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/agdg/ - Amateur Game Development General

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Thread replies: 761
Thread images: 170

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Team Rocket edition (last thread: >>146195552 )

> 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/
>>
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>>146257679

Jessie, my anime waifu. How am I suppose to dev now?

Well I'm still looking at making the boss have a second attack.
>>
>>146257436
is her eyes pixelated?
>>
>>146233045
>girl skeletons
Give them bone boobs.
Completely disregard human anatomy and give male skeletons a boner.
>>
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Is there any free way to compile .fla into .swf? I don't want to go through the hassle of acquiring a version of Flash when it's just the Actionscript files I'm editing.
>>
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Progress:

Added a ship core thing that you're supposed to shoot/protect depending on if it's yours.

There's now a tron line texture that only turns on if it's connected to a core. You can use this to tell at a glance if parts are still attached to a ship. In the future you'll only be able to assimilate unpowered parts, so this is pretty important.
>>
>>146255945
I'm not him, but thanks for the link!
However I'm still sort of confused. The part about drawing tilesets are nice and meaningful, yet I fail to see the thought process behind it. What I mean is: how could one figure it out? How did someone see that if he puts dark green dots, green dots and light green dots on top of each other they'll give the impression of grass if viewed from a distance? I know that drawing is an illusion itself (creating a 3D environment on a 2D plane), yet it looks like to me that pixel art requires much more "magic" than that. I don't see how can anyone come up with this stuff without examining actual pixel art, but that sorta makes me question why people here suggest to learn drawing first if drawing basically requires to examine the real word around you? How does the one translates to the other?
>>
>>146257436
This looks great, how and where did you learn to draw like this? I'm only good at pixelart
>>
>>146258012
There are alternate compilers out there. I don't know if they use .fla exactly or what.
>>
>>146258147
>supposed to shoot/protect depending on if it's yours.
No allies? Aw..
>>
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>>146257883
Yeah, eyes are mostly a placeholder because they will have a small gradient effect that I'll do later. Posting flipped version so people don't break their necks and it's a little bit smaller to hide all the imperfections too.
>>
>>146258350
Dunno if I could complain about qt petities girls.
>>
>>146257436
>Are her breasts too big?

You dumb fucking pedophile. That's a good size. Most video game tits are to either side of the most common sizes for some reason.
>>
>>146258182
Thanks! To be honest I loved drawing since I'm a kid so I have been doing it all those years, so I guess is mostly due to practicing a lot, since I never took classes on it either. I have good and bad days anyway, some days I'll draw stuff that looks really good to me, and other days I'll draw really shitty stuff that I end hating and deleting later.
>>
>>146258350
One day she'll grow up to become a fine woman.
>>
>>146258350
Her smile makes me happy. I think your game is a fine example when the dev's love to his creation clearly shows.
>>
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>Those fucking Venezuelans have already made ~$15k from steam sales alone, and it's only been a day since launch
>>
>>146258606
They stay that way then, until >>146259564 happens, I guess.

>>146259628
I'm really glad I can make someone happy with my game. And yeah, I have to admit I really love doing this stuff. I will invest more effort and love on it so it keeps growing and improving.
>>
I want to make a game but I'd rather cry myself till I sleep please help
>>
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>>146257995
>>
>>146259913
Sweet dreams.
>>
>>146259913
Just make Insomnia Simulator 2K16.
>>
>>146250249
>Homosuck falls into infinite hiatus mode
>All the fans that hopped along for the memes, cosplay, fanart, RP, etc start jumping ship
>Toby "Radiates talent" Fox sees and opportunity to finally escape Hussie's basement after all those years
>Keeps things like Megalovania to attract the Homosuck audience since he gained so much praise for his music there
>All the previously mentioned fans ll the fans hop on for the memes, cosplay, fanart, RP, etc
>Makes a game that proceeds to print money and overshadows anything Hussie ever made
>>
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>>146259847
>They stay that way then, until >>146259564 (You) happens, I guess.
Won't happen for at least hundreds of years. Bloodrayne was born half-vampire in 1915 (although probably retconned to the middle ages if we count the movies) and she hadn't aged a day from her first game in WWII up to the early 2000s in her second game. I imagine full-blooded vamps like loli vampire-chan take even longer to age.
>>
>>146260376
eternal lolis are the best kind of lolis
>>
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>>146260453
>eternal headpats
>>
>>146260376
>>146260453
>loli
Really? Is >>146258350 a loli? She looks at least 16 to me, if not 20.
>>
>>146260623
I thought lolis were just girls that looked young with flat chests
>>
>>146260665
If we originate the definition from Nabokov's book, Lolita, then lolis are young girls at the start of their puberty, so around the age of 12-14.

I think there's another word for what you mean, but I don't remember it.
>>
>>146243101
>>146244431
Here's more or less how I do it. I think it's the most common and simplest method, but I could be wrong.
Basically, build your level out of basic blocks: collision/solid, jump-through platform, etc.
Then place tiles on top of them, and finally hide the basic blocks during the game.

>>146260363
Hey there HSG. AGDG says hi.
>>
>Meanwhile in /agdg/@nite
>>
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I hope you're ready for Space Jam. What kind of game are you going to make?
>>
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>>146261025
(Forgot pic.)

By the way, GM:Studio's room editor lets you scale and resize instances after you place them; this helps a little with performance (a long 1x6 solid block is better than six 1x1 blocks in a row). I'm using GM 8.0, so I can't do that, but you, however, should.
>>
>>146260896
Petite is generally the word that's used.
>>
>>146261096
I'm not making any because I am a bad person, anon.
>>
How do I script speed/velocity deceleration in gamemaker? I've tried,
nokey = motion_add(image_angle, -0.25);
but that just makes it travel inversely down the x axis
>>
>>146261232
Holy shit you replaces the stickman with a cute girl? I love you man.
>>
>tfw summer
>sun is up all day and all night
>i'm light sensitive
>sleep depraved all the time
Whyy.
>>146261096
Desert bus but in space.
>>
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Alright I'm fucking stumped.

Presume you have this 2D level, right? And each tiles can be water, can be a wall or some shit and so on.

How the FUCK do you make some water physics that's fast and efficient and does the job?

My code is checking for all the adjacent tiles to determine if the water tile should move there.
But it's not fast code, at least not fast enough.

I've been googling for different implementations of this but I didn't find anything that fit the bill.

I have no fucking idea how to do this. Friends, please help?
>>
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>>146261272
YOU CAN CHANGE THAT ANON

JUST

DO IT
>>
>>146261354
With current space travel speed or sci-fi light speed?
>>
>>146261425
>light speed
Anon that'd be very lame. You couldn't see anything.

I'm just gonna pack the universe dense with procedural generated graphics and effects. I don't really care for what speed it is. Maybe you can set it in the options.

Maybe you can edit the units manually since it's literally just a string.
>not cruising by meter-sized stars at 100's of mm per second
>>
>>146261387
Wait, you mean, you want water to pour or something? There's a reason why there's no 'actual' water in games but textures and areas where the character sprite changes to imitate swimming.

The best liquid modeling I've seen was in Portal 2.
>>
>>146261387
Do you check every frame or on block updates?
>>
What's better?
>if(X && Y) { }
or
>if(X) if(Y) { }
>>
>>146261405
>>146261096
What exactly is a 'demo' anyways? Do we submit a compiled version of our game? or is it some kind of stream that will have an anon playing a demo of our submitted games? Are first timers allowed to submit entries? I'm making an asteroid shooter as my first game to test my skills, but I don't know if it'd be allowed or not
>>
>>146261586
&&
Equivalent performance. Easier to read.
Take that to /dpt/ though.
>>
>>146261630
Demo day is for posting in-progress builds that you feel represent where a big project is going, jams are just short periods where you put out a finished if small project based on a theme.
>>
>>146261630
Anon the only rule is to JUST LIKE MAKE (space-themed) GAME so of course you're allowed.
>>
>>146243101
>>146261232
>making tilebased 2D game
>in GM
>concerns himself with performance.
Why?
Just how bad is GM?
What features do I need to make an attractive engine to compete with it?
I can make tons of tutorials and stuff without issue but I'm just not sure what features appeals to gamemaker people. The scripting language is restricted to their engine. Surely it's not that nice? The code blocks you can use seem very limited and you'd quickly run into problems.

I've heard that XNA was very successful just because of its asset pipeline. Gamemaker has something similar right?
>>146261630
Everyone that comes here are allowed. People generally call you a whodev if you haven't posted progress here before though.
>>
>>146261586
&&
>>
>>146261729
>>146261750
>>146261752
oh alright, thanks for clearing it up
>>
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>>146261553
Yes, sort of like this. I'm assuming this is completely unlike what you meant.
This is way back when what I had didn't even work properly, it's just the only gif I have that fits into 4chan size limit.

>>146261560
Yes.
>>
>>146261387
Make an eularian simulation system ().
https://www.youtube.com/watch?v=Jl54WZtm0QE
It's not hard.
https://www.youtube.com/watch?v=HH_iaJairW8
And no it's not overkill to any water-system.
>>
>>146261752
>Why?
Game maker is great for 2D
>Just how bad is GM?
Not really that bad, you don't have perfomance issues until you have near 1k of objects shitting particles everywhere. And if you need that ridiculous amount of things on screen, you can easilly do it without using that many objects and without compromising your performance.
If someone has huge fps drops on a 2D GM game you have a 90% of chances that they accidentaly have an object being created every tic and that is what is fucking with their game.
>>
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Added a blink ability. The distance of the blink is the size of the snake.
>>
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Is non-Cube enemies (replace the cube spiky guys from before that didn't have animations) better for Bokube as well?
>>
>>146261970
Holy shit that looks so cool.
I think you should check this, but you seem like you've already done that:
https://en.wikipedia.org/wiki/Flood_fill

If you want to give up on realism, then maybe you can do something they did in most SNES games: have a simple blue layer, and raise-low that based on the water level.

If this has no purpose game play wise, then there's no point to implement it other than showing off your skills.
>>
>>146262252
I've seen your game a lot but I still don't understand how it works.
>>
>>146262268
You need to remove that blur or whatever occurs when rotating the camera. Gamers hat that sort of thing
>>
>>146262268
YES
>>
>>146262170
I'd love to but there's not really any tutorials for retards. I know what the Lagrangian and Eulerian method entail but that's doing me no good.
>>
>>146262343
Snake x a tactics game
But I'm just testing move sets right now
>>
Is there any website with concept arts and shit, I wanna practice modelling?
>>
>>146261970

From your gif it looks like the water cells collide with each other? Maybe it would be better to give them a density. Like, as the water pours down it emits cells of density 1 over and over, and once they hit the bottom they start to collide, but when the collide they increase the density and a cell disappears and the density of the cell it collided with gets incremented. But if their is a neighbour that is non-collision and lower density (including 0) to the cell, it takes some of that density.

That should cause the water to spread right? Just an idea.

Alternatively, if the pouring is continuous and the geometry is non-moving, once I tile is water it's never gonna be not water again, right? So you could remove it from the update targets and ignore it, just assuming it's water. Or come up with some rules around when to ignore it and when not to eg. turn the cell off if it's nearest non-water neighbour is over X distance away and turn all your neighbours within range X back on if they're off and you have a non-water neighbour. Maybe something like that would help with performance?
>>
>>146262342
>rising blue layer
Right, that's an option, though completely useless to me. I even tried to figure out some system with a multitude of set rectangles that can get filled with water independently, but even that isn't good enough.
Actual, flowing water is the absolute must for gameplay purposes.
The gameplay is basically running from water, barricading against water etc.
>>
>>146262515
Thanks for your help, anon, but I included the gif merely as to show the rough concept of what I'm trying to accomplish.You should pay it no attention beyond that. I'm trying to figure out some new approaches, it doesn't even have to be tiles, just so the water would work.

>density
Was actually of one ways of doing it, yes.

If everything else fails, I'll remake the current system with more insight in actually making things run smooth and efficient from the computational standpoint, along with your input, anons. But first I'd like to see if there are any other approaches. As the other guy said, Eulerian and Lagrangian simulation are both an option but I'm a fucking retard and there are no tutorials on how to actually do it from the scratch for me.
>>
>>146262550
I see, that's a neat idea.

Another thing which you might want to try is the A* path finding algorithm.

Form your gif, I assume that each block of water behaves as some sort of entity which wants to find his way to the ground. After one water block is in place, then you add that to your map and it'll behave just like a wall which has to be avoided by the upcoming water entity.
>>
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Got the basics of a second attack for the boss.
Needs some refinement as he eventually spins off to the right of the screen.

Need to re-center him after each attack.

Will add some laser-y texture and make him rotate in a different direction for each attack.
>>
>>146261387
https://docs.yoyogames.com/source/dadiospice/002_reference/physics/soft%20body%20particles/index.html
GM Studio has soft body simulation engine, you can use it if you want "realistic" fluid simulation
>>
>>146262951
Going down is only one of three directions.
It's basically:
>Check if down is blocking
>If not, move there, if yes, randomly decide on left or right, check there
>same with the opposite direction
It doesn't stop but merely pauses (in later version I think after 10 ticks) when it can't find a way forward. If this wasn't possible, with your approach if you removed a wall, the water would just stay there.

What you're seeing in the gif is when the water can as well go up, which is the wrong approach.
There are some other systems like pressure, trying to alleviate .

In large part, it's the coding that's making this slow, I think, but again, I'm looking for different approaches to the problem. I need some insight from outside of the box.
>>
For those who use C++: do you use pointers? I see they could make a difference in performance in a huge AAA title, but is it necessary to get used to them in a simple 2D side scroller?
>>
>>146258147
This looks so much like starsector that it seems like you stole everything from them
>>
va-11 hall-a has no keys
>>
Don't forget you're not here forever.
>>
>>146263261
passing pointers around can reduce performance

it is faster to have a global variable array and pass around indexes into that array because then it is always accessing the same memory

but if you build with whole program optimization then it depends because sometimes the compiler can make pointers still fast when
>>
>>146258147
If it's possible, please add even more debris, even if it's just particles.
>>
>>146261387
You don't need to check it every frame and for every piece of water right, only when something changes and only in the vicinity of that change.
>>
>>146262357
>gamers hat motion blur
what?
>>
>>146263261
Some things can't be solved without pointers. But you should learn to use smart pointers over raw pointers since you have the chance.
>>
>>146263261
Need pointers for muh polymorphism
>>
>>146261661 >>146261764

&&

or

and

?

I personally prefer 'and' because in GM it shows up in a different color.
>>
Tired of doing GM:S tutorials, I wanna do something from scratch but I have no idea how.
>>
>>146264342
Literally does not matter
>>
>>146264347
What tutorials did you do so far? And what is your goal?

I've also been starting and did a bunch of tutorials too. I'd say learning is great but now you gotta ask yourself what is your goal exactly, and what do you want to do. "How do I do this?" then do it or find the solution to do it, repeat until game is done. That's I'm envisioning it.
>>
>>146264436
I've done some basic stuff to make a top down game, though my problem is if I don't go back and watch it again I forget a lot of how I did it after a while. I feel like the best way to learn would be to figure this stuff out on my own
>>
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progress
updated UI, now i can modify it as i like
added "clarity" - targeting mode now highlights allies and enemies, dealing damage and healing shows the numbers now, you can see current unit's statistics now
added a unit for testing (actually 4, each of unit's spells summons different unit)
all above's going to be redone many times in the future
>>
>>146264436

I've been looking for ages as to how to implement melee combat in a side scroller (like in Castelvania) and I still can't find a thing.

Do you know any tutorials that would help with that?
>>
>>146264735

Raycast from character to end of the length of his weapon when the animation happens. if yes, the other guy takes damage
>>
>>146263261

Yes, it is. You don't want to be passing textures by value and having them copied unnecessarily, you don't want to be loading resources like sounds any more than you need to.

Keep a static map of your textures and such, and make sure that everything only gets loaded once, when it is required.

You can pass by reference too for when you need to pass player objects or characters, or any big class, etc, to functions
>>
>>146264792

Thanks, I'll give that a try and see how that works. Hopefully my skills haven't deteriorated too much in the few months I stopped.
>>
>>146263990
Glad to know that they have their own containment general now.
>>
>>146264578
Heartbeast RPG series?

Well first you can't expect to learn something completely new in a day, learning takes times. Those people doing tutorials themselves aren't pro or anything, they're actually learning as well by teaching others. Other than that yes you're probably right in saying you should do something on your own to learn, I've felt the same.

Tutorials are good and all but until you actually jump into the pool without anyone holding your hand you won't get anywhere. I've felt that way towards pixel art tutorials as well, or even art in general.

>>146264735
Shaun has tutorials on this I believe? Otherwise you could look at Heartbeast's RPG series; it's top/down but the logic behind it shouldn't be different, just tweak the code to your liking so it applies to a sidescroller. It shouldn't be complicated at all.
Sorry I can't be more specific as I'm working on a top/down game myself.
>>
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Added a tank to replace that cube static cannon enemy projectile shooter stuff.

If you die your camera locks so you cant pan it left or right anymore and a failure message at the top of the screen appears.

Going to be working on that cube cat in the box you can see in this webm as well. Hoping to make the cube cat in the box give the player dialogue when the player gets nearby for example the games controls.
>>
>>146264926

Spalding? I haven't checked on him since his took his Patreon down.

And it looks like he has something here. Thanks for pointing me in his direction again.
>>
Loomis is fun
>>
>>146265392
Yes!
>>
if i ever finish a game, would you play it?
>>
>>146264874
Does that mean that when I do something like this:
int x=1;
someFunction(x);
It will create a copy of x?

So I should rather do this:
int x=1;
someFunction(&x);
void someFunction(int *x){etc.}
So I pass the address of the variable which will get dereferenced in the actual function?
>>
>>146264120
Add people falling out of the ship
>>
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In an RPG what kind of class do you think when you think of a black woman?
Im not trying to make my game more diverse, I just want to have more things I can objectify
>>
>>146265837
I will, anon, just keep it up!
>>
>>146266007
Amazonian obviously
>>
>>146261096
I don't know i suck at coming up with original mechanics. All my ideas are "asteroids but in 3D, "2D platformer", "Spaceship corridor FPS".
>>
>>146266007
slut

only because i can't think of a class for woman only
>>
>>146266227
Well yeah, shes probably gonna be a slut, thats like making a black character and not giving them a white, blonde or Silver hair, its fucking stupid
>>
>>146266007

Some kind of tank role. Just sits there and soaks up as much damage as possible with her corpulent body while everyone else does the real work.
>>
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I
CANT
COME
UP
WITH
A
GAME
IDEA
>>
>>146261354
>>146261425
>Space bus
>Current travel speed
>You have to travel to uranus
Memeiest game of the year that does not need a single line of text
>>
>>146266007
Witch doctor, voodoo priest, hexer.
>>
>>146266414
Welcome to DIE my world
>>
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>>146266321
I disagree
>>
>>146266628
>implying she wasn't slut
>>
>>146266007
shamans
>>
>>146266726
>implying she has black blonde or silver hair
>>
>>146266628

I always thought she was some variant of sand nigger.
>>
>>146266007
Rogue and this >>146266605 >>146266748.
>>
>>146266768
*white blonde or silver hair
>>
>>146264874
>>146265908
>>146264113
>>146264210
>>146264263
I've tested and it really does allocate new space in the memory for it when it gets passed by. Thank you for the heads up, anons!
>>
>>146266007
Dark knight of course.
>>
>>146266628
You know I kinda like that, but its probably because I think its so unique to everything else
But I think shes bleach, so that means I hate it

>>146266605
>>146266748
>>146266828
I get that a Witch doctor or a Shaman would be very fitting, I just feel like it would be a bit racist and I'd rather avoid contraversy like that, But Hexer and Rouge sounds interesting, I had the idea for a sort of inventor/Alchemist so maybe I could adapt these 3 into one maybe
>>
>>146267003
blizzard does it
it should be fine
>>
>>146267003
I think you should just do whatever the hell you want. By trying to put yourself in a row you're not starting off well. Innovate. I could see that girl you posted with a big hammer for example. Would be cool.

>Rouge
Why do people always say "rouge" instead of "rogue"? Rouge is red in French.

>it would be a bit racist
>racist
You're just pandering to SJW here. Any smart person would be okay with a black person being a shaman or a witch doctor because it fits their past and CULTURE. It's HOW it is. It's not racist.
>>
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>tfw you get a really cool idea for a game that's never been done before
i just know americans will love it
>go to work
>stop people from getting shot by shooting baddies
think hotline miami but as a top-down shooter with more stealthy elements
>>
>tfw no mahou shoujo RPG with QTEs during the henshin scenes to gain buffs
>>
>>146265908
I'm very rusty in my C++, but if I remember right then passing by pointers can actually be slower in some cases. When you pass by a pointer, it could very well be a 64 bit memory address. Whereas an integer may just be 32 bits in size. I'd personally only use pointers for things like textures, std::vectors, strings, etc..
>>
>>146267003
>asian guy
>is a samurai
how racist
>>
>>146267258
Isnt HM already a top down shooter?
>>
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>>146267003
As a black guy, I wouldn't be offended by this at all. We need more Chocolov-tier characters in gaming/chink cartoons
>>
>>146267336
This is exactly what I had mind. It's like saying "wow that king in your game is white with a big white beard, how racist".
>>
>>146257827
>Making an on-rails space shooter in two thousand and sixteen.

You are doing gods work anon.
>>
>>146267368
Aw shit you mah nigga
>>
>>146267336
>cowboy
>american

*triggered*
>>
>>146267237
>>146267336
>>146267368
Yeah I guess I just see a Shaman is some gross ass slob who wears moss from a swamp.
I just think a Classy black chick is super hot
>>
wasn't there another pastebin for helpful links before the beta site?

can't seem to find it now
>>
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>>146257679
Are Pencil animations compatible with Unity?

Also, could anyone rec me some good tutorials on creating 2-d animations for Unity?
>>
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It's GTA 2 but there's no story because that's too much work. Also lower res pixel art.
>>
>>146257827
>Well I'm still looking at making the boss have a second attack.
C O R O U T I N E S
>>
>>146267292
Thank you for addressing the issue!
>>
>>146267359
Is it? Well you get the general gist, then. HM was made in GameMaker too iirc, so my game should end up sorta similar
>>
>>146263261
Nowadays, the only recommended use of raw pointers (outside of manual memory management) is as references that can be null.

Never use a pointer when a reference can suffice, and prefer to use smart pointers because they track ownership (unique_ptr at compile time, shared_ptr at run time).
>>
>>146267292
>I'd personally only use pointers for things like textures, std::vectors, strings, etc..
The memory inside all of those will be pointed to already. The actual structure you're passing will be only a few words large.

And you should pass by const reference, not pointer, when you're optimizing for size. Still, there's also the cost of indirection (double indirection if you're passing a reference to a structure containing a pointer to the useful data!)
>>
>>146268189

I did this >>146262973 by having an Attack abstract class with an overridable attack method. Then I have the CubeShootAttack, which starts and finish. Then the WingLaserAttack.

On finish the boss selects a new attack.
>>
>>146268632
Consider the following:
http://boreal.aggydaggy.com/programming/2016/05/25/mean-clean-state-machine.html
>>
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I learned how to generate somewhat good looking grass patches on a dynamic terrain. Nevermind the shit looks, but i guess i'm learning something.
>>
How do I into blender?
>>
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>>
>>146261096
So far I have a Love2d game that has a spessman walking around on a black background

Not sure what next
>>
>>146268898
I'm too shit
>>
What coding language should I be learning aside from python? I'm using UE4 and GM

>>146268898
Lack of $$$ for assets
shit at blending
even shittier at drawing but at least i don't have to blend and then draw textures for pixel art, i just have to draw shit art
>>
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>>146268898
3D modeling is hard bro
>>
>>146267292
>>146268483
Actually, now that I think about it, passing an std::vector by value might induce a copy. Maybe I'm too used to Rust, where a reference is always a reference and there are no implicit copy semantics, and C++ compilers will optimize away passing by const reference if possible.

The moral of the story is: profile before and after attempting an optimization.
>>
>>146268898
But i am.

I can model some shit too, i did some stuff in Blender back in the day.
>>
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>>146268898
>muh derail
ishygddt

does anyone know any good resources for programming first person mouse movement? is it enough to use vectors and a camera.lookAt(), or is there some necessary reading for matrices?
>>
>>146269050
A micro-optmization, at least.
>>
>>146268898
This
>>146269037
>>
>>146268847
You don't, there's better software. Just grab student copy of 3ds max instead.
>>
>>146269134
i used this:
http://learnopengl.com/#!Getting-started/Camera
at the "look around" section
>>
>>146268898
Because 3D modeling and animation is hard.
>>
C++ bros, help me with smart pointers.

I have a static std::vector<Entity*> Game::EntityList, and im using references to entities to fill this vector up.

But with smart pointers, say an std::vector<std::shared_ptr<Entity>> Game::EntityList, I can't seem to get polymorphism working.

In my old vector, i just pushed back references to entities and it worked fine, but with smart pointers I can't seem to get the vector to accept me pushing back my objects onto it
>>
>>146268898
Because 3D animation, modeling and texturing is hard
>>
>>146269134
You don't need to use matrices. Ordinarily, an FPS camera will just be defined by its yaw and pitch (and position, constrained to the player's head), and movement based on that is basic trig.

Matrices are typically only relevant for cameras internally because you need them to render, but they're computed from the vectors and sometimes quaternions that the camera uses directly.

>>146269332
Post code.
>>
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My game idea involves 2D characters and a 3D background
Just doing backgrounds shouldnt be to hard should it? A mostly flat surface with Textures
Kinda like that new Shantae game
>>
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I want to make game but I wish I had someone to work with. Doing EVERYTHING alone is fucking retarded.
>>
>>146269708
NANTSUTTE TSUCHATTA
>>
>>146268898
I think I'll try it once I finish my 2D game
>>
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>>146269786
>>
This is probably something very simple but googlefu has failed me.

I've changed some hard coded values in UE4, but existing instances do not update, and retain their old values.

However if I add a new instance, the value is now updated to the hard coded one. What's going on?
>>
>Objects in Game Maker can't have their own methods
>They need to be scripts accessible from anywhere
What the fuck?
>>
>>146269829
Have you tried turning it off and on again?
>>
Haven't been here since I bought Xenoblade more than a week ago. Where's zero quest dev? Where's pug dev? WHERE IS EVERYOOOOONE
>>
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>>146269708
Wanna team up? I have literally 0 knowledge though, watched some gamemaker tutorials yesterday and thats it. Can't write, make music or draw but I'm eventually gonna learn all of that.
>>
>>146268847
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

That's a start
>>
>>146269935
Can't tell if srs or just one of those "lol just reinstall works fine for me" types of answers.

If legit, do you mean turning off the editor? Because restarting every time seems slow/retarded.
>>
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>>146270007
I'd honestly say yes if I were more confident in my abilities. I have some neat ideas, and I'm currently learning to play piano (not specifically for game dev, though it'll be handy), but I still suck; I'm a long way off.
>>
>>146269469


static std::vector<Entity*> Game::EntityList;
EntityList.push_back(&mPlayer2);
EntityList.push_back(&mPlayer);
EntityList.push_back(&mBall);

this works


std::vector<std::shared_ptr<Entity>> Game::EntityList;

EntityList.push_back(std::make_shared<entity>(mPlayer2));

this doesn't. My types for Player, Player2 etc arent pointers, they're just stack allocated Player types
>>
>>146270061
Yeah I meant restarting it

I don't think you'll have to do it every time, probably just something weird happened this time.
>>
Who wants to team up and make something in Game Maker? http://steamcommunity.com/id/gabrielbelmont
>>
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>>146269708
>>146270007
>>146270129
Hey guys, I wouldn't mind helping out. I'm new to this to and am learning python and GML.
we should get something set up. we could make the next biggest weeb hit
>>
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>>146269624
go for it.

RO still looks acceptable to these days
>>
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>>146270129
Come on let's do it, nothing could possibly go wrong. We can do it if we try hard enough. We could even incorporate these guys
>>146270212
>>146270254
>>
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>>146270254
Jokes on you those posts are already weeb satire.
>>
>>146269995
pugdev is in jail for murdering his whole family and his dog
rape island dev got arrested for sexual harassment
>>
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>>146270304
OKAY, LET'S MAKE A GAME
>>
>>146270172
Yeah, it's fixed on restart but again the issue remains and you would basically always have to restart to update new changes (or delete and place new instances).

So do you get the same thing or is it just a bug?
>>
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>>146270304
ayy if youre serious i've got an ipt invite and have access to all of the latest engines (ue4,unity pro,zbrush,etc)
>>
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>>146266167
>>146266414
You called?
>>
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>>146270378
>>146270304
>>146270129
>>146270007
So is this what we call a nodev?
Can I join
>>
>>146270402
what's ipt
>>
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I understand why cutscenes are so popular now.

Players are scallywags who will try to break your game at any given opportunity
>>
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>all this Yuyushiki posting
>>
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>>146270471
All Yuyufriends allowed.
>>
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>>146270378
>>146270402
>>146270471
Add me up, I'm serious, I feel like this could work out, the biggest ragtag nodev team ever
http://steamcommunity.com/id/l-lewd/
>>
>>146270483
iptorrents, a private tracker. think kat.cr/tpb but invite only and with everything you could ever want
visit /ptg/ on /g/ for more info on private trackers
>>
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>>146270483
>ipt
A private tracker

I also want to anime team

can I?
>>
What kind of game are we making animefriends?
>>
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Do you understand now?
>>
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>>146270547
I added you up, senpai.
>>
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dumb mistakeposters get out of /agdg/
>>
>>146270391
I don't remember that ever happening but I do remember having to restart for some other fuck up in the editor. Where exactly are you changing these values?

>>146270132
"Allocates and constructs an object of type T passing args to its constructor, and returns an object of type shared_ptr<T> that owns and stores a pointer to it (with a use count of 1)." is in the description of make_shared. This means it's trying to create an Entity passing it a && to mPlayer2, which wont work. As for how to fix it I'm unsure. Instead of using make_shared try using one of the shared_ptr constructors directly, like "EntityList.push_back(std::shared_ptr(&mPlayer2))"
>>
>>146270625
No? They seem friendly and want to make video games. As opposed to this guy >>146270647
>>
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>>146270647

HARD WORK AND NUTS
>>
>>146269624
Yeah 3D backgrounds are easier, they still take a lot of time to make, but at least there's either no animations or very simple animations.
>>
>>146270768
>No? They seem friendly and want to make video games.
no they don't they're just idea guys
>>
>>146270768
How new are you friend?
>>
>>146270768
Animeposters are known nodevs, welcome to summer aggydaggy I guess?
>>
>>146270619
it was game maker right?
>>
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Anyone that wants to join the weeb nodevs join up

http://steamcommunity.com/groups/nodevs

With enough hard work we will make a game
>>
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>>146270547
rip
>>
>>146270931
You need to buy a game with your account. I think activating a game from your inventory might be enough
>>
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>>146270931
Don't have any games? You can just add some shitty free game to your library to get around it, if that's the problem.
>>
>>146270931
What's your account, steam users can add new steam users
>>
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>>146270848

>animeposters are nodevs
>last game agdg made was anime

get used to it
>>
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I need a name for a game maker like thing I'll never finish. Help me.
>>
>>146270132
>std::make_shared<entity>(mPlayer2)
That's why. mPlayer2 is not a value of type "entity" (Entity?) so this won't work. However, if A is a subtype of B, std::shared_ptr<A> WILL be a subtype of std::shared_ptr<B>. So you need to somehow get make_shared to use the type of the object you passed in and not just "entity".

Probably the easiest thing is to simply expose the method as taking a shared_ptr<entity>. Anything else will get into templates, move semantics, forwarding, etc.

>>146270648
>std::shared_ptr(&mPlayer2)
Never create a smart pointer like that. If mPlayer2 wasn't allocated with new, it will crash (or worse) when the last smart pointer to it is destructed. Always use make_shared (or make_unique, etc.)

His problem is not with HOW the pointer is constructed, but WHERE.
>>
>>146270978
>You need to buy a game with your account. I think activating a game from your inventory might be enough
aww darn lol, i've got an account with games but i've long forgotten the pass. guess i'll reset it later. the account i tried friending you with was new since i thought it'd be quicker
>>
>>146270816
I don't see how being an idea guy and wanting to make video games are mutually exclusive

>>146270817
About 4 years new

>>146270848
It's winter though
>>
>>146271009
he just shilled here like he shilled on /v/ desu, he didn't post much even before they found a publisher
>>
>>146270648
OK, so I did manage to find out what the problem is.

Apparently you cannot have updated values through the constructor, as it sets up values whenever you drop in the instance rather than when you start playing.

Seems silly as fuck but there we go.
>>
>>146271081
I'm sure they will post some keys soon. They must be busy doing some emergency bug fixes
>>
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>>146271081

>he made game boo hoo

I guess the real nodevs are clear by now
>>
>>146271056
>been here for 4 years
>doesn't know that anime posters are shitposting nodevs
lmfao yeah right
>>
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>>146271056
Yeah sure, where is your game then?
>>
>>146271160
3 posts a year doesn't make you agdg i'm not talking about the fact that they made a game but typical weeb reading comprehension
>>
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>>146270891
Can I join the nodevs group even if I dont have an anime avatar?
>>
>>146271027

Yeah i was an idiot, never realised I should have been doing std::shared_ptr<Player>
>>
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>>146270625
Every time.
>>
>>146271212
Yes, it's not supposed to be a 100% weeb sikret club, we just like make game
>>
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>>146264120
I'm actually suppressing fragments from forming if they're too small. Probably better to just let them all form, but disable collision on the small ones and eventually kill them. In any case, I'm not too concerned about VFX yet unless it's a closely gameplay-coupled effect. Trying to make a "molten metal" effect right now.

>>146263653
The ships are actually some kitbashes I made a while ago for Battleships Forever. That game had a small ecosystem of spaceship pixel art for a few years, either kitbashed from OC sprites or from game rips. I feel like I should hunt down the original spriter for permission, but failing that I might just make a shitload of little modifications and call it a day.
>>
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>>146271163
I've seen some pretty hardcore animedev bullying in these 4 years, like you're doing right now
>>
>>146266816
most darkies in anime are filipino
>>
>>146271273
GJ
>>
>>146271221
Looking back at it I think I was on the wrong track with the whole method thing, you weren't even abstracting it. Oh well, now you know.

If you're creating all your objects in-place like that, consider using
>std::make_shared<Player>(x, y, z)
instead of
>Player player(x, y, z);
>std::make_shared<Player>(player)
>>
>>146270891

Fuck it I'm in.

Though you guys are quiet as fuck.
>>
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https://www.youtube.com/watch?v=30nfka8J8Y0

Does this means that nodevs are autistic? Aren't people with autism supposed to be good at making games because of dedication and such?
>>
>>146271315
>>146271161
>>
>all these anti-anime faggots
>non of them has posted their games
lol
>>
>>146271442

My Players are all members of the Game class.

So can I do std::make_shared<Player> in the member initialiser list of Game?

Here is my current game constructor:

Game::Game() : mWindow(1280, 720), mPlayer("player png", mWindow.GetRenderer(), 500.0f, 500.0f), mPlayer2("bg.png", mWindow.GetRenderer(), 0.0f, 0.0f),
mBall("be.jpg", mWindow.GetRenderer(), 100, 100, 0.001, 0)
>>
I can't think of a space jam idea.

I cannot into space.
>>
>>146271593
wheres you're game?
>>
>>146271662
Just think of a non space idea then change the setting to space
>>
>>146271662
Make it a game set in IKEA where you have to maximise space
>>
>>146271715
No.
>>
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reminder if you're making a pixel game, avoid non-perfect pixels
>>
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>>146271273
>>
>>146271662
>I cannot into space.
Poland pls
>>
>>146271662
You play as an asteroid and try to blow up planets.
>>
Best webm recorder besides webmcm?
>>
>>146271761
They you should have said "I don't want to think of a space jam idea" instead of "can't"
>>
>>146271670
Same place as yours :^)
>>
>>146271863
OBS then convert with webm for bakas
>>
>>146271646
Make them shared_ptr members. If they're not, you will be copying them when creating the shared_ptrs to put in the vector - not what you want, I'm sure.
>std::shared_ptr<Player> mPlayer;
>...
>Game::Game : mWindow(1280, 720), mPlayer(std::make_shared<Player>("player.png", ...)), ...

Aside: I would recommend against passing in the renderer in the constructor to the entities. Just pass it into the the draw method and don't allow it to be stored (you can enforce this with an "opaque reference" but it's probably not necessary to do so).
>>
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>>146271806
Yep, that's the effect I'm going for.

>fire in space
>>
>>146271662
Broaden your view anon.
>>
>>146271924
Back the fuck off of me.
>>
>>146267919
Anyone? p-please?
>>
>>146270931
>>146270547
you should make a discord channel instead. steam is too restrictive
>>
>>146272631
>Discord
Kill yourself
>>
>>146272706
whats the problem with discord?
>>
>>146272775
Meme central
>>
>>146272827
it can't possibly have more memes than 4chan
>>
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>>146272070
>fire in space
>>
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>tfw shit at pixel art

progress has completely stopped
>>
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>>146268898
you have 20 seconds to explain why you are still using this shitty meme

>>146269624
>2D characters and a 3D background

full retard, 3D is more suited to characters due to animation, moving in different directions and so on
2D is more suited for backgrounds due to fixed point of view or limited parallax
>>
>>146272031

>I would recommend against passing in the renderer in the constructor to the entities

My Texture class requires access to the renderer to create the SDL_Texture. My mWindow.getrenderer() is a const function which returns a pointer to the window's renderer if that's alright
>>
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>>146269241
>>146269469
cheers gents.

the jitter's just because it's webgl + obs on a toaster
>>
>>146273139
Whats the point of this image?
They both look like shit senpai
>>
Hating any of the following:
>anime
>memes
>anonymity

If this is you, why the fuck go to 4chan?
>>
>>146273154
Right, that makes sense. I guess it's not a big deal if you don't ever plan on allowing the renderer to be recreated at run time.

At least you're not making it global, points for that.
>>
>>146273273
you can only like memes if they are ironic enough here
>>
Survival mode works for now, there's not a moment of rest so it's pretty addictive
>>
>>146273273
I hate anime when I'm not browsing /a/.
>>
>>146273376
that sounds very hypocritical
>>
>>146272070
you realize halo has an atmosphere yes?
>>
>>146273376
a subtle nod is fine, but smug anime posters are the scum of the earth
>>
>>146273280

Cool. While we're here, I was wondering why my code to limit velocity isn't working as intended:

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

The top section makes the sprite stop very suddenly when it reaches the speedlimit of 200. Directly underneath it, you can see that offsetting the velocity in the opposite direction works perfectly as a speed limit.

I don't see why the top part with SetVelocity doesn't work, given that's how I've seen people on the internet do it when reading about game physics
>>
>>146272932
>sun is powered by nuclear fusion
>fire is a chain reaction of oxidation
???
>>
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>>146273670
>>
>>146273741
burn in hell, mongrel
>>
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>>146273738
>sun is powered by nuclear fusion
>>
>>146273680
What's the code of SetVelocityX?

I recommend against using getters and setters like this, it makes it harder to reason about code at a glance. You should also use a vector type with overloaded operators, other common operations, etc. instead of separating the components manually.
>>
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>>146273670
Cmon, you're asking for it
>>
>>146273968
what anime is this?
>>
>>146273935

The code of setvelocity is implemented like this:

void Entity::OffsetVelocityX(float accel, const float& interval)
{
mVelocityX += accel * interval;
}
>>
>>146273994
Raingun obviously
>>
>>146273994
oreimo
>>
>>146273994
index / railgun i think
>>
>>146273994
to aru majutsu no index / to aru kagaku no railgun
>>
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>>146273994
Railgun
The lesser version of its other, To Aru Majutsu no Index
>>
>>146274051
SetVelocityX, not OffsetVelocityX.

The fact that SetVelocityX takes the interval time as a parameter is a bit telling that something's not quite right.
>>
>>146273935
>>146274051

I'm an idiot:

void Entity::SetVelocityX(const float& acceleration, const float& interval)
{
mVelocityX = acceleration * interval;
}
>>
>>146273273
Anime is trash; memes got boring half a decade ago; anonymity is barely respected, on /vg/, especially

Go to one of the other 'x'chan sites if you don't like the new direction, pussy
>>
>>146258350
She's fucking cute
>>
>>146274051
>having a function for this
>>
>>146274140
>mVelocityX = acceleration * interval;
That doesn't even make sense, no wonder it doesn't work.

Your object isn't stopping, you're simply setting its speed to some tiny amount.
>>
>>146274216

The problem is that it *is* stopping. I'm supposed to make it so that if it reaches 200 speed, the speed gets set to 200 again, thus it wont go over it on the next frame.

But the issue is that the sprite stops completely and then begins acceleration again, it's not a speed limit at all.

The one I showed with offsetVelocity works pretty much perfectly as a speed limit, give or take 0.1 variation in speed
>>
>>146274157
>Anime is trash
t. Why isn't everything like my old toonami shonen
>>
>>146273738
>sun is superheated gas
>fire is superheated gas
?
>>
>>146274350
Learn to read, anon.
>>
>>146269037
>>146269442
2d is harder for me. but i cant 3d model.
Just static things and stuff.
but im shit in texturing.
>>
>import a free asset pack just so stuff looks a bit better when working
>all of the meshes have an off-center pivot point

Fucking. Why.
>>
>>146274408
>Fire is the rapid oxidation of a material in the exothermic chemical process of combustion
https://en.wikipedia.org/wiki/Fire
>>
this guy is a gamedev out of his van
https://www.youtube.com/watch?v=tNdO7JMHBZw

does this kind of lifestyle appeal to you?
>>
>>146274413

So what am I missing?
>>
>>146274517
I wouldn't mind it.
Could also drive and dev anywhere.
>>
Okay i have a question, is the freemusic/free art usable in a commercial use?
>>
>>146274606
My entire post?
>>
>>146274693
ask whoever put it up for free
>>
>>146274693
technically? yes
do you want to? no
>>
>>146274693
Depends
>>
>>146274795
>>146274774
>>146274749

i was just wondering since me and my mates are making a game.
>>
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>>146274414
Oh, well Im kind of an artist
Im not good, but hey, I have a head start in this field and I think I could actually get a career out of this
Also I wanna draw porn for a living someday
THATS THE DREAM
>>
You're forced at gunpoint to put a "black screen with white text quote that fades in and out" at the start of your game.

What quote do you pick?
>>
>>146274731

I get that you think i didn't understand something in your post, and clearly in my response to it I thought i addressed it well enough, but this obviously isn't going anywhere, if you're not going to explain the issue then there's no use in replying again is there
>>
>>146274493
I'm not going to explain it to you.
>>
>>146274878
You don't see anything wrong with
>velocity = acceleration * interval
?

It LOOKS like it's stopped because the velocity ends up being tiny.
>>
>>146274875
"Find your own quote, nerd"
t. anon
>>
>>146274957

Okay, but the issue I'm trying to fix is that when it goes over 200, its supposed to get set back to 200 to give the illusion of a speed limit. But it for some reason it slows right down and then starts accelerating again

Also, I thought you were supposed to al all movement updates with delta time to keep them frame independent, that's why I implemented my functions like that
>>
>>146274931
>literally can't admit he is wrong despite all evidence
kek I love u guys
>>
>>146274875
"black screen with white text quote that fades in and out"
- Anonymous, 2016
>>
>>146271662
A game based on shooting physic based weapons (missiles, bullets) that are affected by planet gravity to hit targets. Bonus points for moving targets. Could evolve into a proper game with multiplayer.

I made something like this for fun a couple years ago, it's easy to prototype and can be refined in a lot of ways.
>>
>>146274875
Gay Niggers from outer space
>>
>>146275078
>But it for some reason it slows right down and then starts accelerating again
Because you're setting the velocity to an extremely small number.

>Also, I thought you were supposed to al all movement updates with delta time to keep them frame independent, that's why I implemented my functions like that
Only wherever you're doing numerical integration, e.g.:
>position += velocity * interval;
>velocity += acceleration * interval;
>>
>>146274875
"Made with Unity™ Personal Edition"
>>
>>146275242

>Because you're setting the velocity to an extremely small number.

Oooooooooooooh, so I am. What a fool I didn't see this sooner

>Only wherever you're doing numerical integration, e.g.:

Oh, well now I know. I've never seen it described as integration before, maybe that's something I should read up on?

cheers m8
>>
>>146274852
Entirely depends on the license.

Some free assets you can use commercially, some require you to give credit, some you can't, it's up to whoever made them.
Any decent site should have the license clearly available.
>>
>tfw trying to do shop
Why is it so hard to make it look good? UI design is the worst fucking thing about making vidya.
>>
>>146275420
>I've never seen it described as integration before, maybe that's something I should read up on?
It's high school integral calculus. Velocity is the derivative of position with respect to time, integrating velocity with the Euler method is position += velocity * interval.

That said, you can also just think of it in terms of rates, which might be more intuitive. Whenever you're modifying a quantity (position) based on its rate (velocity), you need to multiply by delta time.
>>
>>146275083
Not the same guy, but fire is rapid oxidation of material, and the flame is a mixture of gases that are reacting in the oxidation process, producing heat and light.

Sun is a ball of plasma in which it's primary component(usually hydrogen) undergoes a fusion reaction (usually proton-proton/CNO) to produce energy which is then radiated outwards.

So while you're somewhat correct that both of these "reactions" produce light and heat, the fundamental process behind them is so vastly different, saying they're the same is as isiotic as saying that a bicycle and a Saturn V rocket are the same, because they make you move from A to B.


tl;dr you're an idiot
>>
>>146275665
I'm the guy saying they aren't the same you kek
>>
>>146274693
It all depends on the license. For example, Creative Commons NonCommercial explicitly forbids you from that, but not the others.

Both freemusicarchive and opengameart let you search by license, so look up the right licenses and you'll be good.
>>
Who has ever made money from their game and what did you make?
>>
>>146275652
Most of us can think of good gameplay but almost nobody can picture a good interface
That's because we pay lots of attention to the former and very little to the latter
Just play more games and take a moment to examine the UI. See what looks alright and what doesn't.
>>
>>146275656
>>146275656

Oh, so in the game loop article when gafferongames is talking about the integrate function, that basically is an equivalent to my Update() function

Now I've fixed my SetVelocity() function, I suppose I should also take the deltaTime out of my OffsetVelocity function, since that is supposed to be a straight adjustment too, right?

Cheers for the help thus far
>>
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>>146276075
In a year and a half I have made $8.00 from three games

:(

I made
Souperbowl - a sort of pinball game.
Liquid Tub Tub - a puzzle game
Luvvie Ducks - a duck pet sim.
>>
>>146276227
>Oh, so in the game loop article when gafferongames is talking about the integrate function, that basically is an equivalent to my Update() function
It's more that integration is something you do while updating.

>I suppose I should also take the deltaTime out of my OffsetVelocity function, since that is supposed to be a straight adjustment too, right?
No, it's correct there.
>>
>>146276314
Link to games for curiosity
>>
>>146276314
only $8? jesus man i'm sorry.
>>
>>146276314
Ouch.

Are they all on steam?
>>
>>146276384

>It's more that integration is something you do while updating.

That makes sense, idk how I managed to get all of this so backwards when I was learning. Well thanks for telling me that what the method I'm using is already a form of integration, that'll help me understand when I read more on game loops
>>
>>146276504
Went for ad-revenue which seems to of had its day and gone.

>>146276459
The first two games are bad, but were good learning experiences. I'm happy with Luvvie Ducks.

Souperbowl
https://play.google.com/store/apps/details?id=com.gremonation.souperbowl&hl=en_GB

Liquid Tub Tub
https://play.google.com/store/apps/details?id=com.gremonation.liquidtubtub&hl=en_GB

Luvvie Ducks
(i posted a free link for agdg)
https://gremonation.itch.io/luvvie-ducks/download/RGtS8znu4S00Sp41m47DJ634vwkXa4ht1WlFKGZ4

paid
https://gremonation.itch.io/luvvie-ducks
>>
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when you fully build the wall for the first time (at least one brick covers the length of the border) an over amplified national anthem starts playing with USA colored fire works popping.

Now working on some allahu akbar. Is it too much?

I'm also wondering if the mexicans should start attacking your trump tower once they get over the wall or if it should be more of a "ILLEGALS IN TRUMPMERICA" meter where they disappear once they reach the border and you have to keep it under a certain amount of illegals or else you get a "THE ECONOMY'S FUCKED" screen
>>
>>146276764
Nah not on steam, don't have the resources.
Plus I don't think i'm there with the quality yet.
>>
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>>146271475
I wanna make "sex" with the chicks that work there.
>>
>>146276880
Liquid Tub Tub is like a parody of what a bad game would be like

I always saw potential in luvvie ducks to be a meme game that makes a lot of money
>>
>>146276893
>Trump is trapped in spicland
>only has his wall gun
>must survive the constant onslaughts of spics until he gets rescued by building walls and keeping them at bay

And no, it's perfect
>>
>>146277250
Ha, I do look back at Liquid Tub Tub and cringe. Strangely though it made the bulk of the $8.
>>
>>146271475
>coco's calm tueday
Sounds nice
>>
>>146276880
>those soundtracks
couldn't you find any open sound or find some musicfriend to make something for you?

I don't think this is about ad-revenue being dead, this is about the fact that the games had less than 50 downloads.

Now i feel like making some small dumb game for mobile just to see how it goes. Did you market those somehow or just put them on the store with a yt link showing some gameplay?
>>
>>146262369
Well the guy implements it in that video. Copy it?
>>
>>146271475
>meet hedeckie nujen
thanks bbc
>>
>>146263261
Pointers are essential. You use referencing in any game. If they confuse you somehow use references. References are the same as pointers.
>>
>>146277689
>pikachew
I can't tell if they're serious or making fun of her
>>
>>146277653
I didn't know how to market them.

I get emails from marketing companies but they want money, strangely enough.


A musicfriend did make a track for luvvie ducks. Which i am grateful for.
https://soundcloud.com/strohfielt-1/luvvie-ducks-field-theme
>>
>>146277930
that's nice
>>
>>146277930
The trailer is really important and your trailers are awful
They should be a minute and half max, with no pauses of nothing happening
>>
How many of you are working on team? How big is your team?

I have team of 3.
>me, the programmer
>artbro
>musicbro
>>
>>146278223
I agree, i my video editing is a bit lazy.
Plus trailers are harder to put together than it sounds.

And I am too eager to start the next game
>>
>>146274875
Let time tell the truth, and evaluate each one according to his work and accomplishments. Einstein, Heisenberg, Bohr. The present belongs to them. But the future - for which I have always truly worked - is mine.
>>
>>146274875
"hitler did nothing wrong"
>>
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>>146278554

Same setup as you, but our scope is large so 1 programmer and 1 artist requires us to be hercules and atlas

Oh well. AAA companies aren't making good RPGs anymore (except on handhelds maybe) and indie developers can only do so with a struggle, so we're choosing jihad.
>>
Whats an easy kind of game to make that makes decent money?
>>
>>146279510
kek
>>
>>146279510
"deep" walking simulator with narration and jump scares
>>
>>146279510
as an indie? probably arcade gamemaker pixelshit with a gimmick, unique art style, good soundtrack and then hype the fuck out of it

aim to be indie as fuck. do the opposite of what AAA does and pretend thats cool. rip off old games and pretend its new
>>
>>146279510
Mobile game with expensive in app purchases that can be posted to facebook.
>>
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sug aghgfdg
between coding and coding i've been doing some plans for art for my Video Game; making previews for 9 characters between 3 factions.
problem is, my russian friend Gregor at the bottom-left is sub-par and must be sent to the gulags for inability to be an interesting or relevant character. please fuel me with some interesting body types and characteristics of russian commandants.
note:
the game will not all be in sepia tones, only these 3 characters and their respective faction.
these are not finished sprites. they will probably feature in midgame main-menu screens, or i'll just ditch them for more appropriate poses.
>>
>>146280319
why are you posting this?
>>
>>146276075
I made about 80€ from a game I released last fall.
>>
>>146281161
>please fuel me with some interesting body types and characteristics of russian commandants
loli with blunt bangs but is actually 30 years old
>>
File: Sprite_crit.png (1KB, 200x188px)
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Can I get some critique on this
>>
>>146281479
Rat with a shotgun?
>>
>>146281479
Inconsistent outlines is the big issue.
>>
>>146281479
cute. maybe either add more outlines to the belly and shotgun, or remove the outlines completely?
>>
Anti-aliasing is fun!
>>
lmao 2 shields
>>
>>146281680
>>146281598
Thanks, and it's supposed to be a dude with a gun with some rags on.
>>146281624
What do you think would be better no outlines and shade to the edge or all outlines?
>>
>>146281849
Two swords is better
Shields are for pussies
>>
Any artists/1MA devs on Linux? What Distro/apps/software are you using for your games?

I'm trying to decide between Lubuntu and Xubuntu. I've tried a bit of Lubuntu just now, still waiting for the Xubuntu ISO download. Lubuntu's default painting program is already better than MS Paint in terms of Layers (MS Paint doesn't layers at all), but it's missing paintbrushes which MS Paint did have. Would GIMP/Krita work better or would they be tough to use on a slow laptop?
>>
>>146281925
>What do you think would be better no outlines and shade to the edge or all outlines?
Up to you, just pick one and stick with it.
>>
>tfw haven't touched my game today
Feels bad but I'm really tired.
>>
>>146282006
Alright thanks. I'll see what looks better.

>>146281849
This is bad ass. I always wanted two shields to be viable.
>>
>>146281925
>What do you think would be better no outlines and shade to the edge or all outlines?
Try both. With character/asset design you usually do a bunch of trials or concepts and then you decide which one is better. Try to get a level finished and compare how it looks with a background and movement and particle effects. Ultimately I'd go with what looks good but doesn't look to hard to look at or too dim to see.
>>
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>making LoD models and watching that overall triangle count drop
>>
I have a fairly simple procedural dungeon generator in place but I'm sorta feeling more like making a cyberpunk or a scifi game. The problem is coming up with stuff for a generic fantasy game would be so much easier.

What kind of setting or a premise could a cyberpunk/scifi roguelite have?
>>
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>>146281971

Done
>>
>>146282437
Based redtacticsdev
>>
>>146282437
That's not how you hold swords.
>>
>>146282341
spaceship has been taken over by an unknown alien entity
>>
>>146281976
Arch, Aseprite and Gimp (because krita is too slow here for the big resolutions I like to work with). Gimp and Aseprite should be fine on a slow laptop. Gimp slow downs when I try to rotate images with a lot of layers (or hide/show layers) and aseprite slowdowns when using the rotsprite rotation, but since I don't do those a lot it's all good). I think the fastest paint program I've used is MyPaint but it doesn't have a lot of features.
>>
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>>146281161

Maybe you could benefit from a different style? Something like papers pls?
>>
>>146282341
Any setting you'd see in a Metroid game.
>>
>>146282187
Thanks for the feed back anon. I'll give it a go with both and maybe post the what I'm working on later today.
>>
>>146282656
alright, thanks. I'll check out mypaint too.
>>
>>146282504

what can be improved?
>>
I'm trying to teach myself python by making a rogue like with libtcod buy can't figure out how to drop an item when an enemy dies.

Not gonna make it.
>>
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post SPACE JAM I N S P I R A T I O N
>>
>>146282968
Just think if you were to hold the sword like that and tried to swing it.
>>
>>146283139
if (enemy dies)
{
(drop item);
}

Or you could have it drop when an enemy's health reaches zero before the object gets destroyed.
>>
>>146282968
Well rotate it
It looks like you're gonna slap someone with the sword rather than slice em
>>
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>>146283150
>mixels
>rixels
REEEEEEEEEEEEEEEEEEEEE

Just kidding, here's some space inspo
>>
>>146283196
>>146283451

Oh duh, right. Easy fix
>>
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https://github.com/sparklinlabs/superpowers-asset-packs/tree/master/rpg-battle-system
New CC0 asset pack, RPG battle system.
>>
>>146283637
It's like im in an emulator thread
>>
I swear technology hates me.
I always run into those fucking batshit insane bugs where I follow a tutorial to the letter and don't get the proper result even though what I'm doing is a basic thing and basically idiot proof.
>>
>>146283150
Is it yours?
>>
File: sculpt.png (318KB, 731x844px)
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lets do this
>>
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man, the idle animation flails the hands around way too much

after I edit all these items to have grip data (to work with both right and left hands), I guess I'll have to mix up the idle behavior afterward
>>
>>146282606
>>146282749
Oh okay, maybe I was wrong. It's not that different making a generic scifi setting.
>>
>>146281161
Commandant Steel from Borderlands.

Nurse Nina and also the Skipper from Borderlands: The Presequel.

All fun characters and feel both 'Russian' and 'Officer'. They're very unforgettable characters.

And Viktor Reznov from Call of Duty.
>>
>>146284081
Imagine the swords have some weight and do the same animation.
>>
My type system is really coming together :)
>>
>>146284254
post
>>
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>>146283150
>>
>>146281161
pic-related and zangief from Street Fighter.
>>
>>146284390
Ah the old russian spy. You never see him
>>
Has the time for posting spacegress finally come?
>>
I want to make a game similar to Killing Floor / L4D2 with some RTS and Base Management mechanics in Unity.
>>
>>146284346
Dependent types
Linear types
Observational equality
Data and codata with sized types for totality checking
Quotient types
>>
>>146283637
are you implying that stitching assets together with spaghetti code constitutes making game?
>>
>>146284657
I was with you until the second half
>>
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I got inventory menu selection and scrolling to work (exciting progress!).
>>
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so like gta 2 right, okay? and then, like, procedurally generated cities, right? okay, so we got that, and then, like, check this out
gang territory. instead of having respect, you can either be apart of a gang or make your own gang and set out to be the only ones left. you'd be able to occupy buildings and have an arms cache and whatnot and finance it through dealing drugs all the while defending and expanding your terf.

pic related cause im too lazy to make that happen
>>
>>146284740
Was it the RTS/Base Management or Unity?
>>
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>>146283150
There will be space mecha games, right?
>>
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>>146284390
>>146284486
>>
>>146284886
Both
>>
>>146282690
really the whole art direction of this project is an experiment in applying a similar limited palette to the luftrausers sepia tones to my own style of drawing, and i've always found it hard to break away from my own style so i'm more looking for bodies to apply it to and (until now) colour limitations to work with
i like your kyrgyzstan-fried commissar though, i might find a use for a General Von Klinkerhoffen type russian yet

>>146284230
probably no more ladies, only women are gonna be north korean and aussie. 2/9 isnt bad as death-dealing commander diversity quotas go, it'd really be forced if i had any more

>>146285163
grizzled bison might be a decent look if i can make it more unique than 'russian strongman in uniform like every other russian commandant in media is'

>>146283150
https://www.youtube.com/watch?v=Tx1D9iT60CU
>>
>>146284941
Depends on whether you will make one
>>
>>146283864
no it's some Delver mod
>>
>>146284657
So you want to make a game that's about base building and defending that said base against zombies?
>>
>>146284941
I wish I could design mechs.
>>
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Ed.jpg
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>>146277439
>mfw I just noticed it's the equivalent of sjw political games except right wing
>>
>>146285559
Sort of, only instead of zombies you fight something akin to a mix between the Doom demons and the Tyranids from Warhammer.
>>
>>146285837
>sjw political games
Name one?
I wish they were that fun.
>>
>>146285484
Actually googling it seems to be a product of 7DFPS jam.

>>146285971
That could work. Take the player character inspiration from the imperial guard and you're set.
>>
File: rixel is a meme.png (20KB, 615x644px)
rixel is a meme.png
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>>146271803
reminder: "rixels" look objectively better than pixel perfect rotation
>>
File: insta.gif (2MB, 439x262px)
insta.gif
2MB, 439x262px
Playing with blendshapes
>>
>tfw i have a game but still no gf
>>
>>146283353
how do i tell where to spawn the item? I make x = monster.x and y = monster.y but now the monster wont die
>>
File: 1466330528410.jpg (21KB, 460x259px)
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>>146286528
that chin is way too defined for a slug
>>
>>146271803
Ironically Super Mario World used mode 7 to produce mixels and rixels.
>>
>>146284941
If someone wants to code a space mech game, I'll be happy to make the art. 3d or 2d.
I've always wanted to make a game where you have mechs in space who have rocket packs, but it's actually faster to jump from patch to patch of debris and you have a powerful melee. Cause it bothers me to see humanoid mechs who don't use their legs and arms at all.
May as well ditch the arms and legs if you're just going to fly around and shoot.
>>
>>146286939
>mechs in space who have rocket packs, but it's actually faster to jump from patch to patch of debris
Sounds like a pain in the ass to program, atleast in 3d.

>I'll be happy to make the art. 3d or 2d.
Wanna post something you made?
>>
>>146286609
How do I 'code' a girl into becoming my gf?
>>
how do i animate (or get around having to animate)
>>
>>146287413
l2 animate
or you can l2animate
take your pick
>>
>>146287413
https://www.youtube.com/watch?v=8ip4Ot2rZCA
>>
>>146287413
3d:
- manually via keyframes
- motion capture
- borrow/steal from free animation libraries

2d:
- manually by frames
- tween the shit out of still frames
- use implied animation by moving a still image or low framerate sequence around in the space presented to the viewer

have fun lol there is literally no way around learning to animate if you want to animate things yourself
>>
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>>146287168
>Sounds like a pain in the ass to program, atleast in 3d.
That's why I've never tried. I have doubts it can even be done with blueprints.
Also an art of mine.
>>
>>146287765
he sounds fruitier than a box of fruit loops for christs sake
>>
>>146288153
>I have doubts it can even be done with blueprints.
Not with that attitude
>>
Is 3D modeling and animation hard?

If so, how hard?
>>
>>146287252
CHCl3
>>
>>146288168
Fruit Loops don't make sound?
>>
>>146288398
About 17 difficulty units.
>>
>>146288153
>blueprints
You know what?
I'm getting sick of trying to do clean blueprints.

From now on I'll do shit code. Maybe it will be less obnoxious.
>>
>>146288398
Modeling is easy
Texturing is very fucking hard. (depending on how stylized you go really)
Animating is moderately difficult. (you can basically rotoscope video for easy mode though)
>>
Yo, this is a stupid ass question. But is putting object logic into a state machine's code bad practice?
>>
>>146288153
Oh cool, you're this guy.

I sort of want to take you up on your offer but I'm not sure if I'm in the mental state to be collaborating with anyone right now.
>>
>>146288589
You know about events and collapsed graphs right?

Keeping them clean is easy enough
>>
>>146286609
what game
>>
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Now sure how mechanically deep I should make this dialog yet.

Think I should add portraits?
Going to add speaker name on top of the box of course.
>>
How do you write a script for a video game? Do you just have [GAMEPLAY SECTION HERE] inbetween cutscenes?
>>
>>146288651
>object logic
What?
>>
>>146288701
I tried Event Dispatchers a few days ago.
Apparently those have been changed so much that tutorials don't seem to apply anymore.

Collapsing is easy enough, but I would prefer to do functions and shit for reusability and stuff. But the function that I last tried to do needed a variable number of inputs, which is apparently only possible to implement on C++.
However, C++ function libraries cannot be called from blueprints on my system and I have no idea why.
>>
>>146288778
>Fetch quests
D R O P P E D
R
O
P
P
E
D
>>
>>146288865
I have logic for a weapon inside of my weapon state. I was wondering if it was bad practices to keep it there or put it into it's own logic and then call that from the state.
>>
>>146288919
Events != Event dispatchers

>a variable number of inputs
How come?
>>
>>146288620
So relatively simple models/textures with somewhat complex animation is actually kind of feasible, then? Hmm.

Redpill me on where to start learning this stuff.
>>
>>146289034
It's all weapon logic, I can't see why it would be inherently bad. Post some code.
>>
>>146289094
>Events != Event dispatchers
But aren't they intrinsically linked?

>How come?
I wanted to use a single function to handle most instances of "powerups". It should get an enum with the type of powerup, the value of the powerup, the value that the powerup cannot exceed, etc.
It should also have a bool that handles if the powerup has an expiration time and, if yes, should add the necessary inputs.
I mean, I could just use default values and keep those fields free if they are unused, but from what I remember, the engine already has some nodes that gain additional inputs if you do certain things to them.
>>
>>146271803
>>146286449
wtf are rixels and mixels? i can't find any info on them
>>
>>146289242
///scr_state_shoot_test
rate_of_fire = room_speed /4;
bullet_offset_x = 18;
bullet_offset_y = 0;

if (mouse_check_button(mb_left) && is_firing == false)
{
instance_create(obj_gun.x,obj_gun.y-z,obj_dif_bullet);
is_firing = true;
alarm[1] = rate_of_fire;
}

if (alarm[1]<0)
{
is_firing = false;
}

//offsets for placing the weapon

x_offset = 0;
y_offset = -24;

//if the obj_gun does not exist then create it.
if !instance_exists(obj_gun)
{
instance_create(x+ x_offset ,y + y_offset,obj_gun);
}

//Object settings
obj_gun.x = x + x_offset;
obj_gun.y = y -z + y_offset;
obj_gun.depth = -y + y_offset -1;

//set the gun to the mouse
obj_gun.image_angle = point_direction(x,y,mouse_x,mouse_y);

if (mouse_x < x)
{
obj_gun.image_yscale = -1;
}
else
{
obj_gun.image_yscale = 1;
}

It seems to be easier to shove it all here instead of break it up into shit in the object.
>>
>>146289482
>install Unity
>get a fucking emoticon at the end of the install
Fuck you too.
>>
>>146289482
>GM
You can't really do anything about code duplication, just do whatever.
>>
>>146288153
Your mech with knife was great too bad you went with generic anime now
>>
>>146289665
Eh thanks. Guess I'll just make spaghetti and forgetti
>>
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Haven't posted here in a while but I'm still makin' progress.
>>
>>146288389
Ugh, you're right.
>>146288589
But I love the obnoxious mess! It's like how I live my life!
>>146288681
>you're this guy
Hah thanks. But yeah I can totally understand.
>>
>>146289665
>>146289810
Actually, I imagine most of this code (apart from the firing logic and constants) will be the same for every gun. Why not put it in a parent gun object, and simply allow new gun objects to be its children and add what they need?
>>
>>146289932
>It's like how I live my life!
What, you also randomly run into invisible walls that can only be scaled by going around them and hoping the other path doesn't also have an invisible wall?
>>
>>146289831
hello spiral knights
>>
>>146289831
>still makin' progress
Good to know! I'm really loving the brighter background. Reckon you'll make it to Demo Day?
>>
>>146289415
In a sense, but they definitely distinct.
Events are confined to an object and can be called like a function from within it (which will sort out your wanting to use functions for re-usability, you can just have an event trigger the code)

On the other hand you bind Events (either internally or externally) to an Event dispatcher of an object, which you can then call to trigger all the events bound to it.
>>
>>146289831
cute but kinda generic without the textures, there is a low poly fatigue right now i feel
>>
>>146289706
this
>>
>>146290251
Ah, so the dispatcher simply triggers a bunch of events, which don't care if they are in the same blueprint or not?

I got the entire thing backwards when I tried to do it.
>>
>>146289706
>>146290379
Faggots get the fuck out.
>>
>>146290489
Right, as long as you have a reference to an object, you can bind events which will be triggered when that object calls the event dispatcher.
>>
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>>146290039
I try not to think about it.
>>
>>146288651
damn that's a stupid ass question
>>
>>146290729
Here is the problem I have:
How do I create events?
When I click "create new event"...
Wait, I just found out that there's "create custom event". Fuck. That's the one that the tutorials use.

Still, how the fuck does "create new event" work?
>>
>>146289831
I'm glad you're still making progess, love the art.
>>
>>146290036
It's funny that you say that because while taking a piss I realized this. I just got done doing it. I was being a bitch about copy pasting 60 lines of code.
>>
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every time i post progress on AGDG
IM TIRED OF THIS SHIT! please make it stop
>>
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>>146290039
Man, that's some deep shit.
>>
I'm starting to realize I will never be able to make my dream game alone.
I can code, but just a little bit.
I think I'm getting better at modeling but I'm not that good either.
I know nothing about music or writing.

I feel like can only manage to make small, simple games with no polish or complexity. At the same time, I don't like the idea of having to depend on others to get things done.

I have no intention of giving up but feels bad man.
>>
>>146288778
Portraits would be good.

I just wish I had your art ability, your shit looks cash.
>>
>>146291152
SCOPE
>>
>>146291136
Kek.
>>
File: eowrhwior320.jpg (19KB, 409x393px)
eowrhwior320.jpg
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>>146291136
>your waifu is a shit
fukin lel
>>
Why did I even start to make this fucking RTS when I have no fucking skill and no intention to learn.
Now units ask other units to move if they block the path, but when I move a group of units they just fucking go on each over.
AAAAAA
>>
>>146289706
>>146290379
Fair call. I would love to try and make the mech game still but not now because online is just too much for me right now.
>>
>>146286449
So draw the rotations then, retard.
>>
>>146291473
>start with the stars
>end with a room and a button
Yesdevving is crushing.
>>
>>146291459
Does your pathfinding algorithm take into account other units?
>>
>>146289481
you have to learn about quixels first anon
>>
>>146291246
what aspect of game development do you feel the most drawn towards? work on that. don't think in terms of what you're currently good at, but what you're interested in.
>>
>>146291246
Just keeping dong it. Even if you have to make small games. The best way around this IMO is to make games that have some sort of connection with your dream. That way you can still operate in that universe but not at the level required for your dream game.

Remember, the first lisa game was on RPG maker 2003 and wasn't heard of much until the painful happened.
>>
>>146286449
That's because that sprite already looks like trash
>>
>devving 10 hours
>fixed 15 different bugs
trillion more to go
>>
>>146283150
>>146283532

Hey, I'm making a Doom style 3D game, with flat sprite enemies.

Are there any 3D things to avoid for this kind of game, like you would mixels and rixels in 2D?
>>
>>146264735
Collision detection also works, have the weapon have its own hitbox, instead of hit detection causing the objects to collide with one another, simply have it do damage to the opponent.
>>
>>146292139
With each bug fixed your game is that much better and closer to being finished, anon.
>>
>>146292139
>fixing bugs
>not just leaving them until a week before release

not a true dev
>>
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>>146289481
>>
>>146291646
I exposed my problem yesterday,
it used to see them as obstacles, but doing so would make it really hard to implement the function to ask other units to move, because it wouldn't find the path to start with.
So I made it so units have a greater cost so it only chooses that path when there are no other possible alternatives.
but in this way when I move a group of units
nevermind,
I added a return; and now instead of going over each other they stop, but keeps on searching the path and it slows the game a lot.
>>
The tag line for my game idea that I'll be making soon:

>"You've played Ocarina of Time... now play it's big bro!"

Thoughts?
>>
>>146292572
I haven't played OoT tho
>>
>>146286449
"rotation pixels" still doesn't mean anything

it's rixels and a rotated sprite
>>
File: zub11.png (73KB, 800x340px) Image search: [Google]
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hi agdg, i found a shitty but a quicker way to draw mutants for my game, using my shit camera phone
>>
File: flat,800x800,070,f.u1.jpg (44KB, 800x800px) Image search: [Google]
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>>146292572
Please don't.
>>
>>146292572
ah yes, oot's big bro Oboe of Space
>>
>>146292572
can you please stop shitposting
>>
>>146292572
That's pretty cringe.

and yeah, >>146292618
Not everyone who plays games has played Zelda.
>>
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nanako610.jpg
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>>146292572
>big bro
>>
>>146292705
Looks good
>>
>>146292653
>rotated sprite
but they're both rotated sprites. you dont even know what sprite means.
>>
File: madoka_laughing.gif (202KB, 500x284px) Image search: [Google]
madoka_laughing.gif
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>>146292712
kekko
>>
>>146292572
Sounds like a great idea and if it triggers people it's literally free publicity.
>>
>>146292572
i didn't play any zelda games, and i have no intention to play them
>>
>>146292959
Play some Zelda bro
>>
>>146292959
You've played Dark Souls right?

Well Ocarina of Time is it's big bro!
>>
I've been making stairs.
I don't really have a game atm I'm just practising art.
>>
>>146286528
how do you make use of blend shapes in unity? I know how they work in blender but don't know how to have them work once the model is in the engine.
>>
>>146293226
those stairs need a caring stonemason to give them some much needed TLC
>>
File: stairs.jpg (145KB, 1219x724px)
stairs.jpg
145KB, 1219x724px
>>146293226
>>
>>146293226
is it worth moving from blender to make this kind of stuff? I always see really complex tools that look fun as fuck but never know what software it is and it sure ain't blender.
>>
File: zub12.png (74KB, 800x340px) Image search: [Google]
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>>146292705
the process is easy, if you use graphics gale, set up a color palette and save it as a .gif, when you want something... spritified? you just paste over the image and the program will automatically use the colors from your palette. works best with few colors
>>
>>146293226
You should model bricks for Dark Souls.
>>
>>146293406
Lot's of areas don't really make sense barring one-off accidents.
>>
>>146292861
one is an unaltered sprite with rotated pixels, the other is a rotated sprite with resampled pixels
>>
My tag line was good, you fuckers will never sell a game. Die.
>>
>>146293451
shit dude that's fuckin sweet
>>
>>146293548
no, they're both rotated sprites
>>
>>146293451
What really? I'm not an artist but I would like to see a webm or video of the process
>>
I hate writing stories
>>
>>146293451
what kind of game is this anyway?
>>
>>146293451
You should remake Warioland 1 with that art.
>>
>>146293451
Gimp and photoshop can do this too, you just have to set the image mode to indexed, then pick your palette
>>
>>146293716
where is your detective game
>>
>>146293442
This is Zbrush, I guess most people here don't use it because 1: It's expensive and 2: Most of the devs are 1MAs and this program is mostly used by artists who only want to be proficient at art.

I always worked as artist/designer and I have it pirated.

>>146293478
Dark Souls sucks

>>146293530
But looks cool
>>
>>146293794
me too. i always end up redoing everything i write because it makes me cringe when i read it over
>>
>>146293548
just to further explain
>1 is rotated sprite with resampled pixels
>2 is rotated sprite with resampled pixels
the actual difference is
>1 is higher resolution anti-alias resampling
>2 is equal resolution nearest-neighbor resampling
>>
>>146293451
thank you for the info anon this is awesome
>>
>>146265142
I genuinely can't tell what the fuck is going on in your game.
>>
>>146293794
Me too. I like coming up with stories though
>>
>>146293069
nintendo don't care about releasing anything in my country and i don't have money

>>146293078
i didn't play dark souls or any from software games, and i have no intention to play them
>>
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>>146293979
>>
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>>146293836
i'm remaking stalker in game maker but adding in some roadside picnic and other shit to spice it up
>>146293717
no idea how to make webms, but it's simple, you just paste over an image in another window which is saved as a gifs and has ONLY the colors of your palette
>>
>>146294384
Not flashy enough to get mainstream success.
>>
>>146294395
Oh shit youre the guy from some time ago from the stalker general, noice
>>
>>146294474
it's a prototype
>>
>>146294384
where are the long neck characters
>>
>>146293231

http://answers.unity3d.com/questions/574775/how-do-i-get-started-with-blend-shapes.html
>>
>>146294117
why are either of these bad?
>>
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I really should have tested this case much earlier in development.
>>
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>>146294614
see >>146294519
here's some of the visual concept from 2014
i dont think i intend to do it exactly like this anymore but it's close enough to the intended endproduct
>>
>>146294871
Googum are you going to stay Deviant Art tier forever with your """Art"""?
>>
>>146294871
Dropped.
>>
>>146294984
dont worry googum is so cool he can do shitty pixel art too
>>
>>146294984
what level of art is acceptable to you? post an exaxmple
>>
>>146292959
Some are good, some are shit, but at least they aren't Halo.

I like their use of music, but the last game I played is TP, which dropped the ball in that regard.
>>
>>146295052
I don't mind stylization, I actually like it sometimes. But Googums art always felt like hes tried to emulate his favorite manga artists and then forgot to actually learn real technique.
>>
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>>146294815
because one is ugly as sin but pushed because it's "pixel-perfect"
>>
>>146294815
just stop you dummy
>>
File: my twitter when.png (6KB, 294x151px)
my twitter when.png
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>>146295183
>I don't mind stylization except when people do it then i mind it
>>
>>146295191
Or you could stop being a lazy shit and redraw the sprite at that angle so it doesn't look like cancer.
>>
>>146295447
More like "I like it when it doesn't look like shit"
>>
>>146295447
When it's done right I don't.
>>
>>146295191
I guess I'm not seeing the huge issue with rixels. Would you rather see not rixels when it comes to like rotating a weapon based on mouse position?
>>
>>146295191
>>146286449
Rotation pixels like you've got on the right looks perfectly alright when it lasts for a split second, whether hand drawn quickly or rotated through code. SMW gets away with its hastily drawn rotated Mario because that frame appears for a very short time when using a rare wallrun item.

However, it's fuck ugly when it remains on screen long enough - that's why pixel artists usually draw specific, detailed sprites for 45° angle characters (as >>146295587 points out).

>>146289831
Looking really cute. What's the point of melee monsters when you can snipe at long range without risk, though?

>>146293451
Shit I dunno, this looks real great but obviously you still need to be able to redraw whatever GraphicsGale spits out, and that won't fly if someone doesn't have a grasp on lighting and such, like you do.

Anyway, your art is really rad and the gameplay looks like it has potential. Keep it up!
>>
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>>146292705
>>146293451
I think you can do something like this in aseprite too
>>
>>146295759
Also, the size of the sprite matters a lot.

nuclear throne afaict just rotates gun sprites from a few keyframes and it looks fine because it's not the focal point of the gameplay the same way mario's body is
>>
Gonna mess around and try to make a game similar to the early zeldas to learn the ropes of gm, whats a good resolution to work with?
>>
Is anyone here actually good at 3D? I need someone to redpill me on where to start.
>>
>>146295587
>>146295759
that's alot of extra work if you want full rotational freedom with the only benefit being a smug sense of ~authentic to 1980s and early 1990s~

>>146295651
exactly
>>
>>146296171
JLMG
>>
>>146296063
That was my initial reference when I was asking about rixels. The dodge roll with the fish is rixel as well I think. I'm thinking of using rixels for the few projectile weapons. Does enter the gungeon use nearest neighbor rotation or did they redraw each one?

>>146296220
the work vs return turns me off.
>>
>>146296220
What other fucking reason is there to do pixel art?

Also, you're forgetting about handhelds.
>>
>>146296240
I will, as soon as someone redpills me on this. Just picking out random tutorials isn't working, I need a good proper starting point.
>>
>>146291473
Is UE4 networking hard or just too hard for your current skillset?

The new Unity networking seemed simple as fuck to implement.
>>
>>146296373
Stop being a pussy and JLMG
>>
Why there is so many shitposting all of the sudden?
>>
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>>
>>146296606
Post the mirror lasers one
>>
>>146294871
Would play honestly.
>>
>>146296331
I just tested it, Gungeon has 4 distinct sprites between 0-45 deg but it looks like they are autogenerated using something like rotsprite
>>
>>146296580
Because you think everything is shitposting.
>>
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>get back on the project after years of soul draining job overtimes and bullshit
>wants to fix the sprites
>have to redraw horrible animations
>inconsistent palettes for no discernible reason
Well, at least I've improved. Not really sure how since I haven't done anything wortwhile in 3 years.

But I'm back on track, if all goes well I'll be back steamrolling soon.
>>
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>>146296606
>>
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>>146290058
I will never stop stealing
>>146290157
hope so
>>146290341
eh
>>146291063
Thanks
>>146295759
You're right, there are only going to be a few melee enemies. These dudes exist just to have a little variation.
>>
>>146296494
UE4 networking is retard easy.
>>
>>146296580

>You posted >>146292959

You're just as bad as the shitposters by responding to them and encouraging them.
>>
>>146296220
>that's alot of extra work if you want full rotational freedom with the only benefit being a smug sense of ~authentic to 1980s and early 1990s
is this the reason googum art is? because he s lazy?
>>
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Seriously give me ideas for space jam
>>
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>>146296676
>>
>>146296915
top down shooter with shaq shooting basketballs at aliens
>>
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>>146297048
>>
>>146296915
space game where you align mirrors to power space stations with lasers, except the mirrors work like this >>146297048
>>
>>146296580
>so many shitposting
>tfw I wasn't here for half a year
>tfw I was surprised at how low the shitposting has gotten while I was away
Nigger you fag
>>
>>146296521
I need help. I need to be redpilled, dude. Don't you understand?

I will JLMG, but I need someone to be my Morpheus real quick and point me to a solid starting point for 3D.
>>
>>146297048
Why didn't she just shoot the laser at the door?
>>
One good trick to improve pixelated rotated sprites was to resample on the fly the sprite 4x then rotate and scale back down with neighbour.
Can't remember how they called it, ro4 or some shit...
>>
>>146297215
JLMG and look shit up when you run into a wall. 3D is fundamentally no harder than 2D if you're using an engine with good 3D support.
>>
>>146297234
More lenses = more laser power :^)
>>
>>146297234
She needed two, idiot.
>>
>>146297234
the door was made out of addy
>>
>>146297361
She could shoot twice?
>>
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>>146297048
Reminds me of these.
>>
>>146292705
>>146293451
Holy fucking shit. You have no idea how happy now I am. Can you put together a pastebin? Or make a YouTube video? The world has to know about this.
>>
>>146296752
Thanks for the info. I might try that out and see if its worth doing it that way instead of the current rotation I've got now.
>>
https://dl.dropboxusercontent.com/u/4498654/voodoo/index.html
you need flash to be enabled to see it
>>
The keys aren't really coming, are they?
>>
>>146297631
>This looks cool let's click on something
>Holy shit it spins
>>
>>146296915
More like this?
>>
>>146297821
just dont use the mouse wheel, its not intented for zooming in or out
>>
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Obstacles
Now this snake is not completely overpowerd
But the AI is really stupid when navigating
>>146297857
https://www.flickr.com/groups/microspace/pool/
http://kotaku.com/5901269/my-favourite-spaceships-in-the-world-arent-in-games-or-movies-but-lego/
http://www.brothers-brick.com/tag/space/
>>
>>146297631
It's pretty sweet.
>>
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>>146297857
>>
>>146298594
>>
Added the NPC chat dialogue stuff. You can read what an NPC has to say by walking up to them. The cube-cat in the box will be a main character in the story. Hes in a box because he is hiding from something though I plan to have him just appear on so many levels to guide the player.
>>
>>146294012
>AAA-quality assets
>This is Zbrush, I guess most people here don't use it because 1: It's expensive and 2: Most of the devs are 1MAs and this program is mostly used by artists who only want to be proficient at art.
>I always worked as artist/designer for Dark Souls 3

AGDG
G
D
G

/agdg/

/amateur game dev general/

/AMATEUR game dev general/

not /AAAgdg/

(emphasis on amateur)

JUST LIKE MAKE AMATEUR GAME (Not AAAmateur game)
>>
>>146299309
Nice looking steps does not a AAA game make
>>
is there a simple way in gm to check angles? I want to have the player face towards the mouse but only in the 4 cardinal directions mostly so you walk backwards and strafe while still having your sword swing the way you want
>>
>>146299309

Do you know how to read, or are you just editing people's posts to be retarded?
>>
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>>146299061
Webm didn't post*
>>
>>146299562
this perspective makes your game even less marketable for VR than it already was
>>
>>146299562
2cute!
>>
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>>146264661
Looking great, I like seeing your progress. I've been wanting to start doing some hex stuff. People posted some weird stuff awhile back that made it look interesting, but I have no idea what I'm doing.

Someone explain this picture
>>
>>146300000
nice
>>
>>146297631
A shame that apple and google killed flash, fuck them.
>>
>>146299562
>>146300139
It might be cute if it weren't so headache- and nausea-inducing.
>>
>>146300000
The camera for VR is different now than the camera for non-VR. The perspective is actually better because it causes you to lean around to look around the scene instead of topdown.
>>
File: magerage.png (1MB, 925x599px)
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anyone wanna play the game I was working on during uni with me?
magerage.de
you'll need unity webplayer tho
>>
>>146300179
It's a coordinate system for a hex grid, what's the problem?

The stuff on the top is purely for drawing.
>>
>>146295651
yes
>>
>>146296880
cool enemy, it reminds me of something from megaman legends
>>
>>146300243
What is nasusea inducing about it? I'm happy to change the color pallet of the level to something less headache inducing if you give your 2cents.

It's hard to make a game on your own, and you yourself isn't able to see flaws. I don't get head aches or nausea from games so I'm happy to listen.
>>
>>146296880
Twintail MC automatically makes your spiral knights game worth playing. good job
>>
>>146300669
It's not the colours, it's having to strain so hard to see what's going on since everything important is so tiny and the screen is so busy. The game has always suffered from this.

The nausea and disorientation is from the rotating camera.
>>
>>146284663
What are each of those except dependent types, I already get that somewhat
>>
>>146300669
Not that guy, but the color pallet is all over the place, with teh ground having super high contrast, and then objects/characters being super pastel styled and desaturated, which is the opposite of what most games usually do with pallets. That, coupled with the dizzyingly fast background and the obnoxious confetti or whatever particles are clogging up the screen makes it difficult to focus.

also like>>146300839 said, the important parts are super small.
>>
>>146300839
I'm sure it's much bigger when you play the game yourself or look at the webm in fullscreen. One of the reasons I did the perceptive change was to enlarge the view on things with a closer but more front-view look.

Do you think the nausea and disorientation from the camera rotation is just because you arent playing the game and watching a webm? If not I guess il have to remove motion blur.
>>
>>146300179
Here, this will be helpful for learning hexagons
http://www.redblobgames.com/grids/hexagons/
>>
>>146299562
your game has the coolest art style on here imo. it looks like a lost dreamcast-era sequel to chu chu rocket
>>
>>146286528

dude. Reduce the specularity on the shader. His face looks like plastic right now.
>>
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how do i get good at anything other than UI agdg
>>
>>146300443
The numbers in the hexes are messing with me. They're not the coordinates for the hex, I guess they're some kind of "cost" for moving away from origin? I was thinking the numbers related to how you would specify the hex-point, like (-3,2,4) or something but apparently not.
>>
>>146300979
A value of linear type must be used exactly once
Observational equality is a powerful but decidable version of equality
Data -> recursion (finite)
Codata -> corecursion (potentially infinite)
Sized types are used to ensure you don't get stuck in an infinite loop
Quotient types are a bit tricky to explain if you're not already well-versed in set/type theory but they're very useful

>>146301543
>They're not the coordinates for the hex
They are coordinates. A triple (X, Y, Z) can map to more than one hex tile or none at all, though.

>I guess they're some kind of "cost" for moving away from origin?
That's also correct.
>>
>>146301543
>>146301781
>>I guess they're some kind of "cost" for moving away from origin?
>That's also correct.
Well, it's sort of on the right track, at least. You can move to any adjacent hex by adding 1 to one component and subtracting 1 from another.
>>
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Could be better, but for now I'm satisfied.
>>
>>146300395
For some reason my web player doesn't work. I'd test it otherwise. You can't make a webgl build?
>>
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>>146301384
>style on here imo. it looks like a lost dreamcast-era sequel to chu chu rocket

Thanks familia. This is exactly what I was going for.
>>
>>146301781
>A value of linear type must be used exactly once
Interesting. I'm not immediately clear on how this would be helpful.
>powerful but decidable version of equality
explain
>Codata -> corecursion (potentially infinite)
weird, but interesting

>A triple (X, Y, Z) can map to more than one hex tile or none at all, though.
Well that's more of a distance metric than a coord system isn't it? Like what if I want to specify exactly one hex tile?
>>
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>>146300179
If I was going to do a hex system, it would probably just be like this.

Drawing would just be like

ypos = y*height * 3/4
xpos = x*width + y%2*width/2
>>
>>146302084
I dont even have the project anyomre
>>
>>146302263
>Interesting. I'm not immediately clear on how this would be helpful.
Resource management.

>explain
There's two main camps of propositional equality in type theory: intensional, which is decidable, and extensional, which is more powerful. Observational equality takes the good bits of both while remaining computationally simple.
>weird, but interesting
An example would be a lazy, infinite list like Haskell is famous for. Only Haskell has no way of checking that you're not going to do something like try to sum all the entries of an infinite list, which would be an infinite loop.

>Like what if I want to specify exactly one hex tile?
My bad, I messed up my wording. A triple can map to one or no hex tile, but each tile has an infinite number of triples that map to it.
>>
>>146302023
Not bad. Keep it up!
>>
>>146302430
Could you explain ypos, xpos a little more? I'm not following it.
>>
>>146302101
sorry i have to say this, but "bokube" really looks like "bukkake"
>>
>>146299531
Direction/angles go from 0 to 360 in GM (IIRC image_angle and direction are about 90° apart).

Just check whether the variable that holds your angle is between a certain threshold and then readjust.
if angle > 45 && angle <= 112 angle = 90
if angle > 112 && angle <= 202 angle =180
etc.
(You could probably use something with modulo, or at least a for loop for efficiency.)

>>146299562
Jesus you need to tone down the confetti and/or background waves AND make your camera movement smoother, slower and less blurry.
Good work on the dialogue UI though.
>>
>>146302721
it's all simple maths, same as a regular tile based system
the only unique thing is %2 (modulus) which tell you whether youre on a shifted line
>>
Can I use an int to pick a certain value from an enum? I have a function that asks for an enum value, and I've tried passing in an int, and also enum[number], but neither of those worked.
Sorry if I'm hard to understand, I am really fucking sleepy right now.
>>
>>146303002
This is also what I was going for. Adds to the strangeness of the game.
>>
>>146303546

in C++? yes. just go look up enums
>>
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>Adds to the strangeness of the game.
>>
>>146302721
They are the coordinates for the upper left corner of your hexagon sprite.

height and width are the height and width of the sprite

The straight side of a regular hexagon is exactly 1/2 the height, leaving 1/4 for each "tent", so you multiply the end result of y*height by 3/4 so the sprites overlap and the tents fit into each other.

y%2*width/2 is basically saying, "if y is odd, then offset the sprite half it's width to the right"

y%2 evaluates to 1 if y is odd, look up "modulo operation" if you've never seen it.
>>
>>146303546
>>146303749
I got it working. Turns out I needed to use enum(number) instead of enum[number].
>>
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>>146302702
So a type system can have all of these "types of types", or does it need to adhere to one of them?

>Linear types must be used exactly once, resource management
This makes sense. Pretty interesting, I'd like to see it in action.

>type theory
stop making me want to dive into HoTT, I have so many things to do! But thanks, I won't keep derailing the thread on asking for more explanation on intensional/extensional/observational equality, but it sounds neat.

So the sized types would help with the problem of ie haskell not realizing you're trying to sum an infinite list, but still allow for lazy, infinite lists?

I'm still foggy on this hex coord/distance situation, sorry.

>>146303526
I'm down with simple maths but for some reason I'm still missing something.

>ypos = y*height * 3/4
>xpos = x*width + y%2*width/2

Say I want to specify the hex in red.
>>
>tfw stuck on designing a part of your game for days

fucking hell i just want to dev or make art
>>
Thanks to the guy who was helping me with the game physics earlier. I got my velocity limits working fine, and I'm looking at physics articles on games to grow my knowledge on integration and stuff. let the learning continue!
>>
>>146304112
>haven't been able to figure out a good plot for months
>it's holding up my entire game
>>
>>146304018
>>146303852
>height and width are the height and width of the sprite
Oh I see maybe what my problem was. "height" and "width" are referring to locations on the screen. I think I got it now, thanks.
>>
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>>146302023
a bit slow, but really satisfying
>>
>>146304018
>Say I want to specify the hex in red.
as in an arbitrary mouse position to the tile? still the same as regular tile systems, you reverse the math.
>>
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>>146304112
t. Ideas guy false flagging
>>
>>146304419
You're not using that right dogposter.
>>
anybody here with some low level 3d knowledge?


what's the best data structure to store a triangle mesh, so that I can query and modify using its edges?
>>
>>146304018
>So a type system can have all of these "types of types", or does it need to adhere to one of them?
They're all orthogonal, more or less.

>This makes sense. Pretty interesting, I'd like to see it in action.
Rust and ATS would be the prime examples.

>So the sized types would help with the problem of ie haskell not realizing you're trying to sum an infinite list, but still allow for lazy, infinite lists?
Yes, and you can use them with a regular fixpoint operator. The alternatives are syntax-based termination checking (Agda does this), which is too conservative, or translation to induction principles, which doesn't work well with linear types (Coq does this).
>>
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>delete 40+ lines of code
>replace with 2 lines of code
>works the exact same
>>
>>146304620
What are you trying to do?
>>
>compsci nerds in my /agdg/
I'm ok with this, I learn a lot from these threads actually, so thanks
>>
>>146304018
i should mention, as simple as an XY system is it's probably better in the longrun to do an XYZ system >>146300179 since it's simpler on the math for actually traversing the grid.
>>
>>146304810

trying to modify a mesh while the game is running.

using Unity. Unity stores meshes in an array of vertices and triangles. But that makes modifying meshes really hard. I'd rather use edges to query. So, need a data structure with which I can query by edges.
>>
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>>146304728
>try 3 different implementations of the same thing
>doesn't work
>realize it doesn't work because of a floating point error
>they all would've worked
>the first implementation was the shortest and most sophisticated one
>you don't have it anymore
>>
>>146304346
I can see it
>hey, tank 6, could you move a bit? I have to go over there
>oh sure, tank 3.
>hey tank 7, move a bit please, tank 3 needs to go through here
>right, here you go
>thanks guys, and sorry for the inconvenience
>anytime, tank 3
>>
>>146305125
crtl+z nigga
>>
>>146305110
The data structure for the vertices doesn't hold data to which edges they form with other vertices?
>>
What are you guys think about:
>Postapocaliptic
>Top down
>RPG
>with Turn Based combat
?
>>
>>146305110
>trying to modify a mesh while the game is running.
Yes, but what EXACTLY are you trying to do?

The reason I ask is beacuse there's probably a way to do what you want without modifying the mesh directly.
>>
>>146304571
Dogposter are stupid anon. There is no reasoning with them.
>>
>>146305371
So Wasteland 2?
>>
>>146304651
>another reason to look at Rust
goddamnit I need to focus on one language, stop haunting me Rust. Never heard of ATS before but looks pretty interesting.

I only know of induction in the mathematical sense but assuming it's similar, I sort of see how linear types, having a value that can be used exactly once, would be problematic. Sort of.

So are you writing a language? Assumably your goal is gamedev. Which came first, the desire to write a language or gamedev? I think gamedev is a great testing grounds for languages/features. What are you working on?
>>
>>146305516
there is a difference!
>not made by established studio
>>
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Do you guys like the logo for my new game KEPLER-186G?

I've been working on the game for five years.
>>
>>146305386

Honestly, I just want to modify the mesh, for example change a cube in to a multi-sided polyhedron.

>>146305332

no the default Unity mesh structure doesn't have any information on edges. I would need my own data structure as a substitute I think.
>>
>>146305104
Oh I see. Thanks for mentioning actually I had the two conflated in my head and that was also causing confusion.
>>
>>146305661
uhhhh post the game instead of the logo?
>>
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>>146304728
>write long fucked up function because you have a hard time wrapping your head around it
>later realize the engine has a built in function that does basically the same thing
>later realize how you should have done the first function and rewrite it even though you'll never use it

Still felt pretty good.
>>
>>146305661
Couldn't say for sure without it being coloured in
The text upside down cant be good for marketing
>>
>>146287765
small question here, is he autistic?
>>
>>146305661
I don't particularly like it, sorry friend. I think compositionally it's too all-over-the-place, the shapes are uninspiring and the name being upside down doesn't add value but adds cognitive load.

5 years! That's a fair amount of time. I'd like to see what you've done with it
>>
>>146305604
>So are you writing a language? Assumably your goal is gamedev.
Yes, and yes.

>Which came first, the desire to write a language or gamedev?
I've been doing gamedev since I was a kid, and I've had the languagedev itch for a while.

>I think gamedev is a great testing grounds for languages/features.
Exactly. The engine and game will be the major use/test case that defines the language.

>What are you working on?
King's Field clone, once I get the language up and running. I'm struggling a lot with the implementation of the core of the language but I think it's mostly because I'm a perfectionist about this stuff now and I just want to keep rewriting and rewriting, and then I discover something I want to change about the core language, etc.
>>
>>146305661
Rotate it 180 and color it. Where's the game?
>>
>>146305332
that's the triangle index, pretty much all realtime meshes are stored the same way, list of positions, list of which three positions form a face, list of properties i.e. vertex colour, normals etc.

so (x,y,z), (x,y,z), etc
triangle index [1,2,3], [2,3,4] etc.
(r,g,b), (r,g,b) etc etc

often as just a continuous array of numbers, with all groupings being implicit and the responsibility of the parser, because that is the format the hardware expectes
>>
>>146305932
baka
>>
>>146306078
Sounds like a pretty fun project, I don't blame you for being perfectionist about it. I'm sure it's hard to post progress about it, but there's at least one anon who wouldn't mind seeing updates!
>>
Out of curiosity, how would one go around making a racing game? Specifically, how would you check if the player is actually running on the track and not taking shortcuts?
My idea was to have checkpoints but I'm not sure if that's the way to go.
Not trying to make one, but I was thinking about this.
>>
>>146305371
>Postapocaliptic

You shouldn't be making an RPG if you can't spell
>>
>>146306209
I always thought it was "so much hate"
>>
>>146306209
>autistic AND gay
wew goog
>>
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>>146305661
Something like this m8.
If I had actual art stuff installed I'd make it better.
>>
>>146306358
couldnt you use triggers covering the whole track check if the player is inside said triggers and on exit sent a message that the player left the track?
>>
>>146306358
triggers?
>>
>>146306358
Yeah, check points it is. Or natural obstacles which keep them on track.
>>
>>146305816
No. I've refrained from doing that since development of the game started, and I will still continue to do that even though the game is in the final stages of development (mostly just polishing now and working on the music).

>>146306063
>>146305915
>>146306096
This is just an early logo I made with CAD, I need to pass it on to my artist for coloring. There's a lot of symbolism in the logo for stuff regarding the game, but I'll try to improve it. Thanks for the constructive criticism.
>>
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Two of the main character NPC's you find in Bokube are the tutorial chat cube and his negative angry brother.

Both are self aware that its a game, and the tutorial cat accepts this and teaches the player how to play, but his brother reflects agdg and constantly shit talks and basically says anything agdg has negatively spoken about on bokube in a self reflecting charming sort of way (and free writing that pays for itself).

I will turn your shitposts into jew gold you lovely senpaitachi.

The Aaggy cat also saves your game on a file for you whenever you talk to him, but that is mainly because he made a deal with you that if you help him escape this shit game he will save your progress for you.
>>
>>146306512
Yeah but post the game first.
>>
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>>146306509
nothing gay about manliness.
>>
>>146306670
He's not me. See >>146306617
>>
>>146306617
>I've refrained from doing that since development of the game started, and I will still continue to do that even though the game is in the final stages of development
I see. You can get the fuck out then.
>>
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>>146306509
>autistic and gay
>>
>>146306471
blow me
>>
>>146306726
/fit/ sure would love you.
>>
What do you do when you're not sure what to make?
I have the eventual goal of a game where you're a spaceship captain flying around recruiting crew and blowing stuff up, and I've been working on a management sim sort of thing with rpg styled stats and skills to practice for it.
So right now I'm unsure as to if I should keep working on the thing I'm dealing with now, if I should try to make the other game (and if so I'm still undecided with 2D/3D), or whether to just try to make something else.
>>
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>>146306726

Goog stream when?

You should definitely do this. No bully.
>>
>>146306987
>What do you do when you're not sure what to make?
I literally do not know the feeling.
I have 2many ideas and not enough skill.
>>
>>146306805
Am I not allowed to come here to receive constructive criticism on the aesthetics of things regarding my game without revealing information about my game?
>>
>>146307080
What is a goog stream?
>>
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>tfw you finally do something by yourself without looking shit up

its happening
>>
>>146306987
I have similar problems. I have so many concepts written down and new ones popping in my head all the time and I've no clue which ones are any good and I can't decide what I want to focus on.
>>
>>146306726
I love ya googs
Make more videos
Videos that arent about rps
>>
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!!!!!
>>
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>>146307080
never. im not a nodev enabler.
>>
>>146304112
>days
Get on my level, nigger.
I tried to find out how to do one specific basic thing three months ago and gave up.
Today I found the solution.
>>
>>146307116
/agdg/ like to be apart of your game from start to finish.
We love seeing progress.
Plot-sensitive and other things obviously can be omitted. But if you do not want to share the development process for whatever reason then you're going to have a bad time here.
>>
>>146307116
Exactly. This is not amateur logo design general. If you're not going to post your game you have no reason to be here. You should go to >>>/gd/ instead
>>
>>146307324
>tfw still stuck on how I want to do button presses
why am i so retarded.
>>
new thread
>>146307403
>>146307403
>>146307403
new thread
>>
>>146307342
Not that guy but if /agdg/ was a part of everyones game from start to finish everyones game would be trash.
>>
>>146262489
tfw want to make a free rpg visual novel but don't want to add yet another shitty looking game to the already flooded market.
tfw i'm considering meme pixel art but backgrounds are out of my reach
i just want to make an immersive world with deep characters and new creatures and keep expanding it...
>>
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>>146305932
>is he autistic
[/asp/ PTSD flashback itensifies]
>>
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>>146306823
>>
>>146307094
Then how do you decide what to start working on?
>>
>>146307094
post em
>>
>>146306505
wait, it's not?
>>
>>146307793
Did you also get asked that question?
>>
>>146309401
It's the go-to phrase of the /wwe/ fucktards that took over the board and spammed it with slide threads out of spite.
>>
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Thread posts: 761
Thread images: 170


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