuff? Like, no shit I am going to feel like a retard when somebody tells me but I just can't wrap my head around it.

Like, is it all just sculpting? How did they do that shit in games like Jak and Daxter and Wind Waker?
>>
this is a legless spider, because i need to make the spider bigger to put the legs on there without it becoming a big block blob
>>
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Lord Commander: Now with actual death
>>
>>146000326
Deactivate instances out of view. My rooms are 10 times bigger than yours, that won't matter.
>>
>>146000297
Are you accessing the vector's fields directly? Apparently XNA doesn't allow direct modifcation or mutation.
>>
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>>146000671
i should probably delete my life too
>>
>>146000460
don't worry, when i started i couldn't even make sense out of the debugger info
>>
>>146000081
>this is me
I'm sorry. I couldn't think of anything else
>>
>>146000841
this is a dildo
>>
>>146000841
that is not the form a spider takes
a spider's body has two segments, you have 3 (4?)
>>
>>146000572
https://en.wikipedia.org/wiki/Class_(computer_programming)
https://en.wikipedia.org/wiki/Trait_(computer_programming)

class ArrowPickup extends Pickup {
val amount = 10
..
def onPickup() = {
player.arrowCount += this.amount
}
...
}
>>
anyone able to tell me what happened to that guy who was making a chicken platformer game with sick sprites?
>>
>>146000789
I'm just referencing them, it has something to do with references and my program thinking it doesn't know what the utility is referencing
>>
>>146001096
>OOP
>>
>>146000841
>>146001074
yeah that's an ant.
>>
>>146001217
Can you post the lines of code that produce the problem?
>>
>>146000841
Even without legs its recognizable as an ant. Good job
>>
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>>
>>146001224
I mean, if you want to do an inventory system without any objects, at least learn what a fucking array is...

(I'm assuming functional programming is not even relevant at the level of this cesspit)
>>
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>>146000281
4chan didn't become cancer until 2012
>>
>>146001328
>i don't understand
>>
>>146001414
t. 2012 poster
>>
>>146001328
>using C++ to make a 2D game
Dohohoho, does he dig his garden using a spoon, too?
>>
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>>146001501
>>
>>146001550
Nice meme
>>
>>146001550
C++ for a 2D game is not even that bad if you know how to program
You guys are babies, it's not hard at all
>>
>>146001315
it's a midpoint circle implementation, so this line is just this:
tileQuerry.AddRange(getTilesInbetween(center, room.getTile((int)center.coords.X + x, (int)center.coords.Y + y)));
over and over
the code itself is fine - works in other contexts
center is a class that inherits from a Tile class in the utils library with the coords field being in the Tile class.
>>
>>146001661
It's just not necessary at all.
>>
>>146001860
If it's the language he's most comfortable with it'd be even more unnecessary to go to a GC language just because someone on a Chinese telenovela forum tells him to
>>
>>146001501
2011 candyass here I agree with the guy you replied to
>>
>>146001815
What does "coords" in "room.getTile((int)center.coords" return, exactly?
>>
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>>146001661
where is your C++ 2D videogame?
>>
>>146002174
it's just a reference to a Vector2 within the object center
>>
>>146002316
There are no finished games, just tests.
>>
>>146001414
>4chan became cancer exactly 1 year after I got here
>>
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https://drive.google.com/file/d/0B7ELklQ6xandR0p1a01CenFvSEk/view

I just finished my entry to the Unreal Engine 4 June Game Jam.

Sadly it didn't turn out as shitty as I wanted.
>>
>>146001414
Dumb apple user
>>
>>146001995
Yes. Evidenced by the fact that that guy spent months and has no game to show for it, just a worse lwjgl/whatever equivalent.

I mean, tell me ONE commercial indie game made with C++ by a one-man or small team. Braid and uh... that's it. And note that before making Braid, Blow was already a successful software consultant. Which you are not, nor is anyone in this thread.
>>
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A game in which you move faster than an attosecond.
>>
>>146002710
Attoseconds are a measure of time, not speed.
>>
>>146002513

it's not coincidence
>>
>>146002415
Try something along the lines of:
Vector2D vec;
vec = room.getTile((int)center.coords;
vec.X = vec.X + x;
vec.Y = vec.Y + y;
tileQuerry.AddRange( getTilesInbetween (center, vec.x, vec.y ) );
>>
>>146002849
time and speed are directly correlated though.
>>
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>>146002430
you don't even have a webm to show? don't be that guy
>>
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left or right
im trying to make a hissing dung cricket
>>
>>145987586
>>145987786

you making a space shooter?
>>
>>146000582
Please guys...
>>
>>146003194
left body, right legs
>>
>>146003194
Please God, let this be a SimAnt game
>>
>>146002941
Cannot implicitly convert type 'Microsoft.Xna.Framework.Vector2' to 'Microsoft.Xna.Framework.Vector2 [c:\Program Files (x86)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll]'
>>
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>>145978230

I have done countless edits on the textures, model and rig/weightpaint. (I probably had about 50 different versions)

But I am pretty happy as it looks now. I like the face(I think it looks much more similar than before) and body proportions are okay. Saggy shoulders are more a problem of the third person animations.
>>
>>146003373
im not sure which direction its gonna go, but all i know is its heavily sim ant inspired
>>
>>146000582
Cliffs with overhang can be done with voxel terrain if you're looking for a terrain-editor sort of solution.
There's plenty of standalone editors and plugin editors for that.
Sculpting also works if you're doing your terrain in regular 3D modeling software.
>>
>>146003150
no
>>
>>146002704
You just named one yourself. Also Super Meat Boy. I just find the notion that C++ suddenly becomes worth it when you add a dimension ridiculous. You can make 3D games in Java too. It's purely a matter of preference.
>>
>>146001152
I guess you could say that progress is Slow.
>>
>>146000490
Read the OP and http://tools.aggydaggy.com/#
>>
>>146003419
Righto. It's been forever since I touched upon XNA/Monogame, so I can't really be of much help at this point, sorry. Probably just another instance of the dumbery that goes with vectors that I can't pinpoint right now.

It's getting late so I have to go, but I hope you manage to get it fixed.
>>
>>146003824
>I just find the notion that C++ suddenly becomes worth it when you add a dimension ridiculous.
Yeah. I mean, it's not like C++ helps with performance, or 3D imposes more constraints on perfromance...
>>
>>146003480
Looks dope. Are you going to make a Sanders?
>>
>>146004034
who?
>>
>>146003215
I think so, yes. I'm still thinking about ideas for the gameplay and controls though.
>>
>>146003796
You can't measure time without speed m80
>>
>>146004012
Do you honestly think your game is going to hit some performance limit? GC pauses are random, they can fuck you in 2D every bit as much as they can in 3D.
>>
>>146004146
>>
>>146004214
straw mang fallacy
>>
>>146004313
libs out
>>
>>146003950
I figure it out - my utility library was using the dll for a different platform (windows 10)
>>
>>146003194
left looks more sinister, right looks more arcade.
>>
>>146004034

Maybe? I have had enough of doing a likeness model of an existing human being atleast for a couple days as for now.
>>
>>146004629
Ah, classy.
>>
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>>146004556
>>
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>>146004146
cold
>>
>>146004854
LIBS OUT
>>
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>>146004854
>>
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>>146004687
>>146003313

i appreciate the feedback
>>
>>146004854
>>146004313
>>146004879
>>
>>146005432
almost looks like a Pepe
>>
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>>146004879
>>146004885
>>146005113
>>146004854
>>146004313
>>146004556
>>146005423
>>146005432
I knew that shitty trump game would bring pol shitposting, you really have to let people know who you vote for in a thread about amateur gamedev huh.
>>
>>146005409
personal taste here but I don't like sprites with that many shades of the same color. could be reduced to 5 shades tops
>>
>>146005568
>thinking trumposting is anything but funposting
politics are dumb, voting is fake.
Trump is just a fun person to post and talk about.
He also triggers faggots like you
>>
Happy father's day to any fathers here. Pugdev is the only one I can think of
Making a game is probably the worst thing you could do to your dad, but whatever
>>
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>>146004854
>>
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>>146005568
>>
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>>146005768
does anyone have the lewd one?
>>
>>146004260
GC pauses are not random

https://msdn.microsoft.com/en-us/library/0xy59wtx(v=vs.110).aspx
>>
Why is my fucking pathfinding algorithm so fucking slow
>>
>>146005568
The cure is progress
>>
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>>146005113
>he saved a Jub face
>>
>>146005984
probably because you're running it every frame or something
>>
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>>146005923
http://i.imgur.com/FOkEuwF.png
>mfw my game will never have characters this charismatic
>>
>>146006252
omg...!!
>>
>>146005931
"optimizing engine determines the best time to perform a collection," means that for you as an application developer it might as well be random. You don't choose when it runs or for how long. It could suddenly decide to stop your program for 50ms to mop up a ton of garbage, causing a serious stutter, or it could not pause for more than 1 ms at any point, and it will not be consistent between runs. This is a problem independent of whether your game is 2D or 3D, it only matters how much you allocate and when this "optimizing engine" decides it's time for a sweep.
>>
>>146006252
thanks, just fapped to this
>>
>>146005728
I don't give a shit about a specific candidate I did quote posts with that old man too, it's just getting really stale and boring my dude.
>>
>>146006137
what?
>>
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867KB, 1280x720px
>>
>>146006703
>I don't like it! It's so stale!
Eh, just as bad as pol posters
You're not superior or cool because you don't like something
>>
>>146006869
a... a.. aesthetic...
>>
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>>
>>146003892
where can i find something on it though? nothing comes up when i google stuff
>>
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>>
Should I put random save points throughout my game or are those archaic? I can't think of a reason to not just save on the application closing.

Are the save points just for if the player dies or the game crashes?
>>
>>146007278
>>146007443
>doing this stupid shit instead of working on your game
>>
>>146007128
That's your opinion, you should go spam your facebook-tier memes on the board that is dedicated to that instead of offtopic posting in the amateur game development general, speaking of that I have some progress to make.
>>
>>146007815
lol
>>
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>>146007359
http://sloweh.tumblr.com/
There you go m80. Have a nice evening.
>>
>>146007783
Posting that only took about 10 seconds. Also I'd argue you're doing the same
>>
File: Nig.png (15KB, 450x717px) Image search: [Google]
Nig.png
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Is this any good? first time doing pixel shit and when i reached the head i lost control of what i was doing.
>>
>>146008501

if you could get a whole game done in this style I would play it, but along the way you might slip up and git gud
>>
>>146008501
>edgy filename
>le skeleton haha so zany he is also a priest or something? pshhh nuthing personal
>mixels
>grixels
>rixels
>w t f is that shading and pocket
>let me guess he went to his barber and said "JUST" and the barber said "got you senpai" am I right?
>what are those
8/10 it's not bad for a beginner, keep going friend and you'll become a great pixel artist in no time
>>
>>146008914
>rixels
where they at
>>
>>146008501
The main thing wrong here is you have like 5 different pixel scales going on at once. It's beautiful in the number of things that you got wrong at once
>>
File: soldier.png (8KB, 356x459px) Image search: [Google]
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this was a shock trooper found in the SS
>>
>>146008914
Kek, thanks.
>>146008816
I don't think il use it, it's just for practice for i aim to greater things, slowly.
>>146009114
It's my first shit with pixels, so i just smashed everything, next time il just use one size, thanks.
>>
>>146009054
racist pixels
>>
>>146008003
Damn, how'd you get those pseudo cloth physics going? Also, looks good anon.
>>
>>146008501
>when you have a 2x3 dick
>>
>>146008501

the character is too big for the pixel size. that's about 50 pixels across and 3 times that in height.
>>
>>146008914
I think it's time you took a little break from 4chan for awhile
>>
>>146008501

try something smaller. 32 x 32 pixels. draw the same skeletal in that grid.
>>
Anyone feel like handing their pixel art over for an edit? Might I be of service? Not claiming to be a pro pixel artist or anything. But my edits might prove helpful, maybe...
>>
>>146009442
I used a pic for reference and that may be 'cause of the difference in the pics, il try to acomodate things in a lower size next time i try.
>>146009757
Alright, will do.
>>
>script just stops working for no apparent reason.
>>
>>146009406
I'm not the dev Anon
>>
I NEED A FUCKING PVP GAME

THATS LIKE RUST

BUT TOPDOWN LIKE FACTORIO

SOMEONE OF YOU FAGGOTS MAKE IT
>>
File: shock.png (8KB, 264x355px) Image search: [Google]
shock.png
8KB, 264x355px
>>146009245
>>
>>146010885
nice 'nt
>>
ideas for mechanics in a game like nuclear throne/gungeon?
>>
>>146011296

1. create the next dodge/roll

2. copy all other mechanics from nuclear throne/enter the gungeon

3...
4. Profit.

you only need 1 unique thing to get in to the genre.
>>
How do professional artists usually make terrain textures? Do they source them from photos or just make them by hand?
>>
>>146010997
ty
>>
>>146011296
Anon lets compete on this. I'm already working on a game with some shooting aspects of these style games but want to have more of a focus on melee.
>>
>>146011296
the enemies are the ammunition and it you must reach a certain combo to pass the level. If you run out of ammo or have bad aim so you don't kill enemies you have to start with all over again with a weak melee move that builds up your combo slowly. Infinite spawners btw
>>
>>146011660
im more on the shooting side so we dont have 2 fight each other
>>
>>146011704
this is a neat idea. definitely takes smart map generation + enemy behavior tho
>>
>>146011494

read this to get an idea

http://www.theastronauts.com/2014/03/visual-revolution-vanishing-ethan-carter/
>>
>>146012051
Actually don't use that idea, I'll do it instead
>>
Working a visual novel. Should I post here or at the EVN threads?
>>
>>146012136
>the astronauts
No thanks!
>>
>>146013145
Why?
>>
>>146011704
>the enemies are the ammunition
so they just drop ammo like every game ever
>>
What's a good tutorial for character modelling that prioritizes good topology so the deformations don't look retarded??
>>
>>146013145

your loss. it's one of the best looking games made in the unreal engine.
>>
>>146012975
EVN general, it's for the making of Visual novels
>>
>>146012975
both
>>
>>146012975

Why not both? /vn/ is for visual novels in general, not the making of it. You're more likely to get help here on the technical aspects, say if you were using an engine like Game maker.
>>
>>146014475
Theres already engines to make Visual novels and Evn has a pastebin for the making of Vns if im not wrong, i remember they do have a list but dunno if it was in the pastebin.
>>
>>145956021
noice
>>
>>146013456
no fuck brain
sorry, I don't mean it
>>
I need help because nothing makes sense anymore.
I'm writing in js, I use .concat() to copy an array but for some reason when I change something in the new array it also changes in the original, how is this possible?

>inb4 >js
>>
>>146015170
Try reading the documentation.
They wrote it, so people with questions, could find the answer. You sound like that type of guy.
>>
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This isn't for anything specific, just experimenting with events because they're something I've always wanted to get a better grasp on.

These guns and bullets are very event driven versus the "hardcoding" across components or just shoving everything into one component like I have a habit of doing.

For example, there's an OnWeaponFire event that a separate muzzle flash and shell ejector component register to. The gun doesn't know anything about those components.
>>
>>146015170
>I use .concat() to copy an array
wat

>when I change something in the new array it also changes in the original
Arrays in JS are reference types, it means you're not actually using the copy. If you just do:
>// a is an array
>b = a;
>b[0] = "asd";
You're also changing a because both b and a point to the same array.
>>
>>146015170

lol. nice. but not very original
>>
>>145961969
>use a class to do an action
>OO "programmers"
>>
>>146015470
I don't do b=a, I do b = a.concat() which returns a new array.
>>
>>145961107
>computers have to face the practical reality
The "practical reality" is that you can give division a type that doesn't permit the divisor to be zero, e.g. by requiring a "proof witness" of that fact which can be obtained in one branch of a comparison, or by "refining" a type Number into {x:Number | x != 0}, etc.
Then the programmer has the choice to make the function they're working in take a proof that can be used for that, a "refined" parameter, or they can branch and choose what the value should be if it's zero.
>>
>>146015662
>concat does not alter this or any of the arrays provided as arguments but instead returns a shallow copy
If the elements are themselves of reference type, the copied elements will still point to the original ones. So you also need to copy the elements, i.e. you want a deep copy.
>>
>>146005923
>>146006252
what are these from?
>>
>>146016164
the elements are numbers
>>
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swingyshit.webm
2MB, 638x476px
Implemented swinging and shit
Graphics are all placeholder, even the color scheme
>>
>>146016767
Then you better post some more substantial code, I can't tell what your problem is.
>>
>>146016386
The frown is the original, the others are edits
>>
>>146016838
i like it
>>
>>146016847
wait, I got it, I'm retarded.

It's a two dimensional array so the elements are actually references to the arrays, sorry for wasting your time.
>>
>>146016838
is this the next .io viral multiplayer game?
>>
>>146017320
I hope so ;)
>>
>>146017257
You shouldn't implement 2D arrays as arrays of arrays (a.k.a. "jagged" arrays). Use a single array of size length*width and use some arithmetic for indexing (this all happens in the background of languages with true multidimensional arrays).
http://stackoverflow.com/questions/2151084/map-a-2d-array-onto-a-1d-array-c
>>
Why doesn't Unity drop Boo and implement Python instead?
>>
>>145983361
I'd rather minimal commentary really. otherwise they focus too hard on explaining what they're doing, they should be concentrating on deving. I don't want to be entertained by their charming and witty banter.
>>
>>146017772
Weren't they planning on dropping Boo though?
>>
>>146017772
>Unity
you mean the engine that is going to stop being developed in 2017? Why would they make any big changes now? Best to just milk the customers as much as they can for a year until they shut it down.
>>
>>146006252
That looks so fucking dumb, it actually makes me like the character less
>>
>ask somebody to take care of something for you
>yeah sure give me a little bit
>TWO FUCKING HOURS LATER

god fucking damn it I LITERALLY JUST ASKED YOU TO MAKE ME A LIST OF PEOPLE HOW FUCKING HARD IS IT REEEEEEEEEEEEEEEEEEEEEEE
>>
>>145961107
>>146015952
Also, the other "practical reality" is that the result of (integral, IEEE FP defines it) x/0 IS usually undefined, i.e. it's not portable to rely on a certain "fallback" result.
>>
>>146017984
Explain what this has to do with gamedev.
>>
>>146017772
Python is shit as an embedded scripting language. That's why Unity uses Boo and Godot uses GDScript, even though the languages are similar.
>>
>>146018101
I asked somebody on my team to do something and they still haven't
>>
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>>146017889
Prove?
>>
>>146017916
that's pretty retarded
>>
>>146017889
Why? It's really good. It so easy to make games.
>>
>>146018128
godot is an irrelevant meme engine, why not talk about ogre3d too
>>
>>146014475
/vn/ and rpgmaker gen were mistakes
>>
>>145953387
cactus is so overrated
>>
new thread
>>146019151
>>146019151
>>146019151
new thread
>>
>>146019230
mothdan was a mistake
>>
>>146019104
But anon, Unity is an irrelevant meme engine.
>>
Abandon thread
>>
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66KB, 641x500px
>>146019281
>>
>>146019309
unity has good games, godot is just pure memes shilled by opentards
>>
>>146015392
That looks cinematic. In a good way.
>>
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>>146017916
>>
>>146020006
it looks really stupid. I love lewd fanart but it looks straight-up downsy.
>>
>>146015392
How'd you do the muzzle flare and tracers effects on that? I really like the look.
>>
>>146016386
From a AGDG game called Traveler
>>
>>146020410
liking a character more/less because of fan art is retarded. it's equivalent to liking emma watson more/less because of photoshoped nudes
Thread posts: 762
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