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/agdg/ - Amateur Game Dev General

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Thread replies: 760
Thread images: 127

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It's hot and I want to die, Edition

> 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/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
first
>>
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Megaman Dog.
>>
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First person to make a fun turn-based racing game wins a prize.
>>
>>146408353

Mighty K-9?
>>
My game said she'd be willing to try out coroutines :)
>>
>>146408446
I'll try out your coroutines.
>>
>>146408353
>>146408401
Make it happen
>>
>>146408395
But all turn based games are about racing.
>>
>>146408541
*yields dick*
>>
>>146408401
Nice, I'll use that for now.
>>
>>146408238
Thank you for posting best girl
>>
>>146408395
look up Formula D
>>
>>146408353
it reminds me of this gay furry porn game
>>
>>146409030
It should.
>>
>>146409121
wehy?
>>
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You can now actually move boxes around after switching black->white and back.
>>
>>146408353
Fuck off anubisdev
>>>/mlp/
>>>/trash/
>>
>>146409478
Even if its furry, he's posting progress and you're not m8.
>>
>>146409395
No idea what's going on.
>>
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Pretty happy with my bullet impact smoke particles as well as the decal texture. Got them from Red Eclipse.
>>
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some minigame scum progress
>>
[molyneux.jpg]

A game where you must exploit "glitches" and "bugs" to proceed
>>
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>>146409395
>shift 3D
>>
>>146409395
Clean aesthetic, what game?
>>
>>146409829
literally been made.
forget the name of it though.
>>
>>146409954
Pony Island?
>>
>>146409696
the angle of the gun and where you shot don't look right.
>>
>>146410046
No it had some gimmicky "us programmers" name.
You had a usb "hacker" and had to jack in to certain things and modify the "code" to proceed.
>>
>>146409797
Looking good!
>>
>>146410113
This is likely because I fire the projectile straight from the player's center, not the actual gun position. I might fix this in the future, but it's not a big concern of mine.
>>
>>146410265
No, I mean like, exploiting quirks in the game like NES games had. Duping items and doing weird tricks to clip through walls
>>
>>146410265
hack and slash.
http://store.steampowered.com/app/246070/
>>
What makes Risk of Rain so much more successful than other /agdg/ games?
>>
>>146410282
>but it's not a big concern of mine.
It really should m8.
No one wants to play that shit.
>>
>>146409395
let me guess. two player puzze game that you can use both sides of floor. One player find exit other is help for cleaning area.
>>
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>>146409624
It's some shitty game about switching between white and black space, or space and anti space/matter/whatever.

What you make in one space gets carved into the other.

>>146409840
no idea that existed, i'll check if i can rip off that for some levels

>>146409918
it's just placeholders that are probably going to be in the final game anyway. I wanted to use toon shading but holes become literally invisible, so i'll probably just keep it for objects.
>>
>>146410336
It's the closest thing.
What you're talking about is just pure autism and there's actual programming sims for that.
>>146410364
there it is, could have sworn it had a different name.
>>
>>146410389
Being finished
>>
>>146410496
Yeah I got it after rewatching the webm. Looks really cool and interesting from a coding perspective. I love Shift so I love this game as well.
>>
thanks god. steam summer sales will slow down my rivals :^)
>>
>>146410496
How'd you accomplish that deformating mesh explosion?
>>
>>146410496
>What you make in one space gets carved into the other.
awesome
>>
>>146410496
Don't tell me that lag spike was from deforming the mesh...why wouldn't you use a volumetric approach if you wanted to do that?
>>
>>146410389
hippo got lucky with LP attention and /v/.
that's it.
The game didn't do anything new or exciting.
>>
>>146411135
who?
>>
>>146411135
>The game didn't do anything new or exciting.
>>
>>146411225
Hoppo
>>
>>146411246
What would they be then?
>>
>>146410697
it's just boolean operations between meshes

>>146410979
because i'm a shitty programmer and an hack
>>
>>146410389
My guess is: Addictive gameplay, huge replay value, good music, a healthy dose of luck, all in the middle of the roguelike fad.
>>
>all these devs that have healthy relationships with their game
pretty jealous. We haven't done any deving in weeks
>>
>>146411401
The huge number of powerups that stack was pretty cool
>>
>>146408353
Yiff in hell furfag
>>
>>146411419
>boolean operations between meshes
I don't know what that means.
>>
>>146411496
>powerups that stack was pretty cool
binding of issac says hello
>>
>>146411419
CSG is super efficient with voxels + surface extraction. I'd be surprised if there wasn't a free/cheap asset for it.
>>
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>>146410282
it triggers me in every single FPS, and it's super easy to fix
>>
>>146411552
https://www.blender.org/manual/modeling/modifiers/generate/booleans.html

>>146411561
i'll look into it.

The webm lags due to toaster + multiple programs opened + summer + doing awful things that kill performance.
>>
>>146411556
>binding of isaac did it
>that means it's not exciting
>>
>>146411561
What's CSG?
>>
>>146412150
https://en.wikipedia.org/wiki/Constructive_solid_geometry
>>
>>146412058
It's not.
Most games like that are boring once you reach end-game once. Granted his classes were a nice bonus. But I stand by my original statement.
>>
>>146411496
I think that was honestly the game's main strength. That, and the time-based difficulty. It's a constant arms race: you try to stack power and upgrades faster than the world around you does. That's addictive. And there's immense satisfaction to be found when you finally achieve "unstoppable death machine" status on a victorious run.
>>
>>146412318
>Most games like that are boring once you reach end-game once
>saying that of a game praised by it's replayabilty
>>
>>146412485
I guess I'm biased because once I see the repetition/programming limits start to creep in PG/RG games I instantly get bored.
>>
Head hurts,
Exam tomorrow
And all I can think of is game dev.
>>
>>146412318
To be fair, most roguelikes lose a heavy amount of their charm after you finally beat them once.
Thankfully they usually last a good 20-50 hours, and remain exciting during that time.
>>
minimalism is best ism
>>
>>146412892
If you do it because you genuinely like it, yes.
If you're doing it purely for A E S it will likely show.
>>
>>146413062
i'm doing it because i cannot into art
but i also think it looks good
>>
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reminder:
do not make SRPGs
do not make 3D
>>
Still a nodev because noart.
>>
>>146413508
What's an SRPG?
>>
>>146412892
HARUHI-ism > every other ism.
>>
>>146413602
It stands for Stupid Role Playing Game.
>>
>>146413602
sperg
>>
>>146413602
square rpg
>>
>>146412892
why hipsters obsessed with minimalism?
>>
>>146413707
No, you idiot, it's sexy role playing game.
>>
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What are some good tools that Linux devs have no access to aside from huge commercial game engines ?
>>
>>146412892
I'd rather have my aesthetics with lots of finely crafted detail
>>
>>146413508
>>146413602
Strategy RPG?

It's kinda like tactics RPG but instead of 8 units you control 24. And possibly there's overworld map gameplay.
>>
>>146412593
>I instantly get bored

that sounds like brain problems, rather than game problems
>>
>>146413602
Strategy RPG or Tactics RPG is the term for traditionally japanese turn based strategy games involving persistent characters that level up.
It can mesh with Turn Based Tactics games in the west.
>>
>>146413832
libGDX
>>
>>146413832
Playerbases.
>>
>>146413832
Not counting Wine?
A decent none tracker DAW.
Decent PS/general art stuff, Gimp is meh
Decent video maker.
I think that's it actually.
>>
>>146413832
photoshop? basically every 3d package that isn't blender? visual studio?
>>
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remade the jumping sprite, fixed some bugs from the reflection ability And changed the short templar sprite for the bunny
>>
>>146413508
>do not make SRPGs
>do not make 3D
Why not?
>>
>>146413602
シミュレーションRPG
>>
>>146414025
those clouds look delicious
>>
>>146413916
>libGDX
It's available on Linux.
>>
>>146413890
>stop disliking things I like
>>
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>>146414053
>beeing a weeb
>>
>>146414156
Hello /v/ermin
>>
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where can i find this things more?
>>
>>146414053

this is the only correct answer

it's simulation RPG, not strategy. strategy is stuff like Civilization and Europa Universalis. stuff like >>146413508 is a tactical simulation
>>
>>146414108
seeing a tiny bit of repetition isn't a good reason to be "instantly bored" or dislike a game
>>
>>146413916
Wait, what? What makes you think that? Java, JVM, LWJGL and OpenGL are all multi-platform.
>>
>>146414231
go to /a/ you fag
>>
>>146413832
BMFont
http://www.angelcode.com/products/bmfont/
>>
>>146414245
boner no
it's just a bunch of lines and circles
stop
>>
I don't understand, how do people use perlin noise for random generation if it doesn't involve random functions?
>>
Dont laugh but I'm making a video game
>>
>>146414310
>he isn't using signed distance fields for his text
>>
>>146414285
Go to reddit
>>
>>146414270
>>146414097
didn't read lol :D yeah libGDX is cross-platform and pretty cool.
>>
>>146413707
>>146413725
>>146413769
>>146413841
>>146413898
>>146414053
These are all correct.
>>
>>146414341
You sample at a random place.
>>
>>146414260
>tactical simulation
Well then all tactics games are "tactical simulations".
>>
>>146414341
There is no real random in computers.
>>
>>146414491
I tactically simulated all over your mum
>>
>>146414479
Oh so I don't iterate over all coordinates but rather pick them at random?
>>
>>146414427
kill yourself.
>>
My game has no story. How do I make the player want to continue playing?
Even in games like Receiver or Teleglitch, where the story is mostly an afterthought, there's a goal: there's something you're trying to accomplish. My game is just, kill the enemies, reach the end of the level, beat the boss, etc. There's not really any goal the player can work towards.
>>
>>146414053
>>146414260
Tactical RPGs are only called simulation RPGs in Japan because they're retards who don't know what English words like Simulation mean.

Immersive Sims have "sim" in there for a reason. There is nothing "sim" about Langrisser, Ogre Battle or Final Fantasy Tactics.
>>
>>146414602
you mad :D
>>
>>146414635
add a story
>>
>>146414341
it does though????
>>
>>146414635
>just, kill the enemies, reach the end of the level, beat the boss, etc.
If it worked for entire console gens it can work now. It even still works for mario.
Make the gameplay fun and you're fine.
>>
>>146414653

they're simulating a war, m8

but that's a problem in and of itself, because war i a combination of strategy and tactics.

in a game like FFT you can't retreat or send decoy forces, or manage any supply lines, or control war economy resources. it's got no strategy at all (and that's okay)
>>
>>146414598
Well, you pick a random starting point and use the noise continuously around it. You can also use random numbers to choose amplitude, scale, differently across all the octaves, permute how the noise is combined, etc.
>>
>>146414635
Upgrades
Sidegrades
Unlocks
Achievements
>>
>>146414598
>>146414784
You can also reseed the permutation table.
>>
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>sit down ready to work
>3 hours later I've done about 10 minutes of work
>>
>>146414917
Do you listen to music? Do you have AGDG open? Do you reward yourself after every little bit of progress?

I seriously hope you don't.
>>
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>>146414084
They were originally pic related but a bug feature made them look this way.
>>
>>146414917
That's more work than you would have if you worked in some crowded office.
>>
>>146414996
Yes, No, No
>>
>>146414595
There's no real random IRL either
>>
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Added main menu and resolution/fullscreen options. What resolutions should I add?
>>
I run code in draw events
>>
>>146415005
cloud nothing, thats clearly Britain and Ireland
>>
>>146414635
If the gameplay itself is fun enough the players will want to progress through the game even without a story.
>>
>>146415097
You can't just fetch active monitor supported?
>>
>>146415161
So?
>>
>>146415097
lol at the enemy doing the cornholio
>>
>>146414774
>>146414798
But even Mario has some goal, you have to rescue Peach, and then the game is over. I don't even know when to end my game.
>>
>>146415306
>I don't even know when to end my game.
Come up with a mario-tier "Story" then and base it around that.
Or don't.
Plenty of games leave off in weird/arbitrary places.
>>
>>146415097
oh SHIT nigga are you making a metal warriors-like game?
fuck YES, I love that game, keep it up.
>>
Only the best idea's guys can visualize perfect AI.
>>
what's the key to making a good Incremental Game?
>>
>>146415678
V I S U A L I Z E
>>
>>146415678
perfect AI is not a good choice for a game
>>
Best solution for unity multiplayer?
>>
>he doesn't implement health as the surface of a klein bottle
>>
>>146415804
K N O W L E D G E
>>
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>>146415871
>klein bottle
>not mobius strip
>>
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>>146415795
It's one of these, I forgot which one.
>>
>>146415981
more like memebius strip
>>
>>146415871
Health should be a range of numbers from dead to full health.

There is literally no other way to do it.
>>
>>146416136
I have a degree in gamedev btw
>>
>>146416136
I bet you use recursive structures for dialogue, too.
>>
In 3d graphics terms whats a normal?
>>
>>146416526
REE
>>
>>146415860
Photon looks good, I havent really dived into it though
>>
>>146416381
Trees model conversation absolutely perfectly, there is nothing wrong with modeling dialog as trees.

Now, can we please back up to the previous conversational node?
>>
>>146416526
A vector perpendicular to a surface. Used in light and physics calculations.
>>
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>>146416526
here is a visual
>>
My game is more well optimized than your game could ever even hope to be.
>>
>>146417019
My game uses recursion instead of for loops
>>
>>146416683
>>146416912
oh, so its whatever the light hits then, is that right?
>>
>>146416526
This is Agdg nobody does 3D here. 2D or get out. Don't you know Anon that people on shit labtops will give you 1,000,000 in sales if you weren't such an idiot and made a 2D game in game-maker that could run on a toaster.
>>
>>146417019
My game is literally zero bits.
good luck on that champ.
>>
>>146417149
https://www.youtube.com/watch?v=IyUgHPs86XM

This is everything you need to know about lighting in computer graphics.
>>
>>146416526
Shoulda gone to high school m80
>>
>>146417149
It has nothing to do with light. It's a vector that is perpendicular to the tangent of the face. It's basically an arrow that points away from the face.

It is used with lights, but that's not what a normal is.
>>
>>146417263
I could listen to Carmy talk forever
>>
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Have you ever fucked up some Shooter AI so hard? My god.
>>
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>>146417217
>his game doesn't add space to the hard drive it's installed on
>>
I wish I had a gf so I could have her do poses for me to use as reference
>>
>>146418130
just go to /soc/ or omegle and ask somebody to do that
>>
>>146415860
Depends a bit on what you need but the new Unet is really strong and easy to use.
>>
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
http://www.strawpoll.me/10567852
>>
>>146417090
Neither is inherently faster than the other, though. You can use alloca in a loop and tail calls with recursion.
>>
>People keep following my tumblr every day even though I haven't posted progress to it in like 3 months
STOP IT.
>>
>>146418825
Living with parents for free while in college.
>>
>>146418987
Oops, bad poll
>>
>>146418985
Uh, god.

And isn't having ALL this money so annoying? Like where am I supposed to put it
>>
>>146419121
Haha finally someone else understands #whipthecash
>>
>>146419121
But anon I dropped the game and it's making me feel guilty
>>
>>146419453
you tried
>>
>>146418987
This
>>
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>>146418839
>>
>>146419519
Why did you drop the game though? Why can't you use the same tumblr to continue onto something else?
>>
>>146419840
Am I wrong?
>>
>>146410336
Game Title: Lost Levels, by Michael Brough. For best results do not play Game Title first.
>>
>pirate Dark Messiah for research purposes
>it crashes on launch
>think its just a shitty pirate rip
>see its on sale on steam
>buy it
>it throws an error on launch

I JUST WANTED TO SEE HOW IT PLAYS.

FUCK.
>>
>>146414635
>my game has no story
"my gameplay is bad"
>>
>>146420342
you got through PCGW m8?
http://pcgamingwiki.com/wiki/Dark_Messiah_of_Might_and_Magic
>>
>>146420031
There isn't anything intrinsically wrong with for loops but in my experience I've found people who rely on them tend to use a brute force method for their algorithms. Recursion usually indicates more experience and faster code overall.
>>
will people pay 4.99 for an innovative clicker?
>>
>>146420607
I agree. Recursion still isn't intrinsically faster.
>>
>>146420607
lot more stack overflows too
>>
>>146420762
Stack overflows are a result of incorrect code, not recursion.

Typically, the same problem would manifest with iteration as just a massive memory leak.
>>
>>146420628
Apparently people will pay $30+ for anything as long as it supports VR.

You even get your own category in the Steam Summer Sale.
>>
>>146420342
>unironically playing a source engine game
>>
>>146421148
KILL YOURSELF
DM IS FUCKING GREAT.
DON'T YOU BRING SHITPOSTING INTO THIS
>>
I like source
>>
>>146421148
cs is fun, kys you fag
>>
>>146421078
>VR clicker
>waggling your vive wands instead of clicking your mouse
>VR tax

BRILLIANT
>>
>>146415841
it's easier to gimp a good AI than to make a shit AI good
>>
>>146418985
what game nigga
>>
Any good examples of a 2D RPG in 16:9?
Most everything old is in like 4:3 but I'm making my one for 16:9 but it looks kinda weird. Like the dialogue box seems to take up way too much of the screen.
>>
>>146422407
post a picture
>>
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What went wrong?
>>
>>146422407
You don't have to make the dialogue box fill the whole width of the screen. You can make it so the dialogue box is 4:3 with the height of the window.
>>
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Idle pose.
>>
>>146422538
You posting here.
>>
>>146422538
What went wrong is you posting just 2 days after release.
Give it some time.
>>
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More boss work.

Close-range shot attack is more or less functional, though I want the "dropped" Grunt grenades to spawn touhou projectiles since it's unlikely they'll actually hit you.

Maybe I'll just drop touhou traps instead. IDK. Point is, the animation is there.

Also, Big Jim can now walk across the arena, and turn around at the other end. Which is nice, makes him feel more dynamic.

Still to come: a stomp attack I've animated for "medium range" melee, which spawns huge radial waves when Jim is in the center of the arena and the player is hiding at the edges.

I'd have stayed busier, but I'm just rewatching Nier Automata footage over and over again.
>>
>>146422538

>score rank: 100%
>what went wrong
>>
>>146422538
Nothing. Dev will post keys soon
>>
>>146422538
>kiririn said he'd do porn if 100k sales
>only 3000
FUCK
Maybe when it goes on sale
>>
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>>146422642
>>146422781
>>146422789
didn't know there is so much salt in argentina
>>
>>146422828
>Dev will post keys soon
He's never going to, not even hopoo did
>>
>>146422894

>argentina
>>
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>>146422639
A game where you yiff in actual hell.
>>
>>146422894
FOY
>>
I'm using unity,
I'm writing c# scripts,
I have two scripts:
1st script is named "charTemplate"
2nd script is named "playerManager"

In my first script I have declared a number of
public float variable = initialized to a value;

In my second script I have declared some
public float playerVariable = initialized to zero;
public float playerVariableStatBuff = 5f;

I am trying to figure out how to get the value of
'variable' from the first script in order to do something like
playerVariable = charTemplate.variable + playerVariableStatBuff;

Do I need both of these scripts actually
attached to objects in the scene? Or can I even
access variables like this?

If I can't figure it out in a few days, I suppose
I'll just hard code everything to keep progress
but I'd like to get an understanding of how to
get scripts to talk to each other.
>>
>>146422894
They're from Venezuela dumb frogposter.
you're also forgetting gog
>>
>>146422538

Btw, the famitsu review was pretty positive, and it is being translated into japanese.
>>
>>146423026
They're both south of the only country that matters
>>
>>146422975
Who posted RoR keys then? Because I sure didn't pay for mine
>>
Someone make Homm3 2
>>
>>146422975
How could someone be so rude?
>>
>be composer
>be lonely
it's so easy guys..... so... easy..
>>
>>146423142
>>146422538


http://www.famitsu.com/news/201606/23109120.html

forgot the link
>>
>>146423025
Attach both scripts to a singleton object in the scene, named gameManger or whatever.
To access one script from the other, use
gameObject.GetComponent<charTemplate>.variable = whatever;
>>
>>146423187
that's true.
But you can shitpost nosales next week.
>>
>>146423279
Post music
>>
>>146423228
but you have the HD Re-Smudged Edition :)
>>
>>146423025
There are a lot of ways you can do this.
If the two scripts are on different gameobjects, you can make a variable in the second script with the declaration public FIrstScriptName firstScript, and then in Unity's inspector, drag the gameobject containing the first script onto the second script's firstScript field, then call firstScript.variable to use that variable.
You can do what >>146423025 said and have them be on the exact same gameobject, though based on the variable names you've given I don't think that'll work out.
You can use Unity's Tag system and tag the gameobject of the first script, then use Gameobject.FindWithTag in the second script to find that gameobject and access the first script.

There's maybe a few more. The best solution mostly depends on how you're structuring these gameobjects/scripts.
>>
>>146423383
https://soundcloud.com/jbai/daile-grasslands
i get nice comments every now and then but i live nowhere and i go nowhere so i dont get hired
>>
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>Spoopy was supposed to be back from his vacation yesterday
>Have patiently been waiting for 5 days for my forgotten skull automata fix
>No word yet, not even his normal reposts
>No blog or anything
>Probably just left

Fuck you spoopy I don't like you anymore i even saved your fucking picture why don't you love us anymore?
>>
Can I upload files to gitlab or is it just code? How do I upload them?
>>
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Who else here is using UE4?
>>
>>146423325
>>146423596

Okay, so the script is only accesible as a
component of an object. Thank you.

And the >in Unity's inspector, drag the
gameobject containing the first script onto the
second script's firstScript field, then call
firstScript.variable to use that variable is what
I was missing completely, I'll try some
of that stuff you said about tagging different
objects too, because that sounds useful for
what I was trying to do. Thanks again to you
both.
>>
>>146423025
And as an addendum, in response to
>Do I need both of these scripts actually attached to objects in the scene?

It depends on if these things you're talking about are Unity scripts (class derives from MonoBehavior), or just normal C# classes. For the former, they need to be attached to gameobjects, and it sounds like you want the former.
>>
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>Struggling to do a dialogue system all week
>Still struggling
>My life is struggling
End me.
Why is this so much harder than I thought?
>>
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>>146423772
>Spoopy fanboy thinks the skulls are ancient automata when they clearly are a parable for corrupted angles

Whew lad slow down, didn't he mention it would take him a couple of days to get started again after he came back?
>>
>>146424250
What are you having trouble with?
t. dialogue man
>>
>>146424112
Yiss
>>
>>146424112
Me!
>>
>>146424387
kek
>>
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Been experimenting with some normalmap lighting... Here are the results.
>>
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got through the retopo, couple errors i'll have to live with
>>
1-4 -> Set survival horror in modern times
5-9 -> Set survival horror in victorian times
0 -> Set it in the future
>>
>>146424250
why only show one line at once?
>>
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>>146424265
>Implying the skulls don't represent how the game itself is dead

Are angels really corrupted if their "god" is corrupted, cause wasn't that a part of his story?
>>
>>146424447
What's so funny?
>>
can anyone give me the release dates for the following agdg games:

A Pug's Life
Cube and Me
Walkerman
Charlotte's Dream
>>
>>146424387
Everything.
http://hastebin.com/kanavujuju.java doesn't seem to lend itself well to the design I've been using for my engine and when I tried implementing a version of it it just..didn't do what I wanted at all.

So I tried to make something up where instead I treat dialogue like an other component, just a struct of data (Text, Choice options, script to run). My dialogue system increments the text being shown, my draw system draws text to the screen based on the dialogue component. I'm using csscript to script: https://csscriptsource.codeplex.com

When a dialogue opens, I actually load a new state, and draw the previous state, and have the current state only have dialogue system updates. This essentially pauses the entire game whenever dialogue opens.

It's working out a little better, but I'm not sure if I'm going to run into limitations down the line.
>>
>>146423660
Can't listen properly right now but seems like good stuff

Saved for later
>>
>>146424451
looks good but add more polies to the top of the head that shit is distracting
>>
>>146424798
>A Pug's Life
Dead
>Cube and Me
Dead, the game was so bad it failed kickstarter twice and gave the programmer cancer
>Walkerman
Never
>Charlotte's Dream
Dev revived it so mayb 20never
>>
>>146424587
That's all she wrote. If there was longer text there'd be more lines.
>>
>>146424625
>is a broken clock really broken if its creator is broken too
>>
>>146424971
no, I mean why not have one player line and one NPC line visible at once?
>>
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>>146424625
>>146424265
>>146425014
>Spoopy fanboys inventing the lore for him

So far he hasn't given any lore I think other than some book and assuring people it would be edgy af.
>>
>>146424881
thank you for feeding my life line my friend
>>
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>>146425089
It's not meant to be showing text where the player / npc are. The text is meant to be in a dialogue box, with portraits. I just haven't done that part fully yet.
>>
how do I make a game that will sell enough for me to move out of my parents' house and get my own house and also pay for my university tuition?
>>
>>146425365
40,000 keks
>>
Why is it that the people who post about "spoopy" always use the same reaction images?
>>
>>146425365
furry porn and you'll get rich in no time regardless of whether it's good or not
literally
the price is having to make furry porn though
>>
>>146425630
also skeleton porn
a certain popular game has set the tastes for people growing up now
>>
>>146425630
>>146425764
man, why do people like toby fox get to have it all?
>>
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Im having fun
>>
>>146413832
any life experience to draw from
>>
>>146425829
some combination of hard work, dedication, contacts, community, pandering, time invested in practice, luck
>>
>>146425950
>hank_hill_ass.jpg
>>
>>146420537
It's apparently some issue with Securom not working with Skylake and I'd need to update my bios or some shit.
>>
>>146425490
because it's just him.
you know who
>>
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>>
>>146421078
I'd get into VR deving this instant if I could afford a VR headset.
>>
how do we take the mobility and movement of Super Meat Boy that's tight as a 12-year-old and apply it to a platformer that's actually good?
>>
>>146426134
>with Skylake
yikes.
that's unfortunate.
bios updates aren't that hard though.
>>
>>146424451
Looks like you never needed a sculpt in the first place. The normalmap just looks bad.
>>
>>146426275

by not making platformers
>>
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>>
>>146426589
What a disappointing movie with a really good wasted concept.
>>
>>146426589
Movie?
>>
>>146426589
>>146426747
Where is it from?
>>
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hello people, my artist is having trouble making a sprite sheet, (working in gamemaker studio) we are using piskel to make our sprites, what should the height/width be?
>>
>>146426839
>>146426857
noah
>>
Hello friendos :^) do you have an android? Should I post an apk demo tonight?

http://www.strawpoll.me/10568525
>>
>>146426940
I noah longer want to watch it
>>
>>146426986
impostor; the real googum has no game
>>146427003
HIYO
>>
>>146427054
Yeah forgot to take my name out after I was shitposting earlier. Whoops
>>
>>146426986
demo for what game googs?
>>
>>146427003
It's good for the fallen angel scenes alone.
The rest is just watching Russel Crowe go insane.
>>
>>146426986
Not me. Real poll here:
http://www.strawpoll.me/10568629
>>
>>146426924
the game is unique by the way(something i think hasn't been done in games before) -hideo kojima
>>
>>146427212
make a game that isnt based on anime or american television
i dare you
>>
>>146427412
I think the best game ideas come from imitating existing media. It produces deeper games than taking inspiration from real life.
>>
how many of you have seriously considered suicide?
>>
>>146427618
imitate media through video games that isn't anime or american television
i dare you
>>
>>146427712
Strawpoll it
>>
>>146427720
But anime and american tele are the deepest works of art we have ever made. why should I settle for less?
>>
>>146427773
ok

STRAWPOLL DEV STRAWPOLLL
http://www.strawpoll.me/10571307
http://www.strawpoll.me/10571307
http://www.strawpoll.me/10571307
http://www.strawpoll.me/10571307
http://www.strawpoll.me/10571307
>>
>>146427839
silly trip, we all know spanish telenovela is the deepest form of art ever concieved
>>
>>146427908
Everybody has thought about it at some point. I don't think most people seriously consider it as an option though
>>
>>146427924
telenovela are the equivalent of mobile IAP games
>>
>>146427839
why are you pretending to be googem?
>>
>>146428002
the real truth is non-english speaking european made television is the real art, untouched by pandering and similar forms because they dont reach enough people to bother with that
>>
>>146426924
>>146427343
Simply put, your sprite dimensions should be at least double the height of a single tile. This gives you a lot of area to work with and still conform to how your world looks instead of conforming the world to how your character looks. It's also the safest.

Assuming you're using 32x32 tiles, then the sprite should ideally be 32x64.
>>
Game Dev noob here looking for advice -

As someone starting out with near-zero coding knowledge, what Engine would people recommend I start learning, Unity or GameMaker? I'd like to at least get started making 2d rpg/adventure-style games (think 2d Zelda, Hyper Light Drifter, etc) and I know GameMaker is pretty powerful for that sort of thing, but I also want to eventually learn something like Unity for the flexability (and 3d capability) it gives you compared to GameMaker.

So should I start with something like GameMaker, or just dive right in to Unity and learn the hard way? Or is it even that hard?
>>
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>progress on spacejam
the player ship called: Insekt
webm soon

>the "eyes" are jets to help steering it left and and right
will add top and bottom soon
>the main jets are behind
>the front is where the main weapons are
a couple more are across the body for 360d protection
>the headquarters are in the back for better defense against front attacks/damage

does it look like an insect?
>>
>>146428152
thanks for the reply, i was just wondering since like, sprite sheets i have tested with (not mine) worked and animated themselves with the multiple pngs they had. when i tried earlier to put my sprite in it didn't fit, anyways, thanks.
>>
>>146428425
squid from the tumbnail
>>
>>146428425
Spacejam hasn't started yet why are you working on it
>>
Is Unity simple enough for a noob to just make some ambient environments where you walk around listening to music with pretty much nothing happening? More or less as a demo thing.
UE4 didn't really go all that well in that department because it's kinda complicted, although I could shove rocks and shit around and walk on it as fpsman.
>>
>>146428282
game maker
finish two/three actual games then try 3d
or if you actually care about long term programming take a few months to get c++ acquainted
>>
>>146428425
>does it look like an insect?
It looks kinda like a goat or a bird with horns
>>
>>146428559
yes, it's perfect for that

but you should find a unique shader and lighting so you stand out
>>
>>146428694
Is there enough decent looking foliage and environment models lying around for it, as well?
>>
>>146422538
The price. Who the fuck pays $15 for 1½h long indie game with no gameplay?
>>
>>146428559
It should work for that but not even shilling I don't think UE4 is that bad for that either, just use the FPS blueprint template, get rid of the gun and start dragging and dropping your assets into the world and you have a bonafide walking simulator.
>>
>>146428513
interesting
should i rename it to squ1d or insekt is better?
what do you think will people like more?

>>146428541
the project is big, and i am only one
so i figured i'd start early to catch on

>>146428663
strange, dont look like it for me
>>
>>146428809
Are you aiming for photorealism or a stylized game? You'd have more luck with stylization. I think there is a built in tree generator now
>>
>>146428809
So you can't program and you can't make art and you want to make a walking sim?
>>
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progress, made a dialog system in game maker

add dialog ui object, then add dialog text objects for each bit of dialog text, now need to add avatar support somehow
>>
damn /v/ is still buying megabyte punch.
>>
>>146428282
just go with gamemaker

you'll get things working faster and it'll be good enough for anything you'll make now.
>>
>>146429035
literally just use renpy
>>
>>146428995
Stylized, probably.
>>146429009
Pretty much, but I don't want to make a whole game. Just an ambient demo to put my music in to see how much of a mood it sets in certain environments. Mostly for fun but also practical in a few ways.
>>
>>146426548
is it because its lumpy? i'm new to zbrush and haven't really figured that part out yet
>>
>>146429204
>non commercial use
>>
>>146428949
I'd go with squid, or something """""smarter""""" with the Latin like Cephalos
>>
>>146429351
it's literally MIT you melon
>>
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>>146427908
Totally unrelated
>>
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>>
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>>146429035

IMO you should reduce the brightness of the white on that background to something like this, because the contrast is way too high
>>
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>>146429586
>44%
>>
>>146429035
>That BG
>No transition

AAAAAAAAAAAAAAAAGUUUGH MY EYES!
>>
how do I make a mobile game that makes me millions?
>>
>>146429732
you: kill yourself
and then:fuck off
>>
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>>146428949
>strange, dont look like it for me
The big yellow eye looking bit is what made me see it. Mostly a goat but the pointed bits at the end it kind of has a beak.

Regardless I still think it looks kind of cool.

>>146428861
pic related
>>
>>146429586
What is that thing on his lip.

That can't be a mustache, what is it.
>>
>>146429035
mein eyes
>>
>>146429694
To be fair that is a really bad picture. He posted a new selfie a year or two ago and he looked much better.
>>
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>>146429389
fucking excellent idea!
will go with your advice

but after i fix pic related
blender keeps harakiri every 5 minutes, its driving me insane
>>
Am I correct about this?
To perform a boolean operation on a mesh. You need to find where the meshes intersect and then apply a boolean operation.
For an adding operation you form a new mesh by merging overlapping verticies and add the other meshws verticies to the ne?mesh.

For an intersection operation, you check you to see where the two meshes overlap and you merge those vertices and delete vertices that don't.

For a difference operation you do the opposite of intersection and keep vertices that don't overlap and remove ones that do.
>>
>>146430407
fyi Cephalos is also name from monster hunter
>>
i don't want to deal with unity's bullshit policy if i want to make a commercial game, how is blender as a replacement as a game engine? anybody using it for that?
>>
>>146430729
>unity's bullshit policy if i want to make a commercial game

??????
>>
>>146430407
just use 3ds max u dingus
>>
>>146430729
>, how is blender as a replacement as a game engine? anybody using it for that?
There are things you use blender for, and this will never be it.
Use UE4 if you want 3D, anything else if you want 2D
>>
>>146430729
i don't have enough laughing reaction images for this thread
>>
>>146430785
Pay to remove the stupid splash screen goyim
Can't have a professional looking game with 'made by unity'
>>
>>146430817
He's probably on a toaster m8
>>
>>146430785
>>146430840
>>146430843
i just like open source engines that won't take a percentage of revenues or cost a lot, i heard unity will change it so you can't make your game in free version and release it in professional version
also some dude is making a 2d game in blender so it doesn't look that bad, i wanted for 3d tho
https://www.youtube.com/watch?v=FUjS5MG85go
>>
>>146430971
Having that dumb splash screen is the least you can do for using their engine
>>
>>146431250
Find an OS github base and fork it.
>>
>>146431250

there's plenty of open source engines... xenko, libgdx, godot etc
>>
>>146430971
I was worried about that when I first started thinking about making games either.

I've put one out now and I don't give a shit. It's literally a 2 second screen that they see, and that's it. Nobody is gonna see the splashscreen and think "Unity? Fucking noob dev, I aint playing this game anymore"
>>
>>146431326
0.39 has been deposited to your Unity shill account
>>
>>146431498
> I want to use a free engine with no limitations and no splash screen
>I also want this engine to update regularly and to be of good quality
>>
Goddamit, why am I so horny all the time. I can't dev like this.
>>
>>146431675
it's easier to just go full eunuch tbqh
>>
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>webm for ship movement
planning for having a small "follow" ship for when its needed to preserve fuel and for rescue.

>>146430729
i do, and it serves me really badly to be honest
BGE is fps hungry
but thats probably because i have got a shit laptop
that aside BGE is capable, if you miss particle support use particle emitter plugin
and download post-processing effects plugin, built in are shit
dont forget logic node plug in as well, for advanced coding if BG bricks are limiting you

if you need any help with blender game engine, just ask, i will be happy to help

>>146431218
^this man speaks the truth
>>
>>146431250
>i heard unity will change it so you can't make your game in free version and release it in professional version
That's only if you make $100k or more in a fiscal year at which point the cost do so isn't even that high, like $900-1500 depending on which license you go for.

Like the other anon replying to you said though, there's a bunch of free open source engines you can use.
Unless you're really committed to making something on Blender for whatever reason you should just use one of those.
>>
>>146431631
not him but i could careless about useless features, i just don't want to deal with low level shit while still have control, maybe have cross platform, i could hack my way to run a scripting language but it's better if it support it out of the box, i love me those dynamic containers
>>
>>146431990
I fucking love that starfield
>>
>>146431489
This. Normies at the most might know that Unity is a game engine. They won't have any autistic opinions on it that lower the quality of your game just by having it there.
>>
>>146431489
>>146432386
Jim Sterling will come after you
>>
>>146432426
He isn't a normie. He's a fat neckbeard who's watched by other fat neckbeards.
>>
>>146431990
thanks, glad to see other people using it, i'll only use low poly models so i think it can handle it
>>
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Messing around with random old level generation scripts I wrote a long time ago - managed to get some cool looking designs.
>>
>>146431990
really nice background, how u did?
>>
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thanks for the help

>>146428152 works now!
>>
>>146432083
>i just don't want to deal with low level shit while still have control
Good fucking luck with that.
>>
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Minor texture improvements to the walkway. Liquid tiles are now a thing. Need to be able to tie effects to them now.
>>
>>146433568
>Minor texture improvements to the walkway

how can you improve over untextured models tho
>>
had no idea carmack also spear-headed side-scrolling on pcs.
or is this history thing shit?
>>
>>146433910
Of course he did
>>
Here is the final spook with sound:

http://webm.land/w/zi90/
>>
>>146432386
Besides, why is it considered unprofessional to have the splash screen? Professional games have like eighty million splash screens for all for the engines they use (physics, audio, etc.). It's like no one else remembers sitting through thirty seconds of company logos whenever they turned on a game.
>>
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>child meets mother
the mothership from past threads progress

>>146432191
thank you anon, this really motivates me!

>>146432686
great news, welcome to the blender universe
i recommend thtatimst3r youtube tutorials, they are the best
>>
>>146408353
Hello Anubis Dev ;3
>>
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>>146429204
but i dont know python and they wanted to use game maker too

>>146429645
True, i used a second background with transparent black on top

>>146429713
>>146430245
true
>>
>>146434401
>final
r u sure m8
he comes at you pretty slow during the spook
>>
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>>146433405
>pic related
its a slightly rotating sphere parented to the camera, i know its a jerry-rig, but does the job well, and performance savvy as well since this shit laptop cant handle high stuff like a man
>>
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>>146433665
Reorganizing the UV map and I haven't gotten to the framework for the walkway. Previous iteration was just solid colors.
>>
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>>146434757

I can make it faster.

(its so fast I dont know exactly what is happening when its moves back and forth)
>>
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>>146434896
the tiling and lack of trilinear on that texture makes me nauseous

I have an old script somewhere that will render real or procedural stars as a particle system if you want
>>
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>>146434294
why did this guy get deleted?
i dont find something wrong with what he said
>>
>>146435593
its a feature
>>
>>146435662
he forgot his picture
don't know why people bother deleting it though
>>146434704
>>
>>146435632
python? i am using BGE
and i will owe you so much lol
>>
>>146435797
if you don't delete it will be rejected as a dupe
>>
>>146435593
jump scares are shit and cheap anon, why not make it creepily and slowly turn around reaching for the player then have it switch back to normal like the character was only imagining things, slow stuff can be scarier than jump scares.
love the blur on the hud btw
>>
>>146435593
The blurring on the HUD gets cut off where the glove model is

Only noticed it because the other guy mentioned the HUD but that's kinda weird dog
>>
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>>146435854
oh I thought it was unity, you really captured that shitty stock unity look

it's c#, you can have it anyway if you want to try and port it to python and whatever BGE uses for particles
>>
>>146435593
Looks gud
>>
>>146436061
^this
anon is right, building fear is more intense than jump scares
>>
>>146436217
thank you anon, but i have zero C# knowledge and got only a month
but i will look into procedural generation
by the way your skydome looks professional, really comfy
>>
>>146435870
just add or omit a period.
>>
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MIghty K-9's underwear could change color depending on what subweapon he has equipped. Probably the easiest way to do that sorta system. Maybe have him get anklets and bracelets instead of armor upgrades.
>>
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I'm gonna do it agdg, I'm going to buy my greenlight license soon for the trump game.

I'm aiming for a July 4th release of the greenlight page along with a demo ( spoiler it's gonna be very short and made to feel more scripted than the actual game to make sure everyone has the same experience or at least similar). The real game will have a simple upgrade system ( start out terrible, upgrade brick shooting rate, jump height, move speed, etc.).

I'll roll out a bunch of gifs and webms to post on reddit at the same time hoping to get some good exposure and word of mouth.

I'll post progress as it's ready.
>>
>>146436061

I can make him grab on the shoulders and then turn him around, but then what happens?

There's got to be a jump scare, otherwhise there isnt a spoop. People say jumpscares are cheap, but jumpscares themselfes are not bad.

>>146436185

Thats might be unfortunate but I cant fix it. Maybe sometime I am more savvy on shaders.
>>
>>146436805
sick fuck
>>
>>146436805
>Briefs
Why? It's so hard to see the color.
You could've given him something practical, like the white fur on his body changes colors.
>>
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How do I /aggydaggy/ if I don't know how to do any art or 3d stuff, only programming?
>>
>>146437146
Because it's furfag b8 m8
shit sells better if it's lewd or has lewd implications.
>>
>>146437146
The entirety of the briefs, not just the colored bands.
>>
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Reminder that you can do it

A big thing is "Get it out there so people can buy it". You'll be surprised at what people want, both in terms of how many sales you may get and what things players/users expect.

I never expected this many people to buy my Unity Asset, but almost every other day I get another $20.00 sale. And this is some niche shit on a niche market, imagine what a game would be.

Funny enough, most questions I've received are on rebinding the default input settings for rotating the camera. So I'll be adding in a little handiguide and some new methods to one of the classes. But typically, I'm already done and am just collecting money from people at this point.

So remember that you can do it!
>>
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>>146436686
I should probably work on it again since it's by far the most interesting idea I've ever had

>2014 is 4 years ago
>>
>>146437092
you show him!
post your progress!
.....
oh wait.....
>>
>>146436932
this guy has got what it takes to be a meme
>>
>>146437290
i mean, gz but that's not really "making it", just some okay spending money.
>>
>>146437324
if this motivates you, thats a game i would play 24/7, if camp fire and some NPCs included of course lol
>>
>>146387520
What do you mean?
>>
>>146437508
Making a single dollarydoo is a significant psychological milestone i would imagine
>>
>>146437508
I never intended to get rich off this, but if people kept buying at half this rate, then I'd get an extra 1200~$ a year for doing nothing at this point, or maybe responding to someone in an email

It's a really nice feeling to come home, check the sales, and see more money coming your way. Huge booster of motivation.
>>
>>146437508
thats my 1 month salary where i live!
god damn lol
>>
I want to learn how to make game music, but I don't want to spend any money. What tools should I be using?
>>
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>>146437639
I can assure you the beauty of the sky is a deliberate juxtaposition of the tension you will hopefully feel on the ground
>>
>>146436980
jump scares ARE bad, what makes a creepy atmosphere is the uncanny valley, a normal room with lights on is totally fine, a normal room with flickering light seems off, normal things that have something off triggers the brain on a low level while jump scares will annoy most of people.
you can make the player spot the astronaut, be happy that he found another soul, approaches it, turns it, the other one starts talking via radio, same message is repeated, "it's just a recorded message", zooms in on the helmet to find a decomposed skull, or have the other character talking giving the player a sense of safety, then make it just a hallucination later in the game, or have him dead so the player was dragging and talking to dead body all along, it's nightmare fuel having the player question himself, you can even do deja-vu, make the player question those moments where he remembers some events but can't be 100% true.
there are literally a lot of ideas better than a jump scare that last few seconds, you can make a scare last days
>>
>>146437856
LMMS
Seikaju
PXTone for chiptunes
>>
>>146437290
cant find you on unity store?
link?
>>
>>146438101
Here http://u3d.as/t7v
>>
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>>146437146
The tighty whities could be the default, and subweapons something like this.
>>
>>146438469
this is advanced furfaggotry
>>
>>146438469
>>146408353

Fuck off
>>>/trash/
>>
>>146438291
watched your walk-throughs, that is an impressive asset, really friendly
>>
>>146432909
i love these sorts of graphics
>>
In eclipse does anyone know how to choose where links and new files open?

I click links in the console and they open up in that same console window.
>>
>>146437980

Thats pretty good, until finding a decomposed skull. The body got to disapear in some way, because it takes away the spooks if you are able to just look, stay and taunt infornt the body. Thanks for you feedback!
>>
Any of you got together and collab'd on something together and had progress? I checked the zeemap that anon posted some threads ago for people in the area but they seem dead and I think only one person actually had info up
>>
>>146439636
In real life?
>>
>>146439237
same. they remind me of old mac games and stick soldiers
>>
>>146439724
Yes, on a game
>>
Can anyone come up with fantasy first person roguelites other than Delver and Barony? Non fantasy I can remember Heavy Bullets, Receiver and the new Wasted so if you know any of those that might help too.

Trying to see if there's a market for that shit and what I could do better/different.
>>
>>146440381
today i bought eldritch, which is a fantasy first person roguelike
>>
>>146436805
furfags out
>>
>>146440438
oh yeah ziggurat also. and if you're counting unreleased games you might consider spire by hitbox team but that's more an arcade game than a roguelite
>>
>>146440381
Ziggurat?
>>
my game is glitchy as fuck guys
>>
>>146440438
>>146440552
>>146440565
>Eldritch
>Ziggurat
>Spire
I knew I was forgetting something. Spire is looking fucking awesome but it also seems a lot more focused on the gameplay and less so on RPG elements. Also been in dev for fucking ages.
>>
>>146440708
Make it main plot point and receive praise for innovative storyline.
>>
>>146440708
download more ram
>>
>>146440798
for real nigga earlier today i thought "wonder if spire's any further along" and all i could find is a screen of their new lighting system. why the fuck do games take so long to release
>>
>>146415091
What about at the quantum level?
>>
>>146415097
What's all the black surrounding it?
>>
>>146441498
OBS fuckery, since it uses scenes instead of recording the desktop it pads out the borders with black. Usually I crop it out when converting to webm, but since the resolution changes midgame I had to leave it as is
>>
>>146422787
Go easy on the screen shake. People probably don't want to look at that for too long.
>>
if you're a brit and you're worth 100k gbp, as of right now, brexit has cost you around 10k gbp

you fell for a funny meme
>>
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So this might just look like a camera being spastic and panning to random places with text boxes, but it's actually just a really shitty cutscene script that I wrote. Didn't lift a single finger except to initially trigger this sequence. It follows a list of actions from a scene script, with each entry having a delay associated with it (which then triggers the next entry). The next thing for me to do is pause the system and roadblock it whenever dialogue boxes pop up, only allowing it to continue on after the player presses 'accept' on those dialogue boxes.

After all of the various scene script types are functional I'll double back and add an animation and RPG text-blipping to the dialogue boxes. Hopefully I'll have enough time this weekend
>>
>>146429090
It's not a bad game.
>>
>>146442589

Only if you're transferring your money out of the country (specifically, the USA), you globalist Soros hack.
>>
anybody has a simple way to code cutscenes?
>>
>>146441926
So it's in a window?
>>
>>146429919
i think it's a harelip?
>>
>>146443736
Yeah, it's works just like any other program. Normal window and it pads with black bars when going full screen at different aspect ratios
>>
>>146408238
Yes yes yessss finally the return of the pedo OP. Thank you OP. I too am a pedophile.
>>
>>146443821
I can accept a deformity. I was more worried it was a failed attempt at a mustache...
>>
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concepting planets, I'm honestly not sure how I would accomplish the one on the right procedurally, I'd have to hand make them

not sure how annoying it would be to not be able to see the other side
>>
>>146443131
1. learn to code
2. learn how cutscenes work
3. learn to code cutscenes
it is now simple for you to code cutscenes

generally your game state, which controls which entities update, draw, etc. changes to a specific pause state, but if you're working in game maker you have to do a few annoying hacks (surprise surprise)
>>
>>146444075
I'm not a programmer, but couldn't you just divide the right sphere into triangles and then select an odd number for each tile and go from there?
>>
>>146444075
https://whenitsdone.org/2014/07/29/map-generation-on-spherical-planet-part-i/

use google you illiterate retards
>>
>>146443848
Thanks man. My head goes haywire trying to comprehend this stuff for some reason.
>>
>>146444075
subtle voronoi shill
>>
>>146443131
1. take away all control from the player
2. script the characters to cutscene how you want
>>
>>146415097
do it how zdoom does it
>>
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I'm still alive. Fresh new hover mechanics in the works. Big part of gameplay, but unfinished atm.
>>
>>146444846
if that's supposed to be a podracer those cables need to be not stiff
>>
>>146442662
You need to confine the text box within the screen borders.
>>
>>146444075
Something like this >>146444235 Plenty of people have procedurally generated planets. Surely you can find a way to do that and also designate some sort of areas/tiles to use for gameplay. Maybe using a voronoi diagram?
>>
>>146445017
Yea, but I'm not entirely sure how to approach it just yet. I can make it work two different ways, but I'm waiting until we finish the rest of the vehicle physics before adding eye candy.
>>
>>146444808
You mean the test function, the list of resolutions, or the aspect ratio thing?
>>
>>146445528
It shouldn't be eye candy, that should be part of the core gameplay.
>>
>>146442589
Thanks for reminding me to check /pol/.

Absolutely beautiful, cheers to all you brit devs!
>>
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>>146424451
updated with some color, hows it look?
>>
>>146445528
This >>146446527
Those engines at the front are what pull the vehicle, so they should be part of the physics, it will be what makes the game feel unique compared to car racers.
If anything the cockpit is more eye candy than the engines.
>>
>>146446727
pretty damn good
>>
>>146446727
the head and staff look boring, make the skull more comic like with different eye size, body is good
>>
>>146446527
>>146446779
Maybe. Should is such a strong word. I don't know how that would affect the gameplay I have in mind, and I don't know how to utilize that mechanic in particular very well. So yea, it might help set apart the game and even be a good design choice, but it isn't one I'm confident I can use and I'd hate to throw it in last minute just to screw up what I have in mind.

That said, I don't think it would be that hard to test, so I'll probably throw it in there at some point to at least try it out.

>>146446727
I like it. Solid colors and bake.
>>
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I found this neat water effect that came with the fountain asset. But I didn't find any actual water material, so I'm still using the "lake" water from a different demo project.
>>
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Demo when ??
>>
>>146448292
Once you make a level select of some sort or a hub, or just make it as it is there and fuck the norms. Some people have demos out that are half as functional as yours mang it's all based on when you want to release a build.
>>
>>146447048
It certainly looks cool, can't wait to see more of the game.
>>
>>146417210
That's not an argument.

2D games run like shit, too, especially when newfags like you make them.

You can make a stylized 3D game that runs smoother if you are willing to put the time and effort into it.
>>
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Added outlines to the stages and started screwing with the stage light shader. Going to have to make some changes to make the lighting work right.
>>
>>146417210
Ignore this anon he's delirious.
>>
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>>146449796
Will probably figure out how to implement normal maps.
>>
>>146445528
>>146446779
Nah, podracers aren't roped together. They have some kind of energy tether that presumably stabilizes the whole thing.

What you should do is make them separate objects but have them move together with a little bit of delay. So they will move independently but there's a force holding them together.

Also make the booster bits lean slightly while you turn because juice.
>>
>>146447590
what kinda game is this?
>>
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>>146450347
a might and magic 6 clone
>>
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What are some essential Unity/C# tutorials/lesson series?
>>
>>146450525
Don't watch videos.
>>
>>146450689
what do I do then
>>
>>146450738
Find a tutorial/lesson series that not only has you read stuff but also has small assignments for you to do. The only way you'll ever learn to program is if you learn to think for yourself.

the OP probably has a bunch of resources that you can look through
>>
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Gotta make that fire look super Treasure-like.

Also might not do this demo day but might do the one after. There's still some content I want to put/change in this game before I do another public demo.
>>
>>146451580
>There are people who dont want a robot to spray his hot molten load all over them
>>
I just downloaded game maker a day ago and I have no idea what the fuck is wrong with my code. I have no coding experience and my shit is 64 lines just for movement. When I look at tutorials they condense it to around 10 but I have no clue what they're talking about. I can already tell everything is going to fall apart when I try to implement other stuff. Someone tried to help me and gave me this fucked up equation that works but I suck at math and I would never have thought of it.

why do i try
>>
>>146452180
pastebin it
>>
>>146452180
Fix your attitude before you can fix your code
Alternately, kys
>>
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Not much progress. I tried recoloring the mech sprite instead of using the one Theonian made for me. I used Dorothy's colors from Va-11 Hall-a.
>>
>>146452180
If we knew what kind of mvement you are exactly trying to make we could try helping you.
Also if you are new to game maker and you aren't good at maths dont try to make anything more complex than a character moving in 4 directions for your first project.
>>
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I gotta say, blueprints are pretty cool. I don't use them often, but when I need them, they deliver. I have like 10 subclasses of the C++ class and all they need is a mesh and to override this one function, which is super easy with a blueprint.
>>
>>146452750
The contrast is better on the new mech. Have you started on animation yet?
>>
Is it a bad idea to start devving before I even know what I'm going to make?
>>
>>146452365
>>146452863
Ok here you go my shitty ass code.

http://pastebin.com/RrKqxWeu

I'm just trying to do grid movement, which works, but when I added in collision it gets all weird. It's supposed to stop when I hit a wall, but it only does that when I'm right next to it. If I'm 2 or more squares away and I'm holding down a key to move I phase through the wall.

I'm still trying to learn everything and I know it looks like shit.
>>
are there any games who adapted diablo-like loot system just like borderlands did but in other genres
>>
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>>146452898
Not yet. I will probably try animating the mech after I get it working. I'm basically not far from >>146452180, just going through tutorials and documentation and trying to make sense of everything.
>>
>>146453141
you should leave in the waifus as unlockables
>>
>>146452750
The only problem with using someone else's art is that it's going to look out of place unless you can make the rest of the game look like that.
>>
>>146453141
The 2nd and 3rd one are a bit too bright I think
Try lowering the saturation
Also the first 5 mechs are way too similar. Maybe add some little details/different markings/weapons?
Other than that, looks pretty fucking cool.
>>
>>146412593
sounds like user error
>>
>>146453265
Maybe. I think I want to try making my own original characters since I'm already borrowing so many concepts from other things. Probably getting ahead of myself though.

>>146453446
That's precisely why I didn't use Theonian's sprite. I don't think I can match his ability, and it would look off unless he sprited and animated the whole game for me basically. Still loved seeing it though.

>>146453448
This just the first mech, it's the only one that will look like this. The plan is for different designs for each mech. The mechs will essentially replace the classes from Risk of Rain, since I'm pretty much making a clone of that game like a shitter. Right now I'm hoping to add a mech warrior inspirted mech, a gundam inspired one, a flying 'zipcraft' like in cowboy bebop, and an exoskeleton/power armor for people who just prefer to stay in human mode the whole game.
>>
>>146453746
would definitely play/10
>>
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Ok, so before I only had pickups working if you dropped an item from your inventory. Now I can place pickups in the level editor and have them generate an item when the game starts. This means I can start hiding goodies around the town in hidden places. It will be used more once alchemy is implemented and I have reagents and stuff to scatter.
>>
>>146414635
Are you serious with this shit? You have a boss, so just show him at the start of the game or game over screen mocking the player.

How can you not have it in you to not make even the most basic of story elements?
>>
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People seemed to really really like the reactive portrait in the Anubis game, so we're putting that into Mighty K-9.
>>
>>146453931
Would you like some landscape art?
>>
>>146414635
>>146453942
>guy taking poo
>giant boss appears in window and insults him
>guy jumps up with muscles bursting and war cry
>game begins
>>
>>146453052

It's never a bad idea to learn about things you'll eventually use.
>>
>>146454015
maybe? all I have right now is the Infinity Blade grasslands pack. I don't really know what I'm doing when it comes to anything art
>>
>>146452180
>>146453141
Two fine examples why you should learn coding before trying to get into an engine.
>>
>>146454032
I'd play it
>>
What do you do when you feel you've made a huge mistake getting people excited about your not-quite-a-game-yet and you're just too stupid to actually make games.
>>
What do you guys do for fonts?

I checked online and it seems fonts can't be copyrighted in the US, but there is still some legal mumbo jumbo regarding font software and file formats.

Is it ok to just copy some of the fonts that come with windows into my game?
>>
Has anyone done a VR chemistry/alchemy/potionmaking game yet? The focus would be on precise control of when to add the ingredients, and physical control (don't drop ingredients, shake ingredients, drop ingredientd from a certain altitude). I guess it could be cooking themed, too

Inspiration was the ending to Geneforge, you need to skim the surface of the Geneforge while wearing gloves.
>>
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>>146454309
>>
>>146454381
sure, just get the breaking bad license and you'll be rich
>>
>>146454381
Yes, it is called Waltz of the Wizard.
>>
>>146454462
I'm a little worried that I am a literal retard and will never be able to do this without using some dragondrop bullshit.

it's been over three years now and I still have nothing playable
>>
>>146454370
there are plenty of royalty-free fonts. just check before you use one. there are "open-source" alternatives to most windows/mac fonts
>>
>>146454603
turns out it's actually really hard to make a game (excluding mobile shit)

it's easy to throw a prototype together, but a lot harder to really put it all together
>>
>>146454603
Stop being a bitch, just watch some tutorials and actually make an effort to learn instead of wallowing in self pity.
>>
>>146424449
cool looking, I'd love to see more
>>
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>>146453141
I don't know if you saw the post or not, but I made this for you.
You don't have to use it, of course, but there it is.
>>
>>146454730
>Stop being a bitch
This is the response I came here for. Thank you, anon.

I'm going to go make my stupid platforms work now
>>
>>146454894
Oh fuck, didn't see
>>146452750

Sorry.
>>
>>146453062
I always go for the silly but easier approach. Why don't use move_towards_point(x,y,sp) after checking if the square you are moving towards is empty or not?
>>
>>146454894
See >>146452750 and >>146453746
>>
>>146454894
>>146453746
it would be cool to leave this in as an easter egg too
>>
>>146453141
Where is Shinji?
>>
There's something humbling about an extreme drop in framerate.
Too bad my quadtree doesn't work for no reason.
>>
>tfw after a while it's impossible to keep your code completely nonmessy because all the shit just piles up and it would be either keeping tidy or not implementing something
>>
>>146454002
lol
>>
>>146454370
>Is it ok to just copy some of the fonts that come with windows into my game?
No. You can buy them if you want though https://www.fonts.com/font/microsoft-corporation
The most sane choice would be to use open fonts though, you can find many here https://www.google.com/fonts
>>
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Now featuring atrociously-broken missile accuracy

Haven't posted a webm in like a month. Been doing some refactoring lately that's burnt me out pretty bad. Proper missile accuracy and collision detection didn't survive and neither did some HUD elements, so I still need to fix those. Hopefully the game will be fun by demo day

But I have made some progress. Each bitmap is only loaded once instead of with every new entity, so that reduces memory usage a ton. Removes a lot of graphics stuff from the entities too, so that makes those a bit cleaner. There was a lot of redundant, unused, or contradictory code in the AI, so it's nice to get rid of all that
>>
>>146456270
You should have a cloud layer below the planes and above the ground to add more depth.
>>
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>>146456492
I experimented with building some semi-random clouds out of transparent layers and that worked pretty well, I just forgot to take it anywhere. But definitely something I want eventually. I already have multiple layers on the level so they'd be simple to add
>>
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https://a.uguu.se/jbfBkQLWgscO_output.webm

Check out my edgy mcedge game. My composer keeps putting the "heil" from Disney's The Fuhrer's Face in all the tracks and I love it.
>>
>>146454082
Got an email I can contact you at? I'll send you some landscape stuff.
>>
>>146451580
>Also might not do this demo day
If that's what's best ;_;

That fire boss looks like an ass hole with that attack, though! Looks great!
>>
>>146457154
did you shill this on /pol/ yet
>>
>>146450224
...is that the demo day 9 dude?
>>
>>146457154
That first track is a jam!
>>
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Did another pass on the HUD
>>
>>146457440
Not a fan of the monitor effect. The monitor reflection is fine, but the portrait is too faded now
The new borders are cleaner, good job on that!
>>
can I post my furry porn game here?
>>
>>146457678
you are
>>
I want to get started on working with 3D. I'm not really an artist in general so I wouldn't be coming with much prior experience.

Any tips on where to start? I'll probably be using Blender but if there's any other recommendation then I'm up for it, I don't mind pirating any of the other ones.
>>
>>146457678

That's actually the only kind of game not allowed here. Please leave.
>>
>>146457440
Wait, did you already finish Anubis?

Where can I get it?
>>
>>146457606
I'll keep that in mind and see how washed out it looks when I manage to get a background tile set done up.
>>146457817
Nope, that's still about halfway done. A few of the visual scenes still need to be done. The programmer and i thought that MN9 was a really shitty game so we're seeing if we can quickly convert the Anubis engine over to do a Megaman style game. I'm pushing for demo day, but we'll see.
>>
>>146457303
I don't know if I want to shill it on /pol/, I have a feeling that even if it's up their alley, 4channers generally don't respond well to advertising.
>>
>>146458112
this will be the alt-right's Undertale
>>
>>146457440
Hey, can I ask something? I know you probably don't want to field questions on the anubis game here since it's nsfw and stuff, but I downloaded it out of curiosity and it's a neat game.

I'm just curious as to whether I'm impatient or if the game is really just ridiculously difficult. I'm not seeing any way to recover my health, so I keep dying before I can accumulate a whole lot of loot and get powerful. Leveling also doesn't appear to do anything to mitigate the difficulty.

If this is all intended, then I gotta ask: Why'd you make a porn game this hard? Why would you do this to me?
>>
>>146458262
not the dev, but it's takes heavy influence from La-Mulana, a notoriously hard game from the early indie movement, where you cannot save! until you grind the first dungeon.
>>
>>146436217

i'd take it. would love to have a comfy skybox like this while talking to NPCs
>>
>>146458262
The demo doesn't really have a difficulty curve since we thought only a few people were gonna play it. Some of the more amusing things to see that many people didn't get was that there's a heart under the sign to the right of the starting room, and that talking to the gold Anubis head saves the game and heals you.
The final game will have a difficulty curve, but will definitely get more difficult than the demo is.
>>146458369
It isn't, but we don't expect anybody to know about Maze of Galious.
>>
>>146458179
I'm glad you get that vibe. I actually really like a lot about Undertale, but thematically and story-wise I thought it was really missed the mark and went for way too sappy of an ending. Earthbound was a great experience but we need to get over it and move on from the "love and friendship conquers all" message. The game's own antagonist even suggests this much, and the game blithely ignores it so the tumblr fanbase can write shipping stories about all the main characters.
>>
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Controls screen done

Now I need to stop putting it off and work on saving/loading

(Maybe I should spend less time adding little details like this)
>>
>>146445217

It's not 100% perfect (due to the arrow, but that'll take a lot of fidgeting) but this'll be the last thing I do tonight

good night
>>
>>146458985
looks good

sweet dreams tactics anon
>>
>>146458112
>4channers generally don't respond well to advertising.
It'll probably be fine if it's a free game. I'm assuming it's a free game anyway, what with hitler being the main character.
>>
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Working on the new tutorial level for learning how to use the cursor shield.

Fixed my new shooter AI. The cannons on these toy tanks actually don't shoot until Boku gets into their range trigger.

Before cannons instantly shot a new bullet when the last bullet was blocked by your shield, but now blocking and destroying a bullet wont do that and a new cannon bullet will only be shot out on that cannons programmed fire-rate time.

This new Bokube demo will be ready for the next demoday/demoday9
>>
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Just added an oversized bomber unit and slapped on some AA onto it. Still gotta polish the positioning and the model for the onboard AA.
>>
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>>146457723
Blender is pretty good once you start to understand how it's GUI is structured and also start getting familiar with the hotkeys.

As for 3d you could go to polycount wiki or /3/ or something to look for things to start with. I wouldn't recommend trying to start with sculpting however. Get familiar with box modeling.
>>
>>146458985
Just give it a slight buffer/margin on all sides so that the arrow or the borders aren't an issue.
>>
>>146459519
the laser guides are a little intrusive and don't really match the rest of the level
what about a thin trail of smoke behind the cannonballs?
>>
>>146459598

Good catch, I did that, but I used OBS to record a subregion and my cropping was quite lazy. Thanks though

I gave up using Tarkus' WebmCam because it stutters so much at 60 FPS. No clue why OBS -> convert with WebmConverterForRetards results in such a smoother end product

good night for real now though
>>
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>>146457190
if you're still around, I can be reached at [email protected]
had to step out for a bit to play some doom, shit took like 4 hours to download
>>
How do you motivate yourself, /agdg/?

;_;
>>
>>146459935
https://www.youtube.com/watch?v=dQHPSD6GYxo
>>
>>146459935
>motivation
>implying I even dev
>>
>>146460016
what the fuck
>>
Can someone help me, I fear I have gone retarded.

I can't figure out how to modify this very simple script to account for one-way and moving platforms.

http://pastebin.com/w08DhiWH

I've been trying to fit them into the player's move state, but that's just for the player and keeps coming out poorly.

I foolishly thought putting them in this one would be easier, but I appear to be an idiot.
>>
>>146459935
By thinking that someone might like what I'm working on and by recalling that art is the only thing I'm kinda good at. Same things that stop me from killing myself every night.
>>
why is GM:S so backwards and shitty? i'm thinking about just moving back to 8.
>>
REMOVE FURRY
>>
>>146459519
holy shit I barely recognized this
it looks so much better than before, you really cleaned up
>>
>>146460249
>GM
yes, you have gone retarded
>>
>>146459935
I made a folder and filled it with fanart and screenshots of nice things people have said about my game.

When I think I'm too big of an idiot to actually finish this thing I look in there and remind myself that there are some crazy people out there that actually want to play this thing I'm trying to make.

It helps.

I try to make fanart and say nice things about other devs too, in case it helps someone else
>>
>>146460561
I haven't resorted to drag-n-drop yet, so I'm not drooling yet.
>>
>>146460491
it helps that the camera is now positioned so that you can see things and understand what the fuck is going on
>>
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>>146459624
Well I added the laser guides as a way to tell the player what tiles are effected HOWEVER I quickly went in and tried your feedback.

Do you like it better than the lasers?

>>146460491
Thanks. The clean-up and changes were made thanks to the feedback from shitposts, and the huge negative reaction on the games greenlight;
https://steamcommunity.com/sharedfiles/filedetails/?id=700230651&searchtext=Bokube

>I decided to not kill myself buck up and keep working.
>>
>>146460598
>that one guy who always quotes me and posts "good job anon" and nothing else
I do it for you, buddy
>>
>>146460693
>feedback from shitposts

Thanks for calling all the critical posts I took the time to make about your game shitposts, I'll be sure to help you out again in the future.
>>
>>146460249
>to account for one-way and moving platforms.
I can't understand what is exactly what you want.
>>
>its a "dev shits on people that gave them honest feedback" thread

wheres pugdev
>>
>>146460731
I love you too Anon.
>>
>>146460693
I think you should keep it, maybe tweak the color or thickness. When the camera is aligned with the tiles, the smoke is better. Even with the lasers, if the camera is parallel with the path, the laser looks like its over the wrong tile.
>>
>>146460731
I say >feedback from shitposts

because I joke. How can I post here without sick meme's?
I love shitposts even the aggressive ones because they improve the game as you can see. >>146460491
>>
Shilling our Steam group for Game Maker nodevs.
http://steamcommunity.com/groups/nodevs

Join group chat for Game Maker support.
>>
>>146461090
what do you have that i can't find somewhere else on the internet or, you know, in the documentation?
>>
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>>
>>146461186
>its another 2d sidescroller rpg episode
>>
>>146461186
Cool Anon but does it have dark souls mechanics?
>>
>>146460836
Trying to call it for use on anything but tiles that are basically meant to be static and solid doesn't quite work.

Character gets stuck in them or ignores them entirely.
>>
>>146459935
I masturbate,go to sleep, and get back to it in thr morning
>>
>>146461659
Lets all admit it. Masterbation is a YESDEV development tool. You need to clear your mind by "releasing", and design better with clear thought.
>>
>>146461746
Abstinence is a YESDEV development tool. Channel that sexual energy into developing your video game instead.
>>
>>146461814
Killing yourself is a nodev tool. Kill yourself to never finish that game you were never going to finish anyway.
>>
>>146461814
SHIT. I already fapped earlier today. Guess I should recharge for tomorrow.
>>
>>146461814
Then all my games would be about fucking
>>
>>146461814
>>146461746
>>146461659
>>146461857
>>146461867
yes, yes well done anons
HOWEVER
The CORRECT answer is to fap in the morning so that you are wide awake for the entire day of devving
>>
>>146461857
>Killing yourself is a nodev tool.
Then you should give it a try.
>>
>>146461886
>only fapping once a day
plebs.
>>
How do I start? I want to become a game dev and maybe join a small team
>>
>>146461337
Im not sure why are you using that while check after you already checked if it's meeting the place or not. This is the way I would do it in your place;

>// Horizontal Collisions
>if(keyboard_check(something)){
>if(place_meeting(x+hspd,y,collision_object))
>{
>hspd=0;
>}
>else
>{
>hspd=something;
>}
>x+=hspd;
>}
>>
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>>146461887
Where is your game?
>>
>>146461951
you must be very bored
>>
>>146462003
I'll start it tomorrow
>>
>>146461304
>>146461253
>Someone posts actual progress instead of literal shit/animu
>Lets discourage him from making anything
>>
>>146461886
>fapping

True yesdevs are blessed with wives for the sole purpose of fucking to clear their mind.


*(at least get a flash light and VR hentai)*
>>
>>146462224
nice game faggot sure it will sell well
>>
>get the perfect language+library+tools+IDE combination up and working that can target any platform except the web
>get a game idea that's perfect for the web platform
FUCK

I DON'T WANNA WRITE JAVASCRIPT
>>
>>146462249
Can I have some peanutbutter with that jelly?
>>
Pardon, where might one find materials and resources to research on virtual economies?
>>
>>146462163
bitch
>>
>>146462224
Anon if you think indie action RPG's can survive without ripping of souls mechanics now you're doomed.
>>
>>146462329
I'm 100% serious this time.
>>
>>146461961
That's a very vague question, my dear anon. It basically depends on your definition of "game dev". However the process should be something like this:
- Find an idea for a game. For start, take your favorite games and combine them, or take one mechanic that your really like and experiment with it. Design some levels or some puzzles on paper, find a level editor for said favorite game and try to create a level to see how can you create fun.
- Then find an engine which suits this idea the best. The most common answer to "which engine should I pick" is usually: Unity for 3D, GameMaker for 2D. Learn the language of said engines, go trough the basic tutorials then start to create said game.
- When you are ready with the prototype, start to give some meat to it. Try to create pixelshit, or programmer art, or traditional art, modeling, whatever fits your theme the best.
- Then give some sound to your game. There are many CC0 licensed sounds and musical pieces out there, not to mention royalty free classical music.
- In the mean time, shill your stuff here, so people get excited about your creation, and will be waiting for it on launch day.

The web is flooded with tutorials for any level and skill, so the only excuse you have and which stops you is your laziness. If you still find any of the steps hard, then focus on only at one (be an idea guy, a dev, an artist or a musicbro) and try to team up with others with different skills. Good luck!
>>
What's your favored framework for making games for the browser?

Hard mode: no Unity
>>
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I'm going to do a Kickstarter for my racing game's soundtrack.

$25,000 Goal

The money will be used to travel to the UK, where I will pay a composer to create me the fastest Eurobeat album known to man. Then I'll travel to Japan, where I will pay a second artist to remix the album into something a little faster still.

Then I'm going to play it in-game at 1.5x speed.
>>
>>146462460
yeah right, just like yesterday, and day before that. You are full of shit Matt.
>>
>>146460598
I should start doing that again. It really does help.

>>146461961
1. Get an engine that sounds comfortable to you. See what features you need and what they offer. If you've never coded before, Game Maker is a good default choice for 2D games. Unity is a little tougher but lets you do 3D.
2. Find the user manual and the main community. You're going to need them. Always refer to the manual and then the community when a problem arises. Follow some tutorials until you vaguely understand how things work. Don't hesitate to poke around and make modification to open source projects.
3. Remake some classics. Breakout, Pong, Space Invaders, Asteroids, Tetris: pick one. Do not add any features the original didn't have. Don't hesitate to use placeholders. Give it some content, a game over/victory screen, a menu, high scores, simple options, credits.
4. FINISH IT. Let me emphasize: it needs to be playable, with no bugs, and everything you'd expect from a complete game.
5. Congratulations! You are now ready to make your first 'real' game. Upload your remake somewhere, it'll help you find a team.
>>
>>146462163
This is why you will end up taking care of your wife's son one day.
>>
>>146462515
>Matt
I'm not Matt, just a guy who spends too much time on this website.
>>
>>146461961
1. Learn to program. If you don't know basic programming patterns, you won't know how to implement the things you want, and you won't know if you're being limited. (e.g. GML not supporting methods, just calling separate scripts, is tedious as fuck.)
>>
>>146462628
jokes on you because nobody would ever marry me
>>
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Wow, bats really like basketballs, who knew?
Also the flier ai can follow stuff reasonably well, it's not perfect, but it will do for now.
>>
>>146463049
Hoe does the AI work? It looks really smooth in its movements.
>>
>>146463120
Just simple steering done with basic vector math
>>
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>>146463120
Something similar to a node based thing? Looks like it isn't unity, I don't have a damn clue.

I use node based stuff.
>>
>>146462802
If it makes you feel better I rejected the only girl that loved me because I was in love with another girl that ended being a massive bitch to me after a couple of years together.
>>
>>146463204
If it makes either of you feel any better I've been with multiple women, some at the same time, all with functional relationships and I haven't loved any of them.

I'm starting to think I can't. I just see them as really good friends that my penis happens to be inside sometimes, and I happen to sometime sleep next to them.
>>
normalfags get the fuck out
no reeeeeeee, no >>>/r9k/, just get out
>>
>>146462242
My wife is for emotional stability.
Sex ruins gamedev, usually, so mostly I fap.
>doesn't take more than an hour
>don't get exhausted
>no forced cuddling afterwards
>none of the emotional bullshit and foreplay
>>
Morning devs.

What is the true sleep pattern for yesdevs? I like to think being nocturnal gets maximum devtime.
>>
▄█ █▄█ ▄█▀ ▀█▀
>>
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Added damage numbers, added new hull damage shader effect - IRL signed papers making company official ....W-why do i still feel so empty?
>>
>>146463883
>W-why do i still feel so empty?
Its the particle clusterfuck, I'd wager.
>>
>>146463883
TONE THESE VISUALS DOWN YOU MADMAN
>>
>>146463883
can you put a darker background on? i don;t mind the particles so much, but it's hard to see what's happening
>>
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>>146463963
>>
>>146463883
What level of autism do I need to be on to be able to decipher this shit.
>>
I suck at webms, not hard to see normally-

https://www.youtube.com/watch?v=QTw-wfU_MBA
>>
>>146464084
yes
>>
>>146463883
NEEDS SCREEN SHAKE
>>
>>146463883
Typical example of modern video game art direction.

>lets pick a general theme
>lets pick a style
>lets put in some nice little details
>perfect
>now lets cover it all up with massive particles and effects
>dont forget to dial bloom up to 11 so everything is 4x the size on screen

One day, we will see the video games we're playing again.
>>
>>146463883
>>146464070
>>146464141
At least make an option to turn them (partially) off
>>
>>146464227
ok, what is a game with good art direction
>>
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>>146464212
YESyesYESyesYES
>>
>>146464212
SS was turned off so I could see the damage highlights better during the test run - see- https://www.youtube.com/watch?v=X3odGisOfwE
>>
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Now that I have a basically functional inventory menu, I need to implement item effects. I've realized that probably what I should do is reuse the gameplay event queue system. This might get scary though because I can see situations where I need one queue to wait on the other or vice versa.
>>
>>146464317
Nice work, inventories are always a pain. What kind of game?
>>
>>146464227

In all seriousness, I don't even have bloom (everything is forward rendered).

Also, folks assume allot of stuff in the vids is simply particles, but allot of that is weapons fire with full collision ect. The interceptor fire and flack burst are not just for visual effect.

That said, I am not a visual designer or artist, I got make stuff man-
>>
>>146463883
You could try adding more depth to your scene, the ships look flat and 2d.
>>
>>146464532

Ideas? I haven't paid too much attention to the visual layering much to be honest. Been using the same BG for 8 months now- There is parallax on it and the nebula distortion thingy below, but is too subtle up close and low quality video,
>>
>>146463883
the only thing i don't like about this is that the guns which rapidly shot these small flickering bullets are not aiming at anything
sure it looks pretty, but when it comes to gameplay, it will make the game much harder to read
>>
>>146464467
So far it is a normal rpg but with roguelike style movement and combat. I am thinking of changing the combat because I don't think the current system is going to pan out, but I want to at least get items in before deciding. I want to have more prominent boss fights but I don't have the right roguelike elements to do them well with this combat system and I don't really intend to add them.
>>
>>146459524
this looks cool as shit
>>
>>146463187
whats the logic behind the guns losing their focus on the reticle when you turn? In a first person game where you're playing as a human you would expect that moving rapidly while trying to keep focus on a target would reduce your accuracy with a gun, but why would a machine lose accuracy while moving?
>>
>>146464647
Lookup the principles of animation if you haven't already because the advice i would give you would end up deriving from it in one way or another that being said you could add trails to all the bullets to make them easier to keep track of. Everything seems to float around quite a bit with nothing to ground my perspective, i would make something in the background like asteroids that don't move that much or have damage to the ship break parts off of them
>>
>>146464671

The CIWS are trying to counter the other ships serpentine burst missiles at close range, just a bitch to intercept for that systems performance (ends up missing mostly, firing after they already hit ect). It's just a bad match-up of systems .
>>
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Can you tell what's going on here
>>
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I redid my shaders from the old horrible mess I was using to something much cleaner and faster. Went up from about 60fps to 120-180fps.

The downside is that this new setup only supports 3 active lights so I have to turn lights on/off as the player approaches them. I would implement dynamic lightmap generation to get around this but it sounds like hard work so fuck that.

Also added a system to place non-tiled textures on the map. The dirt road is the first example of it. It's much more flexible and organic than tiles.

Terrain is still feeling blank though. I don't know what else to add to fill it out.
>>
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>>146465349
>>
>>146465358
Are you not using deferred lighting?
>>
>>146465349
no
try a dark background inside the cockpit
that gray blends with the white
>>
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Hey /agdg/, do you think it's a good idea to invest in Pound Sterling now and then hopefully resell it in a week once it bounces back?

I've got 100k available. If I could turn it into 200k just by a quick investment I'd be able to use some of the funds for my game to hire a muscian/artist/etc.

I don't want to miss this opportunity like how I missed out on bitcoin when it was just a meme.
>>
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its too late for me to write words
>>
>>146465349
As long as you have a smooth hatch opening animation it should be fine, but I agree with the other anon re: the cockpit background.
>>
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>>146465402
Fuck no. I barely understand basic lighting as it is. I implemented deferred lighting once before (pic related) and had nothing but endless headaches with it because I didn't understand it well enough.

I'll stick with simple and fast to develop.
>>
>>146465453
if you can time the bottom of course you'll make a profit
but everyone thinks they can time the bottom, and everyone else has the same idea as you right now.
>>
>>146449740
keyword
>stylized
You can't be a successful indie dev going for realism
no advanced graphics/powerful physics etc.
>>
>>146465358
What is the source of light at some gravestones? Especially the ones at the side of the road.
>>
>>146465761
Spookiness.
>>
New spaceship. Whaddya think? Is it too busy-looking?
>>
>>146465951
it feel invisible
>>
>>146465951
no, its perfect

very minimalistic
>>
>>146465951
Bird of Prey rip-off
>>
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>>146465951
Fug
>>
>>146465951
I like the blue color.
>>
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>mfw im 20 and I told my parents I need them to tell me if they intend to kick me out or not because I need another 2 years at home to pursue gamdev
>mfw they're telling me they'd rather send me off to whatever university just to get out of the house even if it means paying a shitload of money for a useless piece of paper
>>
>>146466074
>>146466074
>>146466029
>>146465985
>>146465982
Pls respond. >>146466042
>>
>>146466042
>baked shadows
>not using a normal for dynamic pixel lighting
>>
>>146466367
>>146466042
its look weird
>>
>>146466042
I like the art style but that ship looks kind of gay.
>>
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>>146466042
kinda unpractical desu
>>
>>146465513
help
>>
>>146466528
>>146466549
>>146466476
Elaborate please.

>>146466473
I know next to nothing about shaders and shit, and I like this look better anyway.
>>
>>146466658
>Flat front
>literal wings
>>
>>146466806
Makes sense, I'll try to change the front.
I like the wings as they are now, even if they make little sense.

Thanks for the feedback.
>>
>>146466658
It's pink and round and looks kind of like an asshole.
>>
>>146466198
lol
>>
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Progress time:
No motivation to do art today so it was code day.
>Made small speed tweaks, according to received feedback.
>Finally managed to fix the error I was getting when setting different game's resolutions, that means you'll be able to change it in the future.
>Started testing two big features that I plan to add later, both of them worked flawlessly, so now I have to polish them and make an option menu for each one.
>Coded a small easter egg that no one will ever find.
Posting old progress since nothing I did today is worth a screenshot.
>>
What kind of game will people never get bored playing?
>>
>>146467040
One that's constantly updating with new shit.
>>
>>146467040
A good one.
>>
>>146467009
Don't you plan to add different levels?

I don't know if anyone has reported it before, or if it has been fixed, or if it's intentional, but sometimes the vampire hunter and the villagers also came out from the top side of the middle building (the side facing the river, which we can not see from this angle).
>>
>>146467040
I'd say a good RTS of FPS game. But RTS are dead and I doubt you could revive the genre by yourself. You can forget making a worthwhile FPS with so many AAA ones out there as well.

MOBAs work well but the market is already saturated.

All that's left for you is to make some kind of Terraria / Stardew Valley game probably.
>>
>>146462279
Too bad
>>
>>146462282
Damn,that sounds really good right now. A pb&j with a large glass of milk
>>
>>146467143
Probably will add more at some point, but I'll have to plan them a lot because I want each level to feel different/unique in some way. Have a couple of ideas for a Bonus Stage too.

It has been reported, and it was intentional. The middle house has 3 doors, the one you see, one at the top and one on the right side.
I'm still unsure on what to do with them:
If I left them as they are now I will have to rework the stage a little to add something that indicates where the doors are. I could also close two of them and leave only the front door open, but I'm not sure how that could break the game, since if you stay in front of the door anyone that is inside the house won't come out.
Any opinion or suggestions are welcome.
>>
>>146463049
I love seeing your progress
>>
FUCK
I can't even start learning a fucking programming language.
I see all the progress posted here and tell myself that I want to make games too.
I look up lessons, watch one or two and then close it and feel like I'm not going to accomplish anything
>>
>>146467767
Don't watch, read.

Learning programming from videos is a waste of time more often than not.
>>
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>>146463883
>>146464532
he chose the wrong path of perfect top down already, he can never add real depth

>>146467161
>MOBAs work well but the market is already saturated.
yeah, with trash

for the purpose of competition 1000 shitty games might as well be zero
>>
>>146467040
A game with freedom for the player and endless possibilities.

Don't get me wrong, I don't talk about a game where everything can happen. Just look at Counter Strike for example. You play de_dust2 for 80% of the time yet no two rounds are the same. The tools which the players can have fun with are limited, yet the ways you can mix them are endless, and the human variable is a huge part, which also adds a new layer of randomness. Or the endless Baal runs in Diablo 2 could also be a good example.

As for freedom, as you see from earlier examples, people love to fuck with games. A part of the reason why the first Doom is still loved today is the modability. Add a level editor, let the players invent new addons or mods to your game. This was also a reason why Warcraft 3 was such a huge success.

So basically: if you make a nice Ferris wheel for your players, they might be on for a second or a third ride, but if you also give them some tools to tweak said Ferris wheel, or more than one way to ride on said Ferris wheel, they will be there for as long as the possibilities don't feel exhausted.
>>
>>146466042
How do you keep your uv textures from deforming ? Do you mind posting your uv and seams?
>>
>>146467767
I would recommend downloading a sample project for some engine and start by modifying that.
>>
>>146467916
Sure thing. Here's the seams, I'll post the UV next.
The trick is to use Snap to pixels (Shift+S) so the UV islands well snap to the pixel corners. Of course you need to tweak some vertexes though.
>>
>>146467916
>>146468260
And here's the UV.
>>
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>>146467667
So it looks like something like this, right?

The best you can do is to indicate where the other two doors are. A good way is an opened door, or some small part without any grass, or with footprints leading to that part. If there would be more room between the road and the house, you could add a brick pathway to the top side of the house.

However, you really has to ask yourself: what is the point of this?

If it's a shelter for them to hide, then one (or maximum two) doors are enough, and the player can wait somewhere else until they come out or maybe he can scare them at one door so they come out at the other.

If it's just an obstacle, then maybe you could make it to some town square with some fence with a statue in the middle. So it would be still hard to catch them, yet there would be more stuff to run around.

For now it feels like a slot machine. You don't know where and when they'll come out, and the fact that the vampire hunter can go in just adds to the risk. In a game where you have limited time to earn a given amount of points, it feels kinda unfair that you add elements to the gameplay which can not be controlled by the player and based on pure luck.
>>
There is no reason in buying games, i have +600 of them and i only play cs
>>
Life is a party, lets make it hot.

New thread soon.
>>
>>146467667
could have the interior of the house be lit and have them light up the ground to indicate they are doors
>>
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>>146468481
Yeah, that's exactly how it looks like.
You have a really good point on something I didn't think before. I want it to be both a shelter for the villager to hide, and an obstacle for the player since he can't follow the villager there.
I'm going to rework the level without a doubt, and will test how it works with 2 doors (probably will get rid of the one at the right) and then with just the front door. The houses at the sides also have two doors as you can see, but the villagers barely use them since they are really small, so I'll probably get rid of those doors too and just leave those houses as obstacles.
>>
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>tfw musicbro hasn't come through yet
W-Would you play a rhythm game with no music? You wouldn't would you?
Should I look for another musicbro and hope he makes it in time for DD9?
>>
>>146468992
You are a fucking genius.
>>
>>146469158
Implement beat recognition and let the player choose his own music please don't do thiss
>>
>>146469269
As if I even knew how to do that.
>>
>>146469312
I'm sure there's a MIT licensed library you can borrowsteal to do it for you
>>
>>146469312
Idolbunnydev?

>implying implementing in 2016 is anything more than a bit of googlefu
https://github.com/allanpichardo/Unity-Beat-Detection
>>
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i added to the dialog system so that it can show up in game now, but the text box is behind some other objects, not sure whats up with that
>>
>>146469158
Unless you are making a terminal game you should have music regardless of genre.
>>
>>146469480
>>146469473
Yep. I'll look into it later and see if I can implement it. Thanks.
But I still hope my musicbro will reply soon with results.

>>146469515
Yeah but I can't exactly use randomly generated music that doesn't match the beats on screen for a rhythm game.
>>
>>146469604
If the musicbro doesn't reply in time, you could just pick any song you wanted, make the map around it and simply not include the .mp3 in the demo download if you're afraid of copyright or w/e, then have the player download the song from youtube and place it in the folder.
>>
>>146469121
I think you should need some play testers. Anyone you can get. Even if they don't like it, just ask them to play 2-3 stages to see how they behave in this environment. I'm saying this since your map reminded me of my play trough. I've never even used the street at the bottom. It felt risky, it felt unsafe, and I can not even remember if any villagers were even there, so there wasn't really any point to even go there. The houses on the side were never used.

What I'm trying to say is that you should examine player behavior. What decisions they make in what situations. Will they just sit at the top fishing for folks to pass buy or will they even go to the most unsafe spaces? Based on my experience now it feels like there's many unused space in your town. I was mainly just running around the house in the middle, then went up to the starting position when it felt unsafe.
>>
>>146469487
>narrator-san
kys
>>
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>>146469867
NO BULLY
>>
>>146469604
You could also look into stealing shit from free guitar hero/stepmania clones, they usually come with some songs with it that I presume are public domain or at least "no one gives a fuck" domain, then you could get the "maps" automatically by writing an importer for their format
>>
>>146469604
I hope you aren't saying you are planning on using randomly generated music (unless you really know what you are doing).
>>
>>146469951
procedurally generated vocals + vocaloid plugin fucking WHEN
>>
>>146467767
Here you go friendo.

Start here:

http://www.learncpp.com/

Read closely, do all the practice programs, experiment a bit on your own to get an understanding of how problems are solved, logic is more important than hard math, and get at least through the chapter about classes so you have a basic understanding of object oriented programming. Try to read at least a chapter a day, and re-read chapters to keep you fresh on the basics.

Then go here:

http://www.sfml-dev.org/tutorials/2.3/

Once you've spent some time with the first link, this one should be self explanatory and you can start implementing graphics and sound.
>>
>>146469942
>>146469823
Well I'm not really worried about copyrights and stuff but more about having a song that fits the tone of the game. But I'll try mapping out a random song, even just as practice since I think it will take me some time to get it right.

>>146469951
Of course not. My point was that in a random game if I am out of time I can pop in some randomgen music at the last second even if it sucks, but you can't do that for a rhythm game where the rhythm is important.
>>
>>146467845
>he chose the wrong path of perfect top down already, he can never add real depth

Scaling can always be used to add depth to top down games, but it's a pain in the ass to keep your pixel resolution consistent if you do.
>>
>>146470107
Thank you
A lot
>>
>>146459524
We Ace Combat now!
I will 110% buy your game when it is finished.

Do you have a tumblr i can follow?
>>
>>146467040
Hawken
>>
>>146469847
You are right, level planning is probably what I need to improve the most. I'll start looking for testers, so far I have seen one guy playing it on youtube, will check the video a lot to see how he played too.
>>
>>146467040
Ace Combat 04
>>
new thread

>>146470618
>>146470618
>>146470618
>>
>>>/d/6886643
>>>/d/6886643
>>
>>146470107
>>146467767
>recommending C++
ahahahahahha
this meme keeps happening
>>
>>146470653
Man I haven't been to /d/ in like 5 years. In the meantime I developed almost every fetish on the chart.
>>
>>146468332
Wow it's very clean, I have much time learn. Thank you
>>
>>146471063
The most important things I think are Snap to pixels as I said before and S-X-0 or S-Y-0 to straighten out edges either horizontally or vertically. I haven't done much else with it.
>>
>>146464771
>>146470264
Thanks anons.

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