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/agdg/ - Amateur Game Deve General

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Thread replies: 772
Thread images: 145

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Your game general

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

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

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for I will never finish my game
>>
>>146138042
There are Pajeets that put in the bare minimum to clone some popular mobile game, make it even more P2W, and make money off of that excrement.
Step up my man.
>>
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ayy
>>
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>>146138212
>>
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>Try to get a dialogue system working
>It doesn't work
>It doesn't play nice with my setup
>Gotta completely redo it tomorrow
Fuck :(
>>
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/thread
>>
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What are some good tuts on Pixel shit?
>>
Dead general
>>
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Fixed that. Since one hit to any of the outer ring will remove the whole ring, I changed the graphics to communicate that
>>
There's so many game ideas I have that I don't even know the proper methodology of getting the systems to work
>>
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>>146140329
And damage to the rings
>>
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I've almost finished the main menu UI. Then I get to waste more time with the in game UI.
>>
>>146140571
You should change that gray in "tier"
>>
>>146139780
How does the idle rpg exactly work? So far I see you having to click and move stuff.
>>
>>146141008
well as the game progresses the health of the enemy increases exponentially so there would be some bosses that have like say 100,000 health and lets say you have a sword or something that does -50 health/second so that boss would take 33 minutes to defeat assuming you were to be afk and the sword that does that damage is your only equipped item that deals damage over time.
>>
>>146141974
interesting, reminds me of IRC idle games.
>>
>>146142097
if you want to email me i can let you try an early rendition of the game contact me through tumblr
>>
>Spend 1000 years in Blender trying to get this loli booty just right

Godammit what has my life become?
>>
>>146142589
pics. now.
>>
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Ok, I haven't given up!
Here it is! Swinging works in JavaScript now!
Going to bed soon. Tomorrow, I figure out how to ZOOM THE FUCK IN and draw the vine / rope sprite.

Don't give up, fellow anons!
>>
>>146142634
B-but anon-kun... She isn't ready yet.
>>
>>146142847
>implying that's ever held anon back
>>
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Added some pop-up damage text for attacks.

the battle prediction panel has a spooky skeleton model, but I think I'm going to ditch the 3D idea for that and just use 2D drawings, so I'm not going to fix it
>>
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fucking around in Game Maker trying to learn the ropes, how do I stop this smear? it isn't mentioned in the tutorial
>>
>>146143853
Looks like what happens when you don't have a background.
>>
>>146139780
>>146141008

there's a reddit community of idle game players at https://www.reddit.com/r/incremental_games

post to it, and get feedback
>>
>>146143853
are you properly clearing the screen?
>>
>>146143853
Turn background color on.
>>
>>146143853
>>146143953 (cont)
Note: Something like drawing a flat colored rectangle over the entire screen space would do the trick.
>>
I want to make what is basically a 2D musou

What are the advantages of Game Maker vs Unreal
>>
>>146139009
http://pixeljoint.com/forum/forum_posts.asp?TID=11299

>>146142650
That's a neat idea, I'm glad that you're not giving up. As I know Phaser has the biggest community, so you'll find help if you need one. For JS-s that handle networking:
eureca.io
peer.js
It is possible, anon, you can do it!
>>
>>146144235
Game maker is made for 2D.
Unreal can do 3D easily if you want 2.5D
>>
>>146143853
looks like he's not QPU-aligned
there's nothing you can do, you lost him
>>
http://blog.indiegamestand.com/featured-articles/steam-key-reselling-killing-little-guys/

IndieGameStand has had $30,759.42 in fraudulent credit card charges and transactions.
>>
>>146144235
Game Maker is much simpler overall.
>>
>>146143953
I want to learn how to have a background that isn't a single color (because that wouldn't be in a real game unless it was minimalist), so I'm trying to figure out how to give a room a background.
>>
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>>146144430

>key resellers

protip: don't be a retard by putting your game in a bundle.

there, solved. bundles are shit.
>>
>>146144641
M-most of my sales have been through bundles.
>>
>>146144641
great image my friend
>>
>>146144313
Thanks anon! Very helpful of you. I'll check out these libs tomorrow.
>>
>>146144641
That article isn't about that, it's about basically using game keys for money laundering.
>>
>>146144430
Answer: keys with expiration dates
>>
>>146143853
Are you literally just creating the object each time you move it instead of actually moving the object itself? If so that is why you are leaving behind a snail trail of Marios.
>>
>>146144867
Huh. Not a bad idea.
>>
>>146144867
If you have high volume, you'll still make a healthy profit with the credit card fraud before the keys go stale.
>>
>>146144824

>That article isn't about that

Yeah it is

>The problem with these sites like G2A, Fast2Play, Pingwin, etc. is that they have created an ecosystem for hackers, scammers, identity thefts and other internet assholes to steal from indie developers and other small websites.

G2A in particular buys keys from bundles and resells them up.

http://tinybuild.com/g2a-sold-450k-worth-of-our-game-keys

In case site is down: http://i.imgur.com/lK2HNFb.jpg
>>
>>146144401
>>146144891
>>146144029
>>146144041
>>146144571
figured out how to create a background image, that fixed it!

If only I could learn how to create a real game though ;_;
>>
>>146145189
You will succeed if you keep trying!
>>
>>146144759
I don't know how much you lurk here, but as I know there are two anons at this moment who work with eureka. Sometimes they leave here a link so they can test if the multiplayer works. You'll need your own host for that.

I've only seen one game with peer so far (not here), and in that game you have a key which you have to give to the other player who you wish to play whit. However that does not require any sort of hosting as far as I'm concerned, so that should be easier to set up.
>>
>>146145047
>>That article isn't about that
>Yeah it is
It literally says in the article (if you actually read it) that it's not about that so much as about stolen credit cards and money laundering. With Humble Bundles that is kind of a problem but its one game developers have control over because they can choose whether or not to feature their games and weigh the risks/rewards (which is true for any kind of sales or discounts as well). Buying games with stolen cards is completely outside of the publisher's control and they just straight up lose money from it.
>>
>>146145272
>big ideas, drawing capabilities
>no experience in coding or music composition
>>
>>146145363
>that it's not about that so much as about stolen credit cards and money laundering.

And who gives a shit?

If your game is on Steam for $60, and someone decides to use a stolen credit card on it, guess what, it's the same shit. You get just as screwed.

Which is why the price point of the bundle is the issue
>>
>>146145440
>he has a dysfunctional sense of how learning works
>>
>>146145486
educate me
>>
>>146145189
The same way you figured out how to create the background image you will keep figuring out more stuff, and checking tutorials and examples when you get stuck on smething doesn't hurt at all. Also keep in mind if you are just starting that you won't make the next Mario64 as your first game. Start with something simple like a pong or arkanoid. Then you can move onto bigger stuff like a small platformer, and then keep adding stuff to it.
>>
>>146145716
You practice, and you get better.

All of the skills needed to get good at gamedev (music/art/programming/etc) are all well within the grasps of average intelligence people.

Note you still need:
Sufficient free time
Sufficient discipline (a knowledge issue, not a willpower issue)
A teacher of some sort (book, tutorials, other people)
Willingness to get shat on by people better than you in order to get constructive criticism.
>>
>>146143114
is this something something saga?
>>
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>VA11 HALL-A releases tomorrow
They did it, those fuckers are going to make it.
>>
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>>146143957
>Q. What are incremental games?
>A. There are no official hard definitions against which all games are measured against. However, the consensus is that incremental games are incremental if the feature mechanism is improvement and that the player's interaction is mainly making decisions on how to improve. Improvements can be points, or unlocking new gameplay methods, or new resources, etc.

THAT'S THE STUPIDEST FUCKING THING I'VE EVER HEARD HAHAHAHAHAHAHAHA

>This subreddit is for us lovers of games that feature an incremental mechanism, such as unlocking progressively more powerful upgrades, or discovering new ways to play the game. This genre is growing at a break-neck pace, be part of the revolution!
>This genre is growing at a break-neck pace, be part of the revolution!
>This genre

HAHAHAHAHAHAH
>>
>>146146254
>will they ever learn?
>>
>>146146254
jesus christ how horrifying
>>
>>146146254
google the Berlin Interpretation
>>
What's your favorite MC game? If you haven't caught the buzz, MC games are games which feature a Main Character
>>
>>146146835
I still don't understand your question. What is an "MC game"? Every game has a main character, or something you control. Are you asking what is our favorite game then? Or simply who is our favorite main character?
>>
>>146147096
you're getting memed on son
>>
>>146146003
Thanks for the daily doze of motivation.

I'm not him, but I've just started learning/understanding drawing. I'm at the drawing lines and boxes stage, so I'm pretty far away from giving life for my waifu, but I hope I won't give up.
>>
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Still gotta work on the proportions for the legs but is this decent for a loli gymnast?

Will post butt later.
>>
>>146147136
Have memsters really set the bar that low? Come on guys, you can bait better than that!
>>
Thanks whoever brought up Return of the Obra Dinn, watching some of this it looks like a very interesting game.
>>
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>the game i want to make is the hardest possible game to develop, even at a basic level
>>
>>146147313
Post topo, dumbass
nobody cares about your solid shape
>>
>>146147482
Are you developing real time strategy?
>>
>>146147313
legs are too big, pubic area is too smal
>>
>>146147565
fighting games
>>
>>146147313
MODS
>>
>>146147313
tits are too close to each other and legs are too long and a little too wide, if you wanna go for the thick tighted loli kind check Tera's Elins or Tree of Savior models for reference.
>>
>>146147720
>one-man developed fighting game
may as well kill yourself now, I'm waiting until I have a bit more success and people wanting to help before I even think of a fighter
>>
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>>146146193
>Dumb as fuck concept
>Retarded name
>No actual content

Weebs will still eat the shit up because muh waifus.
>>
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>>146147669
I literally said in my post I need to work on the legs...

>>146147534
Except that's what I'm asking about is the shape.

>>146147851
I'm not going for that at all. I'm going for a gymnast look. Like pic related. Her tits are "close" to each other because they're under a skin tight suit, but I can work on that.
>>
>>146147720
why are you doing this


also rts are harder
>>
I need some NPC names for townspeople in a fantasy RPG
>>
>>146148161
i like fighting games
>>
>>146147395
AGDG's been pretty low for awhile now. Probably all of 4chan (I don't really go to other threads though).

Gone are the days of beautiful trolls. Now it's like people are starved for (You)s, a fungible commodity.
>>
>>146148120
>Except that's what I'm asking about is the shape.
topo helps people see shape better if you're into that, also allows people to see if you're horribly fucking up in some way at modelling in general
>>
>>146148120
Yeah, legs to big, pubic area too small, and I would say you'll have to define the muscles a little bit more, but not too much either so it doesn't loose the cute appeal. Other than that its pretty good. What's the game about, besides loli doing gymnastics?
>>
>>146148228
Bagu and Eraa are an obligatory easter egg in my opinion
>>
>>146148250
All the entropy is on /pol/ now
>>146148228
seventhsanctum.com
http://fantasynamegenerators.com/#fantasyNames

Also post a specific character and you'll get more responses
>>
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>>146148357
Fair enough.

>>146148389
I haven't gotten to the sculpting yet, I don't want to waste a bunch of time if shit is way off. But thanks for the input.

What else would a loli game be about?
>>
>>146148624
Sorry, what do you mean by "entropy" here?
>>
>>146147395
>memsters
>>
>>146148676
You. Have. Been. Memed.
>>
>>146148676
noise
information
randomness
memes
content

why you come to 4chan

even boards that are still pretty fast, like /fa/, don't get new information that often. but /pol/ is driven by the real world, so you get new info hourly
>>
>>146148820
Oh. Neat.

Perhaps I should give it a look. I just always assumed it was the domain of racist retards. I mean the actually stupid / mental problem sort, not the racial realist sort.
>>
>>146148651
I would look at other 3d models of people to look specifically at joints and how they get their range of motion - your model cannot effectively deform and move in the ways you will want it to. That's why I asked for topo, I kinda assumed that you were new to modelling and might not know how to properly model things you want to have move.
>>
>>146147979
I'm eating it up because I like the writing. You can't even romance the waifus man.
>>
>>146148995
I mean... I literally just started on it. I'm more concerned right now with the shape. I'll put more edge loops in once I have that down so I don't make things too convoluted.

What looks okay to me might not look okay to somebody else, which is why I'm looking for input.
>>
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I have the day off work so I can do some dev.

Going to work on the boss's second attack.
Although soon I need to get it into some kind of playable demo.
>>
>>146149393
It looks really laggy, can you make a webm in 60fps glory?
>>
Which LPers should we alert to DD9 to make fun of our games?
>>
>>146149490
I will do, i'm in blender at the moment so will take a few minutes.
>>
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>>146146193
yfw it does as well their country
>>
>>146149593
Wow, summer has surely begun.
>>
How is Gone Home, for fans of that type of game? I thought Firewatch was fine but too short and the story dive-bombed. I'd really love to make one of these kinds of games, but I have no confidence in my skills.
>>
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Ran into some issues doing dual wielding, so I've got to go back and designate grip locations for these weapons so that they don't look awful in the off-hand

>>146146101

Vindis Saga Tactics, used to be Red Tactics
Got a tumblr here http://vindissaga.tumblr.com/ if you're interested
>>
>>146149985
You should make more of a myst like game where you actually have to solve puzzles, nobody likes walking simulators.
>>
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I took a break to think about how I want to design my town. The general idea is you spawn and go through a little entrance to the town - there's some NPCs to greet you and a tavern where you can heal (so you know where to come back to later). Each NPC wandering around town will give you a different tip.

The path will continue leading to a small area with shops on both sides of the road. At the end, it will fork into quest houses on the left and trainer houses on the right.

Around the town there will be a few barrels/crates with tier 1 randomized items in them. There will be a fountain in the middle of town which restores HP. There will be a couple single-use stat increases wells or something scattered about, too.

I have everything programmed to do all that except the tavern, so I'll have to do that at some point.
>>
>>146150114
I would have puzzles that make sense to the story, multiple ways of advancing, all that kind of shit.
>>
>>146146193
Shill elsewhere, you already had your own /v/ thread
>>
>>146150240
Then it's fine, use UE4 for this. It's easy to make first person puzzles, I know from experience.
>>
>>146149985
If you are into walking simulators, may I ask you what would you think of a 2D walking simulator? Imagine something like the ending of Castlevania II, where you walk in the empty castle and let all the feels of the desolated, abandoned castle in.
>>
>>146150136
>NPC greeter
>tavern for healing
>each NPC gives a tip
>quest houses, trainer houses
This will feel very much like a programmer built this town. It's your game but I get sick of that in games, like how in recent bethsoft games, everything seems to be built with the idea that someday an adventurer might pass through. Get what I'm saying? Instead I think you should think about the history of each town, why it was settled, how it developed, etc. I don't know your goals for this game but that's my 2cents.
>>
when you walk in the game you walk for real
>>
>>146150681
Well, my end goal isn't a game but merely a tech demo. Normally I'd agree, but I won't be putting in effort for a proper tutorial or manual or anything like that. There will only be 3-4 houses in each section - nothing major. I just want to show off each feature that exists.
>>
>>146150650
I could be into that. Specifically a Castlevania 2 sort of environment? I have really fond feelings for that game so it's hard to tell if I just feel good about that game or what. Battle of Olympus too.

Tell me about a 2D walking sim.
>>
>>146150650
Not exactly 2D but 2.5D, Castlevania Mirror of Fate nailed that kind of ambient perfectly, mostly thanks to it gorgeous soundtrack.
You are walking through the castle without any music playing, you only hear some ambient sound effects and your own steps, then as soon as you reach the clocktower this starts playing
https://www.youtube.com/watch?v=pLW8htvk0Jg
I would love to have more games like that.
>>
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>>146149646
Speaking of blender... the lewd 3D guy posted a new animation from his game and it's futa
>>
>>146150650
Kentucky Route Zero did it, if you are into these atmoshperic thingies I recommend it.
>>
>>146151089
i remember when people were like DUDE PLAY LE KENTUCKY GAME LMAO and i thought to myself "nah i'll wait until they're all released" and here i am 10 years later
>>
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So, I got some complaints about the level of quality on the snowy trees I posted yesterday.

First I thought you were all just being dicks, and that the reasonable thing would be to just ignore you.

But then it irked me to no end, and I decided to see what could be done about it. And fuck me, but I’m much happier with it now.

I suppose life outside the hugbox does have some perks, after all.
>>
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>>146151528
Previous version for comparison.
>>
>>146151528
Looks good. What were the trees like before?
>>
how come all the devs I've sub to on tumblr don't post shit? i thought i'd at least get some progress posts.
>>
>>146151701
Thanks!

>What were the trees like before?
Like this:
>>146151613
>>
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the pigs are now in their proper place

the troll does't exist yet though, so you can't actually complete the quest
>>
>>146151773
I poste for the first time in probably a month today.
I feel bad for letting it go that long, but feel good for doing it.

Gotta post that content, bro!
>>
>>146151773
your subbed to the wrong devs then.
>>
>>146151528
Great job, the improvement is really noticeable.
I want to lick up that snow, it looks delicious as fuck.
>>
>>146150920
I can not tell you anything about it, I haven't even played a decent 3D walking simulator, but your post has reminded me how much I adore parts of 2D games when there's no fighting or any sort of action, but they are simply building up tension or let the atmosphere sink into your soul, and that has given me the idea that maybe it would be something worth a shot. I'm not sure what kind of game play elements should be involved, since walking up those stairs to Dracula's room maybe wouldn't be so intense without the actual fight at the end (even tho in SOTN it always gives me chills even after the fight there). I don't know how a game would work which gives you the feeling, you shouldn't be here, constantly. Wouldn't it wear off after a while? I hate 'puzzles' where you have to find keys to unlock new parts of the game, however I wonder how a game would feel where you have every route opened up for you right from the beginning. So it would be basically just a maze watched from the side. Again, like SOTN without any fights or whatever, but with more small moments like that part at the confession room in the chapel, which gives you hints of the origins of this place. Are people interested in a silent narrative like this? I know I am. I always tried to imagine the backstory of every single stage and corridor when I was a kid, but wonder if it's a common thing, and if a game would work if there's nothing else but this.

Oh, look at me, idea-guying like this in the morning! However, I have to learn to draw first, so it'll remain as an idea for a very long time.

>>146150928
>>146151089
Thanks for the recommendations! Will check them out.
>>
>>146151996
Thanks!

Would've thrown a tantrum and been unable to progress for days had I gotten another barrage of "it's shit" after investing so much work in trying to improve it - so really, thanks!
I'm glad I haven't turned into Phil Fish yet.
>>
>>146151528
Now that's more like it!

Don't forget: https://www.youtube.com/watch?v=S6vTI5g198E
>>
>>146151528
Beautifully done, you can really feel the shape of the tree and where the snow is catching in the new version.
>>
>>146152103
Don't listen to the haters, ideaguying is good fun to write and read too. I know exactly what you're saying there. Have you played any point-n-click adventures? They were fun when I was young but I think they all suffer from similar problems.

> I don't know how a game would work which gives you the feeling, you shouldn't be here
Yes! The Quest for Glory series was some of my earliest gaming and man, being a thief and sneaking around where you weren't supposed to be was the best feeling. But usually there it was a series of "oh if you touch this, they wake up, game over" and so you learn the pattern to do it successfully. Kind of empty mechanics by today's standards, but it was exciting at the time.
>constantly
I don't know about that, probably hard to maintain. You need that narrative arc. Like how being somewhere after hours is more impactful if you were visiting there while it was open.
>>
>>146152103
>Are people interested in a silent narrative like this?
I would, and I can imagine other people would too. Of course you will need beautiful art, proper music and a very deep story to keep people interested. Maybe you will need some kind of interaction so people don't feel they are watching an interactive movie, and that the game has an actual goal after all. A ruined caslte gives you a lot of advantage there because you can have platforming, hanging, sliding, swimming and other mechanics to surpass obstacles, and danger created by the castle falling apart, like stones falling from the ceiling, or the wooden floor breaking under your feet.
>>
>tfw you are the director and lead programmer but have no ideas but your artbro and musicbro are also "idea guys"
Feels good man. Am I only here who just likes to code neat shit?
>>
>>146152103
not that anon but
>I wonder how a game would feel where you have every route opened up for you right from the beginning. So it would be basically just a maze watched from the side.

Toki Tori 2 basically lets you go anywhere and whenever you want, as long as you know how to solve the puzzles. new players don't, so progression is basically tied to what mechanics they learn about by following the most obvious path.

also yeah, fuck, that feeling of anticipation in video games is fucking incredible, and the "you shouldn't be there" thing can make your heart pound when done right.

if you're interested in a game with a silent narrative + great tension building, I recommend Teslagrad, a pretty neato puzzle platformer which tells a good story with absolutely zero words (and, granted, the help of few automata theaters every now and then).
>>
>>146151613
Will you ever post gameplay or dont you have game? Art isnt game, you know.
>>
>>146152447
>"oh if you touch this, they wake up, game over" and so you learn the pattern to do it successfully. Kind of empty mechanics by today's standards, but it was exciting at the time.
Something to note here though, those games definitely had a sense of humor, and pretty much every "You died-- game over" message/animation was unique to the situation and amusing, so there was reason to try out the different ways you could die, too.
>>
>>146152321
>>146152379
Thanks - will keep on fighting!

>>146152731
Art is all I do - The programmer is from TIGSource, so he doesn't come here.
I could post his progress, but I still think it looks very ugly, so as the graphics guy it's not something I'd like to show (yet).
>>
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>>146138096
Stop removing haxe/phaser from the op, if anything it's love2d that should be removed because it's redundant as gm does 2d well but we have no web+multiplatform engine in the op.
>>
>>146153001
I feel like all that Engines/Models/Audio should just be deleted and the website emphasized for that stuff
>>
>>146152917
I'd like to see his progress if you don't mind.
>>
>>146153187
That's a good idea so we can have categories instead of autists just removing and adding stuff they like.
>>
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Reimplemented my level collisions. I can now have tiles of any arbitrary shape instead of only squares. Now I still need to make my character stick to the ground while running downhill.
>>
>>146152447
I've only played Maniac Mansion, Syberia and Machinarium, and I only loved the latter. Maybe because the atmosphere was superb (Floex's music is beast) and the puzzles made sense.
>narrative arc
Wouldn't it be interesting to let the player have his own arc? Like if you know the exact route, I don't know, to get the treasure or something, then you can complete the game in 10 minutes, but will learn nothing or very little about the place, however if you wander around enough, maybe the skeleton at the end at the said treasure will have a totally new meaning for the player. It would be something like a multiple choice game with multiple endings in this way, without actually making the player aware of it.

>>146152580
>platforming, hanging, sliding, swimming etc.
That makes so much sense. In a silent way it would tell the player that the character he's in control is really an adventurer, and I think the gameplay this way would create good chemistry with the environment. So the mechanics and the world would go hand in hand, and neither would be there just as a gimmick for the other.

>>146152708
Toki Tori 2 is an interesting experiment, however I don't think it's done in the right way. I can not really name my complaints, but I feel it could have been done better, yet I'm glad you have brought that title up. Also thanks for the recommendation!

You've really made me think about this, anons. Now I see I'm not inventing anything new, yet it would be a great experience to see how it could be executed well.
>>
Hey fags, it's been a while since i posted here, so are you still pice of shit nodevs just like me, or you made some progress or - even better - a game?
>>
>>146153393
>I can now have tiles of any arbitrary shape instead of only squares
HNNNGH I need to learn this asap. Is this GM:S?
>>
>>146153859
No, it's C++ with SDL2.
>>
>>146153393
Is that a bug? I thought that she's gained so much momentum from going down that she's sorta jumping/flying.

>>146153859
I second this. I know your working with SDL2, but I'm also wondering what kind of algorithm you've used.
>>
A game where you sit outside and feed any birds or squirrels that come by
>>
>>146153991
>Is that a bug? I thought that she's gained so much momentum from going down that she's sorta jumping/flying.
Yeah, it's not really a bug, but gameplay-wise it's a pain when you occasionally can't jump while running downhill, so I'll add stickiness to make it more fun.

>I'm also wondering what kind of algorithm you've used.
Bitmasks. Basically, both my level and character colliders are arrays of integers which I compare with a bitwise AND operation (after first doing a simple AABB test to find out which tiles the character is occupying). I'm not sure if what I'm doing is very efficient, but I'm testing this game on a P4 laptop from 2003 and it rund without a hitch, so I'm not too worried about performance for the time being.
>>
>>146154334
Its a metaphor for the decadence of morality and the increase in gain without work
>>
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>>146154334
How about a game where you just look. Like, you in a park just staring out at the lake for three hours where nothing of interest happens and then the credits roll.
>>
>>146154634
Insomnia simulator. You can roll over, turn on and off your bedside lamp, read a (public domain) book in-game, and the game is over when the sun rises.

also it's real time
>>
>>146154634
t. Gogem
>>
>>146154787
>oscillating fan whir
>>
Keys when?
>>
>>146153859
Am I missing something? Making slopes and other shaped floors isn't difficult.
>>
>>146154787
Maybe a little mini-game where you decide whether you should get up and get a snack from the fridge, and it culminates in you just staring blankly into the glow of the fridge for five minutes.

Or maybe
>Mash A and B to readjust your blanket
>>
>>146155060
4u
>>
im making a game today adgd

i hope it will be good
>>
>>146156042

yes you can!
>>
>>146156090
i was making a statement i didnt ask a question
>>
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>>146154787
A sleep paralysis game would make a shitton of money IMO, especially with the youtuber/meme crowd.
>>
>>146149234
I think you need to get gymnasty first.
https://www.youtube.com/watch?v=RUIZDOTMlz0
>>
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>>146156128
>>
>you will never be able to make the game systems and mechanize that synchronize with each other so perfectly like a symphony

Why even live, devs?
>>
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>>146156353
>>
>>146155060
Teach me senpai, using GML.
>>
>>146157291
1: assign curve for every walkable block
2: make character follow the curve of the block the character is currently on
whew, that was hard
do you want to know more
>>
So I've been trying to use Playmaker for Unity.

Visual coding is something I should've done from the start.

Any one else using Playmaker?
>>
>>146157291
Not the guy but https://zackbellgames.com/2014/10/28/understanding-collision-basics/ is good tutorial
>>
>>146157523
No, I don't enjoy shooting myself in the foot.
>>
>>146157738

Explain.

I can't code for shit. Hence why I wanted to solve this problem.
>>
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>>146156532
>not the gif
tch tch
>>
>>146138467
>scalpal
>property of hospital

Hospitals throw their scalpals out for infection control purposes. They don't reuse them and they come prepackaged in sterile kits.
>>
>>146157761
You solve that problem by learning to code
>>
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Damn Valhallah dev really hit the right crowd
He's gonna make a lot of money.
>>
>>146158018

Or I could do whatever the fuck I want to do with my game.
>>
>Gamemaker
>Barely any knowledge of coding
>No skill in drawing or music
This is easy
>>
>>146158028
>good style
>good music
>cyberpunk
>waifus

No doubt.
>>
>>146158048
Wow so unique! so smart, so edgy, so brash, so bold, so contrarian, so intellectually superior, a true patrician, a free spirit, a free thinker, an unique snowflake, clearly you can see what the rest of the population can't because you're so gifted, you have a talent unlike no other, no one but you could deliver these unique pieces of criticism that shows why thing that people enjoy is actually shit.

Can I follow your blog? You clearly are a renown critic famous for his incredible critical thinking skills and unique thought provoking arguments, I would JUST die if I couldn't follow your blog and have these incredibly amazing deep criticisms of popular media by (you), please have mercy on this poor pleb's soul and give me your blog so I can follow you, I'm just DYING to see what you criticize next, I'm sure it will be an incredible eye opening experience just like this one.

My you must be so popular, you must have thousands of followers ready to die for you if need be, eagerly awaiting your next thought provoking piece barely able to contain their orgasms as you hit enter and deliver that next blogpost, only to get an outstanding ovation, dozens of new followers, and the cycle repeats as your loyal fans wait for your next masterpiece of critique.
>>
>>146158028
He covered all the bases. Corgi memes, loli maids, tsundere catgirls, cyberpunk fanservice, etc.
>>
>>146158157
Apparently the games super short and full of bugs, so that might hurt a bit, but I think the qts will save him.
>>
>>146158206
Hopefully it is over 2 hours long.
>>
>>146158258
Some anon in /v/ already finished it at an hour and a half.
But who knows if that's a regular pace or just skipping through text.
>>
>>146158028
>started deving around the same time as him
>still no game

Thanks I nearly forgot I was depressed today.
>>
>>146158048
ok
but
consider

>There is a community of C# devs for Unity.
>Programming skill in a real language transfers to another language or engine
>No one here can help you with Playmaker

You're making this game easier to make at the expense of long term coding skills. It's a fair tradeoff, but think about it first.
>>
Say I know nothing about coding but it is my life's dream to make a game, where should I start?
>>
>>146158327
Welcome to the club, get Gamemaker
>>
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>>146158163
my game has no memes and no waifus i am not going to make it am i?
>>
>>146158327
YESDEV
https://www.youtube.com/watch?v=iQ0e3QUADw8&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=1
>>
>>146158327
http://www.learncpp.com/
http://www.codeblocks.org/downloads/26
>>
i want to make a game like agar.io

should i use flash or adobe?
>>
>>146158391
Sadly not. You'll forever be bound to the bottom tier of Humble Bundle indie bundles where most will only pay $1.
>>
>>146156306
make sure to have the old hag then, because honestly the hat man and the shadows are fairly unremarkable for a game
>>
>>146158494
Algol 68
>>
>>146158327
Learn programming obviously.
>>
>>146158494
use ethereum
>>
>>146158391
You can still make it, it just won't appeal to autists as easily.
>>
>>146158048
have you seen spaghetti mayhem's blueprint code? I don't have the screenshot but visual "coding" seems fine so long as you're doing basically nothing, for complex projects it's a living nightmare from which you cannot awaken
>>
>>146158028
Here's hoping they can make enough to escape that failed state.
>>
>>146158389
>>146158406
>>146158462
Thank you.

Any games that came out of here already?
>>
>>146147313
The legs aren't too big, it's the calves that are.

Use references you dope.
>>
>>146158327
Don't take any advice for the retards telling you to buy something or learn C++ (lmfao) forget about steam greenlight, start small with something like a webgame and go from there.
>>
quick poll
http://www.strawpoll.me/10543253
>>146158658
http://www.homph.com/steam/
>>
>>146158658
RoR guy at least
>>
>>146158658
http://www.homph.com/steam/ + Valhalla and a few others.
>>
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>>146158697
>>
>>146158697
>RRPS sales
Look at gogum and laugh at him
>>
>>146158759
how many sales does your game have
oh yeah
you have no game
:)
>>
>>146158673
kill yourself, normie
>>
>>146158847
But i dont pretend to know everything about gamedev like him.
>>
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>>146158327
learn to program

you will never learn to program if you don't learn C, win32 and COM
>>
>>146148930
you'd do genuine /pol/acks proud, assuming the board's recovered

agdg related: what's the best way to transition a position vector between points defined on a spline?
>>
I was thinking of asking /emu/ but I felt here was the more appropriate thread.

Does anyone have any good guides and websites on making sprites for NES and SNES and other consoles like it?
>>
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Zero sales.

Although 8 people from agdg downloaded it, so that was nice.

Well, in the end it was a game about ducks.
>>
>>146158847
BTFO
>>
>>146158978
genuine pol has moved permanently to shillchan, 4pol is basically controlled opposition now
>>
>>146159039
m8 did you really expect much else?
>>
>>146158161

> Making your own choices in video game design is now a bad thing and frowned upon so badly, that the contrarian meme is used whenever choices are made

The fact that Reddit is the most hated web page here has become ironic because of people like you
>>
>>146159029
there was thread about the snes limitations on pixeljoint or tig i don't remember but you can google it, also you can read about shovel knight dev team

ultimately you'll have to just practice and grind that style, you can start by copying existing sprites
>>
>>146158326

I have thought about it. I have 2 developers in my team but I want to do something small on the side. I don't want to spend more time to learn to code for such a small project, hence why I chose for the asset.

>>146158623

I concider Game Design living nightmare anyway.
>>
>>146158697
>>146158708
Oh I played Risk of Rain before, I had no idea!

That's really neat.

Well I'm getting to work starting TODAY. It'll probably take way longer than I'd like it too but I'll get it done for sure and when I do I'll be back, be it a year or a decade.

Actually nevermind that, I'll end up here all the time looking for sempai's advice, I'm sure

>>146158970
How long would you say it generally takes someone to learn the basics?
>>
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>>146159240
couple of weeks to a month depending on how slow in the head you are
>>
>>146159240
>looking for sempai's advice
that's the point of the thread
if you just show up to launch you'll be called a whodev and a shill
you should post progress daily
>>
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>>146159121

I did hope for more.

But I knew what I was getting into, I wanted to practice creating a model, rigging, and moving it in Unity.

Should of made something a bit more appealing though.
It was a good experience though, I enjoy the gamedev process.
>>
>>146159357
It's should have you fucking idiot
>>
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>>146159431
>>
>>146159180
if it's a small project, playmaker will probably be fine.

it makes transitioning into anything more a lot harder than its necessary, so make sure that's really all you want to do.
>>
>>146159489

No that's fine. Thanks for the advice.
>>
>>146158673
Works fine as long as your only aim is to make low budget games. If you have any kind of ambition you'll have to get proper experience.
>>
>>146159318
That's it? I thought it'd be much, much longer.

>>146159335
I'll start by learning all I can so there won't be much to show but once I start working on it per se I'll be sure to show up.
>>
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>>146159532
it'll be much longer if you start by trying to understand high level OO handholding garbage designed to put corporate monkeys in line
>>
here he comes
antioop man, saving us all from making a game
>>
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>>146159685
that sounds like commie speak to me
>>
>>146159685
reminder that 50% of this thread is shitposting by devs
t. a dev
>>
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>>146159082
nigger they're both controlled, especially after some viral videos and during election time. pic related if you're a vet
>>
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>>146158970
>D3D11
Have fun being outdated.
>>
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https://juicybeast.itch.io/right-click-to-necromance

>made in 48h
>better than everything I've ever done
well alright.
>>
>>146159919
I just paid 0 for it but I'll pay something later, I can't be arsed to get my card out of my pack right now and I want to try it out.
>>
>>146159514
No, making those games is proper experience and nothing is stopping you from making small but polished games. Look at all the devs that are stuck with "large" scale low budget games here, it can be a trap for some people.
>>
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Minor progress. Tried to make the walk animation a little better and made a lot of basic edits to my code.
>>
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>>146159240
don't listen to the anime posting nodevs, c or c++ is terrible advice for amateur game dev and even more so if you're new to programming, go for GM or Haxeflixel if you want 2D, Unity or Godot if you want 3D or UE4 if you want 3D and easy programming with blueprints but you need a good rig to run the editor

Hopoo made risk of rain on an outdated and shitty version of GM that had huge performance issues, don't listen to the nodevs, both GM and Haxeflixel are beginner friendly and have a lot of tutorials I'd go with that

Gamedev is not just about programming, you'll have to learn design and potentially art and music
>>
Should it be

[ Cancel ] [ Save ]

Or

[ Save ] [ Cancel ]

?
>>
>>146160529
>Gamedev is not just about programming
But you won't get to implement design, or art, or music if you can't program.
[insert smug s4s face here]
>>
>>146160171
This is not my game anon, I just stumbled on it. Sorry for the misunderstanding.

Click "No thanks, just take me to the downloads".
>>
>>146160559
[ Save ] [ Cancel ], you'll never press cancel when you want to save right?
>>
>>146160559
Save - Cancel
of course

>Exit
>Options
>New Game
>Credits
>Load Game
see?
>>
>>146160559
I fucking hated cancel being default for old games.
>>
>>146160559
be consistent with everything else
>>
>>146160262
>bob's game
Jesus fuck I remember this mess. It was fucking surreal.

>>146160559
Save / Cancel
We read from left to right; the first option is the option the player will be using most often. Sometimes there's no downside to convention.
>>
today i'm learning about bit flags and masks and why I'll probably use them for just about everything now.
>>
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>>146160608
>tfw I can make game with no programming with UE4 blueprints
Feels good man
>>
>>146160529
>Haxeflixel
The hell is this.

Well otherwise I agree with you. These shitty "spend a year learning C++" replies are very misleading for newcomers.

People should look learn how to make game, so if possible newcomers should look for tutorials, guides and such teaching them the basics with direct results. And I'm not strictly speaking of GMS here, if you want to use Unity and C++ then look for that. Don't spend a year on that C++ learning page because chances are you won't learn shit and will give up after a few days.
>>
>>146160842
>with UE4 blueprints
It's still visual programming, you'll run into logic problems and bugs like you would regular programming.
And with the added benefit of having literal spaghetti code.
>>
>>146160608
I thought the same. Then when I was done with my prototype, I've realized I have nothing to put in my game. So now I have to learn how to art. Only fall for the meme that game dev=programming if you want to be a software engineer or you have an artist who does the dirty work for you. If you go one man army into this, and game devving is all you want to do with your coding skills, then you'll need to learn how to create art. Or get money to hire someone.
>>
>>146160898
>These shitty "spend a year learning C++" replies are very misleading for newcomers.
It doesn't even take a year to start making games in C++.
This is as shitty as "upgrade your graphics card every 3 months".
>>
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>>146160905
No it's blueprints, download UE4 and you'll see 0 programming required.
t. artist who can't program but use blueprints
>>
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>learning programming for modern game dev

you're joking right
>>
>>146160976
That's still programming, you dummy.
>>
>tfw you don't want to make yet another sidescrolling RPG, topdown shooter or platformer but you can't come up with any ideas for anything else
>>
>>146160985
It's more about learning the logic and principles involved in most applications. 90% of the people here couldn't even tell you what an array is without googling.
>>
>>146160985
Why would you want to become a code-monkey for MS/Google?
>>
>>146161115
Play some niche NeoGeo games. Copy those ideas.
>>
>>146160476
Parallax scrolling
>>
>>146160985
You can only go so far with those free gamemaker programs and you'll want to know what the fuck the program is doing.
>>
Can someone please post that image of all the 3 japanese devs who are all shitting on game testing. The viewtiful joe guy says something like "when testers said the game was too difficult, I made it even harder"
>>
>>146161758
Devs can be fucking smug when it comes to communicate with testers. My all time favorite meme is:
"Well, it's working for me."
>>
>>146161758
>>146161903

Daily reminder if you act like this towards the only person who actually knows what is wrong with your shit, you deserve exactly what you get.
>>
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>>146161758
>The viewtiful joe guy
>>
>>146161515
You're kinda ignorant. The whole engine is documented. I pirated paid contents and they didn't include super secret things either. For advanced stuff it's up to you to think of them with the tools you have, that's how programming is, think of something you want to do and then find a way to do it. That's why there aren't "advanced tutorials", because it'd be pointless to teach someone how to program a boss doing all sorts of cool shits, it's much better to teach people how to code each of these things so they can then create whatever fucking boss they want.

Please go on and prove me wrong.

>>146161214
GMS tutorials teach you arrays.
>>
>>146161943

normies will never understand this
>>
>>146161943
Based nips.
>>
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Working on the dialog window, which one of these does AGDG think is better?
>>
>>146161938
Explain
>>
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>>146158978
fixed it brehs. how's a fast twitch on rails wild west shooter sound?
>>
>>146161943
>Tell devs what to do
>They don't do it
Daily reminder why you write specifications and design documents if you're not working alone.
>>
>>146162102
The second one, but only take up half the width and pan the camera to the left or right to show the two characters speaking in the gameworld.
>>
>>146162102
second one lets you have cute waifu portraits
>>
Whats the best way of storing 2D maps?
>>
>>146162139
>tester finds problem
>dev shits on tester
>problem remains unfixed
>pic
>>
>>146162252
Arrays. Use a function to load the data stored as specific variables then push those variables to the function that is going to create the map based on that information.
>>
>>146162296
>Casual complains game is too hard
>Dev listens
>Game is made easier and less fun
>>
>>146162252
Either one or two dimensional arrays, whichever fits your engine the best.
For example:
https://developer.mozilla.org/en-US/docs/Games/Techniques/Tilemaps/Square_tilemaps_implementation%3A_Static_maps
>>
>>146161943

Thank you based anon
>>
>>146162363
>testers
>casuals
>>
>>146162343
>>146162385
I used to do that for tilemaps but it seemed like it would be too clunky for big maps. Thanks for the input!
>>
>>146162363
why would you hire casuals?
>>
>>146162296
=/=
A bug is a bug.
A subjective opinion of difficulty is another thing.
Also Ass Creed isn't bad because of QA getting shit on, it's because of a literal lack of QA and Ubi not giving a shit.
>>
>>146162363
There's a difference between a tester and a play tester, and you don't just lower the mob's HP if the players find it hard. A game designer has to understand WHY the fight was hard.

Check out Portal dev's commentary. My favorite is when they had to realize that many players couldn't complete the puzzle because they simply didn't look up, so they had to fuck with the textures to drag the players attention to the ceiling.
>>
Ok, GM/coding noob here, I'm still trying to get used to object oriented programming

Let's say I've got three kinds of game elements:
-Things that have only movement code (Player, NPCs)
-Things that have only damage dealing code (Hazards)
-Things that have both movement code and damage dealing code (Enemies)
(Technically my player should be able to deal damage to enemies but it'll be bound to specific vulnerabilities on each enemy, while enemies can almost always deal damage)

If Player and Enemy both inherit from Moveable, I'll have to duplicate my damage dealing code on both Enemy and Hazard.
But if Enemy and Hazard both inherit from DamageDealer, I'll have to duplicate my movement code on both Enemy and Player.

(Obviously by duplicate I mean use a script, not copy-paste, I'm not that dumb.)

What's a good way to solve this? Is it a false dilemma? Or a problem in the first place?
>>
>>146162565
testers aren't hired to give opinions

that said they can give valuable feedback on the state of the game, e.g. that one level that is just a shitty difficulty spike and so on
>>
>>146162658
>testers aren't hired to give opinions
Well lots of companies do QA differently.
And in this world, I wouldn't be surprised if devs/pubs are demanding the roles be combined into one.
>>
>>146162575
What the fuck are you on about? They should all be able to inherit the methods that you want them to have, UNLESS you were a dumbass and made your parent classes use specific variables that only work on particular classes.
DamageDealer is inherited by Enemy and Hazard.
Movement is inherited by Player, NPC and Enemy.
There shouldn't be any issue here, are you just not thinking this through correctly?
>>
>>146162723
developers have a goal for what difficulty they'd like to reach, so they often interpret playtesters exploring as "being lost" and take random non-gamers in from the street to make sure perfect idiots can pick it up and play

devs are in control of how casual
>>
>>146162840
>devs are in control of how casual
Sometimes not.
EA have been known to send reps to QA sessions and then report back to their master and then said master tells the devs to directly change to XYZ.

But yeah, for all fortunate studios, you're mostly right.
>>
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>>146162242
>>146162237
Thanks guys, is this one looking better?
>>
>>146162296
>>146162363
Assuming we're talking about player samples and not people whose job is to find bugs and weird shit in a gale
Why is this even an issue

>I want my game to appeal to just casuals
>Get casuals to test your game, listen and make the necessary changes

>I want my game to appeal to hardcore gamers
>Same thing with hardcore gamers

>I want my game to appeal to both
>Do both and adjust your difficulty (settings) until the two groups are satisfied

>My game is just for myself
>Go wild

There, problem solved, right?
>>
>>146162980
best of both worlds, though i think the background is a bit too dark.
>>
>>146163046
The background level or the background for the text?
>>
Anyone here ever written about vidyas? a programmer mainly, but just writing about vidya a lot has helped. i did my thesis on horror games
>>
>>146163086
I assume you darken the background of the world when you enter speech. I think its too darkened. This might just be me though.
>>
>>146163163
Ah, that's just night time. I should probably equip a lantern for these things.
>>
>>146163209
Look at it this way anon, after you're done you'll have a base that you just need to build on and refine. Saving time in the future and you'll learn something.
>>
>>146162534
https://fr.wikipedia.org/wiki/zh:de:en:Quadtree if you want to have fast collisions in 2d space
>>
>>146163234
I was gonna ask, but it said sunny in the debug bar or whatever. looks good then
>>
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>>146163041
>not making the hard content optional
>>
>>146163209
>having to make 30+ animations and yet I have to spend months to even learn how to use a pencil

In other words: check your privilege.
>>
>>146162830
Sorry, I'm just not really used to thinking like this. How can Enemy inherit both DamageDealer and Moveable?

I'm just wondering if duplicating my methods through objects is actually a bad thing or not. If you're saying they aren't, then I guess whatever option will work.
>>
>>146163278
Thanks anon, the "sunny" just refers to the weather being clear, sorry about the confusion!
>>
>>146163323
What does that even have to do with anything
>>
>>146163334
Dont worry, anon, i'm just some guy
>>
>>146163331

1/10 because i think this is OOP trolling.

Have an entity class, for anything graphical character inherits from that. Player and npc inherit from character. Hazards inherit from entity.

Use polymorphism to your advantage nerd. Dont use multiple inheritance
>>
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Reminder to keep 4chan in 4chan
>>
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>>146162567
>listening to valve playtesters

Yeah okay bud.
>>
>>146163461
notice the difference in quality between the female characters and the costanza, anime truly was a mistake
>>
>>146163519
>n the female characters and the costanza
The costanza is noticeably out of place and looks off compared to the other male characters?
You're right anon.
>>
>>146163145
Wrote an essay about if video games caused violence once for university. Was actually quite fun spending the time reading research about it.
>>
>>146163461
Why the fuck did the devs put so many memes?

Might as well pirate this shit.
>>
>>146163419
I'm not trolling, I'm just legit stupid, sorry. If I do this:
>Have an entity class, for anything graphical character inherits from that. Player and npc inherit from character. Hazards inherit from entity.
I guess Enemy also inherits from character (or NPC). Will I need to copy the damage dealing method to both objects? (Or if Enemy inherits from Hazard, will I need to copy the movement code to both Enemy and player/NPC?)
And if I do either of these things, will it be a bad idea in the long run?
>>
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>>146163893

ECSfag here. Stop listening to OOPfags. Join the dark side.
>>
>>146164118
where is your game kid
>>
>>146163880
They're spics.
>>
>>146163893

Enemies are NPCs. If you want to differentiate between player-friendly and player-nonfriendly, you don't have to do that with inheritance.

I'd make all enemies and friendlies just become NPC objects. If you want to differentiate between them for running different logic loops, then go ahead and make enemy and NPC different classes which both inherit from character.

When you use inheritance think the "is-a" relationship. Players, enemies, and NPCs are characters, and they all share the functionality and properties of being able to attack and have hp, mp, ammo, etc.

>will I need to copy the movement code to both Enemy and player/NPC?)

The code for Character.move() can be a pure virtual function, and then the inherited classes Player and NPC wil both have their own versions of it. player's one will have set values like Leftkey.pressed = true and the Ai agents move function can either use complex ai decisions, or you can do something simple like GoForward.

Then in your update loop, positions for both player and NPCs will have their coordinates adjusted.

You should always aim for reuse and always be suspicious of your designs if you find yourself having to copy and paste code.

http://pastebin.com/iuh4nieK

Look at the bottom, at my update and render functions, look how simple they are. This is all it takes to adjust, and render every single visual thing for an entire frame
>>
>>146160476
The background shouldn't move like that.
>>
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>>146163461

>ywn have you game be rated 10/10 by anyone.

why even live?
>>
>>146162194
Just
Like
Make
Game
>>
>>146164431
>>146163461

if Vallhalla dev is here, please make steam cards for the game. People buy games just for the cards, badges and wallpapers too. Anime content makes for some of the highest priced content on steam.
>>
>>146163461
>that perfectly rendered chest
Why must my brain be so manipulated by a few mere pixels??

>>146163880
It's ok because they're so subtle normies and low-level memers will never notice.
>>
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>>146160476
Hi there,
Theonian here,
I made an attempt at improving your mech suit. Feel free to use it if you like.
>>
>>146157523
>>146157761
>>146159180
Visual coding is shit because you need to understand coding logic to be able to code, people see writing code as this impassable idea when they don't understand that the syntax of a language is really fucking simple, it's the logic that's the hard part. If you don't understand coding logic then you can't code no matter if it was a visual language or a text based one.

If you already have developers in the team, leave the coding to them. You'll simply mess up the project.
>>
>>146164757
>there are people so new they won't even get fucking costanza which is barely 6-7 years old
>>
>>146164810
Based.
>>
>>146163512
Exactly. A game needs to be idiot proof, so having an idiot play the game will show where things can be improved.
>>
>>146165006
A game only needs to be idiot proof when your target demographic is idiots.
>>
>>146165031
Do you like money?
>>
>>146165063

Go away Kotick. We want to make fun games here
>>
>>146165124
Some people need to make a living, that's all. You make what you want cupcake.
>>
>>146165006
Idiot proofing and idiot pandering aren't the same thing though.
If Valve had added a big "SHORTCUT TO PREVIOUS AREA" signpost (in whatever way or form), it'd be idiot proofing. But what they did was take away the shortcut entirely. That's idiot pandering.
>>
>>146165031
Anon, 80% of your target demographic are idiots.

>>146165124
>making a game idiot proof automatically makes it unfun
Oh I see, you're just an idiot yourself.
>>
>>146164810
not him but pretty cool dude
>>
>>146165184
Have you ever played HL2 episodes? That part in the game is like a 3 minute walk through tunnels, there was absolutely no reason you even have a shortcut to the previous area, HL2 is a linear game, you almost never need to go backwards.
They didn't remove some key feature of the game because idiots thought it was too hard. They removed a tiny completely unnecessary part of a map because it could get people lost too easily.
>>
>>146165195
>>146165181

No one here is making a living off of their first amateur game
>>
>>146164937
>>146165209
Thanks!
Should be working on my finals, and would feel guilty if I worked on my own game - So, naturally, I did this shit instead.
>>
>>146165369
>No one here is making a living off of their first amateur game
That's not true.
But seriously, just make what you want. Leave AAA devs to make their AAA games.
>>
>>146163512
90% likely: tester was trying to see if repeating the path would break any scripting
>>
>>146163209
Scope you giant faggot
>>
>add 3-5 extra seconds to all loading screens
>release game
>a month latter release a patch
>" * Fixed bug that caused long loading times."
>be praised for speeding up the game so much
>>
>>146163209
>over an hour
Dude, I spend several days (sometimes more than a week) on getting a good sprite done, and I'm going to have to make at least 50.
Suck it up and buckle up.
>>
>>146165895
>good job anon, you fixed someone that shouldn't have been a problem in the first place for a shitty pixel art game, just pirate this shit guys
mega.co.nz/yourgame
>>
>>146164691
>steam cards

elaborate, is this some kind of collectable achievement bullshit
>>
>>146164310
I suppose having objects share methods instead of inheriting them is perfectly acceptable.
I'm using Game Maker, so updating the logic and that kind of thing is something I'll have to deal with when I switch to an actual language, but in the meantime I do try to reuse my code and avoid copy-pasting.

Thanks for the advice.
>>
>>146166127
Collect cards from a game
earn an autism badge
Most people use cards for "free" steambux though
>>
>>146165895
>Not adding a hot coffee script and make millions
>>
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>>146165895
literally exactly actually 100% completely really totally entirely fully wholly dota 2
>>
>>146166127

no it's steam personalization items like steam chat icons, wallpapers, and shit.
>>
>>146166650
so its essentially virtual merchandise
>>
>>146166693

yes, devs get a cut when they are traded on steam I believe.

so, if your game has a popular or cool wallpaper and it has high volume trading, you get money for that too.
>>
>>146164691
>>146164691
>enabling the cancer
>>
>>146166856

it's basically zero effort money for the devs though
>>
>>146166856
>not wanting your fellow dev to be as successful as possible
>>
>>146165339
hl2 is not completely linear, and adding back some freedom of movement was one of the big achievements of ep2
>>
>>146166802
>charging money for a wallpaper

That seems pretty fucking jewish.
>>
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>>146165195
>Anon, 80% of your target demographic are idiots.

No. Maybe 80% of your demographic are idiots. If you're making a game for idiots, that's fine. But there's plenty of genres and games that aren't meant for idiots.
>>
>>146166983

>I Have Never Used Steam, But I'm a Dev: The Post
>>
>>146165195
>>making a game idiot proof automatically makes it unfun

There's a difference between "hitting a pinata" type of fun and winning at paintball type of fun or building a card castle type of fun.
Don't be an idiot and assume that all "fun" is the same.
>>
>>146167061
I don't support DRM of any kind.
>>
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>>146164551
way ahead of you brother
>>
>>146167202
So are you going to go exclusively GOG?
There's literally nothing wrong with doing a dual-release.
You reach more people, more sales and make both parties happy.
>>
I HAVE NO SCOPE BUT I MUST DEV
>>
Keys when?
>>
reminder to not skimp on audio & music

>>pirate it
>>mfw that music
>>buy it literally 10 minutes in
>>
>>146153964
please teach me this
>>
>>146167609
u no it brah
>>
>>146166993
Maybe you misunderstood
It doesn't matter what genre your game is. It doesn't matter what your audience is. Your game will be played by a majority of idiots.
All those games in that pic have idiots playing them.
>>
>>146167609
What game?
>>
>>146153964

What tools are you using? I looked at Tiled. Did you write your own parser? I didn't check out the documentation so not sure if it's easy or good.


But it's something i'd be interested in using with my sdl2 engine, when 'm at the stage of incorporating it.

Do you use render interpolation or extrapolation?
>>
>>146167149
>>146165124
>fun
>fun
>fun
>>
>>146167753
valhalla
Watching all the /v/ threads for learnings.
>>
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Proper naming is a skill in itself.
>>
>>146167829
reminds me of that haskell guy lol
>>
>>146167829
http://doc.cat-v.org/bell_labs/pikestyle
>>
Ive been sitting on the idea of creating my own game engine for a long time and wanted to ask what you guys thought of sdl vs glfw. Gonna use opengl with them.
>>
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Not much to show, just rewrote the graphic settings script. I've been stalling a bit on working on the camera targeting system, but this has a few elements in common with it. The highest setting is just everything I could throw into the game without regard for optimization.
>>
>>146168032
Use GLFW
More features
better support
better maintainers
>>
>>146117642
You lied to me
>>
>>146166993
>playing the worst zachtronics game
>>
In unity, how do you abstract from putting everything in the update function to make things more efficient/run only when they need to? I can't belive having dozens of "if" checks every frame won't bloat the game after a while.
>>
>>146168032
SDL has more features I think. GLFW doesn't do text, audio, etc., it's just for creating a GL context and polling for events. But you might have a separate library in mind for those things anyway. If that's all you're using it for you might as well use GLFW.
>>
>>146168216
what exactly do you need to check every frame?

i hardly ever use Update()
>>
>>146168216
https://docs.unity3d.com/ScriptReference/GameObject.SendMessage.html
>>
>>146168338
for something like AI, I try to use invoke repeating to lower the amount of calculations but you always need to have some bools checked every frame in other cases.
>>
>>146167746
>Your game will be played by a majority of idiots.
>All those games in that pic have idiots playing them.
Nope. Unless by played you mean "installed once and tried but then gave up", but for some of them it's not even that because the graphics are enough to turn them away.

If you really think your sister who plays candy crush or Chad who plays only Fifa puts over 20 hours in Dwarf Fortress without giving up then you're either an idiot yourself or have very high standards for what an "idiot" should be.

Same with Eve. No average idiot will pay money to play spreadsheet simulator, it takes an autistic "idiot" to do that.
>>
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wew
>>
>>146165616
Valve literally pulled bums off the streets of Seattle to do these playtests.
>>
>>146168520
Has anyone played the game yet? Is it chalked full of memes and references?
>>
>>146168472
>>146168216

use memeroutines
>>
>>146168472
the AI doesn't need to check everything every frame.


assuming 60 frame per second, the AI needs to check what to do every 10-20 frames, and even then it shouldn't check EVERYTHING.
>>
>>146168613
I'm eagerly waiting for the keys
>>
>>146168613
im watching stream of someone playing it
>>
>>146168216
If you find this kind of thing happening then you probably have not been following the single responsibility principle and need to do some refactoring by splitting the excess roles classes are taking on into new classes. Now remember that at this point DO NOT WORRY ABOUT PERFORMANCE. Maintainability should be your primary concern.

>>146168403 is most likely joking
>>146168670 is a valid suggestion but I don't think it will help your root problem
>>146168696 is something I would recommend leaving for later if it is really needed. Typically AI is not expensive to run unless it needs to run a pathfinder but you can easily hide that behind cheaper tests.
>>
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>>146167829
tru
>>
>releasing to GOG ever
it's probably got all of one sale on there.
>>
>>146168991
well they say a picture is worth a thousand words
>>
>>146169197
>releasing your game anywhere
enjoy your pirates
atleast his game actually got pirated
>>
>>146169197
IIRC DRM free platforms generally account for 30% of a PC game's sales. I never payed too much attention to our sales figures or other finances though.
>>
>>146168216
I don't know about unity but in a real engine you would probably have functions that only run in response to events being received.
>>
>>146169361
>>146169470
GOG = 1st sale is a pirate
Steam = 1,000th sale is a pirate
itch.io = no piracy, every 10th sale includes a tip
>>
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>>146167990
love this commenting style
>>
>>146169589
>itch.io = no piracy
Because itch games are all trash.
also nice ass numbers, googs.
>>
>>146169651
female comment
>>
Can I make a good 32 bit game.
>>
>>146169975
No, games need at least 6GB of gameplay to be fun
>>
>>146169975
Make a 16 bit P&C
>>
>>146169975
absolutely not with that attitude
>>
>>146168032
sfml
>>
Someone help me with this:

if (GetVelocityX() > 200.0f)
SetVelocityX(200.0f, UPDATE_INTERVAL);
else if (GetVelocityX() < -200.0f)
OffsetVelocityX(-mVelocityX+1.0f, UPDATE_INTERVAL);

This top part of trhe code with SetvelocityX means that when it goes over 200 speed, it stops suddenly, then starts going again.

I tried using velocity offsets instead as per the bottom part, and it works fine. Why is the top part i tried making the sprite suddenly stop and then start again?
>>
>>146169589
i bought va-11 hall-a on itch and uploaded it to a tracker. try and stop me
>>
>>146168216
collisions: use layers to reduce checks to the minimal possible
keep physics timestep as low as you can as well (use raycast prediction on fast shit like bullets)
call shit with methods, not if checks, where possible
use co-routines to have shit only run x times per second, as minimal as possible

just general optimization tbqh family
>>
>>146167631
My teachings would probably lead to a disaster since I'm learning as I go myself.

>>146167774
Yeah I'm using Tiled to make the actual levels, export them to .csv and then convert them to my own level files with a shitty tool I made.

>Do you use render interpolation or extrapolation?
I'm simply always rendering the current state. I tried to do some kind of extrapolation earlier but it caused some visual issues so I decided it's not worth the trouble for now.

I'm probably doing a lot of things in retarded ways, since this is my first game that's more complex than tetris.
>>
>>146170434

Then you're further than I am. Never made my own tool before and i dont have a clue about using tiled, might give it another look when my other engine features are done.

Good luck nerd, one of the few talented yesdevs here
>>
I've noticed that a lot of shader code uses 1 or 2 letter variables.
Is there a reason for this?
>>
>>146170756
faster to type faster to read
>>
>>146170756
do you mean swizzling? like vec.xy?
>>
>>146170756
shaders dont have many variables
>>
haven't been here in two weeks

whats new?
>>
>>146168085
Only difference I can see is the shadows. Does that effectively tier-out the performance?
>>
>>146170756
I don't of of any good reason. I'm not much of a shader guy myself but the last shader guy I worked with hated shaders like that and would always rename them to something understandable.
>>
>>146170756
For some reason, they like to make their code as compact as possible. Kind of like demomakers.
>>
>>146156306
that doesn't look like the old hag it looks like a psycho trying to kill you.

old hag has matte black skin/clothing and piano black eyes.
>>
>>
>>146170756
Shorter variable names require less magic to be used during their incantations
>>
>>146170756
To use the same variable names used in the white paper the code is based.
>>
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This fucking engine.
>>
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aaaaaaaaaaaand my level building is broken again
>>
>>146158028
>Valhallah dev
holy shit they have already uploaded it to kat.cr :/
>>
>>146171414
>implying I'll even live that long
>>
>>146164810
yes
>>
>>146171651
>even pirates will play the game before AGDG because still no keys
>>
>>146170034
checkout super mario bros senpai
>>
>>146171793I
I'd rather give out keys to /v/ than to the people here if i released a game.
>>
>>146171962
Why not both?
>>
god fucking damnit who even throws null reference exceptions from properties this is not C# standard compliant fucking hell
>>
>>146172249
>blah blah blah codestuffs
>meanwhile I'm over here successfully ideaguying
>>
If I ever release a game I'll give keys exclusively to /agdg/.
Everyone else will have to buy my game.
>>
>>146172771
enjoy beeing nodev
>>
>>146172780
Too paranoid trolls end up flagging my game as terrible on steam just to fuck with me.
>>
>>146172852
Don't worry, someone else is making my game. ;)
>>
>>146173006
They could simply buy then refund your game to do this no?
>>
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Anyone have any idea how would one implement blood splatter like when Phantom Assassin from Dota 2 lands a critical? Basically there's blood particles and when they land on any 3d object they become a texture or something like that.
>>
>>146173042
why would you lie in the internet anon?
>>
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>>146173473
We can't all be gifted ideamasters.
>>
>>146173441
I read http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf a while ago which talks about projected textures for the blood spatter in L4D2 which leads to https://en.wikipedia.org/wiki/Projective_texture_mapping which I'm sure is going to lead to something great
>>
>>146173441
I doubt the splatter itself actually hits the surface, it's probably just a decal spawned which roughly matches the shape of the particle
>>
https://www.youtube.com/watch?v=z1IsxDQ5cPg
This is cool
>>
>>146171042

Shadows are a large part of it, yes. Cascades decrease performance in addition to the draw distance. Water and AA quality are also reduced on lower settings, and the higher ones add increasingly taxing SSAO. The LOD bias is adjusted. The top setting adds chromatic aberration and motion blur, because I can.
>>
>>146172852
>beeing
>bee
You just gave me an idea for my next game.
Bee Movie: The Movie: The Game
>>
>>146173698
but why you are lying?
>>
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Valhalladev has been dropping keys in /v/

He doesn't do that same for /agdg/. Do we disown him?
>>
>>146174634
When was the last time he posted here?

Frankly it'd be shilling
>>
>>146174634
/v/'s more $$$$ than we are, I don't blame him too much.
But if he doesn't come back at all I'll be kind of miffed.
>>
>>146174634
>Valhalladev has been dropping keys in /v/
Lies
Source: I've been lurking the threads for free keys

Apparently someone gave keys in the discord though
>>
>>146174634
/v/ - the big city

/agdg/ - the hillbilly village
>>
>>146174634
>He doesn't do that same for /agdg/
He will post them soon I have faith
>tfw refreshing thread with steam open for more than 8 hours now
>>
>>146161115
>worrying about ideas instead of assets
>>
>>146175020
m8 theres a kat link up.
>>
>>146175194
I can't pirate an AGDG game
>>
>>146168085
Love the clothlike texture of the ground and stuff. Good work plokdev
>>
>>146175467
why?
>>
>>146175467
I admire the respect.
>>
Any pythong guides apart from codecademy?
>>
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The starfish I made a while back seems to fit in with the clam so I think I will use it.
>>
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>>146173793
actually, it gets projected onto trees and other entities iirc.
>>
>>146175479

Thanks, but it would look a lot nicer if I unwrapped the models properly. Since I basically drape the grass models over platforms using Blender's cloth simulation, I can just project from view before doing the simulation and unwrap it in 3 seconds. But if I fuck up the UVs in any way afterwards, it's incredibly difficult to make them look nice again. There's triplanar texturing, but it's expensive and creates obvious seams.

>>146175758

That's cute as fuck, anon.
>>
>>146175903
Multiple decals spawned with a collision trigger
>>
>>146175903
iirc they actual emulate the blood blood atoms and the wind and everything
>>
>>146175968

Oh, and I also need to bake AO maps for some of those surfaces, so the game doesn't look as shit with the shadows/SSAO off. Only reason I haven't done it already is because it requires a secondary UV map.

>>146173441

I've never played Dota 2, but it could be using a projector, which is also used for blob shadows.
>>
>>146175758
reminds of rayman. also very adorable
>>
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>godot STILL doesn't have priority queue
>>
>>146175751
python*, pls guise i nid herp
>>
>>146176608
Its open source for a reason m8
>>
>>146176608
make ur own nerd
>>
>>146171481

>not knowing how to program before you use an engine

ok
>>
>>146168215
The worst zachtronics game is the steampunk one, hands down
>>
>>146176758
i made my own already but edge case happened and i had to rewrite it from scratch
>>
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on a scale one to ten how shit will this be

but I'm burnt out
I thought modeling would be easier but it's hell
at least its a better hell than mastering loomis
>>
>>146177326
If this is supposed to be a harlequin baby then it's a 9/10
>>
>>146177326
too many polies, that's why it looks shit

start with the simplest shape you can make, get it right, then refine
>>
>>146177540
Fuck, you made me remember something so disgusting.
>>
>>146173974
Overgrowth has a lot of interesting stuff gamedev wise
>>
>>146175758
Werent you a lot farther with this? backgrounds and bubble effects and things
>>
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>>146177923

This is a test area where I can simply view the enemies in game. There are more things in the game already.
>>
>>146178064
Would look comfy as hell if it was darker and some of the plants had bioluminecense. Does the squid go behind some of the plants?
>>
>>146178314

I can change the ordering in the z-layers to create that effects. Plus I use actual lights in unity so I can make areas as dark or as bright as I like although it isn't the best but it's free.
>>
>>146178064
dang man, i remember this being posted like 2 years ago or something. I wanted to play this. have you been working on anything else?
>>
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>>146177326
Eyes are too low.
>>
>>146177840
It's because they're engine devs. They're just making the best engine the can. They're not even really making a game.
>>
>>146178412
Oh i forgot to say. Looks damn good, anon
>>
>>146178064
all you need now is a 2deep4u story and your on your way.
>>
>>146178468

Yes, unfortunately. Nothing worth mentioning but a large factor I suppose is my unstable nature.

>>146178625
Thanks. I'm going to make more of an effort to work on it.

>>146178637
I'd rather not. It is supposed to be a fun game, albeit a little weird.
>>
>>146177326
It's fine if you're going for an anime style.

Use a reference image.
>>
>>146178526
GOD WHY
The again, she was only hot when she was like 16.
>>
>>146178610
Yeep
>>
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Replaced the text clock with an animated one
Now perhaps I should make a game
>>
>>146178702
too deep as in deep in the ocean
>>
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>>146173006
It's fairly likely to happen.
>>
>>146178702
do you have a tumblr?
>>
someone give me a battle system idea that's:

simple
doesn't require for me to make a billion assets
has at least some basic level of strategy to it
can get more difficult as the game progresses

in b4 rock paper scissors
>>
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>>146177326
>>
>>146178956
The roguelike emergent gameplay style.
>>
>>146178956
fuck off think of something yourself
>>
>>146178956
rock paper scissors
>>
>>146178910

http://asmalljellyfish.tumblr.com/

I don't update it as often as I post on other places though but I suppose it's a good visual of when I am productive.
>>
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>>146178956
>>
>>146179031
but i thought people liked ideaguying
>>
>>146169589
> when your game has so few sales nobody can even be bothered uploading it to a torrent tracker

still waiting on a torrent so I can make a review
>>
>>146178956

Darkest Dungeon style TBRPG where position in the line matters?
>>
>>146178956
sounds like Siege!!, this little old freeware game
>>
>>146179316
nice particles, really good detail.
>>
>>146179316
those particles sure are subtle huh
>>
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particles! For real this time
>>
>>146177326
learn to sculpt
>>
Rate my idea
Cat platformer
>>
>>146179702
Catformer
>>
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>>146179702
I love it
>>
>>146179791
Alright listen to this one
Catgirl platformer
>>
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>>146176608
low priority queue is the worst
>>
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cat inspo
>>
>>146180142
Fucking Koola man

Wish I had him as an environment artist
>>
>>146180056
I've definitely played the demo for that

She has a sword
>>
>>146180205
I'm thinking more pure platforming
>>
>>146175467
But you'll take a free key instead? The dev gets no money either way.
>>
>>146180205
this was a test, if you thought this was a good idea, you are a loser and a pervert
>>
>>146180415
do you understand the difference between giving and taking?
>>
>>146179316
nice
>>
>>146180701
Being gay
>>
>gf and I decide to run a "How to make VN" panel at anime convention
>gf becomes con staff
>Now have to develop panel on my own

this is going to be a train wreck. Ren'py is stupid easy, but I don't know the first thing about VNs or story writing.
>>
>>146179316
bretty gud but now make it into something that makes sense
>>
>>146180869
well then tell her you can't do it without at least a little help
>>
>>146180869
Make a Nekopara
>>
>>146180869
>gf
stopped reading

fuck off with your blogshit normie fuck
>>
reminder that

control > bloat
>>
>>146181116
>normie
>anime conventions

You can have one, but you can never have the other
>>
>>146181175
Complaining about bloat is just admitting that your game is overly simplistic
>>
>>146180869
VN's aren't games

go be a normie somewhere else
>>
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Would it be morally wrong if I say,
Semi traced another games sprite? Just for the basic body?
Character is different, but you would be able to notice it and say "Hey this looks like _____"
>>
>>146181186
anime conventions are normie hangouts now what the hell are you talking about, have you seen /cgl/?
>>
>>146181260
what do you mean by this? that simplicity is bad?
>>
>>146181356
I stopped going to /cgl/ when it stopped being tripfagneckbeard drama, probably around 5 years ago now.
It's changed a lot.
>>
>>146181348
No.
>>
What graphics card/cpu should I be targeting for my game? What's the normal person have these days?

Is getting 60fps at 1080p on my 970 a good benchmark for high settings?
>>
>>146181348
Yes.
>>
>>146181653
>? What's the normal person have these days?
A laptop with integrated graphics
>>
>>146181348
Maybe.
>>
>>146181653
http://store.steampowered.com/hwsurvey

Depends on all sorts.
How good looking your game is, how much of a difference lowering the graphics makes (in terms of looks and performance)
>>
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>>146181794
STOP
>>
>>146181653
you should target Ati Rage and pentium 3s for high settings, to make sure you get the old people who never upgrade market.
>>
>>146181653
one of the few reasons i'm glad to be developing on a toaster. if it runs on this it will run on anything
>>
>>146180869
>I don't know the first thing about VNs or story writing.
if you didnt have a gf you would
>>
>>146181348
post the character and let us try to guess where it's from.
>>
>>146181832
I don't know
>>
>>146181348
looking at something as a reference is fine but tracing is something you should never do
>>
>>146181938
So I wonder is it gonna be undertale or sonic?
>>
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>>146179490
Now in snow form
>>
>>146179316
I recommend decreasing the size or making the snowflakes more opaque before they disappear so its not so jarring.
>>
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>>146181938
Give it a shot
>>146182068
Well Im not "Tracing" it, its more like Im using it as a proportionate Guideline
>>
>>146182439
I don't think anybody cares about referencing proportions, but you might want to find a different guideline than whatever you are using.
>>
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>>146181913
Will your game run on my toaster laptop?
>>
>>146182156
Looks good, anon. I'm just now realizing that the blue is supposed to be water
>>
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a VN where you play a bartender and serve drinks to anime qtp2ts
>>
>>146182828
Will pirate
>>
>>146182767
They're actually going to be snow banks eventually - game takes place in a forest
>>
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Finally feel like I've made enough progress to do a small update. Not sure if you all remember me because my progress is slow. I'm finding it hard balancing my real life with making a game.

I added an NPC with dialog and some new animations for my main character.
>>
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>>146182592
What have you got against Disgaea
>>
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>>146182828
It should have a dystopian setting!
The only thing that would make it better is if a Venezuelan made it, so it would show it's dystopian roots.
>>
>>146182828
Sounds like it wouldn't sell desu

I think Rock Paper Scissors would do better.
>>
>>146182592
just because a stylistic choice doesn't fit your preference doesn't mean it's bad, stop giving such shitty input
>>
>>146182942
Oh...
>>
>tfw probably the only >30 dev here
feels bad man
but i'm still going to fucking make it even if it's the last thing i do
>>
>>146183301
I'm 27 and I've accomplished nothing with my life if that makes you marginally less lonely.
>>
>>146182828

spring break VN when?
>>
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>>146182992
Nothing. I actually did the same thing as you a while back but then realized I needed a better foundation based on real proportions first.
>>
>>146183387
26, but I doubt anything will change in the next 1-4 years
>>
>>146183152
I mean, they're just blue for dev purposes
100% of the art in the game currently is placeholder
>>
>>146183387
I think this goes for pretty much anyone here. If you end up in this place, it means you have chosen a similar path in life as other here have
>>
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a multiplayer cooperative point & click
>>
>>146183301
>>146183387
24, and I thought I was to old to not know what the fuck Im doing with my life
>>
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>>146182337
How's this?
>>
>>146183557

Speak for yourself. I graduated top of my class and teach programming 101 to undergrads at my local university
>>
>>146183301
what engine do you use, grandpa?
>>
how's RNG in your game?
you use random number generator with period higher than 2^32, right?
>>
>>146183301
i'm 28 and a failure. don't worry you're not alone
>>
>>146183301
Early 30s here too
Its comforting to realize a lot of the creative people that inspire me are in their late 30s or even mid 40s. If anything now is when we establish the patterns that we'll ride to success after the clusterfuck of personal anguish that was being a twentysomething
>>
>>146184003
>how's RNG in your game?
Only used for particles and other things that have no impact on gameplay.
>>
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>>146184003
>>
>>146183479
Ive kinda got my own style, but it would just feel a bit, strange and time costly to draw everything the way I do
I need to dumb it down a bit
>>
>>146183301
which game?
>>
>>146184216
There was a speedrun of FF1 where the guy waited for a specific frame on the start screen in order to avoid random battles
they had a lookup table of random seeds and step counts until battles and everything
>>
>>146183301
I'm 29, no games. No job. No hope. Still shitposting with literal 16 year olds on 4chan.
>>
>>146183796
I am thinking maybe just shrink the size and keep the opacity the same might fight the style better. Something about the motion just suddenly shifting straight down also seems odd.

>>146184254
That's fine but it still needs to look 3D and human in the end.
>>
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"PROGRESS"

>Fixed level building... mostly

>Dynamic lights now in, took me a while to realize I hadn't declared surface normals for the level mesh
>>
>>146182637
>Pentium 4
>2 gigs of ram
>implying toaster

Anon, let me welcome you to the slavshit wastelands.
>>
>>146184748
It sucks knowing we will all die probably just mere decades/century before a pill to stop biological aging is invented
>>
>>146184786
>fight
should be
>fit
damn i need to sleep before the sun rises
>>
>>146184796
So what's your plan for this m8?
It just makes me want to play Quake in a good way.
>>
Do you think a live Demo Day could be organized once, /agdg/?
>>
>>146185035
>Do you think a <community event> could happen
no i do not
>>
recap where
>>
>>146185035
Like a live stream of someone playing all the games? Because thats happened before and it was pretty fun
>>
>>146184971
>on my deathbed, alone
>my nurse turns on the hologram TV news
>"This just in, a new medical procedure is invented that can reverse everything bad that has happened to your body. No more aging, nagging injuries, or cancer. It's all gone!"
>close my eyes and drift off forever

To be honest, it's the only fitting end to my life.
>>
>>146184748
Use this free time to make a game or something, I'm 29 with a job and would kill for the free time to work on my game that I had last year(when I didn't have a job).
>>
can we post setups?
I know it's pointless, but I want to see the dank depressing holes you lot inhabit whilst creating art
>>
>>146184748
>no games
Why is that? Dont know how to program?
>>
Does Lightdev still post here? Y'know the guy with the dog platformer that used torches to create platforms. I quite liked some of the ideas he had, last I saw he was being bullied.
>>
>>146184984
Something along the lines of Delver x Metroid, exploring caverns and techy ruins on some abandoned planet while gunning down monsters. Maybe some day.
>>
>>146185684
He's still around, but as I see he refreshes his tumblr more often than posts here.
>>
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>>146182953
i like it. the graphics remind me of early non-console games. the font doesn't fit tho.
>>
>>146184796

Looks smooth, good job anon
>>
aliens
at medieval times
>>
I have been struggling like a motherfucker. I don't WANT to make a platformer, but it seems like an easy, "entry-level" sort of project. I wish I could make something different, but I honestly don't know how to do anything else without a couple other people helping me.

What's another genre that's good for beginner devs?.
>>
>>146184003
>period
>mattering to video games
>>
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>>146185209

~~=Early Weekly Recap=~~
We have a total of 29 games. Fifteen games have returned from previous recaps. Additionally, all these games had best be submitted to Demo Day 9. No excuses. Reply to >>146062906 if you want to make it in this week's recap. You got till 6ish EST

~~=High Scores=~~
(5) [Placeholder Title]
(5) Knightly Terrors
(5) TacticalRPG
(4) 2D Dogfighting
(4) Ancient Saga
(4) Zero Quest
(3) Pulse
(2) Ctesiphon
(2) Dark Elf
(2) Idol Comm@nder
(2) Illuminants
(2) Plok 3D: a fan sequel
(2) Race To Space
(2) Stellar Jets
(2) Two Color Dungeon

(Score is calculated by number of recaps in a row)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know! Include your game name if it's missing.
>>
>>146186261
don't make a game just for the sake of it
have a goal, something you won't abandon at the first hurdle

if it's just a technical exercise, pick a game and try to remake it
>>
>>146186021
Any suggestions on the font?
>>
>>146183667
>>146184063
>>146184748

go to venezuela, and make a VN
>>
>>146186261
Zelda-likes. There you don't have to deal with physics, and you can give a shot at implementing RPG elements, or at least an inventory.
>>
>>146186541
VNs require good writing which I can't do
>>
>>146186261
game dev is about constantly progressing and getting better and better

protip: you will never reach the level that you want without failing,making boring pro-types etc etc.

even if you are still shit in making games and your ideal game is far away just look back months ago from where you started, its always a big difference.
hope i helped
>>
>someone has made what you wanted to make
>its way better than yours in everyway
>can't sell it because it'll look like your ripping them off

It hurts man
>>
>>146187096
Welcome to gamedev. This happens every day.
>>
>>146187096
I was with you until the third part
>>
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>>146181348
This is literally what the dev for Lisa did, fucking go for it man.
>>
Yeah I could look it up but how do I make a custom shader in Unreal?
>>
>>146187234
What kind of shader
>>
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>>146186434
>>
who /saddev/ here?

https://www.youtube.com/watch?v=5_fmo00szgk
>>
>Want to make a specific kind of game, really think it could be great
>It would be a large project and take a lot of time and effort
>Cool with putting in said effort though I do not have the skill in modelling or animation
>Cannot expect somebody else to do it for me
How does one deal with this? Should I just put the idea on the shelf? Just try and learn? Use shitty programmer art?
>>
>>146187493
git gud git rich
>>
>>146187286
Specifically one that only affects characters.
>>
>>146186240
Like the time period, the restaurant, or both? Like, a group of people get teleported back in time to the medieval times along with the Medieval Times restaurant they're in, and they have to create their own kingdom with the restaurant as their castle in order to defeat an alien invasion and get back to their own time period?
>>
>>146187569
But in what context

You want it as a material to put on the character?
A post process shader?
>>
>>146187493
you can get guys for free to do stuff for you but it will be slightly better than programmer art
>>
>>146187681
I don't Fucking know otherwise I wouldn't be asking 4Chan.

But I guess a post process. I'm trying to get some cel shading down.
>>
>>146187139

why is dingaling so sexy
>>
>>146183301
Reminder that Hopoo made his first success when he was still in high school.
>>
>a VN would be the easiest game ever to make
>can't draw
fuck
>>
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>>146187928
Because he's a fucking madman
>>
>>146188456
>cant draw
>can't music
>can't write
kill me
>>
>>146187096
no one will make the game i'm making because it's a lewd game
>>
>>146179702
go to bed stalky
>>
>>146188641
Well I can write, at least.
>>
>>146188456
a VN is a book

writing is the most important thing not the art
>>
>>146188867
If people didn't want nice pictures, they'd just play a text adventure.
>>
>>146188726
I am making a lewd game
>>
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>>146188456
why let that stop you?
>>
>>146188456
Hasn't stopped Japan in the slightest, anon. Have you SEEN some of the ugly-as-shit art in VNs?

>>146189014
Exactly. Look at this shit.
>>
>>146189014
Because I don't want to create abominations myself and I don't want my """game""" to be known as someone else's. People would associate the VN with the artist who did the character designs, rather than me, who did the actual work.
>>
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>>146189014
>>
>>146189273
>People would associate the VN with the artist who did the character designs
Unless it's well written.
>>
>>146166993
NetHack isn't that complex
>>
>>146189371
To the average person it is.
>>
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>>146062906
Game Name: Project Wingman
Dev Name: RB-D2
Tools Used: UE4, Blender, Substance
Website(s): rb-d2.tumblr.com @RB_Dev2
Progress:
+new treemap and landscape in progress
+new cockpit
+new afterburners
+some slight AI optimization
>>
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Post progress
>>
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>>146189951
First babysteps into gameplay.

Animations and speed values not final, obviously.
>>
>>146189693
Instead of a number, any chance that damage could instead affect the performance of the jet? Death would only occur if the cockpit were destroyed or jet crashed into something? Engines could become damaged enough that they lost power or wings damaged enough to make the craft unstable?
>>
>>146190136
>Raedy
>That top left block
>>
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>>146189951
Made a time reversing effect.
>>
>>146190203
I like when vehicle damage changes handling beyond just top speed.

Driving a car which is swerving all over the place and constantly drifting left is just fun
>>
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I changed jumping to move at a linear, consistent speed instead of logarithmically, and I made gravity apply in all the cases it should instead of only when jumping
>>
>>146190136
Does it look like he's holding Pokeballs when he moves, or is it just me?
>>
>>146190231
Not the anon who posted that webm, but

>literally a barebones, who-gives-a-shit test room
>UHHHHHHHHHH EXCUSE ME BUT THERE ARE THINGS WRONG WITH THIS I CAN SEE SOME PIXELS ARE INCORRECT

You must be a blast at parties.
>>
>>146190330
fucking nifty, anon
>>
>>146190231
>Raedy
https://youtu.be/grvBfbE4xzs?t=11
>That top left block
That's something I gotta still properly fix, yeah. Thinking of shrinking tiles down from 16x16 to 8x8 blocks while at it.
>>
>>146190481
I'm giving constructive criticism :^)
>>
>>146182953
is that really an elf?
>>
>>146190330
How did you do it?
>>
>>146190330
how does that work?
save the positions each X frame and interpolate?
>>
>>146186668
That does sound good. Plus, if I make it cute enough, people will buy it without thinking!
>>
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And inspiration has been achieved. Time to make a creepy fishing simulator.
>>
>>146190959
Deadliest Catch: Dark Souls.
>>
>>146190959
I'd play it
>>
>>146190549
thanks, it really means a lot to me.
>>146190608
>>146190692
the position,rotation,and velocity are stored and then recalled. It slows down a bit if you just do that though, so it doesn't record anything that's too similar to the previous value.
>>
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If I want to make a story based exploration or RPG game is there any reason I shouldn't use rpgmaker?
>>
>>146188563
citizen of a world > creator of worlds

we can never go home
>>
>>146191339
If you interpolated between the positions, the velocity wouldn't be necessary I believe?
>>
>>146162102
First one is more nostalgic and i love it
>>
>>146191417
RPG Maker isn't actually game development, so there's that. You'll learn literally nothing using it.
>>
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>>146191417
>rpgmaker
>>
>>146191339
Smart.
My game involves balls and I might do something like that in order to have a replay function since unity doesn't have deterministic physics
>>
>>146191417
If you want to add "interesting stuff", rpg maker might be a bit limited, but i can only speak for 2k3 rpg maker and i don't know how deep you want to go.

I'd say start by using a cracked version of RPG maker and see how far you can go. If anything, you can use it to design maps or something.
>>
>>146191487
Still need the velocity so that when he stops rewinding the balls wont just drop straight down, no?
>>
>>146190959
Oh man. I almost wanna make this as well. I'd go for 2D, make water have multiple layers, bottom one being representative of the sea bed, having it go to transparent at parts that would represent the abyss. Then give the sea creatures a transparency slider depending on how deep they are.

...Make it a fisherman lost at sea theme. Then make it so it draws attention when you fish and incorporate sanity and hunger meters, so you'd have to fight between being fed, vs. being scared shitless and losing sanity if you overdo the fishing.

Damn. Id pay to play that.
>>
>>146192143
>sanity and hunger meters

Oh god, fuck off with that shit.
>>
>>146192143
Are there creepy 2D games?
>>
>>146190203
That might be quite interesting.
I guess the challenge is how to make it not as annoying when you do get hit, otherwise it just becomes redundant and players will restart the level or quit regardless.
>>
>>146191487
you could do that if the change in velocity over a small amount of time isn't large, its kept to prevent velocity at a certain point in time from being inconsistent.

.>>146191895
Thanks, what's your game?
>>
>>146192075
Ah, true.

Of course, he could "reset" the physics but it'd then affect the outcome of multiple rewinds.
>>
>>146192275
loads of them on newgrounds :^)
>>
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1911 texture
>>
>>146187589
That wasn't my idea but that sounds fun and original, go for it anon
>>
>>146192473
DJ
>>
>>146192275
theres... lone survivor i guess?

>>146192228
its not like the meter has to be visible to the player. just make it so your hands shake, and its harder to keep fishing if youve seen some shit.

im just trying to translate the art into game mechanics.
>>
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>>146186240
>
>>
Hello, trap dev here, I use my best friend phone to send you a little update:
I can't pay for internet anymore, so I've paused the game until I find a job. Thanks.
>>
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>>146192303
Its called Ball Run
Haven't posted it in a while...
>>
>>146191339
I know physx isn't exactly deterministic but the laws of physics work in reverse too so you wouldn't necessarily have to store it, just make the opposite calculation
>>
>>146192829
You're welcome
>>
>wholesale steal core gameplay idea from another game
>steal enemy movements and design ideas from other games
>make the game memey/full of stupid dad jokes
>make the game look like an NES game
>just say it's an homage to retro games, like (list of games you ripped off)
>you are now immune to all criticism

Is this correct, /agdg/?
>>
A chest contains a pouch which contains a fine powder. As the chest heats up, the powder explodes, opening the chest. How should this iteraction be represented?
>>
>>146192894
P cool but what is the gameplay?
>>
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Any of you gays hire a musicfag?
How much do you pay them and by what metric (by song, all together, etc)
I need to hire one sometime but I don't want to insult someone right off the bat by going "I'll give money maybe"
>>
>>146192143
Or what if since you're stranded, you start out fishing for normal shit, but as you progress creepier shit starts popping out of the water, because you're losing your sanity??
>>
>>146192992
by a QTE
>>
>>146193017
The gameplay is obviously balls.
>>
>>146192963
>make and release a game
>ignore sufferers of tall poppy syndrome
Sounds like they're alright. Now get back to devving, you jealous faggot.
>>
>>146191873
there should be a version of this for waifubait anime """games""", brown and gray shooters, unity 3d puzzle games with cubes, """ironic""" meme games, incremental games and pixel shit platformers that's basically 99.99% of greenlight
>>
>>146193017
You place the objects yourself.
I plan on making it a physics puzzler. So you have to get one ball to the end of the course by placing a limited amount of objects or something
>>
>>146193173
There is on reddit where that picture originates
>>
>>146192963
well since you just described shovel knight
and those fuckers made bank doing that
i'm assuming yes it's correct
>>
>>146187139
>This is literally what the dev for Lisa did, fucking go for it man.
lisa is known for shit art whats your point?
>>
>>146191873
>>146191548
I understand the stigma with using rpgmaker for the hordes of asset using games, but I came from /indie/ and games like OFF, LISA, and Space Funeral are revered, so is it still so bad if I make my own art?
>>146191917
Yeah, I was thinking about picking up 2003 in the summer sale just to mess around and make some fun projects
>>
>>146192894
I remember seeing a similar game maybe year or so ago, but the game was similar to pachinko. Was that your game?
>>
>>146188456
text adventures do exist
>>
>>146193068
I am musicfriend, the general consensus is to charge by minute of finished music (like 80$/min). If the game isn't a commercial product or anything, you could probably get some guy you like to do it for free or for royalties. In my experience a lot of devs don't have money up front, but this is what I like to do so they typically pay me after release or after funding or with royalties. This is typically an investment PoV though and depends on how good the game looks, how much you think it'll sell etc.
Also the majority of devs that I've worked with haven't finished a/the game
>>
>>146193731
How did you learn any good resources for somebody who's looking to self-teach?

Should I learn piano?
>>
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>>146193173
I can assure you, there is.
>>
char* myString
char *myString
char * myString

http://www.strawpoll.me/10547262
>>
>>146192913
ok, i'll give that a go instead,thanks for the tip
>>
>>146194375
I do the second.
>>
>>146194132
>Should I learn piano?
Learn guitar, you fucking pleb. Then you can come and shitpost on /gg/ about pedals and 7 string guitars like all the cool kids.
Make sure you buy a MIJ Fender like pic related to combine your interests in Japan and Music too.
>>
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>>146193512
I started making the game last August so maybe.
Here's another old webm
>>
>>146193082
>The longer you live the bigger and scarier the fish get, making it harder to fish later on, eventually leading to death.
>>
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>>146194465
You should make a game where you design mechanisms like this
>>
>>146193384
That despite being copied sprites, it still sold over 150,000 copies.
>>
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>>146192473
>>
>>146194715
Speaking of shitty meme games, very topical anonymous.
>>
>>146194645
Crazy they could fit that in 600k
>>
>>146194132
This is always a tough question to answer. I played instruments as a kid for years before I touched any video game music. Then I started learning about composition n stuff and was writing songs a lot more coherently. I also had a decent teacher and practiced *a lot*

To me, the best resource is a teacher. Being able to play an instrument is really important in music, but I also know plenty of people who don't know how to play anything well and make EDM or hip hop or whatever. You can read books like http://www.oldschooldaw.com/manuals/MusicTheoryForComputerMusic.pdf which are pretty good, but Youtube is also a good place to look for beginner stuff. The best thing to do is to play around, figure out what kind of music you want to make, and analyze it. Trying to recreate a song in a music making software is a good exercise.

tl;dr yes learn piano(any instrument), look up tutorials on youtube, listen to music critically.
>>
>>146194645
Holy shit never thought about putting magnets in.
That would be crazy.
Saved the webm for reference. There will definitely be hinge-objects like the ones in there. I just figured out how to work unity's hingejoint2d.
>>
>>146194375
first one gets dumb when you declare multiple variables, second one gets dumb when you use function pointers that return pointers, third one is objectively the best
>>
>>146194715
how are you animating this
>>
>>146194828
Static camera & surroundings helps a lot
>>
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Hi guys,

Going to start working on Animal Crossing Dark Souls crossover. I was really busy learning Zbrush and anatomy + reading C++ book.

Soon I will be posting stuff. Probably need to change some characters so I do not get sued.
>>
>>146194465
Yea, that's the game. I'm glad that it didn't disappear into the void.
>>
>>146195114
Sounds good
>>
>>146195114
That just gave me an idea for the .txt
thanks shitpost-kun
>>
>final boss is a "dark" version of main character
>has all of your moves but they're bigger/more dangerous
Is there any worse way to tell your player you hate them and don't value their time or money?
>>
Shit. I always seem to overscope. Every time. Even when i cut everything down to bare bones i realize it would still take about a year of daily dev to get it done. fuck.
but any oma scoped game that won't take ages are games like angry birds or candy crush.. and coming up with an original idea for those that will catch on.. well.. might as well try my luck on lottery
>>
new thread
>>146195552
>>146195552
>>146195552
new thread
>>
>>146195397
>it was all a dream
>>
>>146195397
>>146195606

These two combined would make me so fucking furious that I'd demand a refund.
>>
>>146195693
brb adding this to my game
>>
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So I'm thinking about doing a trailer for my game, this is my first draft. What do you think?
>>
>>146196664
I hate non-trailers.
>>
>>146159910
Why on earth is your initDevice in the Renderer and why won't you use assert()?

Bonus meme: No validation Layers

GG
>>
>>146193174
Aw shit a new Incredible machine? I'll play it
>>
>>146191873
Don't forget that having just one element isn't awful, just don't combine them!
>>
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I can now crouch!
>>
>>146196664
please lerp those camera motions and don't do them by hand. your cool scene is killed by the shakiness.
>>
>>146200909

whats with the color compression?
>>
>>146203034
Dithering, it's using 256 colors.
>>
>>146203119

but why?
>>
>>146203296
I just like the look.
It's low res too.
>>
>>146203397
Cool, I used to do this with photoshop when I was younger.
How are you achieving this effect?
How does it look like in motion? Must be really noisey.
>>
>>146203706
Using a shader I can post it if you want it.
It look pretty great in motion actually.

Currently implementing a crt shader, gonna post a pic in a moment.
>>
>>146186434
Is there any way to make the template look better?
I'm the guy who provided the template for recap monday the last time. Maybe you can use the PSD in some way.
https://mega.nz/#!lFIQ2I7T!rcJITcjeZSHcikBa8hlUAHND1bnl7zt5UbJK71SAuNI
>>
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Crt shader for low res thingy.

Does anybody know which is more true to life?
it's been years since I've seen a crt monitor.
>>
>>146178836
I'd play any game with that clock in it
>>
>>146204556
None, CRTs don't look like that.
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