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/agdg/ - Amateur Game Development General

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Thread replies: 782
Thread images: 133

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

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

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
>people already forgot about it
>>
>>146195157
I plan to finish it, but progress has been slow this year due to college and the usual crap.
I'll post some progress this week though.
>>
walking sounds are hell. anything i try gets very annoying after like 10 minutes of running around
>>
http://www.strawpoll.me/10547474
>>
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Placing things.

Next to add some griddy rectangle underneath placeable mouse marker so that you know what can and can't collide woo
>>
>>146195805
Make the running sounds change based on environment (crunching steps in dry leaves, squishing sounds through mud, scraping clangs against metal grates, etc.) to break up the monotony.
>>
>>146195925
That's a really fast fire
>>
GAME PLAN
>make it playable
>make it winable
>define its features
>make it pretty

AGREE?
>>
>tfw your game will never have music like this
https://www.youtube.com/watch?v=qhpisRcYuZw

it hurts to dev
>>
>>146196105
just be yourself
>>
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wheeeeeeeeeeeeee
I need some real gameplay
>>
>>146196196
Sounds like shit
>>
>>146195805
Can't be any worse than Chibi Robo
https://www.youtube.com/watch?v=ik1XnhNz33M
>>
>>146195805
turn it waaaaay down
>>
>>146195923
where is the option for dev?
>>
Is it ethical to hire drawfags to make fanart of your mc on release to show how popular your game is?
>>
>>146196359
the idea was great, albeit poorly executed
>>
>>146196271

Either the webm is dropping frames, or I'm confused as to what the gameplay is

either way, good work
>>
I'm way too late to join the Space Jam. When's the next jam?
>>
>>146196809
>yesdev
>>
>>146196884
NEVER MIND THAT
COME ON AND SLAM BRO
>>
>>146196894
that's a meme i'm talking about dev
>>
>>146196809
hello newfriend
>>
>>146196818
y it is
>>
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hey gamers
>>
>>146196271
what in the dumbfuck christ is this shit
>>
>>146197004
>gamedev
>ethics
>>
>>146196271
i really dont understand what is going on in your game, but it looks pretty
>>
>>146196979
>yesdev is a meme
whatever you need to tell yourself, nodev
>>
>>146197020
hey dev
sup
>>
Man I've been struggling with collision handling all day, can anyone help?
I just want to move in any direction and not move past a wall. I can't for the life of me figure out how to do simple zelda like collision handling.
Using Monogame btw.
>>
>>146196818
Sounds like a good plan
>>
>>146197140
>Using Monogame

Problem found.
>>
>>146197031
>>146197083
2 AIs battling for control of cyberspace
>>
>>146197138
making a videogame
>>
>>146197140
http://lmgtfy.com/?q=2d+tilemap+collision+detection+and+response
>>
>>146196948
I just can't come up with a concept by the time a jam rolls around. God, I'm so fucking stupid. I have a month before we even have to start and I know I'll have nothing other than "duhhh it's a platformer but it's in space XDDD."
>>
>>146197241
cool, is it fun?
>>
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I've been lurking the last couple days and
decided to give Unity a shot, watched some
tutorials.

Still getting used to the interface
and can't code to save my life but I'm having a good time so far.
>>
Now I'm conflicted.. I have a game in working on but I haven't got much progress done is it yet, and another is it popped into my head and I'm inclined to believe it would be a little easier to make it... What do?
>>
>>146197674
making it, or the game itself?
>>
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tree canopy overlay idea i had starting to come together
>>
>>146197984
Write it all down in a design doc. There, now you can come back to it later. Now finish the shit you're working on.
>>
>>146197984
Project hopping is not so much a slippery slope as it is a vertical chasm with no bottom.

Don't.
>>
>>146197140
boolean can_move(rect new_player_rect)
{
for (int i = 0; i < wall_rectangles.count; i++) {
if (new_player_rect.intersects(wall_rectangles[i]) return false;
}
return true;
}
>>
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>>146198018
Noice
>>
>>146198018
Shouldn't it be the other way round? Dark circles with the light in the negative space?
>>
>>146197367
zero g platformer there you go, that's your gimmick
>>
>>146197367
a platformer where you can control gravity
>>
>>146197997
the game
>>
>>146198018
nice rorclone
>>
>>146197997
no one cares if you're having fun
>>
>>146198018
Not gonna lie, that's really fucking busy.
>>
>>146198018
Not sure how much I like it, I always dug the comfy vibe you had going on with mostly flat surfaces just gradiented with some subtle lightning, this is ridiculously cluttered.
>>
Usually our jams aren't really jams and more like project focus periods and the itch.io is just a play-event.
Why is the submission an entire two weeks now?
>>
>>146197089
>>146196982
it's not only a meme, it's a meme created by googum
>>
>>146198454
>>146198472

just tone down the intensity
>>
>>146198018
Nice effects. Although there are a bit too many.
Also jesus fuck that interface is crazy good, if you don't release an editor at some point it'll be a goddamn shame.
>>
>>146198517
>Why is the submission an entire two weeks now?
It always is
>>
>>146198517
why wouldn't it?
>>
>>146198358
the game is fun
>>146198417
i do
>>146198018
this is one of the best games ive seen forever, i always am happy to see updates to it. probably one of the few games i am looking forward to buying when its out
>>
>>146198529
I did no such thing.
>>
>>146198675
>It always is
nope. it used to be one month it has changed recently
>>
>>146198529
and stella pushed nodev.
the dichotomy is apart of /agdg/ now.
>>
>>146195923
>not being false flag newfag
I do this all the time just to get discussion going. Everywhere. You people are terrible at that.
inb4 "but
>>146198672
>>146198675
This wasn't intentional newfaggery, I never checked the dates before
https://itch.io/jam/wj2016
As I recall people pretty much only gave it attention for maybe 2-4 days after submissions.
And those games were worked on ahead of time.

I'm just concerned for the collab. Collab with strangers can be hard.
>>
>>146198734
you didn't but googum did
https://www.youtube.com/watch?v=iQ0e3QUADw8
>>
>>146199015
That's not me. I'm not so rude as to eat while talking.
>>
>>146198832
the difference is that one is a artificially constructed term that naturally became a meme and the other is a forced pseudomeme created to promote a video series
>>
>>146199015
Pretty neat video.
>>
>>146199281
>that naturally became a meme
uwot
he literally spammed that shit every day for months
>>
awesome games done guick
>>
>>146199198
i know that isn't you that is googum and you are not googum

>>146199342
after it became a meme
>>
>>146199437
You need to study up on your /agdg/ history m890
>>
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>>146196053
Gotta boil fast

Anywho, got this working, code will definitely have to have some revisits later but hey whatever it works.
>>
>>146199501
i was literally present and endorsed the nodev meme at the time
>>
>>146196664
Why are you making a trailer when you don't yet have a game?
>>
>>146196664
nice bionicle clone
>>
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>>146199664
>>
________ is hard.
>>
>write song
>works well, sounds good
>come back to it a month later
>realize you accidentally plagiarized Linkin Park

GOD FUCKING DAMN IT.
>>
>>146199819
post it
>>
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what does the shitty icon convey?

it's supposed to convey the fact that you can't switch between white and black space if you're carrying something
>>
>>146199819
CRAWLING IN MY SKIIIIIIIIN
>>
>>146199802
Making puzzles which cannot be put into an impossible to complete state or skipped with an unintended solution
>>
>>146199819
pics or didn't happen
>>
>>146199878
it describes how opposite or contrary forces are actually complementary, interconnected, and interdependent in the natural world, and how they give rise to each other as they interrelate to one other
>>
>>146199878
Well from context it seems to be when you're holding something.
>>
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>>146199878
extreme recycling
>>
>>146199878
Rotation equilibrium out of order vs in order.
Whatever that means. It means absolutely nothing to me in the context of the game.
And frankly i think that is simply not gonna convey to a player even if that was the goal.
How about you just have that be learned through trial and error. Add a sound effect or whatever
>>
>>146199819
Modern copyright bullshit is bullshit desu. I can bet you 2c that linkin park excuse my french 'plagiarized' or got inspired by another song.
>>
>>146198180
>>146198405
>>146198713
hey thanks guys

>>146198472
>>146198454
>>146198580
yeah i only just got the basic idea working, i agree that it's too cluttered/busy as is right now. gonna make it more subtle next

>>146198602
ya the editor is built into the game and what i use to make the levels as well, so anyone else that has the inclination will be able to make their own puzzles

>>146198201
either way works really, i'm gonna be messing with the lighblob shapes to make it less obvious whats going on
>>
>>146197223
Hardcore, dude
>>
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>>146199878
if you want to convey that a transition from one state to another isn't possible you must break the arrow
>>
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Anyone know any good guides or tips for writing a script for a game? Don't know any writers so apparently this will be an entirely solo project.

>mfw it's so much easier to write code than actual words
>>
Officially giving up waiting for the keys now I need to sleep
>>
>>146199878
being encircled by sharks, if it's red the sharks are pissed the fuck off, drop the box quickly!
>>
>>146200318
>loss
ffs
>>
>>146200318
read a book and steal
>>
>>146200126
Your comment demonstrates ignorance on IP laws; many other people here do it as well when they label everything as "stolen" when a lot of things fall under fair use.

Legally any artist can mashup 2 songs or alter it significantly enough and it becomes their own original work.
>>
>>146200129
>either way works really
Maybe. Not that guy but from the looks of it so far doing the opposite would be a good idea.
Because I think the light in the negative space will produce more organic results. The issue I'm seeing right now is that the circles move independent of oneanother, I doubt you will ever reach a good result unless you make some complex shapes. While if you do negative lighting it'd be far easier (assuming similar density of shadow vs light).
>>
>>146200318
what is the story of your gameplay?
>>
>>146200513
>any artist can mashup 2 songs or alter it significantly enough and it becomes their own original work.
Tell that to the Avalanches.
>>
anyone willing to help me out a bit? In blender I just finished UV unwrapping and used a UV grid to fix the unwrap
I then made a new diffuse and blocked in the color for my character, but now when i go into object mode form paint mode my texture for the character goes back to the UV grid

anyone know what might cause that?
>>
>>146200513
yeah you can do anything if you can afford spending decades in lawyer fees for fighting in court lmao
>>
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Grid layout for swamp stage for my tactical rpg.

Darker green represents higher ground, washed out green is lower. The brown blocks will be old tree stumps to stand on. Washed out brown will be a decrepit bridge. Darker water tiles will be too deep to enter.

Thinking I'll make it so ending a character's turn in the water has a chance to poison a unit. Gotta come up with some other units outside of my slimes and shrooms to inhabit this area.
>>
>>146201035
yeah but what does it look like inside your game
>>
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Got tracking bullets (almost) working.
I'll probably remove them completely if I can't get them to work properly. Aiming at something but missing gets really annoying.
>>
>making a female main character really girly

Why do I feel like I'd catch hell for it?
>>
>>146201186
git gud
>>
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I'm gonna try Godot again. I'm sticking to 2D. But I couldn't really get past the cryptic error-messages of the language before in the text based shader editor. Can I somehow (regardless of how hacky it is) give godot some GLSL or HLSL or even nvidiaFX shadercode and have it run it?
>>
>>146201339
godot is a meme
>>
>>146201268
Because /pol/ has been instilling fear of feminists in you.

There's nothing to fear at all.
Girls are wimps and can't even hit you hard
>>
>>146201339
Why do you need shaders for 2d?
>>
>>146195805

make it super soft barely noticeable
>>
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>>146201520
ur dumb
>>
>>146201268
Do it anyway, anon. I miss seeing cute girls in games.
>>
>>146201672
>I miss seeing cute girls in games.
HOW
>>
>>146201672
>I miss seeing cute girls in games.
how can you miss something that common???
>>
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>>146200478
That would work for a plain short story, but I need to write a script that I can design the levels and assets from.

>>146200670
I'm pretty much ripping off Forbidden Planet (1956) with some key changes I guess
>>
>>146199752
Get outta here Marmo2
>>
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how do i create good looking skyboxes?
for unity preferably.
>>
>>146201776
take pictures of the sky

get sued by mother nature desu
>>
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>>146200810
heres a picture showing whats going on
not sure what to do
>>
>>146201776
perlin noise mountains/clouds are my aesthetic
>>
>>146201186
>Got tracking bullets (almost) working.
Well the problem occurs when the player isn't aiming at the closest target.

Pick the target closest to the cursor instead and you should be fine.
>>146201520
Because it should look good. And I'm no a good artist (some do miracles with pixel art) so I want a programmatic approach to art. Which I feel I can do if I can be given a nice platform to write my shaders.

I already have decent visualization tools for GLSL/HLSL that could help me. But I don't know how to get that into Godot.
>>146195805
Pitch and tempo change. Small amounts.
>>146201776
Make it reflect a 3D scene like source 3D skyboxes.
Your world should probably have clouds in it though. If that's anywhere close to where the player will be.
>>
>>146201715
Well I think a whole console gen and a half of playing bj blazkowicz clones got boring
I want to play as cute girls and cute objects.
>>
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Got hitstop partially working for specific attacks, still have to save the previous speed and all that though. Been playing around with the timer to find a good number. Messing around with the length is kind of fun. 2 feels good. This is 20.
>>
>>146201943
That'd better be an enemy monster.
>>
stop shilling your shitty valhalla garbage in /v/ its not even a game
>>
>>146201943
are you sure the texture is properly assigned to the model? and it is writable?
>>
>>146202318
Devs doesn't even post here
>>
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>>146201147
Don't know yet. The stage isn't modeled. I've only got a layout in my head.

I've got others though, albeit only River Crossing is far enough along to look acceptable outside of some debug stages like the chessboard.
>>
>>146198454
imo its fine because the sharp edges of the pixels contrast with the soft edges of the shadows
>>
>>146202136
Its an npc thats killable or friendable

>>146202382
hmm. not too good with blender. I thought it was though. I went to the mat and texture tabs and it showed only the the textures were assigned, no UV grid
>>
Im lost guys, i don't know what i want to do anymore, when im working on my book i feel like i should told the story in a game but when i try i lose all motivation, what do?
>>
>>146199878
Make the arrows less numerous and larger.
Keep them green all the time, and cross the whole icon in red when you can't switch.
>>
>>146201268
Girly girls aren't politically incorrect. Just don't make her 1-dimensional and you probably won't get too much shit.
>>
>>146202762
storys are gay, i dont read. think up fun gameplay mechanics instead.

only time i ever write shit is when i have trouble with enemy designs and need a backstory to inspire the look
>>
>>146202762
If the story is 2big for a game, then just work on it as a novel series until you have the means and work on something else.
>>
>>146201268
Make her a girly cute girl who despises herself for being so unassertive and useless but her reliance on others makes it too easy to live that way so she keeps doing it.
The main character doesn't take shit from anyone so she adores him for holding her to reasonable standards. The standards that are held are so basic and obvious that everyone can relate to the character.
>>
>>146203174
>storys are gay
love this meme
>>
>>146196271
Friendly reminder that none of your webms have made your game make any more sense.
>>
>>146203586
if you think you can tell a story in a game through prose without losing the interest of 90% of your players you're probably autistic
>>
>>146202524
nice gran turismo select screen
>>
>>146203793
>in a game through prose
What's your definition of prose exactly?
Because it's two different concepts from text to visual.
>>
>>146198018
This just keeps getting prettier and prettier. If you could slightly tone down the contrast of the new torchlight, it could be perfect.
>>
>>146201943
Probably has something to do with you being a furfag.
>>
>>146204103
but its supposed to be like animal crossing, but with the ability to hate your neighbors
>>
>>146203586
stfu i boot up a game i wanna play it not read it tell your story through visuals are get the cz*ch out
>>
>>146204235
just replace the furries with anime girls and youll be rich if you ever release it. do it, sell your soul.
>>
>>146204301
if reading was so bad no one would use 4chan, they would talk to people in real life instead to avoid reading
>>
>>146204468
Anime devs literally never finish games or even get them past early mechanical stages.

Quit trying to bring an actual dev down.
>>
>>146204643
>what is memedora
>>
>>146204273
Repostan. Recap guy, is there any way you can use this to make the recap NOT look like shit?
>>
>>146204734
not an anime game.
>>
opinions on this?
https://ossu.firebaseapp.com/#/
>>
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>>146204827
>>
fixed up somethings but I'm pretty happy how it's turning out for something that's made for the first time

I hope rendering isn't too bad
>>
>>146204992
who the fuck said anything about anime games? nice goal post movement faggot. memedora is an authentic anime dev
>>
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How's this control system for a top down space shooter?
>scroll wheel -> Increase/decrease speed
>pointer to direction
>left button -> Primary weapon
>right button -> Secondary weapon
>middle button -> Special
>>
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>>146205007
>Functional Programming Principles in Scala
>Object Oriented Programming in Java
>>
>>146205258
Pretty nice for a mouse only game. using special weapons would probably mess with speed though
>>
What are some good reasons not to use SFML?
>>
>>146205258
>Cucking the poorfags with no mousewheels
>Using the mousewheel
Just put that shit on shift or something
>>
>>146205379
>not to use SFML?
You prefer C-style libraries.
that's about it really.
>>
>>146205379
SDL has some crazy joystick support
>>
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Reposting because the last thread died.

Does either of these look like a CRT or am I completely wrong here?
>>
>>146205565
Are there any more up to date tutorials / examples out there besides Lazy Foo's ?
>>
>>146205604
>not having a CRT to dev on
they are literally free
>>
>>146205604
I hope there is a good justification for this meme post process effect
>>
>>146205720
No, what makes Lazyfoo's out of date?
>>
>>146205604
Second one I guess, I'm not that big a fan of either of them but the first one just looks like a VHS tape with a camrip from a CRT on it
>>
>>146205007
There's certainly stuff worth learning there (didn't bother with all the different course literature they had and stuff) but I find the idea of locking you
>>146205258
My mousewheel is broken (and I haven't bothered replacing it). So I wouldn't play your game. I think star conflict did a very good job for a space-actiony type game.
>>
>>146205720
Dunno mang I just read the docs
>>
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>>146205604
>>
>>146205773
I wouldn't say his are out of date at all - just that they seemed quite 'all over the place' last time I had a go at them.
>>
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>>146205604
I do it like this (looks less eye searing with antialiasing on, mind you)
>>
>>146205916
SDL is somewhat all-over-the-place. It provides a cross-platform abstraction for a bunch of different low-level things that don't really interact, while SFML is closer to libraries like Love or Monogame in intent.
>>
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>>146205763
<=

>>146205727
WHERE

>>146205792
>>146206053
Thanks for your input.
>>
>>146206079

That makes quite a bit of sense not that I think about it, thanks Anon.
>>
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>>146186434
Name: Deeplinks
Dev: Vestigial
Tools: Unity
Site: Vestigialdevelopment.com
Progress:
+minigame stub
>>
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Almost done with physics.
Falling stuff still do some weirdness sometimes, I'll get back to it later.
>>
>>146206053
how maek?
>>
>>146204741
The recap could certainly be made to look similar/better. All it does is throw things into an HTML file. With creative enough CSS and some changes to how the HTML is structured it could look very close to that.

I'm probably too lazy to work on it though. The recap code repo is here, along with a sample recap html file:
github.com/HowDoGameDev/AgdgRecap

Knock yourself out.
>>
>>146200101
made the object carried flash red and https://www.freesound.org/people/fins/sounds/173958/ this plays
>>
>>146205258
freelancer/10
>>
>>146206576
That looks super fun.
>>
why the fuck doesn't dynamic objects get affected by radial forces in UE4?! REEEEEE!!
>>
>>146207008
Seems good. Can refine it later.
>>
>>146207396
>UE4
>not using Unity
found the problem.
>>
>>146207396
They do
>>
>>146195552
>tfw you can do literally everything to make a game on rpg maker decently, except for the artwork and music.
>tfw you want original, custom assets since you can't find anything that just fits what you want to do, despite hours being spent looking for such things.
>tfw you're too socially inept to go on official boards to ask for these people.
>>
>>146207903
>not making his entire game using programmer art
>>
>>146207903
l2draw
it's literally the only way
working with people is ass
their opinions are shitty and yours is better
1MA is the only way.
but really learn to draw m8. Music is slightly easier to get.
>>
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HOW DO I INTO ORBITAL MECHANICS
>>
>>146207881
not when I have gravity enabled.
>>
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>>146207903
>>
>>146208108
very carefully
>>
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>>146208108
No need to thank me anon.
>>
>>146208421
jokes on you he's just a nodev
>>
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>>146208108
what exactly is the problem?

just add a force toward the planet every frame and the object will follow an orbital
>>
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>>146208108
Just add this force to your objects accounting for every object in the world.
If that's not sufficient for your game then god help you.
>>
>>146206349

Nobody reads.
Reply to >>146062906
>>
>>146208108
Study Binet equations, conservation of angular momentum, conservation of energy, conic sections and non-inertial reference frames
>>
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>>146062906


Game Name: Untitled Shop Simulator
Dev Name: Anonymous
Tools Used: C# / Monogame
Website(s): Not Yet
Progress:
+ Created system for menus
+ Added game settings menu and saving/loading of settings
- Working and failing on a dialogue system
>>
Did yoyogames ditch their official 3D FPS tutorial? On their site, the most complex thing I can find is the platformer one..

I was thinking of playing around with it as a possible step to giving up on being a nodev.
>>
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>>146062906
Game Name: Deeplinks
Dev Name: vestigial
Tools Used: unity
Website(s): vestigialdevelopment.com
Progress:
+minigame stubs
>>
>>146209741
Start writing your own engine. Then stop and start using UE4, Godot or whatever.
>>
How the fuck do I make it so that an unit asks another unit to move away to free the path, but only if there are no other possible paths?
Why is this so hard
>>
>>146209076
How did you manage to get the post number? The old thread isn't linked and doesn't show up in /vg/agdg
>>
>>146209789
_____retards____
>>
>>146206576
>roguelite with hordes of enemies instead of four or five a room

seems cool anon
>>
>>146209935
I'm not sure if it's possible to link to it this way, but anyway.
>>>/vg/archive
>>
>>146209915
if(no other possible paths) {
ask unit to move away
}
>>
Anyone know a way to retrieve an image/file from a relative path in C++? i'm using SFML with Visual Studio 2015. Calling "ImageName.png" fails, but an absolute path straight to it works.
>>
>>146210114
but the pathfinding algorithm see units as obstacles, do I really need to make a condition to ignore friendly units if there are no available paths?
This will make my code a clusterfuck.
>>
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Where do I find a NEET game designer with minimal drawing skills and moderate programming skills(needs to be quick at prototyping) who will work for free to help me with my game?
>>
>>146208085
I'm not him, but I'm on my second tutorial, and I face the same issue as before.
They always start out logical. Don't draw icons, but actually observe the forms. Draw lines and curves instead of faces and objects. Try to realize what lines make a given item etc. They start with drawing boxes, getting the feel of presenting 3D in a 2D environment etc. Then they throw you into deep water. Ok, now go and draw some texture. How? All I was doing is drawing lines before, now I suddenly have to understand how to draw fur? Maybe pic related is a little bit over the top, but it shows the issue.

Or is really drawing just that? Observe and try to mimic it as much as you can? How will that help me draw an in game skeleton or a waifu?

Drawing lessons always starts out as they have some sort of structure, but after a while you can basically replace every advice and explanation with "look at it and draw it, if it's crap, you weren't looking closely enough".
>>
>>146210210
check to make sure you're in the right working directory
in unix it'd be getcwd(), not sure about windows
>>
>>146210375
What program are you using?
>>
>>146209915
I think it'd be wiser to implement a lane system. When there's no open paths (due to STATIC objects, objects with no intent to move). Make a lane (at some global scope, so others can check for available lanes. And possibly starting at the entity location, to make the first response make sense) that paths while ignoring certain types of objects (objects that can move), marking them as objects that'd would have to be requested to move, and ask them to move one by one (maybe you want the character to do this or the lane automatically, depending on the game).
If a lane is blocked by a static object you can consider it invalid and recalculate or you can just add it to the list of entities the lane user will have to request to move.

If the requestee won't move, turn on hostility for the entity.
Make stuff like doors take requests but not respond to them for hilarity. Add some intelligence measurement for if the person can open a door or not.
>>
>>146210375
>Where do I find someone to make my game for me
>>
>>146210375
reddit
>>
>>146210439
I'm making the game in C#/Monogame but, I don't want to give the potential partner access to the code right away. I'd prefer it if they could make prototypes in their own engine for me to approve and implement
>>
>>146210417
Using Windows - I will check the working directory. Thanks!
>>
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>>146209076
>>146210008
Sorry friendo I was going off the "if you think I missed your game reply to this" but now I see where the original link was.
Brb, sudoku
>>
>>146209873
Nah, that sounds like effort. I just want to tinker.

Although at the moment I can't actually find any of the old GM tutorials from before studio, which is rather annoying.
>>
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>>146210410
Forgot pic.
>>
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>>146210375
mirror
>>
>>146210338
A simple thing that should work is to make tiles with units on them traversable, but at a high enough cost that a path through one will only be chosen if it is the only possibility.

You can also use D* which allows you to more efficiently add and remove obstacles as needed.
>>
>>146210551
If this isn't trolling I wouldn't use an anime image to ask that if I were you, weebs are usually nodevs and can't be trusted to work in groups. Good luck with your game!
>>
>>146210375
WHAT IS YOUR SKILLSET
>>
I think I LOVE gogem!
>>
>>146210794
Call me the 'creative director'
>>
>>146210838
WHAT IS YOUR IDEA
>>
>>146210794
I can code, draw(pixel art, animation, stuff like that), and my music skills are passable.
>>146210772
Good point. I'm not trolling though. It's been a while and I just want to complete my game already. I don't think I can do it alone in a reasonable time frame anymore.
>>
>>146210410
>Ok, now go and draw some texture. How? All I was doing is drawing lines before, now I suddenly have to understand how to draw fur?
well you need to learn shading but yeah that's pretty much how that works if you want to be ~realistic~.
more importantly...
<Draw lines and curves instead of faces and objects
is wrong. it's meant to be simple shapes to simplify structure, not abstract lines.
>>
>>146210410
Go lurk/ask /ic/ m8, they'll be more help than us, and especially more help than this nerd.>>146211095
>>
>>146210375
>needs to be quick at prototyping
Like how quick?
I'm also NEET and have nothing coming up. Probably gonna be completely alone during the height of summer too. I've recently started with monogame (as I can't focus well at all) but I'm willing to help on a project for free. I've done some engine devving, have Python, C++, Java, C (professional industrial-systems C actually), Lua and some limited Webdevelopment skills (I understand what CSS is, have written some very simple JS userscripts and HTML was just a markup language pretty much).
What kind of work are we talking?
>access to code
That's not necessary but that's pretty fucking shady anon. Like, how far in are you? I really like the idea of contributing to a project.
>>146210578
Sorry anon. I just tried to figure out what looked like a hangman game.
>>146209915
>>146210532
Also I just thought of something pretty cool. If you have different size entities, like a large troll and a small human. You can supply the lane with a 'maximum width' value and have different size entities use the lanes without recalculating the lane for any entity less than the troll size if that's the maximum value.
>>
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>>146206649
Somewhat transparent horizontal black line pattern + a repeating pattern of a 3x3 graphic (3 shades each of r, g, and b) with "overlay" blend mode
>>
>>146210410
>now I suddenly have to understand how to draw fur?
>observe the forms
>realize what lines make a given item
>[present] 3D in a 2D environment
>>
>>146210532
I won't lie, I'm tired and I understand very little of what you posted.

>>146210661
>make tiles with units on them traversable, but at a high enough cost
I like this.
Thank you.
>>
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>>146211202
>going to /ic/
>loomis meme
>hand hides
>yiff
>>
>>146211434
You can also just assign a smaller extra cost to getting another unit to move and make it a mechanic.
>>
>>146211383
Its quite nice
What game?
>>
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i miss wipeout
>>
>>146212007
there's a wii u game that's basically just wipeout, forget its name tho>>146212007
>>
>>146211339
Quick as in, I sketch a boss idea and you can get the thing roughly playable within a week. It helps if you're creative. Some of my ideas are vague and I need second opinions.

The type of game I'm making is a side scroller about fighting bosses. Nothing too complicated.

>Like, how far in are you?
Not that far. Especially for how long I've been working on it. Most of the game's basics are done though. Like player controls, enemy stuff and weapons. The basics, you know.
I can understand if you're not interested in working on indie platformer #8^10000. Even though I'd like the game to be more than that.
>>
>>146212007
Make a wipeout clone then
>>
I want to post progress but refactoring doesnt count as progress. What do?
>>
>>146204643
As it should be. Such is the punishment for dealing with the devil.
>>
>>146211095
>Draw lines and curves instead of faces and objects
To be honest I actually like that part, because it makes so much sense. If I go at it saying 'I'll draw a face' it'll end up shit. However if I look at it as a bunch of shapes and lines, and I try to mimic them as much as I can, I am okay with the results.

>>146211202
Maybe I'll give a try, but I fear I'll just get directed to the sticky and get banned.

>>146211402
Damn. However with that said, is it really "just" practicing after understanding the basic concepts? So there's no voodoo magic involved or any sort of theorem to be understood?
>>
>>146211631
>googum trying to funpost to mask his inferiority to real artists
nice try
>>
How fucked in the ass could one be if they were to publish a game (say, for example, in unity or ue4) with pirated assets?
>>
>>146212209
>is it really "just" practicing after understanding the basic concepts? So there's no voodoo magic involved or any sort of theorem to be understood?
Yes.
>>
>>146212395
prob depends how popular the assets are.
prob still fucked eventually
at the very least it will eat at u from the back of ur mind... dare you venture down this dark pathe...
>>
>>146211684
I just thought about a thing that might be a problem:
what if an unit is following a path that was completely free, but some units get in the way;
now, the best thing to do is to search for a new path, but the unit won't do it, it would ask the other units to move,
the first solution that came to my mind is to put all the units that will be asked to move on a list, and then check if the unit on the next node is on the list and only if it's true it will be asked to move.
>>
>>146212395
Depends how popular the game gets honestly.

But I guarantee you that if you make any real money (1million+) that you'll have people trying to sue you for any reason possible.
>>
>>146211434
I'l draw something anon don't worry it's not that complicated actually.
>>
>>146212163
Stop using OOP for whatever it is you're doing and you'll always be able to make real progress.

>>146212618
After the unit calculates its path, don't even consider what any other units are doing. Make it their responsibility to get out of the way (even the original blocker).
>>
>>146206576
This looks great, what is this being developed in?
>>
>>146212857
UE4
>>
>>146212618
You might want to check out this:
https://unisalesianogames.files.wordpress.com/2011/08/programming-game-ai-by-example-mat-buckland2.pdf
It has great algorithms for more than one entity aiming for the same thing yet avoiding each other.
>>
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>>146212213
>>
>>146201035
Got the geometry blocked in. Going to do a simple UV map, texture job, generate the height map then see how it plays.
>>
>>146208797
>>146209025
>implying that isn't unstable as fuck

I'd like my shit to stay in orbit indefinitely thank you
>>
>>146213465
Don't like that filename.
>>
>>146213465
So much potential ruined by so many wrong things
>>
>>146210410
That sounds like the problems I had with writing. I have a theory no one actually fucking knows, in what you might call mechanical or logical terms, how to do any kind of art. They just kept trying until they started to "get it", or they're the rare genuinely talented person who "got it" before they ever really tried (those are the people the least equipped to give advice BTW, they don't know what it's like to not be able to draw, write, paint, sing, code, whatever). That's infuriating and seems undoable to someone that wants explanations and procedures before they do things (IDK if you're that kind of person but you sound like one).

I can't draw either, so I can't say for sure, but if it's like writing, the best advice anyone can give you is the following:

Just keep drawing. Draw all the time. Draw until you're sick of and then draw some more.
When you do that you'll get a feel for it. You'll get a feel for how to do different parts of it. You'll get a feel for when it's going well or turning to crap so you can fix it or scrap it before it turns into complete shit. Hopefully you'll even build up some muscle memory for various shapes and curves.
>>
>google steamspy bartender
>not a single result is a steamspy link
what
>>
>>146209428
>binet
ok that's something that might be useful I hadn't heard about

I think I might well give up and just lerp in polar coordinates
>>
>>146213078
Not him, but thanks. I was looking for some lecture on ai too.
>>
>>146212801
But its a simple breakout game and ecs is overkill
>>
>>146213950
He has it on itch,gog, and Steam.
Good luck.
>>
>>146213714
>implying that isn't unstable as fuck
Set them on stable orbits? It's what our planets are based on. If you want to set them on some orbit indefinitely just have them move according to an ellipse with a basis around the object they rotate around.
No physics required.
Stupid fuck.
>>
>>146213950
no point even looking for va11-halal stats from steamspy yet, it's like a week late with data?
also highly inaccurate, especially when you could ask the devs themselves.
>>
>>146213465
gay artstyle
would look at steam store and click not interested
>>
>>146214339
I have ellipses already, I need to calculate more advanced orbits
>>
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>>146211434
>>146212687
This becomes far simpler in a game with tiles.
>>
>>146214543
>orbit, not an elipse
Do you mean that you need to calculate the way the elipses may rotate?
Don't know how to do that actually. But the shape won't change unless there's a third body.
>>
I CAN'T EVEN FUCKING DO IT

fucking shit

i don't even want to fucking code, i fucking loathe and detest code, i fucking hate drawing, it's fucking shit. it's all fucking shit. the only thing i like is being praised by others for having made something at the end of it, having other people enjoy something i've made, i fucking hate the creative process with all of my being but the only thing that makes me happy anymore is having other people enjoy what i've made.

but that doesn't fucking matter because i can't fucking motivate myself with long term goals, it's fucking shit now and my dumb fuck prick face is just going to alt-tab to spend another 10 hours reading stupid shit about bastards nobody cares about because it sure as fuck beats programming.
>>
>>146214226
I didn't say ECS.
>>
>>146214887
>the only thing i like is being praised by others for having made something at the end of it,
Sounds like you need to worm your way into a AAA company and become a """""""creative"""""""" director.
>>
Best engine for game that is just menus?
>>
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>>146214887
>but that doesn't fucking matter because i can't fucking motivate myself with long term goals, it's fucking shit now and my dumb fuck prick face is just going to alt-tab to spend another 10 hours reading stupid shit about bastards nobody cares about because it sure as fuck beats programming.
are you me? i literally do the same.
>end up finding something cool to do or a good book to read
>somehow worm my self-loathing/depression into the matter
>alt+tab to /r9k/
>whine and shitpost about normie chads invading my board
a-at least it's getting better for me, though ;_;7
>>
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>>146214386
>>146213721
>>146213762
>>
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>>146214741
I have rotated ellipses also, you just rotate the final coordinate by the angle you want the ellipse to rotate before transposing it into worldspace

I mean I need to find transfer orbits between arbitrary points basically, and I can't think of a better way than to just lerp through polar coordinates, which isn't very accurate at all
>>
>>146212801
where is your game?
>>
Googum does Wakfu/Dofus porn confirmed
>>
>>146214887
This is what happens when you fall for the SICP/self-learning meme
Programming is hard and takes years, even with classes as a starting point. The people that just point someone to learncpp.com are dicks.
>>
>>146214887
>I fucking hate the creative process
Then you are taking the wrong road, because no matter how much people praise your shit, you still won't be happy because you hated every second you spent making it.
Now go and find something you actually enjoy doing.
>>
>>146215474
>The people that just point someone to learncpp.com are dicks.
Kek
I've done this.
>hard and takes years
No anon it's really not. People just have awful teachers.
>>
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>>146215474
>Programming is hard and takes years
>>
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>>146215215
unity has great UI junk
>>
>>146215378
>confirmed
Who knows if that was even his.
>>
>>146215215
Godot is pretty nice. It has a lot of menu objects that are highly customisable.
>>
>>146215474
C++ IS THE LIGHT AND I WILL CONTINUE POINTING PEOPLE TO IT.
>>
>>146215474
I learned python in a weekend thanks to the wiki and a few pirated ebooks and now have a capable understanding of what other languages do without even knowing them completely
now math in programming? that's hard
>>
>>146215359
Not an argument.
>>
>>146213465
Its unfortunate that he took so much care into plannnin out each individual stage of the art but never bothered to fix the jumpiness
>>
>>146215595
Is that an old webm, googs?
>>
>>146215779
C++ is the filthy grease between the cogs.
Haskell is the crack letting in the light.
>>
>>146212007
>Guy with nice British accent making a reading of Wipeout lore
https://www.youtube.com/watch?v=7e4mDhaxj_M
It's so good. I'm fingering myself so hard every time.
>>
>>146216017
>needing its held held for negative numbers
Haskell is shit.
>>
>>146215868
so you have no game keep your """advices""" for yourself, nodev
>>
>>146214904
Whats are the alternatives ?
>>
>>146164810
Extremely thrilled to see this but I feel like if I use it I won't be able to properly animate it with my limited skill. Thanks for being a cool guy Theonian.
>>
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>>146215378
>Wakfu/Dofus
im afraid to google this

>>146215875
>critian idle animation.gif
the shoes being static makes me seethe with animator rage

>>146215949
it's from january
>>
>>146216294
Just not using OOP? Well, I suppose you don't have to go that far, just don't use inheritance and whatnot.

I mean, for something as simple as breakout you shouldn't ever need code relationships complicated enough to ever require refactoring unless you're overengineering, which I suspect.
>>
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Lost my mojo a bit today, to kill some time I've been messing around with the touch screen meme so that I'm at least still learning (even though I have no intention of releasing my game on touch devices, my initial goal is just PC). Touch-based bullshit is surprisingly easy with Unity though, it's definitely something I'll have to keep in mind in the future
>>
>>146212520
Thanks!
>>146213767
Also thanks to you!
I'm exactly the person you have described. The most things I learned in my free time usually followed some sort of learning curve, especially foreign languages, so it's kinda hard to understand how visual representation works. At best they'll give you an ordered list about what to practice on going from simpler objects to more complex ones, but most of the directions usually could be summed up with "look at it". However I'm really happy with drawabox's guide. He kinda understands the mindset of a visually numb person like myself, knows that my "visual library" is pretty much empty at this point if I'm reading his stuff, so I find it really helpful.

It's interesting for me to read that you've troubles with writing. I'm a former writefag, but haven't touched it for almost two years now. Even though things seemed to be going well, I've got some of my short stories published, my stuff got better and my subjects became more mature, yet I've got so frustrated by the simple fact that I wanted it to be good and better that after a while I couldn't write even a word. Sometimes I also feel this anxiety when I sit down to practice drawing. It's pretty easy to tell that it's not good and it makes me wonder if I'll ever create a single sprite sheet. However with writing, this feeling came later. I wasn't aware that my stories and writing were crap at first, I just enjoyed it, but later, when I started to get better, I've also started to see all my flaws, and that just stunned me. Sorry for the blogpost.
>>
>>146216154
What?
>>
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>>146212095
> indie platformer #8^10000
>I'd like it to be more.
Me too.
Email me with some contact info, discord, skype or whatever [email protected]
Just give me some interface for something you want implemented.
>I sketch a boss idea and you can get the thing roughly playable within a week.
This depends entirely on what I'd have to work with. Doesn't sound like these should take more than maybe a day or two of lazy work. Unless they're very complicated or the
>>146216339
It's a game (non-H) based on (or spawned?) a French anime. It's kinda ecchi at times..
>>
>>146216692
Having to parenthesize negative numbers because the parser is shit.
Or did they fix that?
>>
>>146216536
not exactly overengineering, i want to have multiple stages, add some rpg elements later etc.

Its not really just a breakout clone, this i already have with everything made in my main function, now i want to decouple things to make it easier to work with.
>>
Any tips for putting a dialog choice system in a GM:S game?

I'm new to programming and I can only find tutorials on making text display, not choices.
>>
>>146215575
unironically, is programming really that easy?
>>
>>146216902
You can enable an extension to allow it, but in general Haskell's syntax is too minimal to admit that special case without some issue or another.

Kind of a nitpicky thing to call a whole language shit over.
>>
When the fug are the bartending devs giving us keys
Someone go bully them on tumblr
>>
>>146215286
are you trying to make a KSP killer
>>
>>146216902
>Having to parenthesize negative numbers because the parser is shit.
Give an example? I can think of a few ways you could get code where the intent isn't clear but it really just resolves by being compile errors for other reasons.
like
int i=p--15;
>>
>>146212857
Sorry didn't check the thread before, it's Game Maker.
>>
>>146217183
https://www.youtube.com/watch?v=OV0130TtuM0
>>
>>146217430
This looks like bait.
>>
>>146217328
Default haskell requires it syntax wise.
http://book.realworldhaskell.org/read/getting-started.html
>>
>>146217760
Sorry I thought the comment was about C++.
Should have read more carefully.
>>
>>146217658
It's GM m8.
>>
>>146201732
>I'm pretty much ripping off Forbidden Planet (1956) with some key changes I guess

so you're George R R Martin?
>>
>>146216130
thank you
>>
>>146217760
That same page also explains, in-depth, why it's that way and why it's the better side of the deal. It's pretty reasonable.

Personally, I'd rather if there was no difference between "operator" and "identifier" characters and you just had to space everything out, like in Agda.
>>
>>146218086
>Personally, I'd rather if there was no difference between "operator" and "identifier" characters and you just had to space everything out, like in Agda.
This, by the way, would enable - to be used in literals with no issue.
>>
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>>146217285
no, I'm just being too autistic about the visuals of ships going from planet to planet
>>
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>>146216885
Sent an email.
>>
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>>146217658
Nope
>>
>>146218086
>and you just had to space everything out,
but you can do that in c++ right now
>>
>>146217658
Why? It totally looks like something a good dev could make on GM. The fact you can't do it doesn't mean anyone else can't.
>>
>>146218537
This.
I don't get why people don't write code-style checkers for their programs. Why is these kind of things even considered?
>>146218417
Sent friend request.
>>
>>146218537
Does C++ allow you to define your own operators with precedence?
>>
>>146218691
I'm not talking about code style i.e. bikeshedding, I'm talking about making sure the concrete syntax is unambiguous. Haskell has one way to do it, I prefer another.
>>
>>146218726
m8 are you joking
>>
>>146218935
That was a rhetorical question.

Custom operators are the whole reason the "negative literal syntax" is even an issue in Haskell. Pretty damn good tradeoff if you ask me.
>>
>>146216130
this is way too much effort put into that backstory for a fucking racing game
>>
>>146219115
It's fan stuff.
>>
>>146219039
meh, haskell is for more traditional programming anyway.
>>
>>146219274
>C++
>not the epitome of "traditional programming", if that meant shit
>>
>>146219419
Well classes and OOP have the benefit of working really well with games.
>>
>>146219419
C is "traditional", C++ is "adding every new fad you can think of"
>>
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>>146219274
isn't haskell a worst version of haxe? like java and javascript? why would you use that for game-dev?
>>
>>146219519
(You)

>>146219585
No.
>>
programming is gay


cant wait till a company like adobe comes along and does to game creation what indesign did to quark.
>>
>>146219585
(You)
>>146219609
Hello /g/.
>>
>>146219675
Not even.
>>
>>146219609
>No.
umm ok that's why i stick to art..
>>
>>146219760
Then why did you (You) a perfectly valid statement?
>>
>>146219654
Anon there's some philosophical limitations to programming implementation.
It's really not hard.

Maybe go use something like Stencyl. No joke it's pretty good. Even if the target audience is literal preteens.
>>
>>146219836
>a perfectly valid statement
Prove it, then, without resorting to logical fallacies like ad verecundiam, ad populum, ad hominem (where's your game), etc.
>>
>>146219985
>C not really being used as much as ASM for games
>Bjarne decides he wants to steal classes from Algol
>C++ suddenly rises and gets a higher adoption rate than C
>goes on to be the standard

Merely a coincidence.
>>
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>language wars are back
>>
>>146219847
>stencyl
>pretty good

It's really not. Please don't tell people to use that garbage. These fucking "NO CODE NECESSARY! MAKE GAMES EVEN IF YOU'RE A STUPID JACKASS!" programs produce the same kinds of games every single time.
>>
Would it be a bad idea to have your prototype entirely text based with menus and add sprites later on?
I feel like even trying basic placeholder art will consume all my time and energy. This will be a turn-based game
>>
>muh haskell
>muh c++
>never finish games
I'm loling@nodevs, seriously Hopoo from Hopoo games made RoR with an outdated version of GM it's the most successful agdg game, unless you count Notch posting on /v/'s vidyadev thread as agdg, and yet you retards are sperging about your favorite irrelevant language.

It's less competition for us I guess, having fun reinventing the wheel except shittier.
>>
>>146220139
>>146220284
>Getting triggered at our perfectly civil discussion
alch yourselves.
>>
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>>146195552
Is it possible/how do I make animations made with Pencil work in Unity?

>Pic related is a shitty gif I made with pencil
>>
>>146220145
Depends on the design. Do you really think anon is gonna make a good game without programming?
>>146220276
No, that's a good idea. Just like programming art.
>>
>>146220123
How does that prove the validity of
>Well classes and OOP have the benefit of working really well with games.
?
>>
>>146202116
Looks nice. Im planning on doing something similar, what engine are you using?
>>
>>146220284
This. I've been making my game in GM8 and so far have had no issues. Also, there's still way more tutorials for 8 than Studio, so I don't even have to mess with that unstable piece of shit.
>>
>>146220379
Because in logic they do, is this literally (You) bait or have you really never touched OOP?
>>
>>146220276
>I feel like even trying basic placeholder art will consume all my time and energy.
Just use shapes with descriptive labels on them.

>>146220347
I was glad, not triggered. Doesn't the vidyadev side of that image look fun?
>>
>>146220550
I'd like you to prove the validity of that statement. If it is really that good, it should be easy.
>>
>>146220550
This is getting a little too offtopic, prove the superiority of your tech choices: where is your game?
>>
>>146220397
Gamemaker Studio.
>>
>>146220528
>GMS
>unstable

Yeah, numbnuts, maybe (MAYBE) if you download every single beta update without question or pause. I've never once had a stability issue with GMS.
>>
If I want to let the player customize game resolution in GMS, should use surface_resize()?

I don't trust this tutorial
https://www.reddit.com/r/gamemaker/comments/2kxhp8/custom_screen_resolution_tutorial_for_gamemaker/
>>
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~~=June Week 4 Recap=~~
We have a total of 31 games. Seventeen games have returned from previous recaps! Additionally, all these games had best be submitted to Demo Day 9. No excuses.

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

(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.
>>
>>146220962
>If I want to let the player customize game resolution

Hot tip: Don't. Just don't even let the stupid goddamn players mess with the video settings. They will break it and then immediately cry all over your steam store page that they can't get your game to run at 4K on dual monitors so it's a 0/10. If you don't give them the options, the only thing they can bitch about is a lack of options, but they damn sure can't bitch that your game "doesn't work."
>>
>>146221196
>withholding resolution changing
good luck with that.
>>
>>146221196
or, OR, you could dev better you lazy nerd
>>
>>146221196
>all this salt
If this is bait, anon, it's fucking good.
>>
>>146221196
If I can't let them pick at least the most common resolutions I might as well make a flash game
>>
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The fact that I can't and probably never will be able to draw is depressing. It's the only thing hindering me from furthering my gamedev

I wish I weren't a socially autistic neet friendless kv, maybe then I could get a friend to draw for me
>>
Fucking Xinput
how the fuck do you just magically start half-working the way I want after giving up.
>>
>>146221196
>withholding a basic feature that all modern games (all of them, even the bad ones) have
>mad that the players tell you you're dumb for not including it
>double down and blame the players
Oh shit, what's up, Googum?
>>
>>146221608
Practice, faggot
>>
>>146221628
nobody knows, not even at microsoft
>>
>>146221812
Really, this sort of advice is tantamount to nigs on /r9k/ spouting 'jusd b urself :^)". It's not helpful or informative in any substantial way
>>
>>146221608
Draw more and git gud at it. Literally anybody can learn to draw (but somebody in this thread WILL tell you that talent is required, mark my words). I've been in art classes with complete morons who could still sketch a still life.

If you're truly NEET, then you have no excuse because you have nothing but free time.
>>
>>146221970
drawabox
>>
>>146221608
>>146221970
Have you ever fucking tried for more than ten minutes without losing interest and going back to lurking /r9k/?
>>
Hey I want to make a cool 3D environment to walk around in. Mostly to make a cool area/level and maybe make a walking sim out of it. All for a personal project.

What is the easiest program to start doing this with? Unity?

Thanks kind anons.
>>
>>146220962
Any tips?
>>
>>146221970
No it's not at all. You just have to try to draw stuff and do it a fucking lot, that's how you git gud at fucking anything, and that's how anyone that's good at anything got gud at it.

There's no fucking reason you can't draw, you just have to start working.
>>
>>146222134
UE4 will look nicer
>>
>>146221970
>i want to be a marathon runner
>well start running
>WOW FUCK OFF WITH THIS SHITTY ADVICE
alri m8
>>
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>>146222183
But most people need mentors. I'm no freaking high IQ east asian for fucks sake. I just want to go somewhere I could actually get useful advice instead of "Just do it" or "practice" Trust me people just don't get good without learning techniques from someone who is better.
>>
>>146222221
Off by one
>>
>>146222541
>Trust me people just don't get good without learning techniques from someone who is better.
What is the FUCKING INTERNET you useless prick. I fucking hate you /r9k/ cunts.
>>
>>146222541
the internet exists, you don't need one mentor anymore because you can learn techniques a million people who are better instead, and get critique from a wide pool of people as well. The only thing holding you back from learning such a widespread skill in this day and age is your own lack of self-discipline.
>>
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>>146222541
Something tells me this is a false flag post made to discredit anime posters. 5/10
>>
>>146222694
Or fear of failure. But either should not stop you from doing it. You're gonna suck bad at shit you've never done. But you need to do that to learn. I've never been able to draw in my life. I forced myself to take an intro to drawing class and now I can, for the most part, draw from sight. That was only 4ish months. Shit goes away if you don't practice either.
>>
>>146222541
go to picarto
look for people sketching or rendering. (you won't learn anything from inking streams)
watch and learn.
>>
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>>146223105
>>
>>146222541
honest question from some faggot who is better than agdg but still sucks in terms of art.

yes, you can't practice and spend time, but it will take you a decade.

So, my advice: pay a mentor.
Don't go to art shool.
They're crap.

Pay a good artist to train you.

https://artcamp.com/
https://www.wattsatelier.com/online/

These are world class artists giving training online for something it's a bargain.

I'm giving you the deep secrets after a decade of wasting time following internet tips on art.
>>
>>146222541
People don't ask this for programming. I wonder why. I guess they think "whatever's fine" or something. That's absolutely ridiculous though.
It's the reason you find such crappy games sometimes. Especially with network code and such. Most problems available are pretty much solved, but putting it all together can be hard.
>>
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>>146223770
I hate Memeventure Time but in this case, yes this is wholly accurate

pic unrelated
>>
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>>146195552
It's been a long time, /agdg/.
This time I come to you with just ideas and maybe money to invest
How hard would it be to create a barebones minecraft? How many people would I need? How much money will I spend?

Of course the barebones minecraft would be just the beginning. I have a master plan that will change vidya forever... or for a while, at least.
>>
>>146221970

drawabox, LAS on /ic/, pixel art tutorials.
>>
>>146224009
Just go take the code from minetest
>>
>>146224009
alright so you managed to remake minecraft

now what's the next step of your master plan?
>>
>>146223960
https://ossu.firebaseapp.com/#/
Self taugh online CS degree.

Problem is you fags are too lazy to spend time learning the skills and would rather use shortcuts to make garbage rather than getting gud.
>>
>>146223770
This is what I was thinking of, thank you.

>>146224007
It seems more bro-y to me than memey.
>>
>>146224356
See >>146205309
>>
>>146223960
Programmers have StackOverflow as a mentor
>>
>>146224007
Blurry.
>>
>>146224009
There are literally packages on assetstore which already implemented barebones minecraft. Not only that there are countless free projects on github as well. Also there's even a full tutorial that teaches you to create a voxel engine w/ editing in Unity.
>>
>>146224467
>I disagree with it because of some /g/ meme
kys
>>
>>146224009
>How hard would it be to create a barebones minecraft?
https://www.youtube.com/watch?v=2vnTtiLrV1w
https://github.com/nothings/stb
>3752 LoC
>runs better than minecraft
>free public domain
It's really really easy if you hire good people.
Depends on what simulations you wanna run.
>>146224356
Anon people who do CS are also crap.
>>146224514
Only bad ones (which to be fair is what anon is claiming to be).

Why are artists so crap at teaching their field though? Isn't there some stackoverflow equivalent? Maybe the issue is that you don't have good terminology. A large part of CS is specifying the groups of problems you run into.
>>
>>146224627
Can't you limit your shitposting to /dpt/?
>>
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Hey agdg it's been awhile.
I haven't visited since some time last year.
>>146195925
I hope this doesn't have crafting or item combining mechanics in it.
Those are horrible.
>>146196271
Okay I get that the game's about 2 ai, but how the fuck does this thing play?
Is it snake?
>>146198018
OH HEY!
I remember this game.
Looking good Anon!
>>146199878
Not sure if this counts as a game, but I still need to comment that that's a very bad icon.
>>146201186
>It's nothing
Kay..
>>146201339
>Another one falls for the Godot meme
Laughing devs.png
>>146202116
Eh.
I mean there's no art, but gameplay wise it looks alright.
Keep it up Anon.
>>146206576
>This game is still being made
Well I guess you've added more since last time I was here.

Whatever happened to quidditch dev or that one dev who was working on the thrusters for that spaceship he made.
Those projects were cool.
>>
>>146224725
>Why are artists so crap at teaching their field though?
Teaching someone as an artist means more competition.
Teaching someone as a programmer means more collaboration.
>>
>>146206576
when the bones particles hit the water or the pit thing, how can you detect where the particles are? i don't know how to do it without using instances for every particle, because you are not creating hundred of instances there r-right?
>>
>>146224356
This seems like a really good resource. Thanks for posting it anon.
>>
>>146225032
>Teaching someone as a programmer means more collaboration.
No anon that's not true at all. It's only if you teach open source programmers that that's the case (ideally). Most aren't.

And in many cases it's labor that can be outsourced to poorer regions if you teach well enough.

With art comes regional inspiration and cultural appreciation of certain styles. You're less competitive. Especially since art can't as easily be shared between projects.
>>
>>146225032
>Teaching someone as an artist means more competition.
This is patently untrue, but okay.
>>
>>146224224
New engine, no lag, easy as hell to mod.

Then... WesternRPG-maker.

I know a way to easily implement plenty of skills, stats and all.

Graphics would be relatively shit, but it could easily become Morrowind, Zelda, Vampire: the Masquerade or even first person Diablo2 or King's field or counter strike.

One of the best tricks is a DM implementation in which the DM can pretty much control and edit any terrain tile, NPC or player, so if the combat is good, which it will be thanks to some simple mod implementation system, you'd have a game with endless and everchanging content.
If you don't like the combat, a roll system is also planned
>>
>>146225032
>what are ateliers
>>
>>146225329
That's the dumbest idea I've ever heard. You'll make absolutely nothing.
>>
>>146220967
it's nice to be back on the board
I'm working at a startup, but we outsource all our development so I spend all day developing games
it's a great life
>>
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>>146225329
>>
>>146225329
>easy as hell to mod.
>he's making a game that's reliant on the community
Really. You have stark competition.
http://maniaplanet.com/questmania
>but SM didn't do well
No that's because they didn't know shit about AFPS and what appeals the competitive crowd in the genre.

Anon you should probably learn to program this shit yourself.
>>
>>146225329
This has potential. Would you supoort 1st person or isometric games? Did you ask rpgmaker general if they're interested?

Difficulties:
RPG maker relies to some extent on nostalgia, so you might not have that appeal. Also drawing with tiles is easier than

Last RPG maker I used was 2003, so what do I know.
>>
>>146225329
This is literally IDEA GUY: THE POST.
>>
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>>146206053
>>146211383
anon what game?
>>
>>146225490
>startup
>we outsource all our development
What's it like knowingly being a part of the problem? Do they pay well?
>>
>>146225850
Seriously considering implenting some basic prototype of this based on that extremely nice C library that other anon posted.
Imagine the pain he'd be in for sharing his idea if that pans out. It's not like it's hard to do this stuff.
>>
>>146225979
well I own 30% of the company, so it's not too bad
our dev team is 50% Russian and 50% American so really only HALF the problem
>>
>>146226008
The idea is literally "it's a mix between <handful of games> but you can do anything and it's actually a game maker and not a game".
>>
>>146226101
>employing Russians
I'm so sorry.
>>
>>146226129
The idea of making a good AI programming system is interesting. That's essentially all you'd have to design.
>>
>>146226243
What's AI got to do with this?
>>
>>146226243
>That's essentially all you'd have to design.

Uh, no?
>>
>>146226210
they're ok
they do what I tell them to do and all I have to do is hold code reviews over their heads
it's just a basic web stack
>>
>>146226008
You'd have to match RPGmaker's ease of use though. This isn't really like minecraft, where the first shitty implementation went viral. You have to have a solid interface for the player/developer so it's easy to use.
>>146226129
No, this is RPGmaker with voxels.
It's actually a good idea.
>>
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>>146201035
Stage is now "playable". Has terrible UV layout and a temporary texture. I'll need to start working on implementing water tiles along with displaying tile height and water depth.

Screenshot does a great job of illustrating that I need to implement simple shadows and fix my unit lighting.
>>
>>146224986
>I hope this doesn't have crafting or item combining mechanics in it. Those are horrible.

Just some simple ones maybe for building fences and stuff.
Cooking I wanted to have more like Paper Mario cooking. Just throw shot in and hope it comes out as something other than burnt goo.
>>
I've been learning python for about two days now only to find out that it's not very good for developing video games. Should I switch to C/Javascript or regular Java or C++? I assume Java(script) is the easiest to learn, but C++ providing the most functionality (especially since I'm going to be working with UE4)
>>
>>146226101
Did they eventually start paying you?
>>
>>146226449
C++ is the only choice if you're using UE4..?
>>
>>146225429
How so? Skills (as in combos, spells you can cast and passives) can morph the game into anything you want, especially if they're added the way I plan to add them.

A simple script system would allow the basic mechanics to change and be expanded.
Finally, a simple model-skin system would pretty much allow any model to do anything you feel like.

>>146225781
To make it good it should be 1rst-3rd person, but DMs should have some sort of simple unit selection a la Bannerlord. That's the hardest part since coding this without fucking up the performance would be hell.
>>146225606
I can only provide tiles, basic models and music. Programming this whole thing is beyond my skills. But it wouldn't be like RPGmaker, but an rpg maker. Kinda based on Warcraft 3 editor.
>>146225850
It is, but I also now it's rather simple when you use the right system. You can pretty much copypaste the way you edit tiles with mobs items and classes so once one of them is done, all of them pretty much are.
>>
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>>146226384
Anon google Monkey Hero for the PS1.
That game had better graphics than yours does.
Redo it please.
>>
>>146226295
It's an RPG engine. If you demand your users to program their AI you're not gonna get anywhere. It's probably the most important part. Because Skyrim was essentially what OP wanted except a slightly more high level structure for the level editing than block placement.
>>146226339
Like what else then? Editing blocks is a piece of cake and is solved by that system. Stuff like animating sun and whatever isn't hard. Replicating minecraft in every other way is ridiculously simple (because it's such a low-effort game, really, there's still no attack moves for monsters other than spiders and skeletons)
>>146226350
>interface
Not hard.
>>146226547
>WC3 editor
Never worked with it. Only Did SC:BW
>>
>>146226547
So the DM would be mod authors and thus coders?
>>
>>146226491
no, but you know
it's ok
we're raising at a 2.5m evaluation coming up soon
>>
>>146226539
>Implying you shouldn't learn C first since C++ is basically C, but learning C gives you a good foundation for going into any language since it teaches you about structs, pointers, and memory allocation.
>>
>>146226547
It sounds like this idea has the Dungeon master/ DND setup. Where one dude is responsible for weaving a story and the players are involved in it.

This is got to have one hell of a niche because other games have tried this and not been too successful. Albeit they have been singular in their approach instead of open ended like your case. Fable legends flop and there's a wizards of the coast style one of these with an urban setting with magic.
>>
>>146226798
C++ teaches all of that, too.
>>
>>146226669
>Replicating minecraft in every other way is ridiculously simple
So where's your Minecraft clone? Have you finished it?
>>
>>146226798
is it the same nodev shilling C here all day? holy shit reevaluate your life
>>
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Is there some sort of reference or documentation anywhere at all for Shaders in Unity

I can't even get the same kind of documentation that an API has and it's a fucking LANGUAGE. What is a float2? Fuck if I know, it's not documented anywhere.

Does such documentation exist? All the documentation I can find tells you very abstract things about how you can use the language, without actually going into details.
>>
>>146220145
game maker is THE best thing to make a game in

i can just drag and drop and wow i didnt have to spend 20 minutes to find out i put an extra period somewhere
>>
>>146226684
Not really.
>Add a model
>double click
>Change it into whatever you need by clicking here and there.
That's it.

There would be commands, but mostly to set names and roll dices. For some advanced users and if we get far enough I'd add some trigger, switch and variable systems
>>
idea guy here

internet shill: the game
>>
>>146227195
>to find out i put an extra period somewhere
Any non-shit language will make that apparent.
>>
>>146227197
Do they do this real time or is it set up before hand?
>>
>>146227246
What's the currency in game?
>>
>>146227197
You're severely underestimating the amount of work involved in your idea guying, you dong.
>>
>>146227189
The shaders themselves are the easy part, they're just CG. The way Unity interacts with them is fucking retarded.
>>
>>146227371

hype or attention
>>
>>146227189
use a node editor dumbass.
>>
>>146227401
I fucking know, I'm getting this weird bug where shaders work in the editor but when I actually export the game, only *part* of it works. Strangely enough, it looks like the exported version can't handle a shader taking a texture as a property, as those are the parts that are failing.
>>
>>146227456
>Use something that's nonstandard with unity, dumbass
???
I will look into node editors, though. Is there one you recommend? How powerful are they?
>>
>>146227197
Switches, variables, etc are essential. You need to replicate all of the features of RPG maker plus voxels
>>
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>>146220139
>that pic
>Blender > C++ deal with it
>mfw i'm making a "game" with the blender game engine
i can feel it coming in the air tonight
>>
>>146226798
Learning C is better because there's no risk of using the garbage that exists in C++.

And all you'd really want is namespaces pretty much. Which is pretty ironic considering one of the first things people learn to write is "using namespace std;"
>>146227017
I'm also here.
>>146226890
Why would I have made a minecraft clone? It makes no sense. Why would anyone make a minecraft clone? The most sensible I've seen made is porting minecraft to different platforms (like mobile) before minecraft got there because demand greatly exceeded supply.

What would be hard about it? It's all the most basic game logic. World generation is as basic as it gets. The world chunks system in minecraft is terrible and there's plenty of people who have done performance analysis on it and concluded that simpler structures perform better.
Minecraft doesn't even support modding. It's done through opening the jar. Which is pretty ridiculous considering what has been done. How do they put up with it?
>>146227189
It's closely related to CG/HLSL (HLSL being similar to CG) to my limited understanding. Find it odd that you can't find something.
>>146227456
>node editor
Honestly don't think that's a bad idea. I've worked with shaders in GLSL quite a bit and it really doesn't hamper anyone to use that stuff if performance demands aren't high. And you're stretching it if you think you can manage to squeeze performance out of it for demanding games.
>>146227671
http://www.acegikmo.com/shaderforge/
Heard of this. Pretty damn jealous actually. It's a very nice tool it looks like.
>>
>>146226798
>>146227865
R U S T
>>
>>146227189
Unity has terrible documentation in general
>>
>>146227928
>RUST
Maybe. I'm too conservative for new languages really.
Is there C backwards-compatibility?
I've looked at D but it's basically C++ made as if the C++ ideas were mostly good.
>>
>>146227307
It could all be done in real time except collision, which would be a nightmare.

>>146227382
I have already seen it work, implemented using some other game's engine. The problem is that the game made it limited as fuck and even though it pretty much allowed whatever you wanted the number of maps, players, gameplay style and items would be limited.

The only thing we'd really need to add is the minecraft building/trap/item/basic moveset and a proper interface. The rest would be relatively easy.
>>
>>146228029
Rust forces you to think about memory, but you also don't need to debug shit if you get it wrong, because most of the time it just won't compile and you'll get a descriptive error report. It's also got really good abstraction capabilities that don't sacrifice any of this.

>Is there C backwards-compatibility?
It has a C FFI like every language.

>I've looked at D but it's basically C++ made as if the C++ ideas were mostly good.
D is a different beast from Rust, it's basically neo-C++ whereas Rust is neo-C with some FP thrown in.
>>
>>146228029
>rust
>good
>WAHH GARBAGE COLLECTION IS HARD SO WE MADE SOMETHING BETTER
>b-but you can still use regular GC too
>>
>>146228047
I agree with the other anon, this seems like a considerable amount of work. Especially for 1ma. As for collision and what not I see it two ways:

A) you set up prefabs with a number of different shapes. In a 32 unit cube you could add smaller objects that snap to say 4-8-16 units to allow for further customization.

B) You create a system for mapping collisions on whatever objects but drawing on their surfaces or creating basic invisible shapes for the collision. Ie if you got a big pyramid and you don't want them going on it, use a simple box.
>>
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>>146227865
I'm not reading all that garbage but you can kill yourself back to /g/ if you don't want to make a game, no one cares about which language is better to nodev with, go work on your game.
>>
>>146228297
>GC is optional
>people complain people write libraries with GC and that's terrible that you can't use those
>implying you'd deal with libraries written by people writing GC
I honestly don't get the argument about optional GC.
It's for people who don't give a fuck about it. If you're using GC for a system like that your allocations should be so few it works out OK or you simply shouldn't use it. And don't use libraries that do use it.
>>146228479
It's practically nothing.
How young are you? That's like 20 seconds of reading at most.
>>
>>146228297
>>146228479
Calm yourselves.
>>
>>146227865
I'm not paying 90 dollars for a shader creation tool just because the inbuilt one has no documentation
>>
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Do you guys think I should add boss fights between stages? Things like giant, bullet hell shoot-em-up style bosses with bajillions of bullets on the screen.
>>
>>146228728
Well, you've seen through the ruse.
>>
>>146228604
It's the fact that they undermine one of their main reasons for yet another Not C++™ fork with the very thing they didn't like in the first place because shocker, GC is important.
I can't take the language seriously.
>>
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Is there a good way to generate randomness in a ShaderLab shader?

All that I can find is

float2 noise = (frac(sin(dot(xy * _Time ,float2(12.9898,78.233)*2.0)) * 43758.5453));
return abs(noise.x + noise.y) * _staticBlend;

which seems WAY too computationally expensive, because you're having to a dot, sin, and frac function on every single pixel every single frame
>>
>>146228821
I mean, it really sucks, because shaderlab looks REALLY FUCKIN COOL, too bad it's so expensive
>>
>>146228828
>I can't take the language seriously.
I can't take you seriously if you care about such retarded shit. At least have some political complaint. The C++ committee is worse. They're probably gonna show up with some serious neurological conditions if someone tests them.
>>146228910
http://www.reedbeta.com/blog/2013/01/12/quick-and-easy-gpu-random-numbers-in-d3d11/
Here's a few.
My favorite is xorshift.
LCG is cheaper (I think). But it's tough to know nowdays.
>>
all those nodevs discussing languages and no games in sight
>>
>>146228828
Rust doesn't even have GC. The standard library just comes with an equivalent to shared_ptr.
>>
>>146228396
Thanks.

I wouldn't mind spending 4-5 years on this as long as it works. I'd need just coders so I can spend my funds on them. I wanted to kickstart this when I get a good team but I'll wait until I have a basic demo because I backed some kickstarted projects and I know it hurts
>>
>>146228817
Unless if you zoom out the screen and/or make movement slower, no.
>>
>>146229053
It's on torrentz dumbass.
>>
>>146229265
I make games to release them; do you?
>>
>>146228728
>>146228821
>>146229053
http://forum.unity3d.com/threads/im-launching-a-webgl-shader-editor-that-can-export-to-unity-shaderfrog.353641/
Found this.
Looks like poor mans alternative to shaderforge but I'm happy that kind exists.
>>
>>146229118
not yet anyway
We are however investigating optional garbage collection as a future extension. The goal is to enable smooth integration with garbage-collected runtimes, such as those offered by the Spidermonkey and V8 JavaScript engines. Finally, some people have investigated implementing pure Rust garbage collectors without compiler support.
>>
>>146229318
I had published games using pirated tools and nobody gives a fuck.
>>
I want cutscenes and VA but I don't want to spend a lot of time on lipsync and facial animation.

What's the best way to hide my character's mouth without being obvious it's because I'm a lazy shit?
>>
>>146229487
I have morals

Ahahah just kidding

I have the knowledge that, as an american, if I pirate shit and then make money with it, there's a very small chance that I'll be caught and get slammed with an unbelievably big lawsuit
>>
>>146229559
composition.
>>
>>146229437
>The goal is to enable smooth integration with garbage-collected runtimes, such as those offered by the Spidermonkey and V8 JavaScript engines.
This sounds reasonable, what's wrong with that? Rust is quite browser-focused. This wouldn't apply to anyone who is just writing a regular library or application.

>Finally, some people have investigated implementing pure Rust garbage collectors without compiler support.
"Some people" as in "not the language developers"? Wow, it's fucking nothing.
>>
>>146229559
lots of jumpcuts
>>
>>146229559
Mask or clever camera angles where the focus isn't the mouths.
Make it a style where the characters are extra cool/shady in every cut scene. Show eyes for expressions. Have shadows conveniently obscure their mouths.
>>
>>146229620
you know you can buy the software after you have made the money first, right and then update the game with the legal code?

also there's a crappy free node editor on the asset store.
>>
>>146229856
Unless you happen to get sued before then, or unless they figure out what you did and sue you anyway
The thing is, I just don't ~need~ a better shader editor. The current one sucks but it's not unusable. The crappy free one does look interesting, though. Thanks, anon
>>146229356
>>
>>146229674
Because it directly conflicts with
> One of Rust’s key innovations is guaranteeing memory safety (no segfaults) without requiring garbage collection.

Why should I use a language that they can't even stick with.
>>
>>146230005
Yes, it does that.

Adding GC for that reason doesn't conflict.
>>
>>146230690
ok
>>
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What I've learned from Valhalla threads on /v/:

/v/ hates games made for /v/

>MEMES
>MEMES
>MEMES
>kys

Holy shit.

I think I would be better off appealing to tumblr fags. At least, they appreciate nods to the community.
>>
>>146229183
There's not really any way to zoom out without making all the objects significantly smaller. 800x600 isn't the game's default resolution, anyways. I just find it easier to test the game at that size.
>>
>>146231269
Hello Kirirninin.
>>
is valhalla an agdg game? it has an interesting premise but the anime girl thing is off putting

maybe you should market it on a instead of v
>>
>>146231392

not valhalladev btw
>>
>>146231476
Alright I believe you
leave them out next time you hack
>>
>>146231434
FONC
>>
>>146229134
No problem dev I gotta ask what resources would you be bringing to the table? To get a demo going you've need at least a basic understanding of some logic and I'd recommend looking at some design patterns as they make the seemingly impossible more approachable. Especially from a new person's perspective.
>>
>>146231269
I thought that was strange too. They weren't even in your face memes, they seemed appropriately subtle. It just goes to show people on /v/ are like people anywhere else, eager to shit on anything they can to be the smartest guy in the room, even if it means turning on one of their own.

Then again maybe /v/ was angry that they were being shilled to so heavily.
>>
>>146232075
>subtle
nigga please, they were anything but.
>>
>>146231613
wow who even uses those memes
>>
>>146232151
Maybe they were obvious to you because they were big memes and easy to spot for a /v/ kultur veteran, but by subtle I mean someone who wasn't familiar wouldn't go "huh? I dont get it.." but instead they blended them in with normal dialogue. For example the 'I seriously hope you guys don't...'
>>
>>146232364
>that constanza
>Blending in
Alright Kirinin, time for bed.
>>
How can you make a game if you don't have garbage collection?

How can you make a game if you don't have OOP?

How can you make a game if you don't have a static type system?
>>
>Make a game with marginally more gameplay than a VN
>Expect /v/ to like it
What a piece of trash, /v/ was right, surprisingly
>>
>>146232848
A lot of /v/ liked it just for the atmosphere and music.
>>
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idea guy here

game about girl skeletons, i've never seen a girl skeleton in a game
>>
>>146232784
I don't think anybody has anything against static types.
>>
>>146233045
I want to hug and love that skelly.
>>
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updating/uprezzing sprites
anybody know a good screen recording software? i want to make some programming logs
>>
>>146232784
>How can you make a game if you don't have garbage collection?
You stop being a javatard and clean up your garbage yourself.
>>
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>>146232848

/v/'s opinion doesn't matter. if this was day 1 reaction to my game, I would be pretty happy.
>>
>>146233340
>only positive reviews matter
wew
>>
>>146232521
why are you bitter about his views?
at least he makes some sense, but you reply and sound like a retard
>>
>>146233045
>that stilted movement from extremely atrophied muscles
g r o s s
>>
>>146233340
I was addressing the posts talking about /v/'s supposed dislike for the game. Of course their opinion doesn't matter, they don't buy games.

Doesn't stop the game from being garbage without gameplay though
>>
How do you even make a game without <thing most games don't use>?
>>
>>146233460
>bitter
???
I'm just disagreeing with his opinion.
You faggots shouldn't give /agdg/ devs leeway on clear bullshit you'd call any other dev out for.
Putting that shit in your game is as bad as borderlands, whether it's OUR SHIT, or not.
>>
>>146233045
There's a webm where you can see her pussy. No, I don't have it.

That's all
>>
>>146233561
just <simple idea that's hard to implement>
>>
>>146233439
It's the ratio, mate.

Also that's a lot of reviews for a game that just came out.
>>
>>146233561
So unwinding your double negative...

You want to make a game with the same shit most games have?

Seems pretty easy to me. Just copy them / research what tools they used.
>>
>>146233797
also "funny" reviews like that should be discarded.
It's good people enjoy it, but it gives no clear indication about what your game actually is/isn't.
>>
>>146233965
Ah that's your mental hang up, you're looking at the one goddamn review from the image.
>>
>>146213465
This is a shame you went into so much effort to draw and color the character yet you did very little to improve the most important part, what is she supposed to be doing? Why is it so goddamn jittery?
>>
>>146234032
I'm just commenting on the one you posted.
>>
>>146233643
>I'm just disagreeing with his opinion.
did you ever have a real life argument with anyone? brotip dont!
>You faggots shouldn't give /agdg/ devs leeway on clear bullshit you'd call any other dev out for.
we are not a regime, we are not a religion
>putting that shit in your game is as bad as borderlands, whether it's OUR SHIT, or not.
being proud of being in a community is not bad, hell i am putting /agdg/ in my game... and no one is shilling if putting /v/ or /agdg/ in his game
IN FACT he has to be really stupid expecting people to like him or buying his game after knowing his relationship with this place

this is how you have an opinion-based argument
>>
>>146233920
Not having something that something else doesn't have, doesn't imply you have anything that something does have.

That's not even a double negative.
>>
>>146234213
>brotip dont!
brotip: kill yourself
>we are not a regime, we are not a religion
then stop being an apologist
The issue isn't references to /v/ or image-boards.
The issue is him being lazy and resorting to memes for easy pandering points.
If most of it was like the DFC-72, even though the follow up ruined it. It'd be different, but he didn't even try to be subtle about anything. That's my problem with the game, well one of them.
>>
>>146233920
>without
>don't
>>
>>146231269
>using memes for humour instead of being intrinsically humorous
>>
>>146233460
He's just memeing, funposting is allowed here you know
>>
>talking to classmates about my game as if it's my girlfriend, in a squeaky baby voice
trying to get some hype but I don't know how exactly
>>
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it only takes 30.000 tris to make my pc shit itself
familia what is the most lightweight 3d engine?
also progress >my space jam game

>>146234626
now this was sensible, i agree with you on those points
>>
>>146235254
Should probably atleast attempt optimization before giving up.
The best option would be your own for maximum performance.
>>
>>146235254
That looks great, please make more.
>>
>>146235254

30,000 is pretty low senpai. check your code for weird shit.
>>
I can program but have no good ideas for my cyberpunk platformer. All I have so far is I want to play as the bad guy and incorporate the use of temporary power ups from killing enemies like kirby
>>
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>>146234181
>responding to me like i made that crap
low quality post
>>
>>146235574
That's not a game. Maybe you should make pong first.
>>
>>146236149
>Make pong first

What part of I can program don't you get?

I can and have made pong in unity in like an hour and a half before
>>
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>>146236343
>>
>>146236343
ok now make pong where you play as the bad guy and incorporate the use of temporary power ups from killing enemies like kirby
>>
Which is easier/takes less time to learn, Pixel Art or 3D Modeling?
>>
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>>146236570
who's the bad guy in pong?
>>
>>146236570
did that too tbqh

I made this thing where if you bounced the ball off the roof in a certain spot you control the other paddle for a second and then it freezes for another second after
>>
>>146235574
What if you could put alcoholic drinks on the platform?
>>
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>>146235381
>optimization
i can apply length of distant, but that will be it. i dont want it to look bad
>your own
well, i only have a month
>>146235493
>That looks great, please make more.
thank you anon, i am trying... pic related what i can provide for now
>>146235538
thats what i get for being a cheap fuck and buying this 1,6gh cpu and a shitty amd gpu laptop
>>
can i learn coding from learning an engine?

fr instance, buy following heartbeast's tutorials & his udemy course, can I know enough to make a (barebones) game myself?
>>
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Is this a good asset?

Ferr2d
>>
>>146236608
Probably modeling because instead of learning to visualize and work with forms in your head you're just doing it directly.
>>
>>146236967
honestly i love this, but is the price justifiable?
>>
>>146236706
Ok now make 3D pong with buffs and debuffs
>>
>>146236608
if HD stills, then pixelart
if animation/gamedev, then this>>146237110
>>
>>146236910
some people will tell you yes, but they're lying
>>
>>146237290
why would they be lying anon?
>>
>>146237290
this guy is lying don't listen to him
>>
>>146237509
it would be like learning spanish by someone telling you a bunch of spanish words, but not explaining syntax, grammar, tenses, etc.

you might be able to string together a sentence if you're lucky, but it wouldn't bring you even reasonably close to your goal
>>
has anyone on agdg made a successful game (besides ror)
>>
>>146237756
Depends on what you mean by successful.

Anyhow: www.homph.com/steam
>>
>>146237756
homph steam
>>
>>146237756
deadbolt
>>
>>146237756
google the witness
>>
>>146237756
minecraft
>>
>>146237863
lol Valhalla dev made a really awkward to read store stub image. I bet he just scaled down from the larger one...

>>146237940
You're a bit late.
>>
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is this from an AGDG dev or just from tumblr
>>
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pssshh, good luck bullets, kek
>>
>>146238045
Can't wait for this low-res meme to die
>>
>early access
>putting your game up for sale
>then still having to work on it
>or else you will lose your rep as a dev

why in any realm anybody would do early access is beyond me
>>
>>146238045
>spaghetti arms
dropped in 0s
>>
>>146197367
Literally clone that Looney Tunes basketball game from the 1990s, but with Space Jam gags thrown in.
>>
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Did the first pass on animating this character. Basic run cycle.
>>
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>>146238315
Barkley already exists
>>
>>146238453
Oh shit, you're making even more vidya?
>>
>>146238453
Wow, anubis dev you're upgrading your style?
>>
>>146238453
What did you use to create this sprite? Looks nice Also, how long did it take you to learn how to pixel?
>>
>>146238162
monetize your work while having an excuse to have glaring flaws in your game
>>
>>146213950
What?
http://steamspy.com/app/447530
>>
>>146238629
>>146238638
Anubis thing is still being made, but most of what's being done on that isn't really shareable here. MN9's colossal failure has made me interested in doing a Megaman-ish game though, so making assets for it in my free time.
>>146238645
Aseprite is the program. Improving your drawing ability in general is the best way to improve your pixel art.
>>
>>146239016
>but most of what's being done on that isn't really shareable here
oh, i got u
>>
>>146239016
So link your tumblr or some shit, bruh.
>>
>>146214379
1 day
>>
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Reminder
>>
>>146239650
Suck my dick hotline miami man
>>
>>146239650
Kill yourself you attention whore.
>>
>>146239650
wheres your game?
>>
>>146239650
>nodev.tv
lol
>>
>>146239650
fuck off
>>
Would anyone here actually play a local two player 1v1 space fighter game or should I just focus on making some singleplayer AI fighters?
>>
>>146240110
ALWAYS HAVE BOTS
>>
>>146240110
Local multiplayer is a pretty limited genre, always try and have either AI or online.
>>
>>146240250
multiplayer is a feature, not a genre
>>
Can someone please post progress?
>>
>>146240630
Sorry, I'm tired as fuck and not explaining myself too well. It's not a featureset that many players will take advantage of. There's not a massive market for local MP.
>>
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Ever look at your screen and think to yourself, "why do I even bother"?
>>
I wanna get started game devving!!

I wanna post progress one day!!

WHERE DO I START!
>>
>>146241062
make a game about your butt
>>
>>146241027
Nope. It's no bother at all. It's fun. FUN!
>>
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>>146241326
>>
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working on a little skeleton mage, hard getting all the lumps out
>>
Question: Why is the katana the superior weapon for fighting?
>>
>>146241671
intricate, exotic japanese steel folded carefully over a decade in a tedious task which exercises mental focus, physical focus, and focus of the soul; its creator truly puts their heart into the weapon
>>
>>146241671
It's not. It was pretty fucking good for killing civilians and honor duels though.
Samurai were primarily archers.
>>
>>146241027
>that image
>>
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>>146225090
>because you are not creating hundred of instances there r-right?
Yes I am, I checked and I could have over 8k particles on the floor before getting framedrops, on that case I'd just remove older particles from a stack.

I've been toying with the idea of drawing the particles into a surface when they stop moving and destroying them, but that has the downside of making them all pixel-perfect and blocky, with the obvious upside of allowing for infinite particles on the floor, webm related.
I honestly don't think that's necessary though, but need opinions.
>>
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>>146211738
>>146225871
I did them for a dude in a modding community that I'm part of. A cyberpunk themed TC thing with loads of stolen resources. These are to be used on in-game billboards and signs.
>>
>>146198018
the sprites have a really lovely sense of contained movement. all the little subtlties of the movements of the parts are just right like the inertia and timing. they move organically and lifelike which is incredibly hard to do with sprite art.

however i think the lighting for this particular area detracts from the quality of the sprites and wall textures.

the blotches of light on the ground are too bright and don't compliment the color of the clouds. i'm not sure what of this scene is a placeholder and what the context of why the lighting is the way it is, but i feel like a darker, more uniform overcast lighting would fit the atmosphere better.

the knight guys could also use some additional frames when they turn, the turn could possibly be slow to start and then transition into a faster rotation to convey weight, because right now something that heavy shouldn't rotate that fast.
>>
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>>146242112
>His dick is just vomiting bones all over the floor
>>
>>146242112
Any good tutorials on surfaces?
>>
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mech
>>
>>146242501
boner?
>>
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new arrows plus text
>>
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>>
>>146241671
breaks in 3 hits; by keynes it's good for the economy
>>
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>>
>>146242635

hi brian
>>
>>146242968
why is there a giant jet turbine in space
theres no air
>>
>>146239016
so do you actually think molesting children is not harmful? i don't mean that in an insulting way, i really can't tell with you people sometimes.
>>
How am I supposed to make stages in GM? I already have everything in place, but I'm using 32x32 squares to build walls and solid objects. Should I do something else? Perfomance sucks and I don't know what else could cause it
>>
>>146238045
this is a dead game
>>
>>146242987
kek does he actually shill here
>>
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Here's some trash progress
>>
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objects now move at constant controllable speeds on curves between waypoints

here's a low res curve
>>
>>146242616
This one covers the basics pretty well:
https://zackbellgames.com/2015/03/31/effects-blood-splatter/
>>
Easiest way to apply scanlines to the application surface in GM?
>>
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>>146243240
and the same waypoints as a high res curve

the jitter is me moving it with keyboard input
>>
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>>146241526
its cute.

still has that molded clay look but depending on how big the characters are that may not matter. maybe make the nose and the teeth indentations deeper, they look a little shallow at this angle. i like the way the protruding eye sockets form eyebrows. getting kind of a sir dan vibe.

will your skelemans have eyes?
>>
>>146243256
Thanks, saved the link to read it in detail
>>
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how is this kind of aethetic for robots? i really want to do aysmetrical grungey dystopian iron robots with vaguely humanoid forms made of mostly scrap plating and old re-purposed electronics. getting a feel for it in gmod first.
>>
>>146243820
strong morrowind vibe
>>
>>146243820
its good
feet look too clunky and change that texture
also consider asymmetircal robots
>>
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>http://pastebin.com/Ag0Fj2kT
Anyone know how I could get this to work? Current Code is causing issues, but I don't know how to fix it since it's mostly stuff I had help getting to work.
>>
>>146243820
Keep in mind that it's lanky to the point of being confusing as to how it moves. What's powering its joints?
>>
space inspiration for space jam
http://imgur.com/a/PxksD
>>
>>146243971
i got lazy with the feet yea. i probably shouldn't have taken this screen shot with the lowest texture settings either.

my setting would involve robots struggling to stay online for hundreds of years re-purposing what they find in a purely practical way with a variety of power sources and locomotion, so asymetryical proportions would play a large role in the design.
>>
>>146243101
Please respond
>>
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>>146195552
HARD WORK AND

MEMES
>>
>>146205604
that looks nothing like a crt

CRTs are smoother and less pixelated than an LCD

In an LCD you have solid red,green,blue rectangles, 3 together make 1 pixel

CRTs had patterns of color blobs, like ms paint spray can effect, and depending on the resolution you may have had heaps of blobs per pixel, and they were in a pattern not pure rectangular grid


the "CRT effect" that games use is not very realistic but basically they just put horizontal scanlines on it, distort it to make it look a little bit oval, and then blur it a little bit
>>
>>146244394
how hard would it be to make the robots modular?
>>
>>146244134
this was kind of a protoype concept design so its not terribly complex. idealy i want each character or type of robot to have developed its own power source. could be anything from a thorium reactor to a peanut oil powered engine.
>>
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>>146244436
HARD WORK AND BUTTS
>>
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this is pretty boring. I like coding better
>>
>>146244501
pretty hard. i was thinking of a modular design similiar to how creative assembly does units, randomly chosen assets. its hard to sell visually over the course of the game with just a few enemy types before people notice.
>>
>>146244664
yea stick to coding cus this looks like shit
>>
>>146244114
fucking kek. this is why people say game maker is a crutch.

make a vector (manipulable array) of entities in the scene, then you can just check against the vector for whether or not you can add them
>>
>>146244657
well, at least somebody liked my game enough to draw lewd drawings.
>>
>not modeling a walk cycle as a system of differential equations, taking into consideration air resistance/wind and material of the current ground
>>
>>146242635
nice sahelanthropus clone
>>
>>146244657
i've read this hentai
>>
>>146243091
I can assure you that these drawn pixels of mine are all over 18 years of age.
>>
>>146244436
>all that clash
"no"
>>
>>146245168
I'm still very very new to GameMaker and trying to just learn stuff to make some progress on my little game while I learn. Do you mind explaining how to do that?
>>
>>146243403
thanks, hadn't thought about eyes but now that you mention, it might be a little dull without
>>
>Go the blending route
>20 minutes into the tut realize that I'll eventually have to draw textures
>Stick to drawing instead
Wew, why increase my workload?
>>
>>146195552
I'll never understand Undertale's relative success, it's just so mediocre, the battle system gets old after 4-5 battles and the 'witty' dialogue is embarrassing, not to mention its minecraft-tier fans
>>
>>146220967
You missed my recap from the previous thread.
Project Wingman.
>>
>>146246726

Because once the textures are done all you have really is animating which is mostly just moving bones.
>>
>>146246540
it depends on the context of the character. i was asking as an aesthetic choice not really suggesting it. if its an enemy type mean eyes or no eyes makes sense, if its a playable character or freindly NPC, simple dot eyes or neutral looking eyes make sense. i think the rest of the face has enough expressionand character that you could pull off having eyes or no eyes. sir dan is an interesting design because it does both, to imply he's sentient with one eye, but also missing one to remind you he's a skeleton. glowing eyes for skeletons are an easy compromise because you don't have to come up with anything for eyelids but they still look cool.

honestly i think no eyes suits that particular character.
>>
>>146245168
>this is why people say game maker is a crutch.
Only if your goal is to be a programmer. Not if your goal is to just like make game.
>>
>/vr/ is a board but /agdg/ isn't
>/qst/ got made as a new board but /agdg/ hasn't
quest threads weren't even a huge amount of /tg/ traffic
>>
>>146246961
60% of the appeal is closet fur faggotry. its just an example of something that was elevated because of the sheer amount of crap surounding it
>>
oh shit my game is lewd on accident
what do i do??
>>
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Is closer non-top down/ a captain toad style camera system, better textures and more background-stuff (underneath platfroms etc) the answer for Bokube to improve from its greenlight back-lash senpai?

https://steamcommunity.com/sharedfiles/filedetails/?id=700230651&searchtext=Bokube

Any of you aaggy daggys wanna do some free voice act/narrate a trailer so I don't need to use text to speech?
>>
>>146247226
>just like making game without coroutines or really any abstraction power at all
>>
>>146247259
Quest threads weren't just shitting up /tg/. Every fandom board had quest threads.
>>
>>146247274
>Any of you aaggy daggys wanna do some free voice act/narrate a trailer so I don't need to use text to speech?
I could. I'm soon to be a VA in real life. What is it that you need said?
>>
>>146247274
no
>>
>>146247452
Whats your email senpai I will hit you up with the dialogue I need.
>>
>>146247274
I've done radio ads. What kind of tone are you after?
>>
anyone want some free piano music i haven't uploaded yet? i promise i wont sue even a little bit.
>>
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>>146247515
>that twitterpic
>senpai
No offense senpai but you come off as a bit of a fag. I'll pass this time around.
>>
>>146247621
THIS IS 2016 FAGS ARE NORM
>>
>>146247274
Dreamknights looks way better than this. Why waste time trying to keep up two projects when one is vastly superior to the other?
>>
POST HOT DEV MUSIC

https://www.youtube.com/watch?v=PhSfsWuy3fU
>>
>>146247878
Dang it's been awhile since I heard that shit.
>>
>>146247878
wtf is this
i can't make a game in 1 minute
>>
>>146247878
http://jetsetradio.live/
>>
>>146248212
Download.
Loop.
>>
>>146247878
https://www.youtube.com/playlist?list=PL13655B6CE06B7BEF
>>
>>146244657
PPPRRRRRRRRRRFFFFFFFFFFFT
>>
>song sounds really cool in my head
>it sounds like crap when I actually go to compose it
How the fuck do they do it
>>
>>146248990
writing it anyway
then tweaking the everloving FUCK out of it
>>
>>146248990
Music theory.
Teachers.
Practice.
>>
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one step at a time

I should find more prop models to scatter about
>>
>>146248637
what the fuuuuuuuuuck
this is crazy good
>>
>>146249267
Enjoy having your road turn into a mudslide whenever it rains

I'm liking this, nice work
>>
>>146249267

cute
>>
>>146249982
sounds like a good time to me. the pigs in the top right will like it, at least
>>
How did Undertale get to be so popular? What did Toby Fox do that we couldn't?
>>
>>146250249
He knew his target demographic inside out.
>>
>>146242378
Would you be interested in doing some for demo day?
>>
>>146250249
10,000 hours of fanfiction
>>
>>146250249
He already had an established user base.
>>
>>146250249
Make god-tier music.
>>
>>146250249
he lived in Andrew Hussie's basement
>>
>>146250249
He already had an audience that was interested in his product, released an early demo that was extremely polished in order to build hype and created a solid product that is both nostalgic, original(ish) and has characters that people liked a lot.
>>
>>146250792
>>146250716
>>146250663
>>146250471
>>146250393
>>146250316
It can't be that easy. From the way that I see it, he's a GM bastard that hyped his way to fame and riches. Fuck him...
>>
>>146250973
>list of non-trivial things
>"It's not that easy!"
ok
>>
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>>146250973
chill out, bro
>>
>>146250973
Think of it this way - he took the better part of a decade to go from a nobody to a popular part of an internet subculture and half a decade to go from a nodev to the creator of a successful video game. How much time have you been putting into being successful?
>>
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>>146251129
Just look at his art. It's shit. Mind you that he got FIFTY thousand dollars to develop this game, and this >>146242112 looks INFINITELY better


>>146251186
It just infuriates me, man.
>>
>>146250973
>It can't be that easy.
So making god tier music, gathering a solid fan base, writing characters which the player cares about is easy?
>>
While looking at gaming tech like the vr headsets it makes me happy knowing that when i'm an old fuck in 40 years i won't have to spend the rest of my time by staring at a wall in a rocking chair in some retirement home, but instead will be able to enjoy slaying dragons and shit in almost matrix tier game enviroment by that time
feels good man
>>
>>146250973
>It can't be that easy.
I'd like to see you do it then.
>>
>>146251236
I dunno, have you played Undertale?

It's a legitimately good game.
>>
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Finally I have some real gameplay! Currently the goal is eliminate all enemies. Health is based on the number of snake segments.

If the enemy snakes can see a player unit, it seeks and eats it.
>>
>>146251310
It's a boring slogfest that nips off the success of Touhou gameplay-wise and Earthbound story-wise
>>
>>146251236
Look, I know it's hard to hear, but the '90s happened 16-26 years ago. Only casuals care about the graphics anymore. The rest has learned the lesson, that graphics are not equal with good gameplay.
>>
>>146251465
so pick two popular games and rip them off, you'll be rich!
>>
>>146251465
>boring slogfest
There's zero grinding unless you're going for the genocide run, which should really be your 2nd/3d playthrough. Grinding doesn't even really help you.

>Touhou
Only in the most extremely superficial of ways. Try again.

>Earthbound
Nah. There are some graphics that look vaguely similar, which is why /v/ jumped on it. You'd be hard pressed to actually point out where the game is like Earthbound.
>>
>>146251465
Yes, because before Touhou there were no bullet hell games, and Earthbound has a copyright on silly characters. Please, tell me how every single book tells a completely new and different story with characters we have never seen before.
>>
>>146251742
his first game was an earthbound hack
he came out of homestuck, which is earthbound + the sims
i think undertale is earthbound inspired
>>
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>>146251465
>>
>>146251910
Excuse me, is there something wrong with being inspired by something?
>>
A lot of people here hold the "it's popular so I don't like it" opinion, and most/all are in a kind of self-denial about it, coming up with reason after reason.

But if Undertale had been an /agdg/ game, it would be a favorite especially if it never got big. You know I'm right.
>>
>>146252012
no, i was disputing that it was not like earthbound
>>146252023
we shit on all of the successful games coming out of here anyway
>>
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>>146252023
AGDG has been pretty consistent in shitting on every last game that has reached released state.
>>
>>146251910
>i think undertale is earthbound inspired
Who the fuck cares? Seriously. I don't understand people nowadays. They go to see the Nth Marvel and DC movie, yet if someone gets inspired by Earthbound he gets shit on. By the way: why doesn't the the hundredth Metroidvania is okay, but the second Earthbound-like is not? Get your shit together, anon, it's okay to admit that you are jealous because you don't understand how hard work and being successful works.
>>
>>146252175
> hard work and being successfu
how? where is your game?
>>
>>146252023
See, the biggest thing to me is that /v/ and /vg/ liked it when the demo first came out, but then, since it became popular, the Reddit Kids all did the IF IT'S POPULAR IT'S NOT GOOD thing.

I honestly enjoyed playing it. It defenintely has good and bad moments, like every game, but the good parts at least break even with the bad parts. Pacifist was kind of bland but the story was nice. Genocide was grindy as fuck but the few serious "battles" were brutal as fuck. Honestly wish there was more content in both sides that provided a challenge, but for the length of the game what is has is pretty good.
>>
>Recreating one of my favorite songs to understand musical composition more
>It's actually hell to even do this
tfw no composers
>>
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Working on a knight for a new project, very simple 1 touch game for mobile. Will post more as I develop. Thinking of the title "Knight Jump" for now.
>>
Damn, all this salt. I'm no Undertale/tumblr fan far from it but credit where it's due, the guy worked on his shit to make it.

I like how some of you are acting as if it's easy and they deserve nothing because somehow you have this super project in your head you think will literally be the best thing in the world. Then fucking do it. You'll realize soon enough imagining and actually doing is vastly different.
>>
>>146251321
It's still a little bit confusing to understand how your game works, however it starts to make sense now. Will you have something for Demo Day? Wonder how it plays.
>>
>>146252808
but thinking life's unfair is easier than coping with my failure on its own merits
>>
>>146253058
It's more fun to watch than to play right now. I'm considering making it a placement game and letting the AI go wild.

Definitely something done by demo day!
>>
>>146252808
My problem is that I get stuck on trying to make my code perfect. I'm stuck in Waterfall mindset and I get hung on the smallest detail for days.
>>
>>146251758
Tohou is actually a perfect example of the same thing that Undertale did.
Take an already existing and popular genre of game, write a story around it, make characters that appeal to an already stablished group of people, make catchy music and bam! succes.
Think about how even with horrid art Tohou became a hit, because of the big appeal it had to lonely japs and weebs. The same kind of big fanbase Undertale found in tumblr.
>>
>>146253391
>lonely japs and weebs
Pretty sure the OST and bullet patterns are why it succeeds. Anyone can just pander to weebs and make mediocrity, but the girls aren't the only thing that makes Touhou good.
>>
>>146253391
Finding a gap in a crowded market is clever.
>>
>>146233165
OBS
>>
>>146252175

>why doesn't the the hundredth Metroidvania is okay, but the second Earthbound-like is not?

Because Metroidvanias take skill to create properly, and is strictly gameplay focused. Earthbound itself is a shitty game with tedious gameplay and Gearbox tier writing, which is the aspect that so many indie devs cling on to.
>>
Would you guys play a Nier/Drakengard-esque game with rhythm elements incorporated into the battle mechanics? I've been thinking about dropping my current project to pursue a 2D Side-scrolling modern dystopic beatumup/roguelike, however the fact that the new nier game is so popular because of platinum working on it makes me hesitant.
>>
>>146253521
Of course some people like it for the gameplay and the music (I'm one of those) but you would be surprised how many people I have met that are really into it and haven't even played the games nor are interested in them.
>>
>>146253826

You're going to have to expand on the rhythm battle elements. There are a lot of ways it can go wrong.
>>
>>146253807
it's a matter of taste, but I find most metroidvanias creatively vacant, and fell in love with earthbound a long time ago. I'm glad people are inspired by earthbound, I think it's a very fun and unique game. I guess everyone has opinions.
>>
>>146253857
Of course, but Touhou's success was much more the music than the girls, since popular remixes and arranges is what made the Touhou fandom explode in the first place.

Flandre's Theme alone became two separate memes somehow.
>>
>>146254036
Good point, I may be mistaken here, but I believe that part of the fanbase exploded mostly on the jap side, they are usually the most creative fans after all. They have done tons of remixes, arranges and doujin albums, even great looking doujin games.
I feel western fans got in more for the story and the girls, or at least, most of the fans I have met are that way.
>>
>>146254005
You know Rhythm Heaven, right? I was thinking of having the battle system based on that game's mechanics. I honestly wanted to do something Taiko-ey but I know that the gameplay is far too outlandish/weebish for western audiences


Essentially, for every correct "hit" the player scores, damage is done to the enemy. Missing a hit would introduce damage to the player. I was also thinking of incorporating online rankings or something of the like to make it kind of like Osu!, but less mousey

To my understanding there aren't any other games like this aside from RH and Osu (neither of which are side scrolling beat-em-ups)
>>
>>146254546
Bad Apple literally appeared on CNN, and things like Cirno and McRoll/Death Waltz were fairly notable, as were IOSYS arrangements like Marisa Stole the Precious Thing

Music was pretty big westside too
>>
>>146254702
Well seems I just got to know the worst side of the fanbase then.
>>
>>146253807
Guacamelee is a metroidvania that had huge success "lately". The gameplay is complete garbage. Stricly gameplay focused my ass.

That game would be worthless without the nice art, ambientation and MEMES.
>>
>Cushy Tushies
A mobile game where you rate butts. You can pat, spank, and jiggle them.
>>
>>146254181
He came here to laugh
>>
Anyone have some useful tutorials on pixel art?
>>
>>146255468
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>>
I'm giving up gamedev to pursue UAV photogrammetry
>>
How can you determine the minimum system requirements of your game? Can you calculate it based on the calculations and loading unloading processes you've wrote, or you just check on different toasters and say one of that is the minimum?
>>
>>146255468
http://opengameart.org/content/chapter-1-the-right-tools
>>
>>146228297
There are far more reasons to use rust than simply that it is memory safe without garbage collection.
>>
>>146256358
Ok, sell it to me. I've been reluctant to try it because I always learn a tiny bit about a language and then stop, so I'm trying to go deeper into just one language but Rust keeps sounding actually good.

For gamedev though? And it's so new that it must not have much in the way of libraries and useful tools/projects.
>>
>>146233045
thx mr skeleton
>>
NEW THREAD:
>>
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>>
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No progress time:
I'm still working on this qt. Remade the eyes again and made some tweaks on the shadows. Finally finished the head and started working on her body. Are her breasts too big?
Kinda dissapointed on how much this is taking me.

And for game progress, I'm just bug hunting to make sure everything works perfectly for Demo Day.
I also started testing different fonts and a new idea for the UI design, and making the first test on a new feature, but those changes won't see the light soon.
>>
>>146257436
Fuck, forgot to flip it.
>>
NEW THREAD

>>146257679
>>146257679
>>146257679
>>
>>146251598
this doesn't make sense though
the main audience of this game IS casuals
they WOULD care about graphics by your logic
>>
>>146260131
>there's only one category of casuals
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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