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/agdg/ - Amateur Game Development General

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Thread replies: 766
Thread images: 129

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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/
Haxe: http://haxeflixel.com/documentation/getting-started/
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/
>>
I thought about type systems all weekend :)
>>
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I need an idea for a quick-to-make but fun 2d indie game.
>>
Games are made by people and computers working together
>>
>>146019479
Pokemon but 4D
>>
My game has been talking about going "open source", not sure how to feel
>>
>>146019479
a game where (You) (the anonymous poster) kills himself for being a failure at life, it's a rpg like undertale except really unpopular
>>
>>146019479
Pong or tetris.. with a twist.
>>
>>146019553
Did you sign a prenup?
>>
>>146019526
Games are made by people and Unity game engine working together
>>
>>146019553
I'll do things to your game that you could only dream of
>>
>>146019479
A 2D game where you control a character that can run and jump. They can jump over obstacles and also enemies while progressing from left to right.
>>
Has any Unity game ever made it big?
>>
>>146019828
nope unity3d is for underground indie devs such as myself
>>
>>146019553
Mine too. I said yes because I'm worried about my game leaving, but I don't have any other games to work on, I just pretend that I could work on other games. Should I be worried?
>>
>>146019630
Pong but the ball is a tetromino
>>
>>146019479
PONG RPG
>>
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>trying to make a game
>2d RPG roguelike with lots of complicated features
>If I make it it GM, then coding everything will be a complete nightmare
>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
>If I make it in a traditional programming language, animations and graphics will be a complete nightmare

I'm seriously at my wit's end here. I keep going over and over in my mind which of the three to choose and not getting anything done. Why hasn't someone just made an engine that does easy graphics and lets you implement the rest aside from fucking Flash?
>>
>>146019526
Autists are made by your mom and dad working together
>>
>>146020290
you're not trying to make a game if you haven't started yet

and the thing you want already exists, called T-Engine 4
>>
>>146020290
>2d RPG roguelike with lots of complicated features
>animations and graphics
>>
>>146020290
>roguelike
>animations
Why?
>>
>>146020290
If flash is your favorite,
I mentioned it in last thread, but haxe has actionscript syntax and also ported some of the flash frameworks. It exports to all of the important platforms
http://haxe.org/

http://haxe.org/
>>
>>146020537
>>146020575
It's just the game I want to make. It involves party-based combat so just bump-to-attacking a monster then reading a 20-line-long text blob isn't going to cut it.
>>
>>146020853
inb4 THAT'S NOT A ROGUELIKE
>>
>>146020575
It's not 1980 anymore.
ADOM, TOME4, Caves of Qud, DCSS, DoomRL all have graphics. There are more I can't think of right now.

Roguelike != ASCII graphics
>>
>>146020290
Most programming languages have libraries to make animations and graphics easy. GM and RPGM have no way to make complex stuff feasible.
>>
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1/2
>>
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>>146020526
>How'd you do the muzzle flare and tracers effects on that? I really like the look.

The tracers are just an elongated unity capsule with an emissive material. Nothing special going on there.

The muzzle flash is two parts, the flame and the smoke.

The flame is a very short lived emitter that emits a very short lived particle forwards. The particle starts small, gets big, then gets small again. It also decreases in opacity so that when it starts to shrink it doesn't look weird.

Webm related is the flash effect playing at 10% speed so you can see what's happening.

The smoke is just a couple particles with a low opacity that are affected by wind. They increase in size over time and fade out after a couple seconds.
>>
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>>146021468
2/2
>>
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>>146021527
Here's what the particle system looks like in the Unity Inspector for reference.
>>
>>146020853
If you haven't already, you should play Demon. It handles animations in a way that should be really easy to code.
>>
I want to make a game that has similar combat to the paper mario series
but I have no idea where to start

please help me
>>
>>146021782
With a name as generic as Demon you're going to need to be more descriptive. There's a ton of results on google.
>>
>>146020290
>If I make it it GM, then coding everything will be a complete nightmare
False, you can organize your shit with proper scripts and even simulate OOP if that's your thing.

>If I make it in RPGM, then coding almost everything will be a complete nightmare and I'll have to learn the language and platform
Ruby is easy as fuck to learn.
>>
>>146021949
you'll have to spend a few years learning how to make games first

try starting with pong
>>
>>146021986
Have you tried googling "demon roguelike"?
>>
>>146022063
what programming language should I learn that translates the best into videogame development?
>>
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>>146021206
I've tried thinking about doing it in Tkinter because it's the only graphics library I know and it doesn't seem feasible. I looked up a list of ones for python but there seem to be hundreds of them and I can't tell what the differences between them are.

I guess a better question would be what the best engine for making TRPGs is, because that's probably the closest to what this thing is.

>>146021782
I looked it up, It seems to be made in unity. Might check it out.

>>146021995
I know my way around GM fairly well and while I know it's possible, it still requires a great deal of tinkering around just to do things that most languages wouldn't bat an eye at. As for Ruby, I've heard it's easy, but I don't want to spend all that time learning it and RPGmaker only to hit some terrible snag later on.
>>
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Don't trust anyone you encounter
>>
>>146022273
I tried to make a text RPG in Python using Tkinter. I couldn't redirect the console output to a textbox in real time so I just gave up.

Maybe it was my fault but I tried a lot of things and none worked
>>
>>146022216
Haskell
>>
>>146022216

C++ if you're a nodev
C# if you want to get things done
>>
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Reposting from old (dead) thread
got swingy shit done!
>>
Why love and haxe are in the engine list but monogame isn't?
>>
>>146021729
I want to steal your muzzle flare effect. Isn't using a cylinder with an emissive material sort of expensive? Do you use object pooling to curb the costs?
>>
>>146023026
>Lua, flash vs C#
We like to keep real languages separate ;);)
>>
>>146023481
>Unity in the list
>>
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Progress!

Added a walking segment, auctioneer displays dialogue, and the list item functionality works (next webm)

hopefully my artbro will find time in his schedule to make an auction house model soon

Thanks to the anon who gave me feedback a day or two ago. I'm working on that stuff next, now that this basic functionality is done
>>
>>146023931
whoa neat is that an mmo auction house?
>>
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>>146023931

Listing item on auction house, re-uses the category/price check/button code but has one more screen preceding it.

The player gets 10 slots to list items for sale, and they sell over time (since the game has a day progression system)

>>146024043

It's an offline tactical RPG, but since I was an FFXI addict from 2003-2008 I decided to reference it
>>
>>146023931
whered you get the juicy assets mate?
>>
>>146023931
Literally who?
>>
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>>146024245

3D modeler I found here about 10 months ago

The game used to look like this, but we went 3D due to his skillset.
>>
>>146023091
You're more than welcome to steal the effect.

As long as they all share the same model/material it pools correctly.

The current bullet happens to be more expensive than it should, but only because it's just the standard Unity capsule. That thing is significantly higher poly than it should be for a fast moving bullet. A custom bullet model that's only a handful of polys would work much better.
>>
>>146022216
Anything that can make webgames
>>
>>146024587
Am I going crazy or is that fucking Red Tactics
>>
>>146024131
>>146023931
>>146024609
Is this Red Tactics? You're alive?
>>
Holy shit, overdone idle animations look so fucking stupid. >>146024131

>constantly out of breath
>heavy breathing forever
>>
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>>146024960
>>146024987

You're correct, which is why I posted with my trip

Too bad foolz is dead so you can't check :^)

tfw date on picture name

>>146025083

I'll talk to my artbro about it. They're technically made for a level of detail much lower than what the auction house camera zoom handles, so we might need to use a different idle animation for the AH
>>
>>146025231
>tictacs is alive
SHIIEEET
>>
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>>146025231
dang I remember posting with you like 5 years ago when I was still doing this shit
>>
>>146025231
Glad to see you're still at it, you're one of the oldfags that inspired me to get into gamedev. I hope you can finally finish Red Tactics.
>>
>>146025523
OH FUCK
>>
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>>146025083

Just recorded this for you (sorry if quality is shit, didn't proof-watch it)

>>146025367

I figured anyone who would remember me would have already died and turned into a skeleton. Where are the other old AGDGers from before /vg/ was created?

>>146025523

I remember your roguelike too :^)
>>
>>146025231
Wow, im a newfag here so never saw you posting before but the game has progressed a lot!

Looking real nice!
>>
>>146025653
what are you doing for rendering this?
>>
>>146025653
>camera follows 1:1 with dude that has stuttered step
aaaaaa
>>
>>146025567

At this rate you'll outpace me, so I'll look forward to playing your game
>>
did hopoo from hopoo games stop posting here?
>>
>>146025653
>Where are the other old AGDGers from before /vg/ was created?
In prison
>>
>>146025653
>Where are the other old AGDGers from before /vg/ was created?
Some still lurk, most post progress on tumblr now, but they're around.

Glad you're still alive. Missed this game.
>>
>>146025782
He'll be back. Once you become a big name dev, you can just drop in whenever you want and everyone is happy to see you. But if the plebs like you and me try that, we're called whodevs. This place, I swear...
>>
>>146024935
>>146022994
>>146022514


why is there never a clear cut answer for this
>>
>>146025782
If he started posting again everyone would beg him for keys. Because that's what happens when someone here actually finishes and releases a game.
>>
>>146026041
>best
Because there isn't one.
>>
>>146026041
clear answer: unity with c#
>>
>>146025759

Might fix that tonight, thanks for pointing it out. Right now the A* sends each position to the navigation agent, which causes the stutter, so to fix it I'd have to check ahead and consolidate straight lines (no turning). Shouldn't be hard, but since I'm the only programmer my attention is divided too much

>>146025846

>Some still lurk, most post progress on tumblr now, but they're around.

I guess I should get into tumblr then. I discovered cartrdge.com recently and it looks pretty cool. Tumblr is probably more useful for reaching players though, since Cartrdge seems to be more for collaboration
>>
>>146025653
>>146025231
>>146024609

Awesome to see you're still alive, the world needs more Butterfingers.
>>
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>>146026303

I still have the porn drawn of Butterfingers x Lethal League for various reasons
>>
>>146026041
Don't get memed, start with small web games that you'll be able to finish.
>>
>>146026407
>you need to use a shitty web platform (they all are) to make small games
???
>>
>>146026141
Tumblr is useful for reaching players, yes. There are enough people using it that if you're actually tagging posts they'll get a lot of exposure.

Just avoid whatever you don't care to see, grab one of the addons that lets you block certain tags and you'll be fine.
>>
its the stuff like this that im talking about that confuses me
we have this guy who gives an answer
>>146026407
but then this guy >>146026490 says something that goes against it

I understand that there is no best language, that they all have their pros and cons, but there has to be some chart or guide out there that simplifies what each language is "good" at so i can make a choice from there
>>
>>146026490
Where is your game made with your great not shitty platform???
>>
>>146027098
Not an argument.
>>
>>146026543
>[blogging platform] is useful for reaching players

my favorite agdg marketing delusion

reddit is useful for reaching players, /v/ is useful for reaching players (see: minecraft, yandere etc.)
neogaf, kotaku, gamespot etc. is useful for reaching players

a blog, twitter, tumblr, website, facebook etc. are useful only for keeping existing players engaged
>>
>>146026989
you came to the wrong place man, this place is a shithole
>>
>>146026989
you should learn the language that your engine requires

if you aren't using an engine you probably are not going to be able to make a game
>>
>>146026989
UNITY with C# will let you ship a game. By the time you hit the limits of the engine, you will have enough experience to learn a new engine/framework.
>>
>>146027319
this entirely depends on the scope of the project and also comes with its own drawbacks
>>
davos is kill
thormund is kill
>>
>>146026989
Also watch yesdev but take it with a grain of salt. It outlines what the process of make game. I would not be making game if I didn't watch it
https://www.youtube.com/watch?v=iQ0e3QUADw8&index=1&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
>>146027319
>>146027435
>>146027428
ok so my options are unity with c#
or a different engine with its own language

whats the best engine for creating a game with paper mario/mario and luigi type combat?
>>
GoT torrent when?
>>
>>146027625
Unity if you plan to have 3d environments honestly
>>
>>146027625
Unity would be good if it's 3D. Coroutines are great for turn-based combat, cutscenes, etc. which RPGs are full of.
>>
>>146027676
>Not more excited for silicon valley
>Not even a gamdev
>>
>>146027625
if you don't know a language and you want to make games, you should use game maker

if you want to spend years learning how to program properly before trying to make your dream game, C#or C++ are both fine. It doesn't really matter.
>>
>>146027163
Yes, I'm asking you where is your game??? Not an argument. is a weird name for a game but I want to see gameplay, go ahead post a webm.
>>
>>146027625
>>146027771
So, something like Love if it's 2D.

Coroutines are a killer feature, even a deal breaker.
>>
>>146027164
Reddit, /v/, NeoGaf are useful if you want to see what players are saying about your already released game. You can try to have a discussion about it with them, I suppose, and may even get one.

They are not useful for reaching -new- players, however. Prospective players aren't looking in those places for games that are still in development.

For those players you have to go elsewhere, to places they're likely posting on a regular basis and are more likely to see your shiny new thing. Social media sites.

When you have the game finished and are in the PR stages, you still don't want to just post about it on Reddit, /v/, et al. You want to post it to Twitter and Tumblr and even Facebook, where it will be seen by more people, prospective players that maybe -don't- visit dedicated gaming sites too often.

Whether you find it a delusion is irrelevant, it works, you can ask the successes from here if you'd like. They'd probably know better than I would anyway.
>>
>>146027625
there's an agdg game that is a paper mario clone that's made in unity
>>
>>146027884
>just recently learned about coroutines after lazily working on a game for about a year
>implement a million things I was too lazy to program in less than 10 minutes
coroutines are fucking amazing
>>
>>146027684
>>146027771
it wouldnt be in 3D so

that narrows it down to either
>>146027810
game maker which uses GML

or
>>146027884
Love which uses Lua

>>146028027
any webms for it?

>>146027617
watching right now, dont give a fuck about the money, i just want my creative vision to come true
>>
>>146028214
Keep in mind that you're not going to make your goal game as your first game. You can always start with GM and then move to Lua+Love.
>>
>>146028214
Unity3D if you commit to learning unity or haxeflixel for 2D if you want to target multiple platforms including web
>>
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>>146027625
Make a small webgame first, trust me dude.
>>
>>146028214
>it wouldnt be in 3D so
Anything but Unity then
Love2D or GameMaker are fine.
Haxe is a meme
>>
What's the point of talking about engines? Without art you are not going to make it anyway.
>>
>>146028454
or mongame
>>
>>146028454
Love2d is a meme, GM and Haxe are fine.
>>
>>146028457
>whats the point in talking about art? Without an engine you are not going to make it anyway
>>
>>146028602
>no coroutines
>>
>>146028602
>Haxe are fine.
>meme language that looks like actionscript
Nah
>>
>>146028631
>whats the point?
>>
>>146028720
>whats
>>
What's the point in talking about devving? Without Theory of computation you are not going to make it anyway
>>
>>146028631
Art will always get attention.
Using an engine is irrelevant and people don't care.
>>
>>146028660
https://github.com/Atry/haxe-continuation
>>146028712
>because actionscript was shit it means that everything that looks slightly similar is shit too
nice logic
>>
>>146028878
Where are all the haxe games.
>>
>>146028712
Really dumb """""criticism"""""".
>>
>>146028902
http://haxeflixel.com/showcase/ that's only for flixel, I think the most popular haxe game is papers please? where are all the love2d games?
>>
Jim Profit
>>
I honestly don't know why anybody uses GM for serious game development.
>no coroutines
>no first-class functions, therefore no CPS
>no OOP, therefore no non-trivial state machines
How the fuck do you write any logic that doesn't match up simply with "do X every frame" without making a massive spaghetti hack? Do you just...avoid making those games?
>>
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Progress

I created a mech sprite and added it. Now to figure out how to get in and out of it.
>>
my game isn't responding to my texts. I don't know what to do
>>
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A wall, a big powerfull wall!

Its gonna be so nice, you cant imagine, belive me!
>>
>>146029645
Told you not to use UDP to sen
>>
>>146029513
And while you're here in agdg spouting this nonsense people got millions with games like RoR or Undertale.
>>
>>146029513
>serious game development
Good one, mate
>>
>>146029729
Am I wrong?
>>
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>>146029513
if you know how to make a IF you know how to make a game
>>
>>146029717
This is hilarious
Did you download that model?
>>
>>146029717
That The Thinker Trump is beautiful
>>
>>146029717
clone journey but with a trump model
everyone can play the night before the election
>>
>>146029816
Yes you are. The goal is to make a game, not care about trivial things.

While you're here pondering how to make your godly code people are releasing games, and you got no game.
>>
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>>146029842

Nah I made it.
>>
>>146029830
so true
>>
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figuring out scale of things
>>
>>146029994
>the difference between being able to implement the feature you want and giving up because the code is too awful to even hack around anymore
>trivial
>>
Gamedev tip of the day: Write bad code to control scope and prevent feature creep.
>>
>>146019335
its funny cus my programmer wil make no progress after saying hell do this and that and then say But I DID think about... and all i can respond with is cool you thought about things
>>
>>146029717
what are you going to do with this
>>
>>146028214
>any webms for it?
yea there is he has a tumblr with lots of progress but i can't find it

is there a way to bring up a wall of posts of only the tumblrs you follow in tumblr?
>>
Really wore out my game today with all that hard deving :) Gonna sleep well tonight boys
>>
>>146030040
why would you waste your time with topical meme shit that will become irrelevant in 6 months
>>
>trying to fine instructions for a specific function in XNA
>"wow what the hell, there's almost no documentation"
>about to ask question in here
>suddenly realize I had been googling XML instead of XNA

I'm fucking retarded
>>
What's the big deal with coroutines anyway?
I heard about them while going through Unity tutorials, but the little time they spent on it really didn't help me understand what makes them so spectacular.
>>
Gamedev tip: Don't become an AGDG regular if you want to finish your game
>>
>>146030430
Don't you know how long presidents are in office for?
>>
>>146030532
The best example of a place you'd use them is cutscenes.

Instead of having complex messes of code with timers all over the place you can use coroutines to handle things simply and intuitively.
>>
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Gamedev tip: Become an AGDG regular if you want to finish your game

www.homph.com/steam

You too can be on this list!
>>
>>146030532
They allow you to write an imperative procedure that won't all execute at once. So you can say:
>do X
>wait 1 second
>do Y
And it won't block for that second - at 60 FPS, Y will happen 60 frames after X. You can also make it wait for an event, trigger that event somewhere else, and then it will continue. There's tons of things you can do with them that are quite annoying and difficult to write otherwise.
>>
>>146030586
how do I avoid this?
>>
>>146030430

Whatever happens its practice. Now that I made it I probably am more invested that trump gets president so I can make more money off it.
>>
>>146030762
so... it's a timer callback? why don't they just call them timers?
>>
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game goals partially implemented
damage, heal, and crowd control systems overhauled - it is now possible to interrupt individual effects, so effects like dodge, heal negation and silence immunity are now possible
my core codebase has reached 75 kB size
sometimes i wish godot had switch case implemented
>>
>>146030748
vamp of the sands fucking SUCSK
>>
>>146030762
And yeah, like >>146030706 said, they're great for cutscenes.

If you want two characters to walk to an area, waiting for each other before continuing on, you can easily do this:
Character A:
>while not at position
>..walk towards position
>signal A_arrived
>wait for B_arrived
>continue
Character B:
>while not at position
>..walk towards position
>signal B_arrived
>wait for A_arrived
>continue

>>146030920
Coroutines are a way of writing code that would require callbacks (i.e. continuation passing style) without having to use callbacks directly. They're usually compiled into state machines. They're also applicable to way more things than just timers, that's just a good example (since most people see sleeping as blocking).
>>
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>>146030974
>>
>>146030920
a timer keeps track of time, a coroutine is a function specifically structured around staggered execution after a delay
>>
>>146029626
make being in the mech a state that the player has and when u press ur use button near the mech it puts the player's x/y to the mech's and changes the player's state to Mech Mode and destroys the mech object that u "got into". when u "get out of" the mech just change the player's state back to regular mode and create a new mech wherever u got out of it
>>
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check out my creep
>>
>>146030532
Basically you can use them to take a break from the code you're executing to do something else, or make that code wait a set time before continuing, or make sure something happens while that part of code is doing it's thing.

But most importantly you use them to have things happen over time but where you don't want a separate script for that thing or it doesn't need to be happening in the Update function for the entire duration of the game.
>>
>>146030532

>float x
>int z
>bool y

>If(yadayada) {Do_shit; y=true;}
>if(y){x+= 1*Time.Deltatime;}
>if(x > z){x = 0f; Do_shit; y = false;}

There.
You dont need coroutines anymore.
>>
>>146031227
Looks really scalable and easy to understand!
>>
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Today's progress:
Remade jump animation
Added waterfall
Added dust trail when running

What do you guys think of the waterfall? Is it too obnoxious?

>>146030960
Hello, fellow Godot dev
>>
>>146031227
Have fun doing that everywhere
>>
>>146031153
by the way, anyone have an example of a 2D oblique top-down view that has trees where you can't see the top? I want to do this, but I don't know how to decently implement it. Just have the tops fade out? some kind of special fake 3D warping around the character? I don't know
>>
>>146031153
that looks pretty cool, senpai
>>
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>>146030748
>Restricted RPS
>players 0
>>
>>146031409
I love it. I love all of it. I'd say maybe make the water a bit less saturated in color in order to avoid it being as saturated as your bear there, but otherwise it's so aesthetic aaa
>>
>>146031463
thanks, it's a rogue-lite where you quest out into a randomly generated forest for seeds and plants and then come home and plant them
>>
>>146030960
This is why we need coroutines.
>>
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>>146030960
>>
>>146030748
Damn Vagante did pretty poorly, I expected it to be way more popular. Is JBlow right?
>>
>>146031687
It's still in early access. Games usually, at least, see another big bump in sales after properly releasing.
>>
>>146031592
Make it super comfy and i'm sold!
>>
>>146031567
Thanks for the feedback!
A slightly darker blue for the water?
>>
>>146029717
He looks a bit Jeb-ish, especially at the end when he's standing all slouched
>>
>>146031761
This. Game's don't even show up in the Steam store while in early access. (In the "featured" sections, I mean)
>>
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>>146031686
not too far from reality
>>
>>146031687
>Damn Vagante did pretty poorly,
>indie
>pixel
>roguelike
>platformer
If it didn't do poorly I'd be pissed, this like the stereotypical indie game description.
>>
>>146031778
it's going to be! To be honest, "comfy" is the main aesthetic I've been going for in most of my recent game attempts. I have some pretty good ideas for atmosphere and aesthetic that will pace well and contrast the exploration parts of the game with the farming parts
>>
>>146029717
Please call the game "Trump's Adventure" and make it a funny sandbox game.
>>
>>146031824
A little darker and closer to grey would work, just play around with it a bit.
>>
I'm excited for recap Monday
>>
>>146031974
My nigga, Early Access games don't show up in the regular places on the Steam store.
>>
>>146032052
Do you have a blog / tumblr / twitter?
I want to watch this game grow
>>
>>146031924

The shoulder slouching is because of the Unity third person animations, the model is okay.
>>
>>146032115

If I release it I will probably call it something else than donald trump because I dont want to get sued(I dont plan to make it negative or positive in any way, still I dont want to get sued)
>>
>>146032214
rainfrogs.tumblr.com
I appreciate your interest! ( :
>>
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>>146031967
oh shit nigga what are you doing
>>
How would I make a health bar the same size (let's say 100 pixels at full) regardless of what ever the max health would be?
>>
>>146032359
I'm pretty sure it's protected under parody laws.
Just look at South Park with their magazine cutout celebrity heads.
>>
>>146032556
Very carefully.
Are you fucking serious?
>>
>>146032556
Step 1. Go back to high school math class
>>
>>146032556
the health bar length is a percentage of the max and the max health is kept as a different variable
barLength = (CurrentHealth/MaxHealth) * 100
>>
>>146032556
this should help
https://www.youtube.com/watch?v=DnFrOetuUKg
>>
>>146032556
ratios my nigga, learn them because it's very common to use.

(current_hp / max_hp) * bar_width
>>
>>146032854
top kek
>>
>>146032613
>>146032662
>>146032802
>>146032829
>>146032854
>>146032858
Thanks, guys. I know I'm dumb as fuck.
>>
>was going to write up a sound manager today
>got distracted by nostalgia and spent hours googling up staff roll credit music and choking back tears

fuck sake
>>
>>146032497
my plan is to finish building core before i forget what is what, so i won't have to go back to the spaghetti
for real though, this code is placed in here only temporarily, when i finish the core, i'll get to the interface and make it look nice
i promise
>>
>>146033107
just post progress and you're good
>>
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>>146031974
>>
Hey agdg

I wanted to try something different this summer, so I started a game with ascii graphics. It's not a rougelike, it's not awesome, I have little to no idea what I'm doing but I'm having fun.

I'm coding in C++ using the NCURSES library. Yeah I know there are other libraries, and there are tutorials, and other shit but I don't enjoy following tutorials, and feel like I'll get stuck trying to implement what the tutorial tells me rather than having fun and learning.

I'm at a point now where I can spawn some monsters, they move around and it's pretty cool, however I'm having to instantiate them with (excuse the idiot speak) names like "enemy1, enemy2" etc. I'm thinking it'd be easier to have like an array for the monster objects that I spawn into the world. I'd probably check to see where the next open element in the array was and put a monster there, and when I want to get rid of a monster right a 0 or something to indicate that position in the monster array is free. I'm not sure how this works with inherited class objects, I'm assuming I'll run into problems with the inherited objects taking up different amounts of memory.

Anyways I figure this has to be a pretty common problem, what should I be looking into to solve this kind of problem?

Thanks
>>
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>>146033107
don't give up!
>>
>>146033282
you want a list, not an array
>>
>>146033282
>>146033397
>you want a list, not an array

No you don't. Stay away from linked lists. If you're doing any sort of collision checking or lookups in 2D space, use a quad tree
>>
>>146033282
the easiest thing to do would be to use a std::vector and use push_back() to stick a new enemy in and use erase() to remove the enemy. the vector will take care of it so that there are no holes.

this is not good to do in code where performance matters, but it should be fine in an ascii game.
>>
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I've spent like 2 hours looking for free models for this crap. Art is the worst. I think if I make a real game where I have to make/hire my own art, I might just say nope, you can't put inventory items into the 3d world. All items will be found in chests/monster corpses/shops.

I still have to make 2d UI elements for each of these items now too though. Those should be less painful at least. Don't have to mess with Blender to export everything as FBX then figure out how to get the textures into Unreal, etc.
>>
>>146033573
I don't think he should try to implement a quadtree yet if he's still asking these kinds of questions
>>
>>146033719
If he's making this game to learn, then yes he should. If not, just use a vector. Anything but a linked list.
>>
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>>146033169
>>146033301
>>
>>146031687
It is kinda pricey for a 2D indie roguelite, I think that hurts sales. I haven't even bought it yet, haven't seen it on sale.
>>
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Post space inspiration
>>
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>>146034113
>>
>>146033889
>>146033719
>>146033663
>>146033573

Thanks I'll look into that.
>>
I'm under the impression any game being in early access devalues it on release, because people's first impression was of it in an unfinished state. I think therefore, the game would be less successful.
Is this wrong?
If you're War Z or something and never intended to/couldn't finish the game, that's an exception.
>>
>>146034283
aesthetic as fuck
>>
>>146034354
Games that go into EA don't even show up in the front page of the store or in the genre sections. Unless you're specifically looking for a game that's in EA you're generally not going to find it.
>>
>>146034354
you're mostly right. darkest dungeon did alright I think, despite what happened. then there's stuff like the culling (and all those non-Ark survival games) which is probably already dead forever
>>
how much time would It take for a proper competent programmer to make the engine for a Mario clone in let's say GM, libgdx or monogame?

in hours or days pls.
>>
>>146034590
~ 1 - 3 days
>>
>>146034686
how much should I be expected to pay then?
>>
>>146034981
$20 an hour is reasonable
>>
>>146035073
I can pay 10 bucks.
it's that fine?

I'm sure 100 bucks would be enough for a demo level.
>>
>>146034981
1 blowjob an hour is reasonable too
>>
>>146035235
Why are you paying someone to make this?
>>
>>146034590
you can probably just find an open source clone of mario somewhere for free
>>
>>146035073
>tfw i can live off $20 for a week
>>
>>146035315
in your parents' basement, yes.
>>
>>146035301
So you don't want easy money then?

I guess I'll go to TIG to ask for collaborations then.
>>
>>146035414
What mechanic are you adding to mario?
>>
>>146035472
Rape
>>
>>146035414
If you pay me half up front, I'll do it for $100.

I'm this guy btw >>146031409
>>
>>146030059
I love you.
>>
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Food collection works, though I never really had a doubt. It was the easy bit.

I know, mixels...it's a prototype, after all, leave me alone.
>>
>>146035472
Nothing, just an HD remake but obviously changing the designs to avoid copyright.

>>146035603
sure, can you remake 100% the first mario bross?

Look, next 5th july I'll have around 130 euros as free money.

and I was looking if people here would be into remaking mario (the NES one).

of course my goal is steam, maybe I could share the profits then.
>>
>Finally get some work done on my game
>feeling great about it
>Have to go to work
>work goes over a few hours

Well there goes my inspiration... Maybe tomorrow I'll still have some in me.
>>
>>146035867
just render the game at a fixed resolution and say goodbye to all mixels and rixels
>>
>>146035907
holy shit
do you realize that indie devs have spent the last fifteen years perfecting the platformer, advancing the technology
and you want to remake mario
and profit off of it
>>
>>146035907
https://supertuxproject.org/
full source code available for free, there you go
>>
>>146035907
To be clear, I'd only be making the "engine". That means you're in charge of all the graphics, sound, level design, etc. What's your Skype?
>>
>>146035989
I upscale the texture with the entity's size. So, it is rendering at "true resolution". But it stretches the player texture depending on the size. Thanks for the advice, though!
>>
>>146036105
why are you mad someone want to see and HD version of Mario?

>>146036151
>he doesn't want money.

>>146036159
send me an email:
[email protected]

how bout 70 bucks for the base engine?
>>
>>146036210
Oh I see. You'd want to make the sprite at its max possible size and then downscale then.
>>
>>146036159
This guy literally can't code >>146036351
>>
>>146036353
That sounds like what I'll do when I actually turn the prototype into a working game. But this is a prototype and HaxeFlixel lacks documentation, so it's really hard to get anything properly done.

Speaking of that, can anyone suggest HTML5 frameworks? Ideally it'd be something that compiles to HTML5/JS instead of actual JS, but anything goes.
>>
>>146036351
100 bucks for the base engine. I'll put in things like swimming, moving platforms, enemies, etc. and I'll teach you how to make levels and add assets.
>>
>>146035867
That looks pretty fun
>>
>>146036632
make that hustle boy
>>
>>146036632
I'm not asking for something complex, just super mario bross for the NES.

My goal is to make a base remake with upscaled sprites and then hire a pixel artist.
>>
>>146031409
>What do you guys think of the waterfall? Is it too obnoxious?

Could stand to be a little bit slower IMO
>>
All right, send me an email then.
>>
Just nabbed a seven character name on gmail, tumblr and twitter. I'm a little surprised that bots haven't taken them all yet, especially the gmail
>>
>>146037139
>he registered "Fuggboi" on all of those
>>
>>146036920
Any particular reason for the trip?
>>
>>146019479
you play Labron's hand, slapping basketballs away from a hoop
>>
>>146037248

Forgot to remove it from earlier since it autofills
>>
>>146034283
what is this from? Anything?
>>
>>146037039
sent.
>>
>>146030430
It's better than wasting my time on 4chan.
>>
>>146037758
I forgot to ask:
are u a professional programmer?
>>
>>146038223
>u
>>
>>146038267
I'm not a professional typist.
>>
>>146038223
I'm a comp sci student and developing a 3D platformer. I'd say I'm qualified to make a simple 2D game.
>>
>>146022216
gml cause it literally can't do anything else
>>
>>146038574
sure, I'll keep an eye on you.
expect some confirmation email in some weeks then.

Now I simply need to hear news from crystal girl dev if he read my email asking him to work for money.

He hasn't replied yet.
>>
An idea guy who's idea is to remake Mario. It's beautiful.
>>
>>146038768
The guy has a job and his own game to work on, if you planned to hire him to do your game's art you're out of luck. He's busy as heck.
>>
>>146038874
why are u mad?
;)
>>
>>146038951
I'm not angry, just shitposting
>>
>>146038939
yeah, but I expect some polite no.
http://crystalgungirlgame.tumblr.com/tagged/commissions%3F

It's very rude to beg for money online then simply disregard someone interested.
>>
>>146037592
As far as I can tell it's not from anything, just an image someone made. Which is unfortunate, I like the style.
>>
>>146039260
>yeah, but I expect some polite no.
He probably got a lot of messages, no time to tell people no.
>>
>>146039662
I dunno, I still hold some hope to work with him.
I hope I get to see him post and get his own opinion.

I haven't given up yet on him.
>>
>>146039895
>I dunno, I still hold some hope to work with him.
The best you'll get if he's open is a sprite or two, not your whole game's art
>>
>getting personally butthurt about business relationships
>about relationships which have never been established
Wow.
>>
>>146039895
What size sprites will you use?
>>
>>146039895
Try to get his phone number and text him over and over again
>>
>>146040081
Don;t forget to send dic pics
;^)
>>
>>146039938
he has said in his tumblr he's open to do animations.

>>146040035
I want an HD game, but since it's basically some ancient NES game there's nothing much to do.

So, around 100-150px per character.
>>
>>146040227
It's time to move on
>>
>>146040425
I think you're right.

but I love his style.

oh well.
>>
>>146023931
>>146024131
Same anon here, looking good.
>>
>idea guy here

https://www.youtube.com/watch?v=YCacm35a06M
>>
>>146040227
>I want an HD game, but since it's basically some ancient NES game there's nothing much to do.
I don't understand you at all.
You want to remake mario in HD, giving you the chance to make wathever you want with the assets. Then you say there is nothing much to do with them because is an ancient NES game, nut it isn't. Is a 2016 game using 2016 technology that just happens to play a lot like SMB..
>>
>>146040227
By "open to do animations" he probably means a sprite or two. Not an entire game.
>>
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>>146040771
>>146040831
do you think the original mario had hundreds of sprites?
>>
>>146041193
That's still a lot of sprites for one artist to do for a project they're not actually part of and at a price that would likely be considered ludicrous by professional standards.
>>
>>146041193
Yeah but it works on that resolution.
As you increase the resolution of the sprites, like you want to make an HD game you need to increase the number of frames too or it will look choppy as hell. And that gives you a posibility to add more stuff for each animation, too.
>>
>>146041193
that's like 150, which is basically hundreds
>>
>>146041353
>>146041361
I'm not trying to rip him off.

I would love to also share some of the profits the game will make.

Think about the typical idea guy team, but I will give you a fair money he must agree on and also a share of profits.

>>146041394
Some of those repeat, look again.
>>
>>146041193
Because drawing an 8x8 sprite with 3 colors takes as much time as an HD animated sprite
You're delusional
>>
Prototype seems fun. I want to start developing a full version.

I want this to be one of those .io games, so I need an HTML engine. Game maker is out of the question b/c i'm on Linux.

Anything /agdg/ has to recommend?
>>
>>146041497
depends.

I'm talking about arcana heart size, which is less than 150 px height.

what do you mean by HD?

skullgirls size?
>>
>>146041587
Elm
>>
>>146041487
>I would love to also share some of the profits the game will make.
This would require a contract agreement, and while it's a lovely thought it's not something a lot of artists advertising their commissions as "need some quick cash" are going to be up for.

He's more likely looking for quick, simple commissions he can knock out in a week or less. Not a whole project that will take months of dedicated work.

I say this as an artist that has just finished doing -all- of the artwork for a game I was commissioned to do art for. It wasn't a lot of art in the grand scheme of things, but it did take six months total to finish. Waiting for the client to tell you what they want, waiting for client approval on preliminary work and then final work, etc.

It's more than just "draw this thing for me". There's more to it and it takes time.

Maybe he doesn't want to spend that amount of time on something right now and just didn't know how to tell you that in a nice way?
>>
>>146041487
>I'm not trying to rip him off.
Never said that, I'm just saying you don't have exactly and idea of what kind of work involves making HD sprites.
It takes more time and work that doing an 8x16 sprite because it has actual detailes, and even more when you start animating it because on the 8x16 sprite you can do with 2 or 3 frames, while you might need 10 or 20 depending on the sprite size and the complexity of the animation.
>Think about the typical idea guy team
That's the problem, exactly. Is an idea guy idea, an like all idea guy stuff doesn't take account of the limitations and technical aspects of the project.
>>
>>146041193
You have to have new character designs anyway, to avoid copyright problems. You should find an artist who actually wants to make a mario clone, and give them some creative freedom with the assets.

The other thing that could work is a collaborative thing where each artist contributes one enemy and its frames.

>>146041487
>profits
Look, the platformer genre has been well explored by the indie scene. If your gameplay is literally mario, why should gamers buy your game? You are competing with state of the art platformers by desperate professional indie teams, and actual AA or AAA games. Are you distinguishing yourself on your HD graphics?

You can't even use the Mario brand if you're trying to sell it on steam.

>>146041497
>delusional
You are. We're shitting on you, but that's because we care. You're seriously underestimating the amount of art work that you either have to pay for or do yourself. If you're doing this for fun, that's fine, but don't expect profits.
>>
>>146041721
Stop memeing
>>
btw if this is all bait good job
>>
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>>146041878
>>146041821
Look, I've done pixel art and some pixel art animations, I have some idea how much does it take to finish one sprite per resolution.

I've done games before, small shit nobody cares about, I'm looking up better people to help me.

Maybe there's a way to help, like me doing the inbetweenings and he the key frames.

>>146041967
Look, my goal isn't to become rich, I just want to remake first ancient games.
I have my own reasons as to why I want to remake those games.

>inb4 copyright
I don't mean 100% clone.
>>
>>146041487
literally go on newgrounds or something and find a porn artist and make a porn game if you want to make actual profits
>>
>>146042613
For making Mario in HD you would need to have at least 150px tall sprites (if you keep yourself restricted to 1080p), and you will need a lot of frames on each animation to get a fluid look (something that Alucard animation lacks)

The idea of making an HD of a old game (NES isn't really ancient unless you are too young) is nice, but never look on it like something more than a fangame project, and don't even think about making any kind of profit on them.

If you want to get a team for that what you'll need to find hardcore Mario fans that would be interested on working on that kind of fangame and that don't care about how much effort and time it will take for little to no profit.
>>
what if u made mario

but instead of mario
you were a hot anime babe
and instead of gumbas
you hopped on a dick

haha
>>
>>146043535
parodies are protected under fair use you know.

>>146043684
there's a peach porn game in newgrounds.
>>
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Ok, I added models and UI elements for 1 of each type for bow, feet, helmet, body, and shield (I already had the sword/axe). I also added the Bow skill, and finally hooked up the attack code to check if a bow is equipped before firing an arrow. At some point I will probably have to go and fix all the sizes of the UI elements to normalize them relative to each other.
>>
>>146043743

I assume the bow is on the back? Seems a bit strange to have such a tiny box for it.

Otherwise everything is looking like it works well
>>
>>146043718
clone != pardoy
>>
>>146043851
remake is the most near word to what I want to make.

the proper definition is remake with original IP.
>>
>>146043964
remake with original IP is probably not fair use.
so don't sell it.
>>
>>146042613
There's already ten billion "new" super mario bros'es. Now we even have Super Mario Maker. What the fuck do you wnat to make ANOTHER "HD" mario for?
>>
>>146043718
Why would you play a Super Mario parody instead of playing an actual Mario game?
Only way I can see that happening is either a porn game or a totally diferent take on it with ridiculously good graphics and music, and even then it would get old after finishing world 1-2 unless you added something new or interesting that actually made you want to keep going to see what's going to happen next.
>>
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>>146043849
yeah, this is the source material for what it could look like one day

I've been debating just sticking to a more Diablo-style equipment page, but I'm not sure yet.
>>
>>146044063
>>146044065
I have diferent reasons to remake these games, and one of them is so kids can play them.

I feel sad when I want my nephew to play ancient games and he kept telling me they look like crap and he would rather play halo or those batman arkham games.

It's more like a mission of love towards those games, hoping new kids play them.

I have other reasons, like them being cheap to make and easy marketing.
>>
>>146044230

What interface does Diablo have for a back-item?
>>
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came back after a while without doing any work on this, how's this effect? too flashy maybe?
>>
>>146044290
ok now I am getting legitimately mad
>>
>>146044360
I like the blue and orange sparkles at the end. Maybe as a long term effect? Or as orbits instead of arcs?
>>
>>146044357
it's similar to M&M but it doesn't overlap the slots on top of hte character model, so there's no overlapping. this makes it easier to add rings and necklaces and stuff, but then you kind of have to shrink each inventory item when it gets equipped, since the slots aren't their full, regular size
>>
>>146044290
Your nephew sounds like a douche.
>>
>>146044290
>cheap to make and easy marketing
Devs like you are why I stopped taking game asset commissions.
>>
>>146044519
>Maybe as a long term effect?
They kinda are a long term effect already, the game (or at least this class of character if I add more in the future) is focused around stuns and that would be the effect for them.

What do you mean orbits instead of arcs? Like completely orbiting around the character? I could try that
>>
>>146035907
why not make a super mario 64 remake?
https://www.youtube.com/watch?v=tgVH0N6ao7Q
you can find the full unity project and source code out there i know because i h ave it and have been ripping out utility code and studied some of the code like the super character controller to improve my character controllers
https://roystanross.wordpress.com/super-mario-64-hd/
>>
>>146044290
Kids won't like them anyway unless is something new and interesting that other kids are playing too. Kids play minecraft that looks even shittier than most old 3D games, because is something new and fresh, and everyone got caught by it.
They might start aprecciating them later, when they get a little older and understand that having awesome graphics doesn't make a game good, and notice they have a shit ton of fun playing old games.
Your idea is cute, but I don't see it working to weel. I wish It would though.

>like them being cheap to make
They aren't. And that what everyone here wants you to understand.
>>
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any advice on how to get a skull to read as more cute and less tired old man?

body is just a reference for proportions
>>
>>146044551
he's just 6 years old.

he still likes metal slug though.

>>146044705
>>146044753
>>146044752
I think it's a matter of doing something good.
It seems kids nowadays are into mobile trash games.

I'm sure they will be into some atari 2600 remake or 70-80 arcade game remake.

I'm sure there is some kind of market for such type of remakes.

Hell, I saw a big fuss online on youtube when nintendo C&D a Zelda 1 remake.

I'm sure a lot of people would be into for a remake of something like Xevious.
>>
>>146044868
smoother shapes, it looks very wrinkly, tight and bumpy
for a youth effect it should feel supple, soft and smooth
>>
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>>146044360
where are all these indie devs getting these hot 3D models from?
Are hot 3D high poly 3D models easy to make are the good tutorials out there or something?
>>
>>146044290
I'm doing that with Kirby games.
>>
>>146044962
I know a six year old that plays the first Mega Man and loves Blaster Master. That's not really an excuse.
>>
>>146041353
That's all nice and good, but how are collaboration supposed to work then? Either the artist will produce art to replace someone's placeholder, or a dev will put an artist's pixels into motion. Or do you really think if people want to work together on equal grounds then they have to plan the whole thing together from the start or else one is ripping off the other?
>>
>>146044996
Did it myself, spent about 5 years doing traditional 3d modeling, wouldn't touch marketplace models with a teen feet pole. There are many tutorials, if you ask me there are way too many tutorials and a lot of them are shit so if you're new the biggest problem is filtering that massive amount of content, not a lack of good resources.
>>
>>146041587
Phaser is considered to be the best engine for HTML5 games. Or Easel.JS. However in the /agdg/ recommended engine list you'll find Construct 2.
>>
Started full game with Phaser!
>>
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>>146045179
could you please please please give me some good resources?
i want to make hot girl models ASAP and i have the time and willingness to learn but i don't want to have to wade through crap like i had to when i first started programming or low poly modelling or painting
>>
>>146044962
But people still love platformers. The medium has just moved on from Mario. As brilliant as it was at the time, we've had 30 years to improve on it. We just have better gamse today. Some of the most celebrated indie games are platformers.

There's also Mario maker if you really want a 2d mario.
>>
>>146045267
>>146045274

Oh wow, what a coincidence!
Thanks!
>>
>>146045104
Collaborations are different beast.

If you are commissioning an artist to do all the sprites in your game then it's not a collaboration, it is a business transaction.

If you are -asking- an artist to work -with- you on this project you've already got placeholders for, then you have a different discussion. If there is still money involved at the end of the discussion, there will probably be a contract written up so everyone is covered should things fall apart.

He's not asking for collaboration, he's asking to buy custom sprites. He's also apparently asking for custom sprites for an HD remake of a popular IP that honestly already exists.

I am not at all surprised the artist did not get back to him.
>>
>>146045373
I understand now, and you are right.
>>
>>146045356
yeah, but nintendo hasn't made an HD version of mario bross.

>>146045373
>free collaborations are fine
>but somehow doing the same but giving some money so he keeps the motivation is seeing as some evil scheme
hypocrit
>>
>>146045179
seconding this
>>146045321
>>
>>146045321
First of all avoid all lynda, digital tutors, cgcookie, etc.

What you want to watch are the videos made by people who already work in the industry, not videos by random dudes who think they can teach.

Gnomon workshop is good, but they are more about techniques in general. You won't learn something step by step from start to finish.

Cmivfx is amazing. Definitely watch the mudbox, zbrush and headus uv layout videos. That one is critical, don't use the uv unwrapper that comes with your modeling software, the industry standard is headus. That's what the pros will use.

If you have a cgpeers account you can type modeling tutorial and go through the results. Always see the end result, look at other works from the author and if you like them, then watch the tutorial.

Sze Jones http://www.szejones.com/ made some absolutely top tier learning videos, but they are kinda hard to find online now. If you see a torrent or something by her, definitely download it.
>>
>>146045792
Took a while to write that. >>146045840

>If you see a torrent or something by her, definitely download it.

Oohhh here it is, found it
https://www.cgpeers.com/torrents.php?id=45178&torrentid=45122#torrent45122

http://www.cgsociety.org/training/course/3D-character-design
It's $1000 for a reason, this is the real deal.
>>
>>146045610
I don't see how I'm being hypocritical there.

If you are collaboration, money or not, that is a different thing than commissioning them for art.

One is a transaction, one is a partnership.

It is one of the key distinctions between "artist I hired" and "artbro".
>>
>>146045936
look, I want some help, right?
but I'm just giving some money so they don't magically disapear.

I know artists need money, money is good.
>>
>play action-rpg
>had fun with the simple battle mechanics
>code action-rpg mechanics
>I find it boring
Placeholders they say. This works well only because of the graphics.
>>
Trying to make an in-game cutscene system and I'm lost on what I need to organize the events of the cutscenes. Should i make events with time limit, some boolean that tells the current event has ended or maybe use a timeline?
I'm thinking of simple events like making NPCs talk and walk.
>>
Mario with a twist
>>
>>146046167
The twist is HD graphics
>>
I was considering giving a shot at Löve and Lua. How would the transition be from HTML5 and JavaScript?

Also, I'm kinda confused, and so far Löve's Wiki is not so helpful. Will I be able to create executables with it? Or does Löve have to be installed on every machine where a Löve game wants to run?
>>
>>146046076
No, I get it. I was trying to be specific about the differences between collaborating and hiring.

If you're the anon that tried to get Crystal Gun Girl Dev to art for you, though, it's important to know that they probably weren't looking for such a big project. That's likely one of the reasons they did not respond.

You want a collaborator, so you have to look for someone who is open to that. Someone advertising commissions for quick cash is not looking for that.
>>
>I'm on a team of idea guys and artists
>Like 10 idea guys
>12 artists
>I'm the only programmer
>I have no fucking idea what I'm doing

How the fuck do I git gud at programming, I barely have any idea how to do this shit beyond the basics.

Any recommendations?
>>
>>146046510
sounds like your team doesn't have any programmers
>>
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>try to install Visual Studio so I can use Unreal Engine
>the install "Works, but is missing some components"
>all components are listed under it as having failed to install.
>make a shitton of room on my C: drive, which it apparently uses even when writing to another one.
>try repairing.
>it's been going on for at least 13 hours.
I can't help but feel I'm doing something wrong.
>>
>>146046536
Thanks captain obvious.
>>
>>146046510
story? how do you get 10 idea huys?
>>
>>146046573
You could have deleted it, redownloaded, and reinstalled in 13 hours.
>>
>>146046510
What the fuck? Are you getting payed at all? If not, you're wasting your time. Also, why would they hire a programmer who doesn't actually know how to program?
>>
>>146046634
No fucking idea, I just got invited and joined thinking "Oh it'll be nice to get some experience"

Now I'm stuck with this seemingly insurmountable task.
>>
>>146046640
I was mostly sleeping, but yeah, that does sound like a way better idea than letting this shit idle with no end.
>>
>>146046712
now I want to nkow more
are you the actual only person coding
what are the other 22 people doing
>>
>>146046361
>If you're the anon that tried to get Crystal Gun Girl Dev to art for you
Someone actually did that?

Anyway the whole collaboration talk, or even gamedev as whole with artists is rigged.
When we think about it when someone wants to learn about GML, or any programming language or just get -reusable code- to put in your game you don't see people around replying "just hire a programmer". There are tons of available free usable code that you still find even in finished games, shaders included.
But why there is no -reusable art-, that is not shit obviously, or why the fact that people think it's fair to just throw the "hire an artist" at anyone asking what he can do since he's not an artist is a mystery.
>>
>>146046712
Funny, I got invited to something similar once.
A friend from a while ago called me, asking if I still made game, like back when we were in school and I used RPG maker, and asked me to join his team.
When I answered I didn't, he just asked me to learn online and join his team that needed a programmer anyway.
I wonder if this is a trend.
>>
>>146046856
I second this question. What is the goal of your team? How do you organize yourselves?

For an amateur team I think two people is more than enough. One creates the assets, the other puts them into motion.
>>
>>146046856
Well there's another guy, but he's trying to build the game in unity.

I figured we may as well just build it using monogame since it's going to be a simple RPG, and I've made decent headway into that, but now that I'm veering off the tutorials and trying to make large systems by myself it's daunting and seriously fucking with my head.
>>
>>146047026
It's fairly well organized, it's just that there's SO MANY FUCKING ARTISTS AND IDEA PEOPLE.
>>
>>146047028
what genre?
>>
>>146047169
I'm not even sure at this point. I think it's just supposed to be a basic JRPG
>>
>>146046132
a combination of a timeline and state machine could work perfectly.

>>146046227
Not really a twist when HD graphics don't have any novelty anymore.
>>
>>146047136
What kind of role in a team is idea people?
Is it just some guy that's allowed to give his ideas to the game even though he's contributing nothing to it?
I mean, you're not making it sound like they're scenarists.
>>
>>146047257
read the thread
idea guy whose idea is mario
>>
>>146047336
Just basic mechanic designers and story writers.
>>
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>>146045840
>>146045934
thank you
i've saved this and going to use it as a reference to start my path to making shit like this and not just shitposting with them
>>
>>146047478
oh my fucking god
>>
>>146046913
>>146039260

As for the programming/art thing, it is a difficult thing to discuss.

Code is reusable, easily reusable, sure some people might comment theirs better or do things differently than others but it'll basically come out the same way. So it doesn't really matter where you get it from, so long as it works.

Art is not the same. There's styles involved, and those are generally recognizably different from artist to artist. You want a certain style, you go to the artist that draws in that style. Not all artists can handle all mediums, so if you want pixels you have to find an artist that not only knows that medium but can manage the style you want for it. Not all artists can animate, so you have to find one that can -and- can animate in the pixel style you want (keeping with that example).

If you're looking for generic sprites that you can just buy off an asset shop, you run into the problem of a recognizable style that other people are probably going to use too. Which is where art differs from code the most, as you can't reuse those assets unless you want to have the same aesthetic as another game.

Same code? No one's going to notice unless they pull apart your game and dig it out themselves.

Same art? Everyone knows immediately and now you don't stick out as much.

So it's a difficult thing to deal with.

There aren't too many artists out there willing to pump out pack after pack of unique assets so asset stores have more variety. It's less work, and honestly more profit, if they work on a client by client basis.

I want to make generic sprites just for the sake of throwing them up on asset stores for cheap for this reason, but I'm not too great at it and not nearly fast enough to manage it in any reasonable timeframe
>>
>>146045934
thank you so much for this
>https://www.cgpeers.com/torrents.php?id=45178&torrentid=45122#torrent45122
i don't have cgpeers account, can you give me the name of the torrent to see if i can find it outside of cgpeers?
>>
>>146046913
I guess because an algorithm is just an algorithm. It is supposed to work in every scenario. However art is not. You might want to make a Zelda like but the best soldier you find has less or more frames, is not in the correct resolution, not in the right angle and so on. You'll realize that you either make a game to the assets you can find, or you're done for good. That's why RPG Maker is wonderful. All assets work in every possible game because the technical attributes are all the same, and you only have to care about the actual visuals of that sprite.

Yet I have to admit you are kinda right. It is understandable that if you want someone to work on your project, you either make them super enthusiastic so they collab with you, or you just simply pay them for their efforts. However artists somehow seems to be on a high horse here. We have all these engines nowadays which gives you collision detection and physics right away, so it is easier for an artist to give life to his creation, than a dev to give meat and juice to his boxes. I think you can kinda tell from Demo Day games that which game was made by an artist and which by a dev and which by game designers. I'm just jealous, by the way.
>>
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I dropped my project for a month or two, I came back to it last week and I couldn't figure out why my character wouldn't move around after a UE4 update so I decided to finally rewrite and refactor my whole project.

90% of the old code i wrote was pretty fucking horrid since i was really learning to code as i was making it. It's given me new motivation to keep working on this shitty game and finally finish the rest of the opencl atmospherics simulation programming. I've been working on this project on and off for about a year or two now and i'm still just starting off

on the bright side i've recently decided to move the chat in to a separate window since its such an important part of the game
>>
>>146047639
read the whole post, bro
>>
>>146047587
>If you're looking for generic sprites that you can just buy off an asset shop
See what you did there?
>>
>>146047838
Pointed out that you can't buy generic assets off an asset store without running into the problem of them being generic (and probably used by many more than just you)?
>>
My game is giving me the silent treatment. Anyone else dealing with this?
>>
>>146047478
Man, I want to finish the stuff I'm doing, now I'll have to stop again to look sauce on that and fap to it.
>>
>>146047748
ok so the torrent is called "3D Character Design 3D WORKSHOP by Sze Jones"?
sorry it was a stupid question to ask but i just wanted to get the exact name.torrent so i could more easily find a link
>>
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>>146047973
>>
>>146047992
the torrent name is Sze Jones Iconic Heroine
but try to get a cgpeers account asap
>>
>>146048167
ok thanks bro
>>
Do 2D artfags here use graphics tablets? Or is the mouse supposed to be enough? How do you translate pencil movement and muscle behavior to drawing with the mouse? Or pixel art works in a totally different way? If you draw something by hand, how do you scale it for the correct resolution without loosing quality? Do you draw with vector graphics? It seemed so easy at first, but all these seemingly minor details just annoy me.
>>
>>146048340
3D guy here. When texturing I mostly use my tablet, but I use my mouse for straight lines and navigating the software.
>>
>>146048167
where would I find one registration is closed
>>
>>146048653
They are open from time to time just check regularly
>>
Can you guys post your pc specs? I'm looking to slowly upgrade/replace parts within the next few months, but I want to have a good idea of what I should have minimum for gamedev.

My pc is so old that I'm starting to get tempted into building a new one, but I've heard of devs getting by with toasters, which seems like a good idea since it will help with optimization for a wider playerbase.
>>
It's not all about making games, sometimes it's about gettin pussy
>>
What would be better for a complete beginner, unity or UE4?
>>
>>146048960
Son, you ain't had pussy since pussy had you.
>>
>>146049069
You're right, so give me yours
>>
>>146049067
In terms of easiest to hardest:
Gamemaker > Unreal > Unity

Gamemaker requires zero coding, and even then if you want to get into coding it also has an easy language to learn. Unreal has Blueprints, which requires zero programming. Unity requires you to at least know C#.

In terms of Coding difficulty (easiest to most difficult):
Gamemaker > Unity > Unreal

Gamemaker uses GML, which is just scripting. Unity uses C# which is much easier than learning C++ if you want to program unique stuff into Unreal.

(Source: I'm not a programmer.)
>>
>>146049110
No son, your mother's pussy is for my use only. Stop living in our basement and go find your own.
>>
>>146048583
Thanks!
>>
>>146049408
No pussy? Dammit, dad, why do you like it up the ass so much?
>>
>>146049067
UE4's blueprints are much easier, anyone who says otherwise hasn't used both
>>
>>146049585
I would rather spoon my eyeballs out of my head than build an entire game with blueprints
>>
>>146049585
Why lock yourself into UE4? Experience in any other programming language will transfer to some extent if you ever decide to change engines.
>>
>>146049703
They compile to c++ and they have full functionality. Theres nothing wrong with them
>>
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I made another unit type. The goal with this one is to align all 4 segments into a square, then it does an AOE attack. Right now it just destroys the terrain instead.
>>
>>146049812
You can use C++ in Unreal, which is probably the greatest programming language ever created.
>>
>>146048340
2D guy here. Drawing with a tablet is pretty much like drawing on pen and paper but easier and more fun because you can set everything up the way you want it. You can draw harder or softer than you do with traditional, just adjust the sensitivities to whatever.

For pixel art you can use the pencil tool so that everything is sharp-edged, or use a paintbrush tool for more traditional-looking art with cleaner/smooth edges.

For scaling you can use 'nearest neighbor' when you resize your image so that it keeps the pixel hard edges, or you can just leave it at 'bicubic' to keep the image soft (this will cause enlarged images to become more blurry). Ideally you want to work as big as possible, then scale down so that you don't lose quality.

There's plenty of ways to approach your art assets with or without tablets, it really just comes down to our game and how you want to go about making it. I use Photoshop and MS Paint and draw/paint almost everything by hand at a very large size, then scale it down when I put it in the game
>>
>>146049067
do you want to stay a complete beginner forever?
UE4 (good luck transitioning from blueprint straight to C++)

do you want something that's easy but will also make you better?
Unity (dragondrop and scriptkiddie copy paste whilst learning tutorials until you into good)
https://unity3d.com/learn/tutorials/topics/scripting
>>
>>146050053
Transitioning from blueprint to c++ isnt that hard, ive done it. Once you learn how the engine works all you have to learn is c++ syntax. Its really not that hard, all of the function calls are the same
>>
>>146049581
Because your mother asked me to take her from behind, son. But either way, I like my dick in both her ass or pussy, doesn't matter. If (Not 'when') you get a woman someday, you'll understand.
>>
north american fire ants
or
african army ants

diversity
or
unity
>>
>>146050360
>unity
>>
>>146050326
ey wey su chinga'd his mama haha dudes a loser bitch faggot i fucked his mother too haha i was like uh uh and she was like ahh ahh ay papi too big!! haha
>>
>>146048936
If your game can run easily on a Intel Core 2 Duo or similar, you should be good to go. I bought an used macbook from 2008 from a friend, and I use it for devving on the go.

However, doesn't hurt to have a better PC since you'd have to deal with shorter compile times etc.
>>
>>146050360
Go with giant, elephant-sized, fire-breathing ants.

(Unreal)
>>
>>146050048
Thank you for your answer!
That's what I was wondering about, if the "built in" 'nearest neighbor' and so methods are just fine or is there anything else which I'm not aware of. Is there any differences between programs? Like if I use said function in PS and then in Gimp, will I get different results, or does it work exactly the same everywhere?

Also: what kind of tablet do you use or recommend? I'm a complete beginner to drawing, but I know that in the end I don't want to hassle with scanning, and I think it would be a good investment in the long run.

I know it's none of my business, but do people nowadays actually own PS? I know I loved to fuck around with it ten years ago, but now it just wouldn't feel right, so I'm always seeking free options. Or how's the pricing of it anyway? As I know Adobe went for clouding their applications for monthly fees, right? Back then it was around $300 as I remember.
>>
>>146050851
you can't buy PS anymore

I believe the cheapest option is a $10/mo subscription
>>
>>146050851
Nearest neighbour is basically implemented the same regardless where you go. You will start seeing weird results if you downscale pixel perfect images (ie every "dot" in the piece is one pixel), while upscaling you're just multiplying the pixel size.
>>
>>146050851
i have an old Creative Suite 6 pirated copy installed on an old computer that i still use from time to time but otherwise i just use GIMP, inkscape and Krita for gamedev art.
>>
>>146050851
nearest neighbor bicubic and sinc are the same in all programs

the main thing about photoshop is the plugins that you also buy / priate for it

If you are just using vanilla photoshop you may as well use gimp too if you want

photoshop has okay save for web capability better than gimp for reducing file sizes, but there are free opensource software out there that give better results than photoshop does for saving an image as small as possible for less image quality loss
>>
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More ships.
I should get to coding though.
>>
>>146051384
3d or 2d gameplay?
>>
>>146051384
cool. are you making the star fox style game?
>>
>>146051384
neat what kind of game?
>>
>>146050903
>>146050962
>>146050963
>>146051252
Thank you, anons!
>>
>>146051468
>>146051484
>>146051497
I'm actually not sure but I'm leaning towards 3D. The idea is sort of Star Fox but with no forced path to follow.
>>
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god I hate social media but it seems like a necessary evil

I went through the AGDG tag on Tumblr and followed everyone I could find
>>
>>146051594
hu r u tho
>>
>>146051643

vindissaga.tumblr, but I followed from my personal account pbrand.tumblr
>>
>>146051594
Well, I don't see any new followers.

However I don't think tumblr is bad. I tried to avoid social media like fire, too, but I've come to the conclusion that tumblr is actually kinda nice. You just set up some tags you want to follow, do the same for some guys you care about and that's it. The only annoyance I've ever got from it is those announcements about online celebrities.

If you want an /agdg/ with pure progress posting then tumblr is the way to go.
>>
>>146051886
>Well, I don't see any new followers.

Link me up, sorry I missed you
>>
hey guys i want to write a symphony like the mozart symphonies, what programs should i use?
>>
>>146052165
Audacity
>>
>>146052165
utorrent
>>
>>146052165

Sibelius
>>
>>146052165
Unity
>>
should i buy htc vive and start doing vr games ?
>>
>>146052231
If you've never completed a 3d game let alone any game, no.
>>
>>146052231
yes
>>
>>146051384
You should do youtube tutorials and post your ships on tumblr. Good way to get a following.
>>
/agdg/

Unreal 4 blueprints

Or unity playmaker?
>>
>>146051886
>If you want an /agdg/ with pure progress posting then tumblr is the way to go.
Unless you're following me. I am garbage as of late
>>
>>146052713
definitely UE4. larger community
>>
>tfw when you discover pressing tab changes edit more to object mode
>>
>>146052293
ive never completed a 3d game, but i am pretty good programmer and 3d modeller.

i think my worst "enemy" is music and sounds
>>
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>>146025653
Holy shit fucker. Another tactics game back from the dead.

Come back to the devchat sometime.
>>
>>146053101
There's a shit ton of free music out there, not to mention royalty free classical music. You can find a sound for almost everything on freesound, and if you can not, with a basic sound recording device and with Audacity to remove noise you can overcome that issue.

There are also some music bros who might help you out if you need them.
>>
>>146025653
>>146053335

damn, making something like this is my dream
>>
>>146052967
>Your IDE can use alt+ arrow keys to move highlighted blocks up or down
>>
>>146052303
But I just hacked these together without really knowing what I was doing.
>>
>>146053789
best color scheme
>>
>>146051384
You can post as many ships as you want, I don't mind at all.
>>
>>146049067

Neither. Learn to program in C++ first
>>
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What gimmick could I use in a crimsonland clone to make it not another crimsonland clone?
>>
>>146054414
Dating elements.
>>
>>146054414

a different color
>>
Reminder that Bob Ross is on Netflix
>>
>>146050709
>>146050437
kek
>>
>>146053789
And yet they still look cool, just put some music ontop of a sped-up video of you making the ships.
>>
>>146033701
Any reason for so much motion blur?
>>
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>>146054820
I'll think about it. Anyway, last one for now.
>>
>>146055681
I'm guessing its because of the poor framerate
>>
>>146055802
If you cut the webm when AGDG is visible that's a good OP image
>>
How do I make video games?
>>
>>146056084
i don't know
>>
>>146056084
you make a lot of pictures and show them depending on what the player does
>>
>>146055681
>>146055867
probably. it's just whatever unreal's default settings are
>>
>>146048936
amd a10 apu 4gig ram
>>
>>146056084
This >>146056367 add in some noises also
>>
Unity question:
I have a content size fitter as a child of a ui object, and when I move the ui object offscreen, the content size fitter moves in the opposite direction for some reason.
Anyone know why?
>>
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Fixed 2 issues people mentioned in >>146025653.

The first was the action interface being enabled a frame before the re-centering code took place, which I didn't even notice.

The second was an outstanding issue that I was too lazy to fix until now, where the unit would path to each A* tile after arriving at its previous destination, which caused noticable bumps while traveling on a straight line. I solved the issue by condensing nodes with equivalent differentials (ex. <Tile #2>-<Tile#1>: Y=-1, <Tile #3>-<Tile #2>: Y=-1) and equivalent height values.

The acceleration value is still what it was previously, and now it's excessively sanic fast, but whatever, I got this fixed

It's 5am so I'm going to fuck off now, good night. I expect to see progress when I wake up do it now
>>
>>146023006
HOW TO WIN?
>>
>>146035867
make it multiplayer html5 game, be another agar.io variant.
>>
Legitimate Idea Guy here, offering free ideas to save your game
>>
>>146057768
Revitalize the 2d platformer genre.
>>
>>146057854
That's not a game.

It's already been "revitalized" a thousand different ways in the past 10 years. I think it could be fun to play as a cute little sailboat floating on top of some manipulable 2D water physics. But impossible to know what has or hasn't been done in that genre.
>>
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>>146058069
>. I think it could be fun to play as a cute little sailboat floating on top of some manipulable 2D water physics.
LMFAO and you call yourself an idea guy? any retard nodev from /v/ could give that answer
>>
>>146058228
fuck off normie
>>
>>146058228
The response matches the nature of the question, my friend.
>>
>>146058435
Oh, so you only fix problems in games already being worked on including explaining the mechanics necessary via fauxcode? Nifty.
>>
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>>146057320
Fixed.
Actually had some redundant code running nonstop that I didn't know about.
>>
>>146057768
I'm making a turn based RPG.

Give me an idea to make the gameplay stand out.
>>
>>146057768
>>146054414
>>
>>146058738
replace the boring enemy attacks with bullet hell elements and make the characters meme friendly
>>
>>146057768
How about this: a top down shooter in a fantasy environment. No levels or anything, just an infinite stream of enemies. My aim is to have a finished game, so I don't want too much content into it, but I want what I have to be polished, and the only goal would be to get the highest score possible. Yet how could it be fun and interesting? My idea was to introduce loot, which would mean that the player occasionally changes his weapon. Like one weapon for splash damage, one for rapid fire and so on. What do you say?
>>
>>146035867
>not simulating gravity with mass proportional to size
do you even difficulty bro?
>>
>>146058738
Each character can queue up a set of actions per turn rather than just one

>>146058910
>crimsonland
Never played it, but it looks like a pretty straightforward dual-stick shooter. I would add environmental obstacles and movement controls to make use of them.
>>
>>146059084
>Each character can queue up a set of actions per turn rather than just one

>RoboRally

Fun as fuck board game, m'lad.
>>
>>146058983
you aren't a very good idea guy
>>
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Gradius with Flappy Bird controls
>>
>can't even ideaguy
is there any lower class of nodev?
>>146059158
kys
>>
>>146058738
>>146059084
That sounds actually fun.
You could make it so each turn you have, say, 10 action points and you have to split them between attack, defense, items, etc. and the action is more effective them more points you use for it.
>>
>>146058987
>a top down shooter in a fantasy environment
Like a top-scrolling shmup or dual-stick/omni shooter?

>>146059115
Well I didn't claim I've played everything. Broad ideas can become very different games with different implementation of course.

>>146059204
Ye
>>
Oh shit it's shitty idea guy time?
Physics-driven procedural animation mecha third person shooter with MOBA elements
>>
>>146059253
Dual-stick like Binding of Isaac: so WASD for movement and arrows or mouse (haven't decided yet) for shooting.
>>
>>146059363
with Flappy Bird controls
>>
Gradient Historia
>>
>making an RPG
>get most of the gameplay working
>realise I can't write at all

How do I learn to write a story and funny dialogue without resorting to memes?
>>
>>146058738
risk of memes
>>
>>146059363
>it's shitty idea guy time?
Always.

>>146059465
Top-down mouse shooting is lame IMO.
I did post one idea here >>146059084
Another idea is to make enemies with interesting AI, movement/attack patterns, and weak spots, etc. Since most games in that genre just use simple enemies.
From the sounds of it you want to keep it really simple, which is hard to do while also being particularly "unique." You could do a new take on the old "combining weapons" concept, where you pick up multiple weapon powerups and their attributes combine into something unique a la Gunstar Heroes. That would be pretty easy to implement.
>>
>>146059746
>and funny dialogue
Don't try for funny.
Just aim for a story you like, if you try to force it, it'll show.
Honestly most "funny" dialogue in even AAA games fall flat most of the time.
>>
>>146059746
>How do I learn to write a story and funny dialogue without resorting to memes?

rip off history

here, I'll start you off

https://www.amazon.com/Decline-Roman-Empire-Everymans-Library/dp/0307700763/
>>
>>146059865
Those ideas are actually good! I'll think about them. Thank you, anon!

May I ask what do you have against mouse shooting? You shoot with the mouse in Hotline Miami and there it works perfectly.
>>
>TFW all my previous projects have made it to perfectly working, but rough demo stage before I gave up on making more content for them
>None of them are polished enough to be visually appealing and they still have some bugs
My current project about midway to having a rough demo.
Should I freeze it, go back to polish these previous games, and give them the nice demos they deserve, even if I won't be adding substantial new content to them?
Or is that a gamedev pitfall that I should avoid at all costs?
>>
>>146059746
>>146059937

rewrite Tudor history with fantasy elements, and call it something like Throne Game.
>>
>>146060065
If you like it then you can do it. I personally find it awkward to have to keep track of the relative positions of the player character and the crosshair simultaneously. With dual-stick, you only have to keep track of the character.
>>
Idea guy here, take an existing idea then add a twist to it.
>>
>>146060175
make psychonauts.

chain those demos together within a platformer
>>
>>146060279
A 3D platformer where you can't control the camera and it rotates around you constantly.
>>
>>146060175
Stick to one project, don't start any others until you finish it completely.
>>
>>146060250

Throne Game is based off York-Lancaster history though
>>
>>146030748
>spaceman sparkles 3d

whoa when did that finish
>>
>>146044996
How much would I have to pay someone on tumblr or DA for a model like this? For commercial purposes.
>>
>>146060471
you missed the train on porn games senpai too much competition now
>>
>>146060446
Mar 21, 2016
>>
>>146060306
The games are too different from one another to do that. But it would have been pretty funny.
>Peek into some guy's head
>Holy shit we roguelike now

>>146060348
Ideally that's what I want to do. All these games were originally jam games that I decided to expand upon a little because they were more fun that [whatever I was working on last].
This project is likely my biggest to date yet, though. So that's why I'm thinking about going back to smaller stuff that I seriously know I can handle.
That way I can polish it first and at least have fun demos I can show people. Maybe even finish the smallest ones.
>>
>>146060691
Says who.
>>
>>146060741
you could add them as mini games.

ie. you need to get something. you need to spend something (souls, money, points, w/e) to have a try to achieve it. The trial plays as a roguelike.
>>
>>146060741
Wario Ware?
>>
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>>146060831
says all the patreons < 50$ a month and all the people begging for money on tumblr
>>
why do I lack the intrinsic drive to do gamedev when I know damn well that once I get into it and keep at it for a few days, it's my happy place?

life's been good but why am I so fucking lazy? jesus christ
>>
>>146061406
I know that it's sad, but on the other side, it's an amazing amount compared to other indie industries.

I think you need to understand that doing something independently is destined for a future like this. All other artists knows this: writers, musicians, painters, even sportsmen: if you don't play in the big leagues, you need to have other incomes. I know it's suffering to have only a few hours a day to dev, but that's the way it is since the beginning of everything. Game developers are just new to this, and they feel angry about it.
>>
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>>146060923
All but one are too big and complex for something as short as WarioWare microgames, sadly.

>>146060906
I guess they are small enough to be regular minigames. I'm not sure about making them mandatory, but... I could totally add an arcade room to my current project and house these small games there. Give my players some small unlockables if they beat the high scores.
And if people like them, I'll make them into full games.

Wow. Don't know why I didn't think of that before, it feels as if a weight has been lifted.
Thanks for helping me solve this. I can get back to devving now.
>>
>>146061926
The big difference here is that games require a lot of software engineering expertise, which is worth a lot of dosh in other, more "real world" applications. The average software engineer can and should expect more revenue than the average writer, musician, painter, or sportsman.
>>
>>146062323
this is especially true since tutorials and tools made art a lot cheaper to produce, art is just now feeling the impact of the internet and third-world countries competition while software engineering had to deal with that since the early 2000s and is still in good shape
>>
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>>146062502
>art is just now feeling the impact of the internet
>>
>>146062323
>The average software engineer can and should expect more revenue
See? That's exactly what the misunderstood poet says.

If you want to do stuff for the money, then look for another industry. If you stay, you either accept that what you like to do won't make you enough money and start to do something else next to it, or you become the misunderstood poet, who thinks he don't get what he deserves.
>>
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====Weekly Recap===
Hello everyone,

Reply to this post with the format filled out below and join the weekly recap. Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
>>146062906
I want to fuck that KAT
>>
>>146062817
>art, related to gamedev, is just now feeling the impact of the internet*
with photobashing and 3d tools becoming more and more used in the last 2-3 years I think it's a fair statement
>>
>>146063121
digital artists have done concept, background and texture work for AAA's for nearly two decades by now matey
>>
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>>146062906

Game Name: Plok 3D: a fan sequel
Dev Name: anonymous
Tools Used: Unity, GIMP, Blender
Website(s): /agdg/
Progress:
+made a barebones hub level
+added "magnet" target that returns limbs
+added pots/cauldrons that launch the player
+fixed some of the features I've broken over the past month
+various level design changes
>>
guy making the trump game, what are you using to animate?
>>
>>146063237
This is literally the best looking Unity game I've seen. If I didn't know it was Unity I'd say it was UE. Why is everyone else so shit at using Unity?
>>
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>>146062906
Game Name: TacticalRPG
Dev Name: HowDoGameDev
Tools Used: OpenTK, GIMP, Blender, VS
Website(s): howdogamedev.itch.io/tacticalrpg
Progress:
+ AI pathing bug is fixed.
+ Particles are fixed.
+ Particles are now usable by skill effects.
- Lighting is still broken.
>>
>>146063298
it's literally just half decent texturework with ssao
>>
>>146063298

https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:146&price:0-5

http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=29

http://www.thesongofseven.com/dev-blog/2016/3/27/how-to-make-your-indie-game-look-not-gross

That's my secret. Go crazy.
>>
>>146063405
really makes you think
>>
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>>146062906
Game Name: Knightly Terrors (WIP title)
Dev Name: Razmig, Theonian
Tools Used: GM:S
Website(s): http://theonian.tumblr.com/
Progress:
+animated two fish enemies
+made new background tiles
+experimented with water effects (ripples and particles)
+added some new sound effects
-slow progress due to finals
>>
>>146063298
>>146063405
He also rendered it at absurd resolution with DOF
>>
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>>146062906
Game Name: Nix
Dev Name: LL
Tools Used: GM 8.0
Website(s): N/A
Progress:
+ We Super Mario World placeholders now
+ Reworking enemy code
+ Designed some new enemies for next areas
- Still need to fix weirdass player collision
- Got almost nothing else done due to work and procrastination
- Sorry :(
>>
>trying to dev
>need to look up API reference
>web browser literally wont load anything except 4chan

It's like my ISP is telling me to become a nodev
>>
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>>146062906
Game Name: Ctesiphon
Dev Name: Stomy
Website: stomygame.tumblr.com
Tools Used: LibGDX, NetRadiant, Blender, GIMP
Progress:
+ Created some new textures for signs and vents
+ Went around map adding some minor details
>>
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Trying to find that happy balance of graphics to performance - this runs at about 60fps on my system, although I have to run the server which is also rendering graphics on the same machine which drags performance a little.

Does this look good enough for a final product that people would actually buy? If not, what's missing or looks out of place/cheap (ignoring the actual skeletons and their nametags, those are placeholders)?

I'm having to reuse the same assets a lot but there's no getting around that, I can only make so many arts while also making game.
>>
>>146063226
??? that's non-sequitur I never said that people have never done concept art before I said that with the tools available today (gumroad, photobashing, patreon tutorials, brush packs, books, video tutorials, 3D models, etc) it's easier than ever to get at a decent level in art quite quickly, did you reply to the wrong post or something friend?
>>
>>146063793
it looks good for the year 2004
>>
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>>146062906
Game Name: no title as of yet
Dev Name: no name as well
Tools Used: Godot, GIMP
Website(s): none
Progress:
+you can deal damage, heal and disable multiple enemies with one spell
+map editor is almost done with most of features ready
+units can finally attack
+areas which trigger upon entering are available
+tilesets and maps systems are partially ready
-health and energy regeneration is going to be reworked
-targetting system needs to be overhauled
>>
>>146063865
>thinking graphics=fun game
Pleb detected.
>>
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>>146030748
>Risk of Rain
>1,312,559 ± 28,087
>subtract 28.087 uncertainty number
>1,284,472 owners * $9.99
>$12,831,875.28 * 0.70 (steam gets around a 30% cut)
>$8,982,312.70 * 0.5 (half to compensate for steam sales, etc)
>$4,491,156.35 * 0.5 (half again, two person team)
>$2,245,578.18
>>
>>146063793
font screams factory settings
>>
>>146063961
Even the more impressive part is I still see /v/ making threads about it.
>>
>>146063793
Reminds me of WC3 desu. I would be okay with those grafics if the game was good.

Maybe it's just the webm but what are the barrels in the bottom left standing on? Looks like they're just standing on a black void.
>>
>>146063491
>>146063298

Forgot to mention, Unity has Application.CaptureScreenshot if you want ridiculously sized screenshots with AA.

>>146063793

Lights or differently-colored terrain to break up the sea of dark green. A border to your game world, even something simple like fog particles. One or two more varieties of trees. More terrain clutter. A little bit of postprocessing, such as color correction. Sorry if this sounds harsh, you're definitely skilled as an artist.
>>
>>146062323
The reality is *most* indie devs aren't 'software engineers', they're just hobbyists copy/pasting Unity or GameMaker tutorials.
>>
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>>146063961
hopoo is a millionaire he was even on a forbes list
>>
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>>146062872
I just realized my cost of living is like $5000 yearly and that's a high estimate. I live in a small college town in a cheap country in my own flat (thanks to great relations with my reasonably well-off family), socialize and go to events a decent amount, have a few hobbies, and overall live a pretty nice life.

Even if I turn out to be mostly unsuccessful, nothing is stopping me from pursuing the indie dream aside from my complete lack of drive and work ethic.

Not sure how to feel about this. I need to rethink my life.
>>
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map editor is quite powerful now, you can place arbitrary tiles with different properties
brown (dirt): can walk and see through
light green (grass): can walk through, but not see through
blue (water): can see through, but not walk through
dark green (trees) and dark gray (rocks): can't walk and see through
it's getting fun
>>
>>146063693
>>146063868
Check your email chap.
>>
>>146063961
Wait it's actually a 3 person team.
Still $1,497,052.10
>>
>>146062906
Game Name: [Placeholder Title]
Dev Name: N/A
Tools Used: GM:S, GraphicsGale
Website(s): N/A
Progress:
+Some changes to player hurt state
+Enemy attack tells should be a bit more obvious now. Maybe.
+Re-implemented downward kick states
+You can now have multiple status effects at once
+Added some status effect graphics
+Status effects do things
+Refactored some code
-Played too many video games
>>
How do you make player skill matter in a roguelike? I feel like my design so far is just 100% RNG. I would like to get it 50/50.
>>
>>146063961
what the fuk? hoppoo was always marketed here as an oma
i think he like had a sound guy or some shit, but he definitely didn't split 50/50 with him, he prolly paid him like 50k or some shit
>>
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>>146062906
Game Name: Two Color Dungeon
Dev Name: Anon
Tools Used: Godot
Website(s): /agdg/
Progress:
+added dungeon generation
+added menus
+started working on level progression
-too lazy to add sound to this game
>>
>>146063693
>>146063868
you realise it's a bot that does the recap now? it probably won't be able to handle "whoops i forgot my pic here it is"

you should just delete your post and redo it with the image attached

(also i like your game)
>>
>>146064197
You still have to make $5000/year
i can keep my own living costs down to $4500/year (studio apartment and beans for breakfast lunch and dinner) but i still would have to flip burgers 8h/day for that $490 minimum wage to cover that kind of cost
>>
>>146064509
>marketed here as an oma
????????
>>
>>146064438
Roguelikes are just pure risk management, the need for thinking and game knowledge emerges naturally from the 100% RNG mechanics once there is enough of them.
>>
>>146023006
Try checking out "One more line"

I have it on android, not sure if it exists on IOS but it probably does.

Check it out it uses the same mechanic as your game.
>>
>>146064438
it boils down to using mechanics well together e.g.: certain item / armor combos will help autists enjoy your game, but for the rest of us it's shit like emergent gameplay e.g.: I'm playing a rogue so I do better with backstabs, I'm better off singling out enemies, dousing lanterns and sneaking in the dark, making less noise, wearing light armour, stunning & poisoning enemies then running.

the enjoyment comes from
(a) recognising that I need to do these things
(b) doing them well
(c) finding or making in game methods for making these things more efficient -- the best kind of which aren't just simple stat buffs but shit that's qualitative e.g: nightvision, which helps me sneak in the dark

then general shit like interesting and varied exploration, good positioning in combat scenarios, manipulating NPC interactions
>>
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>>146062906
Game Name: Clarent
Dev Name: Arikado, SouthCXC
Tools Used: GM:S, Paint.net, Aseprite
Website(s): arikado.itch.io/clarent-demo
Progress:
+status effect system is almost done, only lacking resistances
+tweaked animations
+fixed last issues with grappling hook
+spell effects looks better
+fixed some issues with swimming
+new sword
+new sound effects
+some minor stuff here and there
-haven't had much time to dev
>>
What would you like to see in a top down space trading sim?

Is it important for you to be able to:
customize your ship?
walk outside the ship? (in a space station for example)

Is combat important? How can combat be made good in a game like that?
>>
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>>146064010
Because it is factory defaults, the nametags are placeholders.

>>146064073
Thanks, I was going for a darker edgier WC3 look.

The barrels are on dirt. I drew that dirt texture before adding levels post processing to my shader and now everything below a certain threshold is being turned black. I have to redraw it, thanks for reminding me.

Without the shader it looks like this.

>>146064074
Oh lights is a good idea, I forgot about those. I hope they don't fuck performance too hard.

Map borders are on the to-do list. I don't know how I'll handle them.

More trees and terrain clutter was what I was fearing it needed. It takes so much time to add that shit, but if it's needed it's needed.
>>
>>146064438
Is it turn based?
If it's turn based you should add lots of skills, spells, scrolls, tools, or whatever that need to be set up in some way, or have utility uses. Make player attacks rather weak, so that most of the time the player will simply die if they 1v1 melee monsters past the first few floors. Also make enemies unique and have their own abilities. Things that change the environment, like a monster that spews gas when it dies.

Check out Brogue, in that game trolls start to appear only a few floors down, and they will kill the player easily if they get in range. But they're just big dumb brutes, so the player needs to use the tools they have to get around or kill the trolls. Some enemies only move in packs so there's rarely one alone. Stuff like that.

Roguelikes are puzzle games, you should minimize RNG as much as possible.
>>
>>146064757
Play play Anno m8
You'll get some answers
>>
Damn, I can't believe the Space Jam been cancelled. RIP.
>>
>>146064757
OP here
Or more like diablo view/perspective*
>>
>>146064816
>canceled
??????
>>
>>146062906
Game Name: Unnamed pixel platformer
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Aseprite, Tiled
Website(s): N/A
Progress:
+ Started making game
+ Basic platformer mechanics
+ Importing levels made in Tiled
+ Made some tiles to test with
+ Added some bonus items
- Still need to draw basic animations
- Level collision needs to be reworked for non-square tiles
>>
>>146064798
>because it is factory defaults
it's also the weakest link
>>
>>146064816
Ah damn that sucks, I'll make sure to remove it from the next OP then!!!
>>
>>146064757

Just copy Elite like every other space sim, but in 2D. X series, Elite Dangerous, Star Citizen, take your pick.

>customize your ship

That is the absolute main draw of these games.
>>
>>146064816
It's not cancelled unless it literally just happened and they haven't updated the itch page yet.
>>
>>146064798

>More trees and terrain clutter was what I was fearing it needed. It takes so much time to add that shit, but if it's needed it's needed.

It doesn't need a ton. Just make some flower sprites and generic rocks, and you only need 1-2 more trees.
>>
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I added more scope attachments with various zooms (8x, 12x, 40x). Sniping with 40x scope is fun, but I will probably have to lower sensitivity when the scope is used, since even a tiny mouse movement moves it a big distance. Also added the cross thing graphics for the sniper scopes.
And now I'm finally finished with the scopes. The next and probably the last thing for the assault rifle will be to add two more magazine sizes.
>>
>>146064757
I'm not an autist, so I wouldn't know.
>>
Why the fuck do we come up with and vote on exciting Jam ideas and then set the start date like a month and half away when all the excitement is gone?
>>
>>146064884
>Code::Blocks
That's something I've never thought I'll ever hear about here on /agdg/. Even though I love Dev C++ better. Seeing your humble game really made me to go back to C++ again.
>>
>>146064614
$5000/year sounds perfectly manageable for anyone with a modicum of talent and some wilingness to conform to the market. Just as long as you're disciplined.
>>
>>146065140
>I'll ever hear about here on /agdg/
I shill code::blocks whenever I can m8.
It's a great IDE.
not that dev though.
>>
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>>146065012

Also, emphasize different colors. Red flowers, brown stumps, blue lakes. That is mostly the point behind adding more stuff, to fill your game with varying texture, color and shape.
>>
>>146065140
Thanks anon. C::B seemed like the most rational choice for c++ dev on linux for me so I went with that.
>>
>>146065093
Because anons are trying to force jams. Anons try to do too many jams, and soon nobody gives a fuck and all the interest dies.
>>
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>>146062906
Game Name: Stellar Jets
Dev Name: Gremolin
Tools Used: Unity, Blender, Paint.net
Website(s): https://www.youtube.com/channel/UCSFGPhu4aNWqJDicFUuOxHg
Progress:
+ Created energy bar
+ Message boxes can display.
+ Boss model created, and it moves.
- Need to rework the collision system.
>>
>>146064229
Oh, sorry. I responded to your message. Been real busy last few days.

>>146064593
I didn't know bot was making them now. Thanks for liking the game. Hope you will enjoy the demo we are planning to release on next demo day.
>>
>>146064438
1. Settle on the kind of roguelike you want.
Is it more like a puzzle, with abstract elements and clear numbers that the player will know about?
Or more like a simulation, with hidden mechanics meant to evoke realism?
The former is considerably easier to balance than the latter, honestly.

2. Isolate the kind of skills you want to test first. Among things roguelikes test:
-Meta knowledge of the game. Learning what something does to bypass it. (Not necessarily good design, mind you.)
-Risk vs reward. Even when you know the exact risk, knowing whether it's worth taking is another. The more options with interesting trade-offs in your game, the more fun it will be.
-Resource management. Many things are resources: Consumables, obviously, but also inventory space, health, time (if using a food clock or similar).
etc.

If you want a good example of skill-based traditional roguelike I suggest you look at Brogue. The player knows their odds in combat, it's up to them to make good decisions though.
>>
>>146065157
>manageable for anyone with a modicum of talent and some wilingness to conform to the market.
You sound like some corporate cunt who parrots some nonsensical rhetoric he heard somewhere and thinks how smart he sounds.
If it was this easy everyone would do it son. In fact, if you think it's this easy then why don YOU do it?
>b-but i do!... r-r-really! ;_;
yeah sure thing kid
>>
Any good pixel art tutorial?
>>
>>146065584
Just look at your monitor with a magnifying glass
>>
>>146065584
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>>
>>146065314
I'm of the opposite opinion. Let's come up with fun jam ideas and have one every 2-3 weeks, instead of everyone voting on an idea and then having to wait two months to actually participate in it.
>>
>>146065516
Because of the part you left out - I lack the discipline to do it, and even as a hobby, I don't really commit to gamedev.

But fair point.
>>
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What's stopping you from listing your game's price on Steam as $50, "discounting" it by 90% all the time, and tricking people into thinking they're getting a good deal?
>>
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>>146062906
Game Name:Jamos
Dev Name:jammak
Tools Used:c
Website(s):n/a
Progress:
+ .msi installer for windows
+ 32/64 windows version
- for 2nd week now not building or crashing when it starts
- have to setup remote debugging to fix it
>>
>>146065928
The rules
>>
>>146065730
Can you make a game in 2-3 weeks?
>>
>>146065928
>Oh boy this 2d platformer with mediocre pixel art is normally $50, but I'm getting it for only $5, it must be good, and definitely not a trashy scam
>>
>>146062906
Game Name: Australian drunken bottle fighting simulator
Dev Name: Anonymous
Tools Used: Python, Libtcod
Progress:
+coded inventory
+coded movement
+coded enemy placement
+drew this nifty feller
-shitposted on agdg
-shitposted on domg
-had a wank
-shitposted on agdg (this post)
>>
>>146066103

>If I don't buy it RIGHT NOW I'll never get it at this price again
>>
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>>146065928
these guys
>>
>>146064757
Customization is really fucking important. Probably one of the most important aspects.

Walking outside the ship, not really. You can keep this kind of interaction textual.

Combat is a gamble. If it's mandatory (or tough to avoid) and it sucks, your trade sim will suffer heavily from it (Sunless Sea comes to mind). You really want combat? You think it'll add to the game? Then you should incorporate it as a mechanic from the start and make it fit.
If I were you I wouldn't make it a real time "minigame", but a familiar series of regular trade decisions disguised as combat: you're exchanging/betting health and resources on potential loot and such.
>>
>>146066350
Is this The Incal?
>>
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>>146066302
Forgot the all-important image
>>
>>146065928
I don't know what fantasy world you live in but people don't think like that.

>wow this $50 game went on a 90% sale just days after its release? It must be complete shit if they're that desperate for sales.

It's better to just put the game up for $10 and have occasional 50% sales.
>>
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>>146065928
Pretty sure users would complain and Valve would get involved, even if they don't you would get blown up by Jim Sterling and the likes and ruin your "career".
>>
>>146066457
technopriests

same author
>>
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>>146063298
Layers of Fear?

Plok does look good though
>>
>>146066302
>>146066523
assuming this isn't just shitposting, you won't get on the recap if you don't format your post completely perfectly for the bot

that means you have to upload the image and have the text at the same time, no "whoops here's the image" replies
>>
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>>146066695
>2016
>aliasing
>>
>>146066930
>Unity
>>
>>146067101
unity is perfectly capable of AA
>>
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>>146062906
Game Name: Zero Quest
Dev Name: Anonymous
Tools Used: Game Maker
Website(s): http://zeroquest.tumblr.com
Progress:
+ Added title screen / main menu
+ Started work on saving / loading
+ Started thinking of alternate game names
+ Started thinking of character names
- Got lazy, will try to dev more
>>
>>146067170
There is AA in that screenshot. It's just Unity's shitty FXAA
>>
>>146066695

You can tell very easily that Layers of Fear was made by real artists and Plok 3D was made by someone who knew how to turn on the bloom.
>>
>>146067214

It's probably using HDR, which isn't compatible with MSAA on any engine.
>>
>>146068080
MSAA is a meme anyway
>>
>>146066102
That's the entire point of jams.
>>
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>>146068004
you can tell very easily that plok3d was made by a real dev and this post was made by some nodev who knew how to post on 4chan dot com
>>
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>>146068285
>>
>>146068285
that sweatshop prick died on the 5th of October
best birthday present ever
>>
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>>146068479
>>
>>146068285

>all the models are cubes and spheres
>stolen textures when they're not random scribbles
>bad anatomy and topology
>character models are pills and red condoms
>every post FX running at once

Anyone can make a game that looks just as good.
>>
>>146068479
>all tech companies have the same sweatshop practices
>only apple gets shit for it
>>
>>146068550
did I trigger you?
>>
>>146068594

No other tech company is cherished by the sort of people who buy conflict-free jewelry and free trade coffee.
>>
>>146068680
>conflict-free jewelry
Is this really a thing?
Do people blowing thousands on rocks really care if they're blood rocks or not?
>>
>>146068552
Where is your game?
>>
>>146068080
msaa is compatible with hdr if you know how to read

theagentd.blogspot.com/2013/01/hdr-inverse-tone-mapping-msaa-resolve.html
>>
>>146068734

Mostly diamonds, but yes, there's many stores dedicated to conflict-free diamonds. But then you have the really hardcore "diamond jewelry was a DeBeers conspiracy to sell useless rocks" types.

>>146068787

Where's yours? Open up Unity and fuck around for half an hour, and your resulting shit will look exactly like plokdev's.
>>
>>146065491
>>146064807
>>146064721
>>146064659
Thanks, anons. Those are a lot of good points to consider.
>>
>>146068734
spending money on something virtually useless is a sign that you care about the other person and is in no way a sign of mental illness.

if you give the money to people with a goodness degree you're also showing you are a good person
>>
>>146068961
>diamond value will drop due to large supply of artificial diamonds
>not doing something to artificially inflate demand

being a conspiracy doesn't mean it's wrong
>>
salty nodevs once again shitting up a comfy thread and berating a superior yesdev
>>
>>146069239
I think you faggots getting triggered on behalf of other devs are about as embarrassing as nodevs.
>>
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Reminder: One day this could be aggydaggy.
>>
>>146069562
>not hiding stubs
>>
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>>146069239

I was the one shitting on my own game. There are better Unity games out there, even ones in the relatively tiny genre of 3D platformers.
>>
Unreal, god damn it, please.

>Native Components are editable when declared as a UProperty in C++
If I create a component _outside_ of the constructor using NewObject<Component> and attach it to something, how the hell do I make the component modifiable in the editor then?
>>
>>146069907
By "attach it to something" what do you mean?
>>
>>146070020
Well, in this case, the root component of an actor.
>>
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Spaceship Decapitation progress.

I added separate parts that attach to the ship's hull and stay attached to the hull if it gets severed. They take damage but don't change shape like the hull itself, because it doesn't make sense for shit like engines and weapons to keep functioning if this were to happen.

It's seems like a step back in terms of Technology but it's a necessary evil.
>>
>>146070060
Yeah but how are you attaching it?
>>
>>146070091
Hope you have a boss that separates into a bunch of tiny ships.
>>
FEAR THE FUTURE!
>>
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>>146070121
Somewhere during BeginPlay:

UStaticMeshComponent* component = NewObject<UStaticMeshComponent>(this, FName("smc"));
MeshComponent->AttachTo(RootComponent);
MeshComponent->RegisterComponent();
>>
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Friendly reminder that learning from negative feedback is for suckers. We must accept all results with equanimity and never let pain or pleasure influence our conditioned behavior.
>>
How did Undertale rise to popularity? Was it just because Toby appealed to the furry crowd and had """quirky""" gameplay?
>>
>>146063793
>only 60fps
You're either running it on a toaster or you're doing something wrong on the background. Is it in Unity? Can you get us any stats of what's happening in the scene? Fps, verts/tris, drawcalls and stuff like that.
>>
>>146070371
Oh. I'm not sure, I would probably just have made it a uproperty.
>>
>>146070460
it was already more popular than 99% of indiegames years before it was released
>>
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I just really fucking love designing characters
Needs some Fabric details
>>
>>146070586
I had never heard of it before it was released.
>>
Do the Risk of Rain devs still welcome here or have they turned into what Vacation has for /dsg/?

Polite sage.
>>
>>146070748
Hoppo basically got chased out with people being obsessed and blogposting about him.
I think he's in the steam chat these days.
>>
>>146070748
Wow what the fuck.

>Are the RoR devs still welcome here or have they become what Vaati is for /dsg/?*
>>
>>146070748
who the fuck is Vacation? hopoo still post here but rarely he is on steamchat tho
>>
>>146070460
lots of hype due to homestuck
+
youtuber bait with "i can't belive X just happened" (long dog, flexing horse guy, etc..)
+
appeal to the 2X yo white male, with muh cynism and muh feels
>>
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>>146070748
>>146070852
>>
>>146070731

Years before it was released, /v/ would circlejerk over the demo and how much they wanted Toriel to be their mom.
>>
>>146070923
you forgot
+
gud gaem
>>
>>146070731
how new are you?
>>
>>146062906
Game Name: Idol Comm@nder
Dev Name: SquareDev
Tools Used: Unity, Blender, Visual Studio
Website(s): squaredev.itch.io
Progress:
+ Remade bunny's clothes
+ Separated face from body to provide different expressions
+ Added different dance moves
+ Interaction between player performance and idol's dance
+ Starting count down and final result screen
+ Tweaked and refactored some code
- Fail animation doesn't work as it should
- Still no music or sfx but that should change soon
>>
>>146070997
That's interesting considering they hate it now.
>>
>>146071036
Its quality has hardly anything to do with its success

>>146071089
well yeah its /v/
>>
>>146069132

>he thinks it's about artificial diamonds

http://www.theatlantic.com/magazine/archive/1982/02/have-you-ever-tried-to-sell-a-diamond/304575/

>>146071089

Something similar happened to Depression Quest, which was released many months before GG happened. /v/ didn't exactly like it, but they made a lot of threads arguing over whether depression was real and whether the game portrayed it accurately, without giving a shit about its developer.
>>
>>146071246
that's a silly thing to say.
>>
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>>146070564
And thus my problem. Say I run into the case where the components (type and number) getting thrown into it are unknown at construction time, then I've got no idea.

This is utterly painless in Unity, just add and remove components whenever the hell you feel like it. Everything is exposed and ready.
Grr.
>>
Wishes don't come true until you wish them aloud, /agdg/.
>>
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>>146062906
Game Name: Mech Game [Placeholder]
Dev Name: Mauldren
Tools Used: Game Maker
Website(s): none
Progress:
+started deving (first project)
+made a pilot and mech sprite
+can walk, jump and shoot gun
>>
>>146071089
you have to understand /v/ is the ultimate hipster, as soon as it gained mainstream appeal they had to hate it
>>
>>146071464
To get the Unity type "dynamicness" you need more run time info than C++ gives by default (and which would also affect performance/memory usage) which is why you have to declare it all at compile time I guess. But they're all subtypes of ActorComponent or whatever right? What if you have an array of ActorComponents on the actor which is a uproperty, that should allow you to at least access the stuff in the base class from the editor I guess.

The actor class already has such an array but idk if that's visible from the editor, I'm not really a guru on this stuff.
>>
>>146071573
Thank you for the inspiration!!!!!!!!
>>
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why does this for loop cause a crash
the for loop above it works just fine
>>
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>>146070260
My gimmick is to give the player a special ship that can freeform weld pieces of destroyed enemies to itself, like a demented and more spontaneous version of Captain Forever. You'd only have to "look before welding" to a very limited extent because of automatic thrust balancing and weapons that phase through your own ship. Basically just unleash that fucker on an unsuspecting solar system and gradually build up a bulwark of garbage, Katamari Damacy-style.

I'm currently trying to decide how I should implement the welding. Just parent the fragments to the player's ship or do some kind of sprite baking with every weld?
>>
>>146070460
I think partially because of homestuck fans but he also did things right for making meme characters. Long ago in an interview ZUN said that its important to create memorable bosses, and he has always done so by characterizing them through lietmotif and through the way they fight. Toby even took this to some extremes by having them change the rules of the game. As obnoxious as the game's fanbase is Toby definitely deserves credit for his success.
>>
>>146072232

>My gimmick is to give the player a special ship that can freeform weld pieces of destroyed enemies to itself,

Sold.
>>
>>146072232
F-FREE FMORM??????
>>
>>146072194
I don't know C++ well but my old C instincts tell me not to trust i being declared twice in the same scope. Seems kind of weird though if they let it compile but still cause problems so maybe I'm way off.
>>
>>146072232
That looks nice, how did you do the destruction?
>>
>>146072651
it doesn't matter what i change the variable name to or what i put inside the loop
>>
>>146071053
Redpill me on why I can see her panties below her dress from a standing position.
>>
>>146072879
She is obviously wearing bloomers.
>>
>>146072879
Magic dress.
>>
>>146072194
It's because you use i = 0 instead of i == 0 in the for loop.
>>
3d modelling feels impossible.
I suck at art
I'll never succeed if I can't draw
>>
>>146073061
I'm good at art and even still trying to grasp 3D modeling makes my brain stop working.
>>
>>146073061
You're just making excuses, you can make perfectly good models without being good at drawing
>>
>>146072879
>Redpill me
Love this meme phrase.
>>
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>>146062906
Game Name: Ancient Saga
Dev Name: Plessy
Tools Used: XNA
Website(s): teamessell.tumblr.com
Progress:
+Worked on netcode.
+Implemented an internal messaging system
-Didn't dev much this week due to life stuff.
-Netcode is holding no prisoners.
>>
>>146031409
Hey that's pretty cool G! I like the old school vibe of the bear's animation :^)
>>
>>146073005
this is c++ that would never compile
>>
I wish I could have done more dev this week. There's always next week, right?
>>
>>146073005
Note: this post was a joke that I realize now makes no sense. Please do not waste a bunch of hours trying to do this.
>>
>>146072879
Bunnies.
>>
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>>146073172
>>
>>146070460
The cast played a major role in the game's success. That's basically what the game is about.
Toby hit the same gold mine as Andrew Hussie did with Homestuck's trolls, the kind that generates large groups of especially rabid fans talking about the work left and right.

Here's what I think they have in common:
>Race of non-human characters with specific, but loose characteristics
This makes it super easy for fans to create their own OCs Donut Steel, worldbuild, and generally get invested in the game's universe.

>Characters with very recognizable personalities and interests
The simpler and more intense they are, the easier it'll be for people to latch onto them.
They're (1) *appealing*.

>Characters with depth
In addition to being appealing, they're also vaguely (2) *believable*. They have struggles, in-jokes, they interact with each other, they remember almost everything the player does (meaningful choices are another main strength of the game).
Few comics do that. Fewer games still.

>Said personalities and interests are very much in tune with the target audience's
On top of being appealing and believable, they're also (3) *relatable*.
Every character is in some way an awkward nerd; if your target audience is awkward nerds, they'll feel validated, and validation is powerful.
Homestuck's focus on embarrassing teen romance brought it millions of fans. (Whether that was a good thing is definitely up for debate.)

Of course, that's probably just one of the things that played out in Undertale's favor, and I might be speaking from on top of mount stupid, so take this post with a grain of salt.
>>
>>146031409
Adorable as hell.
>>
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Did this guy keep working on this project? Did he post more? I've been away for some time.
>>
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>>146072678
$50 Unity asset called Destructible 2D.

I've had this game idea for a long time and tried to program something like it w/ SFML, but gave up shortly after my first floodfill shader. When I saw that asset I was like "fuck yes" and impulse bought. It's versatile as it is, but only like 50% fit for purpose.

I've had to do a few easy fixes, e.g. the burn shader in the webm and the attachment system in the previous jpeg, and reversing weird bugs from the author's fixation with the number '128'. The asset includes an attachment system that anchors part to a single destructible pixel, which is absolutely anus, so I instead I use colliders to determine if stuff should stay attached. I will probably have to put in a few weeks' worth to fully realize my ideas, but at least there's an end in sight.

Otherwise it's really good. Uses a lower-resolution health texture to model damage, has a built in "damage resistance" system, and generates nice auto-optimized collision polygons for debris with configurable detail. Way faster than you'd expect, too. With the 5 - 10 ship battles I'm expecting, performance shouldn't be a problem.
>>
>>146073549
>floodfill shader
floodfill algorithm
>>
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>>146073512
>Mech with a dagger
WHY IS THIS SO FUNNY
>>
>>146072232
>Captain Forever except you build your ship Katamari Damacy style
Anon, you're going to make boatloads of dosh.
>>
>>146073512
knife mech lel you silly
>>
>>146073741
bitch, you wanna be shanked by a robo?
>>
>>146072194
you can always debug it line by line
>>
>>146072194
the pleasure of using c++
>>
>>146072194
try deleting your .o once i had weird problems and this fixed it
>>
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>>146072194
>boardgame - Copy - Copy - Copy final - Copy\
You're on the path to greatness, but...
Oh well, good effort.
>>
>>146074780
thanks but it didnt work. I will just never use for loops since they are for plebs or something. The number of lines in my main.cpp might even reach 6 digits.
>>
>>146075041
debugging is a glorious trial
>>
sup agdg how are you doing today i just got up
>>
>>146075435
change your loop to while, maybe it will work
>>
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>>146075435
Start exclusively using goto statements for flow control and maybe your balls will drop and you will become a real man like the rest of us.
>>
>>146072232
super cool

>>146072194
very strange anon, maybe wrap it in a try/catch and see what exception pops out?
>>
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Well I just spent all my dev time today writing a ternary input wrapper around the Unity input axis system to work around a couple of annoying flaws in the default system. Here is a goofy doodle of my protagonist though.
>>
>>146075435
I'm surprising no one asked you why the fuck you're doing such a tiny for loop.
What's it for anon?
>>
>>146076718
how feminine is his dick?
>>
>>146076821
s-she's a real girl
>>
>>146076821
>dick
>>
As i researched and saw that ecs will be too much for my game, is there a good reading on how to design the classes for a game? I saw some text that create a texture class and gameobject inherits from it and some create everything inside the game object. Im linda confused on what to do.
>>
>>146076778
it was for rendering all of the members in an array, but i took that part out to show that it didn't matter what was in the loop
>>
>>146072194
Try using code::block's debugger, senpai. It will at least tell you what's causing the crash.
>>
there is no spoon
>>
>>146077050
You should probably just follow normal OOP practices like the single responsibility principle. However in practice most games end up using a few spaghetti god classes. I think a good approach is to think of how to logically componentize functionality, then as you are developing constantly refactor where code is being duplicated or things are overstepping their responsibilities. Try to avoid vague class names like SomethingManager to make it easier to tell where this is happening.
>>
>>146077380
i will try
i have never used a debugger
>>
>>146077446
Fuck you
What do you know
You dont even have hair
>>
>>146073162
I can make a shitty mech.
Making humans is very hard.
>>
>>146077574
Thx senpai, ill do that
>>
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Trying to make grafix for a simple shmup with non-traditional environments (i.e. it's not space shit with robots and big grotesque aliens). I can't into digital art though, does this look clean at all or should I quit while I'm ahead?
>>
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>>146062906
Game Name: Illuminants
Dev Name: DaleDev
Tools Used: Unity
Website(s): None
Progress:
+ Added new enemy - sewer rat!
+ Added chests/containers
+ Inventory fully functional
+ Expanded sewer level
+ Added levers and gates
+ Removed bug that caused random crashes
+ Added potions
+ Enemy player detection improved
- Still no idea what to do for lighting
- Haven't started boss fight
- Not enough items for demo day
>>
>>146078134
>I can't into digital art though
Fuck you it looks great.
>>
>>146078685
I just meant that a lot of my traditional drawing skills and whatnot don't translate well into pixels and little spaceships and shit.

Thanks though dawg, it's appreciated
>>
>>146078918
Wait, if you have drawing skills, and you're making a game that's not coming out on the nes, why bother with pixels limiting you?
>>
>>146079137
For edgy indie meme points.

Serious answer, I'm not actually sure, I just figured it'd be quicker and more appropriate for a small shmup that I'm intending to be done within 3 or so months.
>>
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>>146062906
Game Name: Snake Tactics
Dev Name: snekdev
Tools Used: Unity
Website(s): snekdev.tumblr.com
Progress:
+started posting
+mouse controls
+made dumb AI
+3 new unit types
+very basic 3d models
-wasted a day trying to do a wireframe shader
>>
>>146079312
Maybe you should think of capitalizing on on those skills anon, zun made his games based on his music alone at first.
You may not be Dali, but drawing is already something good that you're able to do.
Keep drawing, get a tablet, and keep deving.
>>
>>146031598
how do I into coroutines in Java?
I have similar code to this, though not as bad.
>>
>>146069012
Also check out http://keithburgun.net/cgd-podcast-episode-17-rogue-likes-and-other-bar-games/ for some of the common design tools of roguelikes.
He's needlessly contrarian, but that should be right up 4chan's alley.
>>
>>146079854
There's no such thing.

The closest you'll get is multi-threading.
>>
>>146079983
What do you mean design tools, or is this just a conceptual thing?
>>
Did anybody had seen this movie that was made in Unity?

https://www.youtube.com/watch?v=GXI0l3yqBrA
>>
>>146080327
Very conceptual and game design approach.
>>
Putting pathfinding optimization aside,
What should I work on next for my RTS?
>>
>>146079854
>my code is bad
fight me
it works wonderfully
>>
>>146080557
what is done so far?
>>
How many singletons does your game have?
>>
new thread

>>146080779
>>146080779
>>146080779
>>
I have a singleton of them.
>>
>>146078134
That AA on the spaceships is fucking terrible, but the rest looks nice.
I suppose none of that is yours, though.
>>
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>>146073512
>tfw people remember your almost game ;_;
Sorry, though but at the point where I realised that making an online shooter would involve incorporating online features, I gave up on it.

I've just started working on another thing, though. Hopefully the low poly and lack of online will make it more likely that I'll finish something.
>>
>>146064201
This looks really great anon. I wonder what other properties a tile could have?
>>
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>>146062906
Game Name:Dark Elf
Dev Name:Anonymous
Tools Used: GraphicsGale + Aseprite
Website(s): None
Progress:
+ Improved mini dark elf
+ Did spell charge effect animation
+ Drew spell charge pose
- Both looks weird I think I'll redo them differently
- Still haven't cleaned the other animations
+ Started sketching Dark Elf portrait
Thread posts: 766
Thread images: 129


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