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/agdg/ - amateur game dev general

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Thread replies: 784
Thread images: 150

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

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

Helpful Links: http://tools.aggydaggy.com/
New Threads: https://boards.4chan.org/vg/#s=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/
Xenko: https://xenko.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/
>>
What if he has autism and can only read code if it's in the form of a massive switch case? Jeeze guys.
>>
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> 600+ switch statements
>>
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I'm going to make a Luluco fan game for space jam!
>>
Game development tip of the day: it doesn't matter if you program yourself into a corner and can't JLMG without fighting your past decisions because the end user can't see your code*

*actually they can unless you use a natively compiled language
>>
>>146531686
At least he got a successful game while you got nothing but shitpost you stupid dog poster.
>>
>>146531850
the green girl isn't a dog though
>>
>>146531850
>implying anyone retarded enough to jump face first into a saturated market for money, and succeeds at the expense of making a good game, is worth looking up to
>>
>>146531740
My biggest fear is people in agdg laughing at my shit code in like Undertale and Terraria
>>
>>146532056
Then just don't get successful.
>>
>>146504412
>actually make game

Fuck you.
>>
>>146531706
Good luck Senpai
>>
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>tfw having fun with your own game
>>
>>146531686
reminder that if statements are the ONLY way to code!
>>
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>>146532467
>he has conditionals at all

enjoy your shit performance
>>
>>146532056
Why? That's how you know you've made it, when people find any reason to criticize you and try to bring you down to their rung of the ladder.
>>
>>146532467
still not as bad as lisp))))))))))))))))))))))))))))))
>>
>>146532467
What's wrong with if statemetnts
>>
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YOU HAVE 20 SECONDS TO EXPLAIN WHY YOU GAME DOESN'T HAVE 600 SWITCH STATEMENTS!
>>
>>146532839
my game is too small to need that many
>>
>>146532839
Because my game presently only has use for 13 switch statements
>>
>>146532839
My game is your game but better.
>>
>>146532839
Mine doesn't need that many yet
>>
>>146532839
Because my game has 700 switch statements
>>
My game won't look at me when I dev her. Help!
>>
>>146533084
that's cool mine is 701 switch statements tjough
>>
>>146532839
because it doesn't have any code yet
>>
https://www.youtube.com/watch?v=0yeZeHYr0UM

Saints Row Dialogue system
>>
Whats the best framework to use if i want my game on consoles too?
Searching for a while and only found monogame, is there a c++ framework that lets you do console games?

Dont want to use unity or unreal.
>>
>>146533540
>want to make game cross-platform
>doesn't want to use cross-platform engines
good luck
>>
>>146533708
i dont need an engine to make a cross-platform game, thats why i said monogame can do it, but im looking for c++ alternatives that are not engines.
>>
>>146533790
>but im looking for c++ alternatives that are not engines.
No such thing. Don't want to use Unity or UE4? Well you're fucked.
>>
>>146533540
The best framework is to have a successful game on pc. Console companies won't give a shit what it's made in, you can find someone else to port it if it's too much work for you.
>>
>>146533873
Not that i dont want, but if i have alternatives i prefer to use that. But if it doesnt exist i'll have to choose one of the two.
>>
>>146533790
the best you could probably do is whatever the fuck that new xbox/windows thing is. out of luck for ps4 though
>>
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>>
>>146533236
>thought this was going to be about how to not use 800 case switches

Well this isn't very useful for me.
>>
>>146532839
>>146531686
agdg have other things to worry about than the number of fucking switch statements in their game.
>>
>>146533927
It uses windows 10 universal apps platform but im stuck with xbox only.

>>146533905
this makes sense, but if i already have a game that can easily be ported it would accelerate things i think
>>
>>146534943
You have your priorities wrong. You need to worry about how to most efficiently and effectively make your game, not what to do after you make your game, especially considering that this won't even matter if your game isn't successful.
>>
>>146535043
Thanks m8, im really putting the cart before the horses. I'll slow down a bit
>>
>>146534709
That's awesome
>>
>>146531706
10/10 would play
>>
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>>146531706
>>146532202
>>146535427
What genre would a Luluco game be?

What would you do?
>>
>>146533190
My game has your game's number of switch statements + x where x is > 0.
>>
>>146535848
I personally think i t would work great with a little bit of everything, parodying well known games would work great for it.
Have a Mario like platformer section playing as Luluco, getting clues to reveal wich character is the criminal they are looking for.
Then a Gradius like shooter whit Midori in her weapon form. And then a Shooting section similar to Terminators II arcade where Nova paints the walls with brains.
>>
>>146536440
So it's just another waifu game which dev will die in 2 or 3 months?
>>
>>146536839
What else were you expecting from a Luluco fangame made for a jam?
>>
>>146532839
my game doesn't have any dialogue...

... any gameplay mechanic at all for that matter

:(
>>
>>146537274
it's ok, i'm sure your "hello world" will be very popular, anon
>>
What would be more fun for a mecha RPG, something shooter-y or turn-based and/or tactics? Would it be worth attempting turn-based shooter or is that a fucking terrible idea?
>>
>>146532839
I'm sure it will be pretty close when I'm done with it, but as long as it works I don't really care.
>>
>>146536440
>implementing three full games for a jam
NO
>>
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POST PROGRESS
>>
>>146538245
Rail shooter?
Oh fuck yes please
>>
>>146538897
lurk ffs
>>
>>146538245
Got no progress
No art
>>
>>146538245
Not until I have something actually new to share.
>>
>>146538897
>source
Not recently
>namefag
Not for a few days at least
>>
>>146539464
I'm right here you asshole
>>
>>146539536
Yeah but you're the only one so it's hardly like before.
>>
>146539536
yeah but everyone's filtered you so it doesn't count
>>
>>146534709
i thought it was a floating glove and it was about to high five you
that'd be something out of burrito galaxy tho
>>
>>146534709
>letsgomusicvideo.webm
>>
post progress
>>
do i put dev on my match.com profile????
>>
I love math!!!!!!
>>
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>>146538245
>>146539932
I made a basic af 3rd person camera
>>
>>146540494
>people having fun coding with cubes and cylinders
What happened to me? I can't enjoy those anymore.
>>
>>146540315
kek
Even nerd girls will think you're a nodev loser.
>>
>>146538245
Making sections of the map. It's not very exciting.
>>
>>146540706
Looks cool for no art. What you making it with?
>>
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>>146539932
gridding
>>
>>146540706
Exciting shit m8
>>
https://www.youtube.com/watch?v=xfglVm1Vuvc

https://www.youtube.com/watch?v=8RgZVvfUDw8

Been a couple of weeks since those viddies but I never posted them here so here they are. Been working out a bug with my map generation for a while now.

It's been a hard few weeks aggy daggy. :(
>>
>>146540706
What kind of game is it? From the boss fights I assumed you were making a plain megaman clone, but now that I've seen your world and pause menu, I can tell it's going to be much deeper than that.
>>
> tfw constantly between states of too many ideas and not enough ideas
>>
>>146540706
>>146540817
>>146540494
Nice work
>>
>>146540378
which equation has you horny, anon?
>>
>>146541127
Mostly just division and multiplication. It just makes life so easy with how reliable it is
>>
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>>146537491
thanks anon
>>
>>146540806
>>146540874
Thanks anons. And Gamemaker Studio.

>>146540902
Metroidvania.You only get a total of 4 weapons and you start out with 2 of them (if you count physical attacks as its own weapon). They get little upgrades later though.
>>
>>146540817
Why does it zoom in slowly when you're standing in front of it? It's freaking me out.
>>
I want to make a top-down morrowind!
>>
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Please help!
>>
>>146541483
get a basic ground texture in there and it'll look a thousand times better

Canopy shadows will make it more foresty too
>>
>>146541538
Ok, but what if I'm bad at art? How do I make placeholder graphics that people will be able to see my vision with?
>>
should 2.5d games have acceleration and decceleration? I feel like it's cool at first, but makes the controls feel really loose (not tight!)
>>
>>146541743
should any game not?
>>
>>146541483
You should probably make a transparent circle around the character instead of just making the whole tree transparent.
>>
>>146541483
What do you need help with? Your game looks pretty good to me.

>>146540817
I want to know >>146541441 this as well. It is unsettling. It's great to see your goblins ingame, though!
>>
>>146540494
that looks like a camera parented to the cube, can literally do that with drag and drop mate
>>
>>146540817
Keep the suttle zoom
>>
>>146540661
>nerd girls
You believe in unicorns? It's like saying there are girls in here finishing games.
>>
>>146541796
>>146541859
I'm taking suggestions for alternatives to "tree fades away after the roots go offscreen"
>>
>>146542215
I'm a girl but I have a penis ;)
>>
>>146532839
What is a switch statement?
I only use drag and drop
>>
>>146542346
Not for long.
>>
>>146541871
Well shit. I actually wrote a script for it.

I haven't used Unity in forever, so I forgot basic shit like that.

>tfw you literally just drag the camera onto the cube
fug
>>
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>>146541737
your placeholders still look ok as is, because they are only silhouettes. for the ground, you could use a simple texture with only two colors and nice blocky shapes

for the tree thing, I would outline the character when it is behind the tree

>>146542263
conceptually, your camera is located at half the height of a tree, and pointing down 45 degrees. So you should never see the branches from above. you could fade the top of the tree trunk only
>>
>>146540550

You need to challenge yourself or it won't be fun, if you've already mastered basics do something non-basic. Or just something new.

Or just like, make game
>>
Just finished my bulking calorie diet for today. Holy fuck 3k doesn't get easier
Time to work on my gammmme
>>
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>>146542634
THANKS for the free asset loser
>>
>>146543240
>implying you're going to find a use for it
i dare you to make game
>>
>>146541737

Why is the ground cream? Are you meant to be on a beach?
>>
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>>146543240
here's another one just for you
>>
>>146543431
lol
>>
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So, I'm thinking of finally getting back to work on my Paper Mario Unity thing.

Also thinking about trying to get some code friends/others in on it to help out.
Still want to keep away from getting a C&D though.

Should I avoid Git? Or is there so much junk on there that no one would ever stumble onto this project and trace it back to my git account?
Or is there a better option i should go to for version control?
>>
How would one go around to coding a popup box or a menu that disappears when you click anywhere but inside of it?
>>
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>>146538245
I got started on an inventory system, and I managed to implement a moving camera.
>>
>>146543562
Guthub you mean? If you want the game to be open sourced, go for it. Not like you can monetize anyways.
>>
>>146543562
OH SHIT YOU'RE BACK
>>
>>146543595
when a click is detected, check if the mouse is inside the window. if not, dissapear it

this could be done with simple bounds checking or a raycast, depending on how dumb your engine is
>>
>>146543562
enjoy your C&D
>>
>>146543637
Oh, of course I don't plan to monetize it, but that won't stop any kind of C&D if it somehow gets any non-anonymous exposure and gets traced back to any of my accounts.
>>
>>146543610
https://www.youtube.com/watch?v=pdvCO97jOQk

here are some examples of good cameras
>>
>>146543595
Create a transparent GUI element, the size and shape of the screen, that can receive clicks, and put the actual window on top of it

public void OnClick()
if source == backingPanel
this.close()
>>
>>146543562
>tfw someone you recognise from months ago suddenly reappears

i wonder how many other games that vanished have their devs still lurking this thread

like ghosts
>>
>>146543562

Just use different graphics, problem 100% solved
>>
>>146543927
Yeah that was my initial idea but I wasn't sure if it was the standard way to do it.
>>
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>>146543431
jokes on u, im keeping it
>>
>>146544165
thank you for the OC
>>
>>146544165
>1012 B
!!!!!!!!!
>>
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>>146543947
waiting for the perfect moment to strike with my new game (UNDER PRODUCTION)
>>
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>>146543682
>>146543947
I've honestly been kinda just fucked up lately.
Progressively falling further behind on my grad thesis, not being able to get my job search started right, some old class shit hovering over my back, fucked up sleep cycle, etc.

I really shouldn't be doing this paper mario project right now, but I'm hoping working a bit on it will help get my drive back going.
>>
>>146544279
fuck off rotard
>>
>>146531686
That was decompiled code you dumb fuck, ifs are often replaced by switches by the decompiler
>>
>>146532056
why? if my game made money i wouldn't care if my fucking naked photos leaked and everyboy laughed at me, i would be rich and they would be the jealous losers, laughing at some dudes code while flipping burgers at mcdonalds
>>
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I posted in the last thread but thanks to an anon, I have some nicer looking grass and stuff now. The problem is I have no idea how much is too much. Right now I have around 6k assets and they're about 30 triangles each. I have no concept of if that's a lot or not. But this is just grass, and only in the town. There will be a lot more grass in the rest of the map, and there will be lots of other, bigger props too like trees and rocks and stuff. It runs fine for me but I have a skylake and gtx970, so I dunno.
>>
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>>146544165
>>
>>146544279
I think I know why hes chillin in the fridge. cuz hes a HOTdog
>>
>>146544706
forget about polies, consider the "real" cost as being something like vertex count times object count

6000 objects sounds like it could be nasty unless it's a specific vegetation/grass system that optimizes it for you
>>
>>146544706
It's very nice grass.

I have no idea if that's too much either but it probably wouldn't take much effort to look into it and find out how much is too much. Also how best to use it so it's not a problem.
>>
Should my game have health bars? I find them to be a little tacky.
I guess my question is, do healthbars really relay any valuable information to the player? A player is just going to attack an enemy until it's dead, and if they can't kill it and they're almost dead they'll run away
>>
>>146545195
healthbars annoy me, if you gotta do it, do it like dark souls so it's kinda out of the way
>>
>>146544656
Can I see your naked pictures please?
>>
>>146545063
it's the "foliage" system - you pick a bunch of assets, a density, and paint like a paintbrush, so it is designed to do this sort of stuff and presumably optimize somehow. but again, even then, I have no idea how much is a lot. I know a lot of games have a slider for this so maybe I can figure that out and just go crazy and make people turn the slider down if its a problem
>>
>>146545285
nah, i don't want to get spammed by horny boys who want my pussy again
>>
>>146532839
I only use if statements. nested ifs.
>>
>>146545195
>if they can't kill it and they're almost dead
without a healthbar, how will the player know they're almost dead?
>>
>>146545307
try running it with power saving enabled for a start, dunno if you could force 2D clocks on your gpu too, that should at least to some degree simulate a lower end system
>>
>>146545421
>without a healthbar, how will the player know they're almost dead?
No, if the player is almost dead which is extremely valuable information to the player
>>
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How do I make sprites that animate like this without taking an entire day to do it?
>>
>>146544592
No.
https://twitter.com/tobyfox/status/686941566586499072
>>
>>146545516
>giving the player anything of value
>ever
>>
>>146545195
the are other ways to do it if you want. you could have damage numbers pop up every time you attack, and they could turn from green to red as its health lowers. it could have a "wounded" idle animation when health is below 50% and a "near dead" animation when below 25%.
>>
>>146545239
Yeah, I don't think excluding them will be too big of a deal for enemies
>>
>>146545579
do it like dead space where limbs fall off to show its hurt
>>
>>146545519
Practice mostly
>>
>>146545562
lol true

>>146545579
pretty damn good ideas
>>
>>146545516
that's what i'm saying
without a healthbar, how will the player know that the player's character is close to dying? that seems like the most valuable piece of information conveyed by healthbars.

i'm not saying healthbars are important. it's just that if you can't find a way to show the player that they are almost dead, then you should probably just put in a healthbar.
>>
>>146545793
it seemed like the question was about enemy health bars

player health should be communicated very clearly
>>
Any unreal people around tonight? I'm having some issues with UMG buttons. I had to always click twice when first using them, because they aren't in focus, so I used a set input mode game and ui node in the UI's construction script. I didn't do that in my gamemode because I made it so when you switch between characters, it also changes the UI for that character. Long story short, even with that set, after clicking the UMG button, it breaks all of the binding that I have in my character's blueprint. Are there any alternatives to an intractable UI that doesn't involve UMG buttons?
>>
>>146545902
I shoved everything in the DrawHUD function, but I'm using C++. I do want to learn UMG some day. The HUD class has a way you can add a HitBox which is given an FName, and when clicked, returns the FName of the HitBox.

I don't recommend it though.
>>
>>146545893
this was how i interpreted it
>A player is just going to attack an enemy until it's dead, and if they can't kill it (the enemy) and they're (the player) almost dead they'll run away

because why would the player run away if an enemy is almost dead? regardless of whether or not they can kill it, the player would probably just move on past it. furthermore, if they can't kill the enemy, then how were they damaging it in the first place?

as for enemy health bars, i don't think they're necessary
>>
>>146544592
>decompiled game maker code
>game maker code being "optimized" by the "compiler"

anon...
>>
>>146546023
UMG is pretty convenient and quick, but fuck this focus nonsense. Most of my functional code is in Blueprint; thanks for the knowledge though.
>>
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>tfw the mania dev cycle begins anew
>>
>>146546185
i interpreted it the exact same way. the phrasing assumes that the player knows their health. the claim is that the player's algorithm for fighting enemies doesn't change if they know an enemy's health, so why bother showing the enemy's health? the only relevant information to the player is the player's health.

imo if you always attack the same way, that means that the player is stupid or the gameplay is shallow, neither of which are good
>>
>>146546261
What did he mean by this?
>>
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testing the revised shader for separate base, decal and lightmap texture and uv channels. this should allow me to do accurate persistent blood and bullet decals without much performance impact and cheat some SSAO as well. Unity's lightmap baker is fucking shit, although blender isn't much of a step up at least there's a higher degree of control.

Please forgive me on the really bad color banding, the color correct camera is bugging out(will probably disable it permanently in the future).
>>
>>146546185
>>146546430
Maybe I'll add an item that will show health bars or something.

Another thought I just had was, if there are no health bars or attack stats and the player finds a new enemy or weapon, I bet they'll experiment with it a lot more.
>>
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Now this is podracing
>>
>>146546672
Damn, the unlit parts really made me really want to play some Golden Eye
>>
>>146546817
this is personal opinion but if you have hidden health, health and damage should be small numbers, in the 1- 20range for damage. that way if the player is experimenting with weapons, they can figure out the exact number of hits it takes
>>
>>146546952
I feel like low numbers give games the cutesy feel or mobile/accessible feel. That wouldn't mesh well. I'll keep it in mind for sure, though
>>
>>146531553
https://www.youtube.com/watch?v=IHuZiO1k1wk
Progress continues, nobody but /egg/ continues to care.
>>
Tips or good tutorials for spriting?

Especially for 16x32 sprites.
>>
i just discovered a really cool way to organize your project in MSVC if you are used to text editor + makefiles

especially if you use wildcards in makefile but keep on adding files, and then when you go back to msvc project you have to manually re-add all those files again before it builds again

you can use wildcards in msvc

and you can still edit the wildcard files (they dont show up in the solution explorer) by just double clicking the files from windows explorer

so cool
>>
>>146547134
>not using ^2
If I'm not mistaken computers will still recognize it as 32x32 so you might as well use the whole available sprite
>>
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>>146546839
>>
>>146547268
Tony Hawk Pod Skater 3?
>>
>>146547267
I said 16x32 so the message would be clear enough. I don't mean 16x16 sprites like Pokémon had for example.
>>
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>>146547267
That's some top tier Mount Stupid.
>>
>>146547102
I-I care!!!
How big is your team again?
>>
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>>146547571
Two. Me and Sterik. I'm the voice in the video, he's the hands on the code. Listen to the REMcast on that channel if you'd like to learn more about our methods, madness and whatever.
>>
>>146547102
you have to post funny webms with bugs and memes
>>
>>146547267
16x32 = 512

2^9 = 512

16x32 is a perfect square as well, so no wasted RAM at all.
>>
>>146547570
Correct me if I am wrong, please
>>
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>>146547346
>>
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>>146547648
But I do, sempai. on /egg/
>>
>>146547752
>I only post on /egg/
>only /egg/ cares
hmm
>>
>>146547102
I also care. Please keep posting.
>>
>>146547654
Oh shit, I didn't realize that's how it worked lol I'll stop giving advice
>>
>>146547654
512 is not a perfect square
>>
>there are people here who've never played top/down games with 16x32 sprites
>>
>>146548143
oh yeah you're right

its something else that computers want though, just don't know what its called
>>
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>>146547810
Hilarious thing is that the first few times I tried to get REM noticed on agdg, I either got shouted down or ignored so I went to egg. Now I'm being impersonated by excited /egg/heads. The current meme is that I killed someone's dog and stole their clothes.
>>
>>146548249
power of 2? every other power of 2 is a perfect square incidentally
>>
>>146546672
How'd you accomplish those low resolution textures? they look really good.
>>
>>146548307
I liked you, but after finding out what you did, I don't know anymore...
>>
>>146547268
are you guy who made that cool sand terrain?
>>
>>146547657
Modern GPUs have minimum texture sizes that are much larger than 32x32, and even if if that wasn't the case, it's two thousand fucking sixteen; you can afford to waste 512 fucking pixels of vram for the convenience of non-square sprites.

I honestly want to punch you in the face.
>>
>>146548514
rip
>>
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Wow all these 16x32 Chrono Trigger sprites are so badly optimized!

t. agdg
>>
>>146548446
i'm using a 1024x1024 texture atlas and blender bakes all the texture there, since it's a small texture for a big level, all the textures get pixelated.
>>
>>146548564
Not that they aren't retarded, but the SNES was probably optimized at a hardware level specifically for storing and drawing 16x32 sprites.
>>
I have a confession. I lied when I said I was making a Luluco game for space jam. I just wanted to talk about Luluco. Sorry everyone.
>>
>>146549051
Someone not actually working on a game is the default assumption here.
>>
>>146549051
post progress and you are forgiven, my son
>>
https://implyingrigged.info/wiki//agdg/

What is this?
>>
>>146549280
agdg's soccer team
>>
>>146545356
switches are old and arbitrary BASIC gargage anyway, those people would probably use goto as well

>>146541291
this was good
>>
>>146548576
So the whole level is just one mesh, using a bunch of subimages?
>>
>>146549280
the soccer team for /agdg/
>>
>>146549414
the opposite, the level is a bunch of meshes but only using 1 big ass texture
>>
>>146549571
isn't that what new Doom did?
>>
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I combined two abilities of this unit into one
Now its movement relies on pushing other units, when it pushes one it moves in the opposite direction
>>
>>146549280
who picked those games

>no Where is your game
>no Industry Standard
>>
>>146549825
what is this MINE CRAFT


diamond pickaxe
>>
>>146549778
megatextures, yes, although they have multiple giant textures. mine's only using 1 texture. Doesn't work quite well with next gen that's probably why rage was plagued with blurred textures.
>>
>>146549870
>no 600 switch case
>no concept art
>no game
;_;
>>
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it's like a scavenger hunt

actually I could make a scavenger hunt quest, that might be cool. I think it was M&M7 that started you on the tutorial island and you had to finish a scavenger hunt to get off
>>
>>146550134

>that unreal movement
>>
>>146549870
>No Mixels
>>
>>146550231
can be turned off
>>
>>146550408
Turn off you rentire "game" lmao
>>
>>146550231
the blur is a lot worse because the webm framerate is so low. at 62fps it looks pretty good. maybe I should add a button to toggle it off for when I make videos
>>
>>146550471
I'll turn you off, or you can jerk me off, or just fuck off
>>
>>146550134
>those pigs
cute
>>
>>146550582
the placeholder art pigs are the most interesting thing about this game

what feel is this
>>
>>146550704
I thought all of it was placeholder? Do you have an artist?
>>
>>146550704
it looks like a game that will never be finished, that's the reason
>>
can we please REMOVE THE FURFAGS
REMOVE BABYFURS
REMOVE SCALYFAGS
>>
>>146550857
what about ROBOKEKS and SKELEFUCKERS
>>
>>146550829
it's a tech demo, not a game. the demo will be finished with some basic content, but a real game is way out of my scope. my estimate is around september or october to finish up (around 6 months)

>>146550747
I haven't done any art myself except for the spellbooks
>>
Anyone have experience with button controlled menus and trying to keep the player from accidentally spamming through them? I am having problems when testing my own game where I accidentally use a bunch of items in succession. The obvious remedy is to block input shortly after accepting one but I am concerned about the menu feeling less responsive. Did you encounter similar problems like this and what did you end up feeling like was a satisfying solution?
>>
tfw making porn and harvesting massive amounts of (you)s

is this what its like to be an attractive woman?
>>
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How do you guys deal with slopes in tile-based 2D games?

Do you just say fuck it and use pixel perfect collision, or do you implement them properly?
>>
>>146550958
Are you just making it for fun or do you hope to see something from it?
>>
>>146551008
yes
>>
what is the downside to not using deltatime and instead just locking logic to framerate?
>>
>>146551140

the game fucking up in laughable manners if the game isn't running at the expected FPS
>>
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Just gotta fix up the hands and then I'm ready to start the most hated part of game dev for me...making and applying textures.
>>
>>146551192
I thought the game just freezes when it encounters a lag spike?
>>
>>146551104
I think I was looking for the answer to two questions: Can I do it?, and How hard is it?
5 years ago I know I couldn't, but I'm a much better programmer now, so I wanted to give it a real shot.

When I finish the demo, I'll evaluate how I felt about the whole thing. If I decide to go further, I'll write a full design document so that it's not just a M&M clone. I would need 2-3 artists as dedicated as me, and a level designer, so it would be a big endeavor (and likely impossible).

So I'm not really expecting anything, but I think I found the answers I was looking for: Yes, I can do the code, and it's really hard to make a game like this.
>>
>>146551140
How to spot the dogposter: look at the filenames.
>>
>>146550981
Just deactivate input for the button pressed for like 2 ticks if it's a problem
>>
>>146551267

https://www.youtube.com/watch?v=eDA37BmvNwM#t=5m18s

here's a good example
>>
>>146551416
cool I wasn't trying to be stealthy I was asking a gamedev question
>>
you can megatexture deez nuts
>>
>>146551558
Could you try asking questions without posting dog pictures?
>>
>>146551586
A 32x32 texture will be more than enough for both your nuts and your wiener.
>>
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>>146551623
>>
>get topology and edgeloops correctly placed
>model looks ugly as fuck and worse than my first attempt

if you're making anime, can certain edgeloops like the nose be ignored? I'm mostly animating the mouth and maybe the eyebrows but most places are going to be static.
>>
>>146551041
This is the way I coded them for a Castlevania clone I never finished.
One point marks the start of the slope, other point marks the end. Character has a state machine and when he touches one of those points he enters in a ascending slope or descending slope state, that affects the way gravity works on him (Imagine the floor being the line drawn between those two points). The height of the floor is calculated based on the position of the character between the start and ending marks and that imaginary line.
Probably not the proper way to implement them, but worked perfectly for me.
>>
How do I make a credits screen if I'm a 1MA?
>>
>>146551140
>>146551539
New to programming. Where exactly should I be using deltatime? For anything timed?
>>
>>146551850
A Hideo Kojima Game
by Hideo Kojima

Produced by Hideo Kojima
Directed by Hideo Kojima
Story by Hideo Kojima
Written by Hideo Kojima

Starring Solid Snake
a character by Hideo Kojima
>>
>>146512365
>try buying ads on the other chan
reddit?
>>
>>146551850
"A game made by Anon" or "Programming and Art by Anon"
Ask a few people to betatest it and add them to credits too, as "Testers" or "Special thanks"
>>
>>146551806
whats so hard about google friendo
>>
>>146551686
>wiener
lol nice
>>
>>146551948

it's mostly materials/shaders that makes an animoo animoo isn't it
>>
Help me out, agg dagg. If I want to make an isometric game in Unity, do I pick 2D or 3D? I think 3D might be easier, but not sure about the performance part.
>>
>>146552061
it wont look right at all without the cel shading but the accurate shape still needs to be there
>>
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>>146551806
Don't make the faces flat or they will look hideous when you aren¡t looking from front. Look how hideous these look because that's exactly what they did.
Te secret to a 3d model looking anime is turning off the lighting for it and using baked shadows.
>>
>>146552171
"no"
>>
>>146552171
https://youtu.be/Dn1TzeaLNIc
>>
>doing color sensitive work
>forgot I had post processing color grading on

fuck

>fix it with post processing off
>forgot I had f.lux running

fuck
>>
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alright this steam promotion is really taking off now.
3 new views with only 2 new key sharks.
that means we're possibly at 1 out of 7 real views!
>>
>>146552308
link game
>>
>>146552308
How much did you spend?
>>
>doing game development
>forgot the patriarchy is oppressing me

fuck
>>
>>146551267
This is correct. The game will always function the exact same but will slow down or speed up if not running at the correct framerate. It is most suitable for 2D games, particularly arcade games and platformers where consistency is important.

It sounds like >>146551539 has physics problems (I only skimmed the video) which would indicate that they did some funky mixing of fixed and non fixed framerate programming all while assuming the game could not possible have slowdowns. Either that or maybe he was using a hack to make the framerate higher and the physics system is not tuned to run at those speeds (your collision sizes maximum speeds and everything have to be set based on this).

Most modern games are generally designed to run at variable framerate but have the physics run at a fixed framerate for stabilitity. However this typically can introduce syncing issues and you usually have to start adding interpolation and extrapolation in the rendering cycle. Framerate independance is also not possible but most games you want to have as little variation as possible if the framerate is in the area of about 22-90, or ideally higher.
>>
>>146552364
https://googumproduce.itch.io/rrps

>>146552371
nothing unless we're gonna count greenlight money and disgust with the platform, it's steam release promotion
>>
Help, how do I be funny?
>>
Are save points still acceptable?

Or do I have to let the player save anywhere at any time?
>>
>>146552458
this should explain everything https://www.sciencedaily.com/releases/2009/03/090326134016.htm
>>
>>146552463
Save points are fine. A suspend file would be great too though, so if you need to turn off the game right now for whatever reason.
>>
>>146552563
This screams autism
>>
>>146552463
About saving, how would one manage a save & load system for a game like Animal Crossing? Do you make a sort of savemanager that has references to pretty much everything else (bugs caught, fish caught, furniture, villagers, clothes, money, tree position, growth stage, if it has fruit or not, every object on the ground, letters sent and received, etc)? Sounds really complicated.
>>
>>146552665
>that is the joke.jpg
>>
>>146552587
>suspend file
What is this?
>>
>>146552731
It basically works like this:

>Create suspend file?
>Saves game, goes back to title screen
>Press continue, loads suspend file
>After load, deletes suspend file
>>
>>146532032
>jelly is strong with this one
>>
>>146552669
if you structure it properly, it's not that bad, but still a little complex
you have a save() function in your main game/world class which loops through all the game objects in the world and calls their save() function. if an object has objects inside it, then it calls their save() function, etc.

so basically for every class you want to save, you just implement a save() function for the couple variables you want to save for it
>>
>>146552669
That's probably the only option. The trick is to make it all automated. A tree gets planted, create a bit of information like location, any variables, etc. then it gets loaded automatically on the start of the game
>>
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>>146552428
Art style kinda reminds me of this.
>/v/ was making a game on it but the project died. ;_;
>>
>>146552463
They are still acceptable but it is important to make them transparent to the player.

>>146552669
Save systems are usually complicated and a nightmare for maintenance and bugfixing. When important objects are unloaded, Animal Crossing probably serializes whatever data is necessary into a cache. As you walk around between zones in the game this cache is used whenever a zone is loaded. When the game is saved, currently active objects are also written into the cache and all of or a part of the cache is written to the disk. On game load you can either load the entire file into the cache right away or do it on demand.

Games with autosaving can often reduce the cache when performing the autosave but these games typically need to save more data as a drawback.
>>
Here's a little gamedev tip for u boys:
Do not save what is there... save what isn't...
>>
>>146553172
2deep4me
>>
>>146553172
I'm saving your game then.
>>
>>146553232
Good, I'll save your hobbies.
>>
>>146553313
I'll save your sex life.
>>
>>146553357

what a story mark
>>
>>146553357
Thanks.
>>
How do i render a perfect circle in my game?
>>
>>146553357
Please don't. Being incapable of getting off isn't even comedic or useful anymore.
>>
>>146553405
Very skillfully.
>>
>>146546672
how do you get that old school "shaky mesh" effect?
>>
>>146552463
Auto saves like Dark Souls is the way to go
>>
>>146552803
It is worth noting that while suspend files are awesome and I really love them, they can require much more work than save points because your save system has to be able to put objects in a much more unpredictable state than you would find from save points.

By "unpredictable" I mean that with save points you are able to do things like guarantee that there are no battles going on while the save happens.

Of course you can author save points in a way that also can have these unpredictable states or you can make the suspend point remove some amount of progress to gain predictability.

An example of the later is that before a battle you might cache the game state and then if the player quits during the battle you allow them to resume from that state right before it.
>>
>>146552463

Fallout 4 survival mode has save points

people bitch about it like no tomorrow
>>
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Going to try to create a simple card game because programming is hard ;_;
>>
>>146553879
there's actually a huge demand in amateur non-vidya dev
>>
>>146553540
I like Dark Souls system so lets look at how it works in a bit more detail:

The game normally autosaves at certain checkpoints or while the player goes into menus/picks up items/etc. Generally saving during action sequences is avoided until the loading screen after the player dies.

Enemies have very little state data saved - at least in the original I believe that only their alive/dead state is saved. This can be exploited by players to escape battles but I've only seen speedrunners do this.

There are also very few other props in the world to save - mostly picked up items and unlocked doors. Somewhat unusually, broken boxes and the like also appear to be saved.

The cache (the state that loads as you walk around) appears to match what is saved on disk and it is possible that the game is releasing parts of the cache as it saves. It also has some way of knowing to invalidate dead enemy states in unloaded areas whenever the player uses a campfire. It might be using counters/versioning data for this because I doubt they would scrub it all right away.
>>
>>146553436
I slightly emulated how the old playstation does it (somewhat), I converted the vertex positions from float to int values then back to float. this "snaps" the vertices.
>>
>>146553932
>a huge demand in amateur non-vidya dev
A huge demand for what?
>>
>>146554041
amateur dev
that isn't vidya
>>
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>>146552297
>tfw you accidentally fall for the oversaturation meme
>>
>>146554090
I'm not following.
Who demands non-vidya amateur dev? What do they demand?
Just card-games in general?
>>
>>146554156
Meatspace card games.
>>
>>146554156
"game design" schools
>>
>>146554156
go to kickstarter
choose games
a majority of the games aren't videogames, they're boardgames
>>
>>146554203
Nice.
I'll try making one for real, then.
Already got all the rules figured out no programming required, goddam so much fun

>>146554207
heh

>>146554225
Doesn't that just mean that the market is oversaturated with them, then? Or do they actually get funded?
Also, dem shipping costs must be horrible.
>>
>>146547268
I think you need to lock the pods in place. Atleast on the X axis.
>>
>>146554374
If you really do go that route, make sure you do proper math on how much shit costs.

So many kickstarters got burned because they were bad at math.

>make millions
>spend all of it AND MORE on shipping costs / physical goods themselves
>>
>>146554462
Yeah, that's what I fear. Shipping alone might cost more than the product itself if I send it from Norway.
>>
>>146541483
Not only the ground texture, but adding vegetation will go a long ways.

However, if you have enemies or other hurtstuff they may be obscured by the trees too.
>>
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>>146554374
I believe that board game kickstarters don't really ship to the stores often. But rather the Kickstarter itself acts as a store of such. People fund a project, and when the project is finished, they send the board games to the backers and that's it.

At least that is how I would do that.
>>
>>146546839
>>146547268
KEK
Put Santa in the back of that.
>>
>>146554631
Yes, of course, but the printing company will first send all the shit to me, and then I'll have to send everything out in tiny individual packages to an unknown number of backers, right?
Sounds expensive and incredibly time-consuming.
>>
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>>146547268
Putting my pod racer game to shame desu.
>>
>>146551041
>How do you guys deal with slopes in tile-based 2D games?
Google this. Literally everybody runs into the slopes problem when making babbys first side scroller.
>>
>>146554462
you usually tell them that they have to pay shipping for regions outside of america
>>
>>146554121
Do you want sunny or overcast?
>>
>>146554769
You've got the graphics, he's got the game tech - Why don't you just shake hands and kill each other?
>>
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I didn't do too much today. I'm mostly done with props for the town. I added a little more stuff, and stuck torches/flames in. Replaced all the foliage and scattered random loot around as mentioned in previous posts. Now it's sleep time.

I will focus on adding all the NPCs and their text next. Then I can go back to code for a bit since I need to create the tavern, church, and a few more shop types. Also, I want to add a basic alchemy system, for another shop and so I can scatter lots of ingredients around.
>>
>>146554729
That's why you hire some people for the extra labor.
>>
Give me some sprites and tell me to make a game with them or I will stay forever a nodev.

>just use placeh..
NO.
>>
Is Godot any good?
>>
>>146555503
There, make an Hamtaro fangame.
>>
>>146554729
> dev game
> know how much printing + shipping costs are by researching beforehand
> put it up on kickstarter with the appropriate goal (by calculating printing + shipping + labour costs + extra money for you)
> get funded
> send game to the printers with a portion of your funding
> they send you finished game
> get your family and friends (or hire people if you have neither) to package the games and send them to the backers
> pay the post office a portion of your funding
> pay your family & friends or hired people a portion of your funding
> keep the rest of the funding money

There should be many local groups attempting the same that you can playtest and discuss the dev process with, at least in my city there are.
>>
>>146552428
You made a game out of the first Kaiji arc? Nice.
>>
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>>146555907
yeah.
if only people actually played it i wouldn't have to deal with Kaiji's crushing despair.
>>
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>>146552428
>>146555907
>>146556198
Kaiji is one of my favorite animes, mad props.

The second level of Bokube's original demo remade in the new one progress.

(I'm still figuring out what to place in backgrounds and color pallet's since the theme of the first world in the game is Easter).
>>
>>146556198
You should make a game based on the dice game they play in the first arc of the second season.
>PINZORO
>PINZORO
>PINZOROO
>PINZOROOOO
>PINZOROOOOOOOOO
>PINZOOOROOOOOOOOOOOOOO
>>
if i have plane normal, then one axis of course is perpendicular, but what determines where the other two point? as in the rotation of the perp axis around it self (i know it's zero, but this "zero" is different for faces)
>>
>>146556289
love the cliff texture
>>
>>146556310
reminds me, i need to find a new announcer to do these lines
the previous guy wont do it
>>
>there are actually neat games in AGDG again
woah
>>
>>146555583
What? Am I supposed to make it walk on a white screen or something?
>>
>>146556483
> the previous guy wont do it
why don't you tell /agdg/ the whole story, googum...
>>
>>146556536
Yes. No go make game or fuck off.
>>
>>146556198
>tfw you upload your game to steam and no one plays it.
ざわざわ・・・
ざわざわ・・・
>>
>>146556562
>[18/06/2016 11:12:02 PM] just hit the call button some time tomorrow.
>[19/06/2016 1:17:48 PM] *** Call to , no answer. ***
>[19/06/2016 1:19:13 PM] *** Call to , no answer. ***
ok he keeps dodging me and gives me multiple ridiculous terms about how he'll only work certain ways and even when i comply he still wont do it
>>
>>146556705
The people who did play it seems to quite like it.

I'm guessing the "rock paper scissors" thing immediately makes people close the window.
>>
>>146551140
>locking logic to framerate
REEEEEEEEEEEEEEEEEEEEEEEEEEEE

What the fuck is wrong with you?

Next you'll say that 24FPS is your target framerate.
>>
What's the point of interfaces? If you have to implement everything in each class that uses the interface, why make the interface in the first place?
>>
>>146556875
To comply with the OOP regulations.
>>
is there some way in blender to lock movement of a mesh not on one o the 3 default axis but rather on an axe that is for example 30 degrees from the x axis?
>>
>>146552463
Save points are good.
What isn't good is intransparent autosaves.
Bioshock Infinite might be the most retarded case in recent memory. You can go hours without saving because autosaving is the only way to save and only works by progressing the plot, which generally removes earlier gameplay areas from access. So you have to explore the entire area if you want to find shit and cannot save until you are finished. Good luck having to leave your game, because there's no suspend.

A good save point system was in Metroid Prime. Save points doubled as healing stations, giving them a sense of a desirable and relaxing place.
>>
>>146556875
It mostly only makes more sense when you're working with other people.

It was created expressly with working in teams that contain shitty coders in mind. In bigger outfits, you're certain to get the occasional bad/non coder in your team.
>>
>>146556875
Because subtype polymorphism is good but inheritance is typically bad.
>>
>>146556875
Interface IWeapon { attack(); }

class Sword : IWeapon { ... }
class Mace : IWeapon { ... }

IWeapon weapon = Character.getEquippedWeapon();
weapon.attack();

See how you don't have to worry about exactly what kind of weapon the character has equipped? Anything that implements IWeapon will do. That's the point.
>>
I stopped watching Kaiji after the "bridge" part but before the "eye" part.

Is it worth continuing?
>>
>>146556941
>Bioshock Infinite

You can also literally run away from enemies, get autosave, reload the game and the enemies aren't there anymore.

Who the fuck came up with this shit.
>>
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re-adjusting the proportions and whatnot

but is this good for animu so far?

I would go to /3/ but they're nagging me to not do animu. I try telling them I know loomis, though I know where they're coming from
>>
>>146557029
It only gets better
>>
>>146557029
It's more of the (good) same.

Next season, if they even bother, is guaranteed to be absolute dogshit, though.
>>
>>146557029
Second Season first arc is amazing and the best in the series.

I'd keep watching just for that.

HE HATES IT

>>>146557041
>Actual eyes and mouth
>Not flat face with textures being the face

Are you going for dysfunctional alien look?
>>
>>146557029
finish the first season
second season you have a choice between anime or manga, choose manga if the anime pacing has been too slow for you (since it only gets slower moving on)
>>
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>>146557095
>HE HATES IT
tfw this meme used nearby my game makes passerbys unfamiliar with Kaiji think they're saying its a bad game
>>
>>146557005
I know this is nitpicking but in practice a sword and a mace are not so different that they cannot simply be different instances of the same class. They just have different damage values, weights, references to different models, animations and collision shapes, etc.

If you have to override a method just to copy-paste and change a couple magic constants you're doing it wrong.
>>
>>146557029
Keep watching until you get to some bullshit about a slot machine. Stop then.
>>
>>146557041
>no subsurf
>>
>>146557029
Second season is completely retarded in its setup, with Kaiji forgetting absolutely all character development of the first season and getting addicted to gambling and raking up more debt than ever, but it still got its high points.
>>
>>146557296
>being this pleb
pachinko arc is the best arc after rps. the rest of the games are just gambling with cheating (or that one arc all about walking correctly).
>>
>>146557005
Why not make Sword and Mace inherit from a Weapon class?
>>
>>146557262
That nitpick is very heavily based on assumptions.
For all you know, blunt and sharp weapons might have entirely different combat systems.
>>
>>146557335
I'm getting the general chunks of the model first, then I'll sub it
>>
>>146557296
Slot machine is the best part you fucking ultra pleb
>>
>>146557406
This. Gogem might be a shit gamedev but he knows his stuff about anime. The rollercoaster that is the Bog arc is something amazing.
>all those twists
>all the tension
>all the bullshit cheating
>>
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>>
>Pachinko
>Good

Konami pls go and stay go.
>>
>>146557262
>They just have different damage values, weights, references to different models, animations and collision shapes, etc.

That's just an (often times valid) assumption. Add in enough other differences and it quickly becomes better to just override attack() in each. It depends on what kind of a game you're making.
If it's a traditional RPG where your weapons only have a few stat differences like attack speed and damage, then sure you'd make them both be instances of the same class.
For something like dark souls, where some weapons can parry, some can be off-handed, some can block, some can be dual wielded, some can be held 2-handed... I'd hate to see your singular attack function that handles all those cases. Especially when you factor in different weapon types having different kinds of stats, maybe maces stun and daggers crit... And then there's talents/specializations on top of that... You get the point. Anyway it was just for illustration in the first place.
>>
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>>146557545
>>
>>146557429
You could in some cases, but building an inheritance hierarchy is bound to end up in tears. Also what if you need a mace that's a weapon, a bluntweapon and a fireweapon? Multiple inheritance is bad for your sanity.
>>
>>146557429
See >>146556996
Also, lots of languages only let you inherit from a class once but an interface many times - this solves the problems with multiple inheritance by simply disallowing it.

Even if not just for that reason, you should always prefer to implement interfaces and use composition to reuse code, rather than inherit from classes. You end up with a much less rigid codebase that won't need endless refactoring if you don't stick to your initial requirements 100%.

>>146557613
>some weapons can parry, some can be off-handed, some can block, some can be dual wielded, some can be held 2-handed
>Especially when you factor in different weapon types having different kinds of stats, maybe maces stun and daggers crit...
How are those not all flags/different values?

>And then there's talents/specializations on top of that...
Could be a reason to change behaviour instead of just data. Still, having the coarse-grained attack() method be the point at which to inject this instead of a finer-grained method solely designed for that purpose (which attack calls) is probably a bad idea and will lead to code duplication.
>>
>>146557492
>>146557468
>>146557406
>16 episodes of some dumbass playing pinball
I can't even take you guys seriously.
>>
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>>146557370
>forgetting absolutely all character development
nah, it's completely reasonable that after his experiences he ended up a gambling addict. at the start he just gambled as something to do as a layabout neet, he had an addictive prone personality from the start but wasnt addicted yet because he hadnt felt the highs. afterwards he's an addict and it's something he can't shake even after realizing he's an addict.

>>146557492
>>146557589
RPS arc is the raw concept of Kaiji - that you cant leave your life in the hands of luck to be crushed by a system designed against you, that you need to reach into the system and learn it and control it to control your own destiny.
Bog is that concept taken to it's highest stakes conclusion, an Ocean 11's style heist plot where you completely turn around a system expressly designed to dominate you.
>>
>>146557782
Holy shit fuck off with your shit taste.
>>
>>146557545
>>146557661
>>146557782
>>146557786
> all you dudes talking about kaiji while I'm watching all of Yu-Gi-Oh with rotate
>>
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>>146557782
Suicide is an option
>>
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>It's only 5 am, I'll watch some videos and browse the internet before studying
>7pm
>>
>>146557956
>He showers
>>
>>146557921
>watching a silly Kaiji knockoff 4 kids.
>>
>>146557740
>How are those not all flags/different values?
They could be if you want a 10,000 loc monolith of an attack function that'll be impossible to amend later.

Then again, this is a design question with no definite answer. In some cases you'll want everything as flags/values and in some cases you don't.
>>
What's a good image editor with indexed colors? I want a fast way to swap sprite palettes. I like paint.NET, and while it does have custom palettes, they're just not nice to edit/swap and you can't limit the number of colors.
>>
>>146558025
every 3th day
>>
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>>146558147
>3th
>>
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>>146557956
>Only faps twice
>Not at least 4 times a day
>>
>>146558096
>They could be if you want a 10,000 loc monolith of an attack function that'll be impossible to amend later.
Nice hyperbole. So you get a "monolithic" attack method instead of a small one for each class, but with large chunks copied and pasted everywhere. The first is at least maintainable.

You really need to override certain behaviours? Either have a smaller method that can be overriden while attack is final, or (preferably) allow the instance to pass in a first class function - the latter removes the need to inherit.
>>
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>>146556198
>>
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>>
>>146558652
how can I make cuteis like this?
>>
>>146558795
talent
>>
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>no game ideas
>>
>>146558819
ahh
never mind then
>>
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>>146558957
>>
>>146558957
I THINK IT'S THAT TIME AGAIN
tell me what you consider your greatest skill and weakness is as a game developer (not including you being bad at ideas) and i will use that to make you a fresh game idea never made before.
>>
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>>146531553
>like just
>>
>>146556875
I started using it and i liked it. It's a good way to encapsulate code.
>>
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>>146559249

Goog stream when?
>>
>>146559437
Interfaces don't encapsulate shit, unless you're talking about using them to emulate opaque pointers.
>>
pls don't spoil Kaiji i'm a couple of episodes in season 2
>>
>>146559479
I don't know, but I'll tell you dual stream Dogposter + Rotate stream in 6 months.
>>
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>>
>>146559574
I hope you'll stream your double suicide.
>>
>>146540706
can't wait for this to get some art looks great
>>
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>>
>>146559547
Here's an example. If i'm doing collision and i want to know the bounding box of a Monster object, i do:
monsterObj.getRectangle();

The problem is that i can access other methods of the Monster class that the collision manager shouldn't be able to access, like monsterObj.getHealth(). I don't need to know the health for collision detection.

But if i put that method in an ICollideable interface that the Monster class inherits, i can do this:
if (obj instanceof ICollideable)
{
(ICollideable)obj.getRectangle();
}
Now i cannot access the getHealth() method.

This is good for encapsulation.
It also has the benefit of generality, because the collision manager doesn't see if an object is a Monster, Player, Projectile, or Item. It only works with the bounding box.
>>
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>>146560354
>>
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I finish a todo list so writing another which should complete at least something playable for demo day 9.

It will probably just be an asteroid field and the boss battle.

https://www.youtube.com/watch?v=WcQllS-jreY

First thing I need to do is put some textures on because it still looks very lame.
>>
>>146560539
Please change the color of that skybox.
>>
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Working on Spacejam game a bit early. If I want any shot at actually cranking something out with my 50 hour work weeks, I'll probably need to basically forget about leaving my computer on the weekends.

Doing tiles today so I can get started building rooms for the level generator.
>>
>>146561124
That's some nice spriting, you got a blog or something?
>>
>>146547268
This is not about pod racing is it? It's about siberian husky racing.
>>
>>146561246
Thanks man. No, no blog I'm afraid. It'd be a pretty slow blog with how little I'm able to accomplish between work and stuff.
>>
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Finally got round to implementing expanding the map after level generation.
>>
Has anyone done fluid simulation? I need to do fluid simulation for a block based game. I'm using c++/opengl and could use some um.. advice.
>>
>>146557041
Still a harlequin baby
>>
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>>146561469
>>
Anyone know of a free spritesheet for a Mario clone? There are some good platformer sprite sets that are lacking vital things like big/small player sprites
>>
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>tfw you want to make a good game but that means you're not making any game
Life is hard
>>
>>146561941
JUST
>>
>>146561941
LIKE
>>
>>146561941
MAKE
>>
>>146561941
GAME
>>
>>146561941
BREAKFAST
>>
>>146562012
>>146562087
>>146562163
>>146562186
>>146562215
t-thanks for the advice
>>
After debating with myself for a while I realized bigger sprites was probably much easier and satisfying to do than trying to make standard 16xsomething sprites.

I don't know. Unless I blatantly wanted to make an homage to retro games I think doing this without a specific reason today is just putting frustrating limitations on yourself.

Thoughts?
>>
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>>
>>146562349

If your sprites aren't at least 64x64 your game is almost guaranteed to be garbage anyways. If you can't be bothered to put effort into your artwork, what else are you being lazy about?
>>
>>146562349
I mean I don't see how it's easier to draw something with more detail and I bet it takes 10 times as long, but if you can do it, do it.
Show us your 'bigger' sprite first though.
>>
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>not using drag and drop meme post effects
>>
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Reminder what kind of graphics it takes to be successful.
>>
>>146562498
>64x64
You can have some pretty good stuff that aren't necessarily that big too though. Pic related.

>>146562539
>I don't see how it's easier to draw something with more detail
No offense but if you can't see that yourself then you've never really drawn much pixel art yourself, am I right? Making a 16x32 look pretty requires some good skill. Of course making something drastically bigger will indeed become more tedious; what I'm trying to convey is that there's probably a middle ground to find that is most likely a good compromise between skill, time and readability.

I don't have anything I can show but here's a clue some drawing I did a while ago is sometimes used as the OP.
>>
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I'm an experienced webdev who wants to make a game. I was thinking about making a multiplayer html5 game but I don't have any ideas in what to make. Any ideas?
>>
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More tiles! Corners, inside corners, and slopes. Should be enough to get started with the generator.
>>
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Still working on the wolf boss for demo day.

>>146562349
I think small sprites are easier and you don't actually need to know how to draw to do them, which helps me since I don't.
>>
>>146562668
reminder it's not about graphics but A E S T H E T I C
>>
>>146562804
just like
don't
>>
>>146562919
Why?
>>
>>146551192
actually the opposite is true, which is why you should generally clamp your deltatime to values that will not fuck up
>>
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>>146562761

The sprites for my game are fairly small, and I feel like I'm still able to convey a decent amount of detail in them. The balance comes in finding the level of detail that you're comfortable with redrawing each frame for animating. There's a neat image out there somewhere that shows how some of the sprites in Shovel Knight were simplified to make animating easier, but they still look plenty detailed.
>>
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wew lads.

I guess I'll become a Computer science nerd in college and become the art director.

http://www.truity.com/personality-type/entj/careers
>>
>>146562850
The thing is I already have my characters done and drawn (normally - non pixel), and trying to pixelate them has been a bit tough so far because I'm losing details I do not want to lose and so on - to the point where I wondered why I was forcing myself to draw things at such a low resolution.

Your game looks great anon, I've followed your progress since the first time you posted here. I like your style.

>>146562980
No offense but that kind of pixel art is exactly what I'm trying to avoid. I like it though, that animation is neat, I just wouldn't do it myself.

>There's a neat image out there somewhere that shows how some of the sprites in Shovel Knight were simplified to make animating easier, but they still look plenty detailed.
Interesting, I'll try to find it, thanks.
>>
>>146557041
TOO MANY POLYGONS
>>
>>146562954
webdev is suffering
>>
>>146562850
you say you don't know how to draw, but that wolf boss looks pretty boss dude

especially the legwork animation
>>
>>146563101
post your drawn characters
>>
>>146551871

Consider the following scenarios:

You have a 2D platformer. You want to move the player. You tell the game to move the player's position multiplied by the value of its velocity scaled by the delta time between frames. You expect the game to run at 60FPS.

There's a lag spike.

In this scenario, the value of the delta between frames will be exceptionally large, creating an unexpected amount of velocity for the player, possibly throwing them at super speed or even out of bounds. In scenarios involving physics, you will want to used a fixed timestep instead. Were you using that, the player would always have the same velocity applied every frame regardless of what speed the game is running. If the game runs faster, or slower, the results are predictable.

However consider the rendering pipeline. If you have an animation intended to be run 60 frames per second, you would certainly want to use delta timing to have the animation at an appropriate frame regardless of game speed spiking in either direction. You almost never want to tie rendering to fixed updates like you would physics.
>>
>>146563101
None taken. Its a style I like, I'm comfortable drawing, and its really easy to animate. Just make sure you don't wind up in a position where you have to take shortcuts for animation. It'd be awful to have a beautifully imagined world that's crippled by awkward animation
>>
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>>146558241
>post your lips
>>
>>146563101
>>146563172
Thanks guys, I've been trying to improve but it still takes me a lot of time to do even the simplest animations, and I rely on references a lot.

Let me just tell you that I've never seen as much furry porn as I did while looking up references for animating wolves.
>>
>>146563019
What a pile of fucking kitchen psych hogwash.
>>
>>146558241
3 hours fap
>>
>>146562349
i used to think you had to make sprites 8x8, 16x16 or something like that but you don't. it's just pixels on the screen.
>>
>>146563539
It's not based on astrology, but rather personality types, you know psychology.

>but psychology is a pseudoscience

It's not far off from the truth, I was planning on hiring anons to help me.
>>
>>146562804
>experienced webdev
>>
>>146563797
Psychology isn't pseudoscience, but ENTJ is.
>>
>>146562498
Hey low res sprites take effort too
>>
>Indie dev average salary
>10k

>Dev with a job in the industry average salary
>90k

Why are you an indie agdg? Why you didn't go for that degree?
>>
>>146563884
I dunno, that was my score in the test.

At least It gave me insight on what path I feel better, being the lead programmer and hiring people to help me.
>>
>>146563931
>Why you didn't go for that degree?
I did but I failed
>>
>>146563921

Everything takes effort. Low res/minimalist sprites take significantly less effort than every other type of artwork.
>>
>>146563951
>being the lead programmer and hiring people to help me.
If you can actually afford to do that and are skilled enough yourself to attract people who would want to work for you then go ahead.

If you can't do that, then don't use that as some kind of excuse to not just like make game.
>>
>>146564006
You can put as much effort as you want in anything
>>
>>146563931
>Degree
>For programming

Nice meme. There is no shortage of resources for learning programming online for free. I make the same as everyone else at my company but without the mountain of debt everyone else has.
>>
>>146564038
my local college inscriptions start in october.
I guess I could enroll in Software engineering, since I have the score for it.
>>
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>>146532467
legit explain to me what to do instead of a ton of if/switches if you have several different possibilities
i really don't know
>>
>>146563951
Pseudoscience made you feel better. Right. That's fine. It's still pseudoscience.
>>
>>146563931
>amateur game dev general
>>
>>146564192
It's based on averages.
still better than astrology though.
>>
>>146563931
>software developers: high in demand, well paid, have the luxury of choosing between employers
>game programmers: high in supply, poorly paid, long hours

Who the fuck wants to be a wageslave in the "industry". Professional software dev by day, hobbyist indie by night. That's the life.
>>
>>146564236
>He does it for free
>>
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Why is this allowed, unitybros? How can unrealfags keep getting away with this?
>>
>>146564192
Personality typing being pseudoscience is a ruse.
>>
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Fuck this, guys
>>
>>146564293
We are the point where there's nothing impressive by stock "photorealistic" assets. It's all about style now.
Those kind of graphics are quickly becoming what those shitty default Unity woods that were used in games like Slenderman were a few years ago.
>>
>>146564293
>>146564392
It's not like you're going to actually make that unless you're already a highly skilled modeller, and even then you'd have no time to make a videogame because of how much work all that takes.
>>
>>146564281
>Spend 8 hours of your day doing something you don't want to do
>Come home
>Too tired
>Don't dev on your game, you'll do it another day
>Repeat
>5 years later
>Commit suicide
>Die a nodev
>>
>>146564076
>Friend pays $600/mo for student loans
>I pay $0
>In 5 years I bought a house
>He's just hit the halfway point of his debt repayment schedule
>In another 5 years I'll retire
>He'll just be starting his savings

People who can't afford college really shouldn't be pressured so hard to go. If you're not going to be a doctor or lawyer, experience is just as valuable as a degree. Save yourself 10 years of your life.
>>
>>146564478
it's a free asset pack in development for ue4 :^)
>>
>>146564293
>unreal
>a bunch of trees
>still no waifus
>>
>>146564589
That doesn't matter. That's not enough to make a game, so unless you can match that level of work you're not going to make a game that looks like that.
>>
>>146564564
engineers can pay their college debt in less than two years.

shitty degrees like journalism and women studies and humanities are the ones that can't pay it back and then do protests on wall street over their debt.
>>
>>146564531
But I love software dev. You think doing menial work on someone else's game idea as part of a 50-man team in eternal crunch is more rewarding than getting to solve engineering problems and build real products?
>>
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>>146564076
>>146564564

>How to spot a liar
Most people in this thread are 20+ years old you know, you guys are gonna have to try abit harder.
>>
>>146564717
Well no duh if you want to be an engineer you need an education.
>>
>>146564717

There's so many factors that go into that. Where you live, whether or not you live with your parents, rent payments, if you have a car, etc.

>>146564802

Hit a bit too close to home?
>>
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>>146564281

>working twice as hard for life for what would be my annual bonus
>>
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Testing out Unity's built-in NavMesh system. Still trying not to fuck up and get them in traffic jams.
>>
>>146564802

Software development is probably one of the easiest industries to enter without any credentials. There are "bootcamps" which take people from 0 programming knowledge to full time employment in 6 weeks. They're all over California these days because companies can't hire talent fast enough.
>>
>>146563884
> <40% reproducibility
>>
>>146565467
>You don't need a degree to get a job as a dev
>All you need to do is move to California or San Francisco and just get a job off a job tree
>>
>>146565617
That's codemonkey stuff, not game dev or anything cool.
>>
>>146531553
Anyone have that desktop without the agdg part?
>>
>>146565435
wow, quality is bad. guess I should've made a shorter video
>>
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>>146565791
>>
>>146565670
>game dev for a corp
>cool
>>
>>146565670
> game dev
> cool
what
>>
>>146565791
INFIDEL
>>
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>>146565827
Thx
>>
>>146565617
>You don't need a degree to get a job as a dev

You really don't. Every company values experience over degrees. Open source contributions and a few homebrew projects will always make you more attractive than the guy with a bachelors and nothing to show for it.

http://stackoverflow.com/research/developer-survey-2016#developer-profile-education

Besides, if you ever get a real job programming you'll quickly learn it's nothing like what you do in school anyways.
>>
>>146565670
blaziken97 detected
>>
>>146565847
>game dev
>not cool
what
>>
>>146564281
>software developers vs game programmers
This is why non-engine devs are
>>146563931
>this low average salaries
Also indie dev is below what people get in welfare here.
>>
>>146565923
I work as a web dev.

The thing you linked is pointless since being self-taught != you didn't get a degree also.

How are you going to get a experience without getting a job first? Your first job will ask for a degree 99% of the time.

Your open source contributions mean nothing to someone from HR trashing your application the second it doesn't have a degree.

When you finish high school, you might realize this anon.
>>
>>146566046
>This is why non-engine devs are
Losers.

Really if you're using unity or GM and you're not employed.
A genuine good luck to you. I don't need gamedev fame. You do
>>
>>146566092
>When you finish high school, you might realize this anon.

I work as a enterprise software engineer. No, I don't have a degree.

I got experience by just like making software, completing odd jobs online, working as a contractor for some companies, and finally just deciding to settle down in full time employment. The first job is the hardest job, after that literally nobody anywhere cares where you went to school. I don't even have an education section on my resume, and nobody I've interviewed with has ever brought it up. They want to know about your development skills.
>>
>>146566284
I agree anon, once you get your first job, for the future ones your education hardly matters.
>>
I am going to rant and rage hard here even though I haven't been posting for months here

Our game is almost finished and I HATE my partner

We have no exposure never posted a single shit on the social media and this fucker still not understand what a difference even a small following group on twitter can have
I feel like I should be kicking myself and at this point I am more angry at myself

Well that's what is cooperating with a fucking ASPIE is like
Since I have nothing left to do on my part I will just freaking go read about marketing and growing an audience and give a middle finger to my asperger shit of a friend and not waste my time on explaining why doing that and doing this is really necessary

There goes my months goes wasted over nothing

Even posting here would have made a difference in terms of getting feedback
I hate myself
>>
Apparently VR devs can just skip Greenlight altogether. Good for devs I guess, but something tells me we're going to get a lot of shitty VR games as well.

https://www.reddit.com/r/Vive/comments/4prxx4/vr_developers_you_do_not_need_to_go_through_steam/
>>
>>146566380

Moral of the story is only focusing on greenlight is a newbie mistake and hopefully I will make a U turn

Don't do the same mistakes
>>
>>146566380
k
>>
>>146566487
So, how do I get money from Valve to make VR games?
>>
>>146566380

Marketing is easily the most tedious and soul sucking part of game development, especially since none of the work is even about making games, it's just business work. Like accounting.

And if I'm part of the development team I'm not going to start doing your accounting, so why would you expect me to do your marketing either?
>>
Is it possible to have too many classes?
>>
>>146566949
no
>>
>>146566949
yes, anything more than one
>>
>>146566949

If you start having a lot of classes, you're probably doing data-driven-design like most games, but with the least efficient form of data handling. Consider if any of those classes are "data classes", i.e. ones whose only job is to store data about an object.
>>
After careful consideration of your work and aspirations, I've determined you are entirely unskilled and you will never amount to anything at all. Your creation was a waste of time and effort, and I am disappointed in the decisions you have made.
>>
>marketing
just make a good game
>>
>>146567334
how do I make a good game?
>>
>>146567334
There's plenty of good games that don't sell well. They need to be marketed well so that their target audience can see the game and see why that game is better than other similar games.
>>
>>146567312
Thanks mom.
>>
>>146566756
If you are only two guys making a game and if among you two, one of you tries to take over the marketing thing as well, don't try to make it harder for him by going duh I don't understand how this is going to help
At least you understand marketing, growing an audience is important. I swear he doesn't get it and I have to explain a single thing and why it is necessary that we at least try to gain a following
It is like working with Sheldon Cooper but it is not fun

I probably don't know shit about marketing more than you do. But I know that I should try at least ANYTHING AT ALL. I mean what do you have to loose when you started talking about your game to people

This is exactly why I hate working with others

Aspie partner is trying to include himself with suggestions now that I gave him the middle finger and just stopped arguing with him
>>
>>146567473
CIA itself is acting less shady with their projects than how my aspie partner acts with our game
It is painful. I don't even know where to start other than reading blogs of what other indie devs recommend but I know we should do something, anything. Any exposure is good
>>
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>>146566949
I have only one, but I have a lot of it
>>
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are blueprints a form of art?
>>
I think my musicbro died and I don't collaborate well with others.

How do I learn to make the pretty sounds.
>>
>>146567758
Child.
>>
>>146567473
such as?
good games tend to find their way into popularity, as long as the devs don't keep it on their harddrives.
>>
>>146567885
>such as?
How would we know, they didn't sell well so we don't know about them.

:)
>>
>>146567817
download FL Studio and don't give up
that's literally it
>>
I have absolutely no idea how particles work. I just Googled "particle effects" and clicked the first tutorial that showed up.
Wish me luck /agdg/.
>>
>>146553879
Wasted my entire day on this bullshit.
Sort of arriving at these two designs. Do they look okay?

Red = Market cards
Blue/leather = Military cards
>>
>>146568232
overdesigned as fuck
>>
>>146565043
Nope, I have a degree in electrical-engineering, I just program for fun. I guess it might be different in america but here(Scandinavia) you have 0 chance to be employed without a proper programming degree or massive amount of previous experience, which is almost impossible to get without a degree.

I guess that's why Finland and Sweden are world renowned for being so ahead in IT compared to for example the UK or USA.
>>
>>146568232
Too busy tbqh desu.
>>
You can be a jerk sometimes.
>>
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Why are ragdolls so stupid FUCK
>>
>>146568451
you're a fucking AUTIST
sometimes I actually wish you killed yourself
>>
>>146568015
seconded for never give up
>>
>>146568453
Animate the model then put some constraints on how it can move.

It's what this masterpiece of a game does:
https://www.youtube.com/watch?v=-Di-8g7BZr0
>>
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>>146568501
>>
Help me agdg
http://www.pixelprospector.com/the-marketing-guide-for-game-developers/
Is this still reliable? I am not sure about press kit and such
>>
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>>146568570
>>
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>>146564591
How can unreal compete with this?

Should I translate the web manga and post it in these threads?
>>
>>146568751
yes why are you even asking you dumb idiot just yes
>>
>>146564184
Hm. Maybe at that point you would... have like an array of functions or something. function overloading? I dunno. I wonder if that would work if for example more than 2 results were supposed to be the same.
>>
>>146568787
Because if literally nobody had replied I wouldn't bother.
>>
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>>146568751
>tfw Godot-chan never
>>
>>146568751
>>146568751
do it
>>
>>146564184
There's many ways to do polymorphism.
A switch case just happens to be the best solution in every way. Far more readable, more efficient than vtables, very easy to know where you are in the code (especially when debugging).
That's why there's someone that hates it.
>>
>>146568015
>>146568534
You guys are the best. Time to learn how music works.
>>
Let's make a marketing discussion because I am desperate and have questions

Would you think a facebook page is really necessary? Twitter is a must and I think that should be easy to manage but I don't know about facebook
>>
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One of you Anon's requested this but I made it so if the puzzle cube breaks, the failure state/death state comes up as well so you don't have to wonder about if its possible to still solve a level without a cube so you can just restart.
>>
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I completely forgot how to add subdivisions.

what is the button im supposed to press to add a subdivision there?

i keep googling it but i cant find anything.

in maya but its probably the same in blender.
>>
>>146569687

What you think of is a loopcut, no wonder you did not find anything.
>>
>>146569541
Facebook seems entirely unnecessary if you're on Twitter and Tumblr while also posting in various specifically game-related places.

I know plenty of businesses use Facebook for shilling, but if you look at the number of "likes" on any of those pages in comparison to followers on their Twitter or Tumblr you quickly see that it's just not worth it.

They also tend to treat Facebook as secondary, many of the pages are filled with resposts from elsewhere, sometimes a link to said elsewhere.

Don't bother with it. Despite it's attempts to be more, it is still more suited for people who want to keep in touch with family members and not really much else.
>>
>>146569756
thanks
>>
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>>
>>146569927
why did his eyes pop out?
>>
>>146569927

looks like an hl2 combine gunship had an abomination
>>
>>146570074
Its actually his skull that is split into 3 pieces.
>>
>>146570126
I'm gonna take that as a compliment. I have better webm's of the model but I don't dare repost those.
>>
>>146568873
She is open source you can make your own
>>
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h-here goes
>>
>>146569927
nice robot bug
>>
>Lots of new people who haven't seen spoopys stuff before
>Must be agonizing not being able to repost his old stuff

kek
>>
>>146570334
Ahaha.
So funny.
Great joke.
lol lmao rofl.
>>
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>>146569541
facebook page: blog that people must already know about to follow
twitter page: blog that people must already know about to follow
tumblr page: blog that people must already know about to follow

all 100% useless for purposes other than audience retention

marketing means putting yourself out there, where people will see even if they have no idea what you are

i.e. plebbit, /v/, neogaf, kotaku, places where people go to see or talk about games and game news
>>
>>146570553
It's actually pretty funny.

>>146570334
Good job anon.
>>
(amateur dev) i'm making a game in gamemaker, so, i'm using piskel, any of you have experience with gamemaker? is it possible to make a day to night fade in gamemaker? is it also possible make the gameplay like earthbound (2.5d)?
>>
>>146570597
>twitter page: blog that people must already know about to follow
>tumblr page: blog that people must already know about to follow
No one knew about mine and I found followers
Use tags
>>
>>146570724
>It's actually pretty funny
I don't see it. It's observational humor at best.
>>
>>146570863
how many? a dozen? great sales there mate
>>
>>146570861
what the fuck are you tagging your post for, is this just to piss people off
>>
>>146570861
yes and yes
>>
(2d, platformer, action adventure, horror)

Can someone make me music?
>>
>>146571180
>give a small set of generic genre's
>Can someone make me music?
I don't get it.
Isn't music one of those things that's pretty much always done close to release? It has so much to do with tone of the game and phasing.
>>
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>>146568016
I'm trying to create them in a circle around the point (position.X(), position.Y()), but they all have the exact same x and y values when I run this code. Is this wrong? I'm pretty bad at math.
>>
>>146571310
I just want music for demoday.
>>
>>146540706
>He doesn't think building the map is the most exciting part of making a Metroidvania
WHAT THE HELL IS WRONG WITH YOU ANON

>>146541483
http://ruinofthereckless.com/ruin-of-the-reckless-5-silhouettes-in-game-maker/

>>146543562
Welcome back!
Mario Fan Games Galaxy has been a thing for years and it's still up and running. You should be fine.
>>
>>146570597
I will use tags and shill on reddit

But everyone makes the same point about this. Have a web page, twitter, facebook so people have a place to come back to after finding about your game

Anyway. Wep page, Twitter, Reddit. I will manage those. It is kinda annoying how they have only one day of the week for feedbacks but whatever

>>146570863
I don't know anything about tumblr. Should I make a presence there?
>>
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There are about 30 of these so I'll try to do one or two a day maybe. Sorry that I am not good with image editing.
>>
>>146571029
to bait people for attention so i can get my question answered
>>146571049
thank you anon..
>>
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In the middle of a rework, but it's already fun as fuck. Having everything properly tied to delta time and being able to mess with time was worth it.
>>
>>146571393
use free placeholder
>>
>>146570597
>tumblr page: blog that people must already know about to follow
I started with five followers, which were you guys.

I now have a little over 2k and all I did was use tags on my posts.

I don't even post my tumblr hereor if I did it was once or twice for the recap. Most of you guys found me without me linking anything and so did over a thousand other people.
>>
>>146571024
Almost 1k, pls no bully

>>146571412
>I don't know anything about tumblr. Should I make a presence there?
Yes, it's free exposure.
Post your things, use the right tags like gamedev, follow other agdg devs for the circlejerk, get followers.
>>
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Progress!

Got my dialogue engine almost totally working now, going to crank out a few more NPC's in the town area I'm starting to make so I can test it more thoroughly but it seems to be fine.

Gonna do that, get the script for the shop set up and re-design my dialogue box. It's been a good couple days for making game.
>>
>>146571451

Whats the clap girl from the beat game doing there?
>>
>>146571520
>I now have a little over 2k
Too bad only 10% of those actually like/reblog your stuff
>>
>>146562850
That wolf is really fucking neat.

>>146566380
Are you doing this for money? No? Then who cares.
Yes? Then it's not your partner's fault if you haven't been building a bit of hype about your game. Don't pay attention to him, START. NOW. DO IT YOU FUCKING SPOON.
>>
>>146571356
>ParticleHandler::getTheInstance...
Could you link the documentation? I could help but I need the docs.
It seems correct maybe you're not drawing them or something?
>>
>>146571425
Can you link the raws? I might give them a try since I too know moon and I'm probably better at editingno offense.
>>
>>146555123
>I'm mostly done with props for the town.
With placing them? Your entire "game" is asset store purchases.
>>
>>146571412
have a website or blog for sure, but don't just make a blog and expect people to find it by magic, which a lot of people seem to think will be the case
>>
>>146571451
DON'T HURT BUNNY-CHAN
>>
>>146571727
http://unity-chan.com/contents/category/comic/
ゆによん! is at the bottom
>>
>>146571451
I can't wait to play this anon!
>>
>>146571425
this is great
>>
>>146571689
Doesn't really matter, more people are watching and I get roughly five new followers every time I post progress.

I've also been getting a good deal of messages asking when the game is coming out, how much is it going to be, will it be on steam, etc.

Even if they're not reblogging it, they actually care about it and it's more eyes on the project.

Free exposure. I don't know why you wouldn't want that if you're concerned with marketing.
>>
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>>146571607
Oh, I drew her yesterday or the day before for the thread and have been using her as a placeholder since.

She is replacing the first iteration of the templar for variety.

>>146571920
Thanks, anon!
>>
>>146571393
post a webm or a picture and i might do it
>>
>>146571821
Thanks.
>>
>>146572017
meant for
>>146571859
>>
>>146572062
I didn't start on it yet, but I've still got 2 weeks to go so I'm pretty hopeful.
>>
>>146571412
>I don't know anything about tumblr. Should I make a presence there?
Make tumblr, post progress, use appropriate tags (gamedev, indie dev, etc), put link to tumblr in your twitter profile, link your posts so it posts to twitter when you post something on tumblr, keep posting progress regularly and the people who check those tags will see your work.

It's not magic but you don't have to post your link everywhere and yell at people to come look at it to get attention there. Just tag things with the tags everyone else is using for those things and people will find it.
>>
>>146571712
>>146571356
I am a dumbfuck. It was just an integer math problem. I just had to change everything to floats and now it works.
>>
colorgradientwithtumblrlikes.png
>>
I'm not sure I'm fit to make games. I keep interrupting my projects.

Is here any way I can make you people make better games?
Most of the stuff I see here is fairly unimaginative. I don't blame all of you for that obviously, it's amateur game dev general.

But I'd really like it if you made some more interesting things.
>>
>>146572554
I think you should go away desu.
>>
>>146572554
I could see it being useful if you made quick prototypes for people.
>>
>>146572708
>quick prototypes
Like you mean I'd write a small library to do things?
What language? Just pseudocode (or a simple language)?
Any suggestions?
>>
>>146572554
People make simple things, not because they cant think of cool shit, but because it is really hard to make cool shit.
>I keep failing at making games, but whatever.
>But you guys dont make cool shit, why dont you make cool shit? its easy!!!
>>
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>>146572483
>>
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Could someone help me out with my buoyancy script in unity? I am not making a game or anything, just experimenting. I saw this video and tried to replicate the result, but it wont work (https://www.youtube.com/watch?v=OOeA0pJ8Y2s).

What am doing wrong?

http://pastebin.com/V45UZG9a

And yes, I know the script is utter garbage and very poorly optimized. Any optimization tips or general programming tips are also very, very much appreciated!
>>
>>146572554
This makes me want to punch a hole through my monitor.
>>
>>146572818
No, I mean when somebody has an idea they want to explore but don't have the time to work on it right now without distracting a lot from their current progress, you could make a quick prototype. This might allow devs to try out some of their more out there ideas that they might not otherwise.
>>
I'm using HTML5 with JavaScript, but I was thinking about trying out another platform because if the game starts to be a little bit too complex I can get minor freezes which are annoying. SDL2 seems pretty based, and C++ was my first language yet pointers were always my weak spot. Lua also caught my attention because it would be good to meet another scripting language, and WoW also uses Lua for its addons, so it would be fun to have this knowledge once, however Löve seems to be very "interesting", say the least. I'm not even sure if it creates executable or not. Monogame would also be an option, but I don't like software which is too dependent on other software (you can always tell which game was written in C# by how many shit Steam has to install before running it), this was one of the reasons I've turned away from Java. Any advice or does anyone have some similar experience from switching from said languages to others?
>>
>>146572904
>but because it is really hard to make cool shit.
No I don't think so.

I've made cool shit (by my measure). It tends to be rather simple. It's just an exploration thing.

The problem I see with agdg is that everything looks like it's just another "make a 2D game!" tutorial with unique graphics.

I just lose interest quickly.
> not because they cant think of cool shit
So what cool shit are you thinking of now?
>>146573020
I'm sorry anon. I was trying to make my post as non-offensive as possible.
>>
>>146573097
>quick prototypes
Are you the guy who asked for someone to help him with his monogame project before?
>>
>>146573118
>I was trying to make my post as non-offensive as possible.

>Hey guys I can't do anything myself but all your games are shit, I don't blame you for that though

>non-offensive
>>
>>146573006

Maybe you should check this out

http://www.habrador.com/tutorials/unity-boat-tutorial/
>>
>>146573118
Let me add a statement to that to satisfy you.
>Its really hard to make cool shit, THAT YOU DONT NEED A MICROSCOPE TO SEE.
Anyone can make a small "cool" thing. The same way anyone can think up something cool.
But turning it into a playable product is the hard part.
So what im saying is, if you keep thinking, and not making, then your wasting everyone time.
>>
>>146573283
Oh shit! Thank you dude! Gonna read up now.
>>
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>>146572476
>>146571356
Got 'em working!
They're not lights, though. They're just textures that I'm coloring dynamically. I don't even know where to begin with lighting.
>>
>>146573213
No, I've never asked for help from anyone here and do not plan to. I'm mostly here to answer questions and sometimes post progress of my shitty hobby project.

My suggestion isn't for him to give them the code or anything, but just to shit together something that is barely playable as quick as possible and post a link to the exe.
>>
>>146573117
I switched from java to C and it was the best decision ive ever made.
SDL(2) is written in C.
OpenGL is written in C, being my only 2 libs this makes sense.
It is the best language for people who know how to code.
So my advice to you.
If you want to make a game. Learn to code.
Ive come across many weakspots as i develop. And if you turn your back on them to make another workaround, then you are not a good developer.
So learn pointers (if i can then you can) and pick up a language that isn't convoluted.
>>
>>146573220
>hey guys I can't keep focused on making games
>Is there any way I can help you make games?
>I see your games as not being particularly interesting
>I don't blame people who are learning

How would you have presented these three points:
>I have problems devving because lack of focus
>I want to help you
>I want to help make games more interesting, not just help people write 2D platforming movement system #92032
>>146573370
So integrating it is hard? Perhaps your development environment sucks?
Assuming you're not some stickler for performance it's very easy in my experience.
>>146573548
>My suggestion isn't for him to give them the code or anything
It's not like that'd be problematic. It's just a prototype. What's the point in just showing a system? You can do that in your head right? And if you want to feel it you probably need to tweak with it.
>just shit together something
Still not sure on what
>>146573716
>I switched to C and liked it
Cheers anon. Good decision.
https://github.com/ocornut/imgui
I recommend this.
https://github.com/nothings/stb
And this to be the first places to look for something you need. They're incredibly well made and if you do some searching you will find that this disjointed community of people is very generous.
>>
>>146532467
>he doesn't split his functions
>>
>>146573006
looks like you're doing a very poor estimation of the underwater parts
>>
>>146573898
>it's very easy in my experience.
Are u the guy who came here telling us how you cant complete a single project?
Fuck off.
>>
>>146573898
Let me say this again.

Can you fuck off?
>>
>>146573898
I switched to C.
>Links C++ libs.
Seriously, fuck off.
>>
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>>146572554
>nodev telling devs to make more interesting games
>>
>>146573716
>>146573898
Then SDL it is then. Thanks for the heads up!

>imgui
>stb
And I thought only JS has cool libraries.
>>
>>146573898
>It's not like that'd be problematic. It's just a prototype. What's the point in just showing a system? You can do that in your head right? And if you want to feel it you probably need to tweak with it.
Tweaking it would be useful but the root of it is that having a playable prototype and actually trying something out is much more useful for furthering your ideas than just mulling about them in your head. Particularly if you get feedback from some other people who try playing it too.

>Still not sure on what
It would depend on who you want to help out. Basically when somebody is still working on basic features like general platformer stuff or whatever but is talking about things they want to try, you jump in there and create a prototype and shove their ideas back down their throat.
>>
>>146572554
If you aren't fit to make games there's no way you could help any of us make "better games".

Face it, you're an idea guy, which means you might think of amazing stuff in your head but you've never once in your life applied it realistically. And please don't tell me you've already made "tons of super interesting prototypes". You're lying to yourself and you know it.
>>
>>146574003
>>146574061
Why is someone wanting to help so frustrating?
If you want help just don't
>>146574096
That's awfully prejudice.
The first one is C++ because it uses constructors, but that's it.
The second is pure C libraries. (the <2% is tests for C++ compatibility).

They're probably the only libraries I'd recommend to anyone.
>>146574272
Yeah they're pretty cool. I'd appreciate it if you post something cool you find in this thread.
>>146574274
Ok suppose I'l just look out for people posting ideas then.
Hopefully that won't annoy people.
>>146574324
It's like you've never worked on a software project though. Imagine you didn't have an engine or anything. Are you saying that someone saying 'hey I'l implement this mesh-fileformat loader for you' is somehow not helpful?
>>
>>146570334
The conversation doesn't make sense. The father says he'll give her a warehouse, the girl protests saying she wants her own room, but then she's suddenly excited about the warehouse in the next panel. It makes more sense if you reverse the first panel.
>>
>>146573716
C is too simple of a language, it's just more typing and annoyance.

C++ is GOAT
>>
>>146574448
Well then find someone to collab with. Good luck to you.
>>
>>146574526
>it's just more typing and annoyance.
Depends on how you use C++.
>>146574549
Signed up for spacejam. Let hope I get a good team.
Good luck to you too anon.
>>
>>146573998
How should I go about to improve on it?
>>
>>146574515
anon its from japan you read tight to left
>>
>>146574515
Lol I do this a lot when reading American comics.

>>146574601
>Signed up for spacejam.
That looks pretty fun but its during finals in my university. (´;ω;`)
>>
>>146573117
you just ruled out just about about every language

>>146573716
this post can be summarized to
>wee look at me i can code
>>
how limited is gamemaker language?
>>
Stupid question, probably, but how would one go about checking if the player is standing on the edge of a platform/ground in Game Maker?

I am not using solid for anything, all collision is done through GML, but I am clearly an idiot and can't figure out to check for just the edge of a thing.
>>
>>146575079
Not limited for gamemaker.
But what you're really asking is how limited is gamemaker.

All that limiting aside from performance.
>>
File: degeneration.png (2MB, 2196x2692px)
degeneration.png
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>>146568325
>>146568446
Wonderful.
I'll just go right ahead and delete 60% of today's progress then.

What a damned waste this day was (I should be writing on my final, which it seems I'm going to fail at delivering ;_;)
>>
>>146575173
That really depends on what situation you want to check the player being in?

But an idea is: make a square physics item and give it the 'sensor' part under physics options, when the player collides with it they'll go through it but you can proc whatever code you want to when they collide with it.
>>
>>146575079
Imagine you are using C but pointers are banned and you cannot include any useful libraries.
>>
>>146575350
(Also, please ignore the stupid textbox background - It's just temporary. Will fix tomorrow, it's 3AM and my eyes are bloodshot.)
>>
>>146575456
>pointers
You pass around references
>include any useful libraries
Well, there's useful libraries in GM:
http://www.gmtoolbox.com/

How many of you are using this kind of stuff by the way?
I hear Gamemaker is common here but are you all hardcore self-implementers?
>>
>>146575350
Learning what doesn't work is just as important as learning what does.

You didn't waste your time
>>
>>146575350
I do think you can salvage that progress for some other interface thing.
>>
>>146575350
Well that's life outside of the hugbox for you
still over complicated, but I think it looks much better - maybe remove the silver border, the brown is enough.
>>
>>146575603
Wait, did they add DLL support?
That pretty much changes everything.
>>
>>146575820
DLL support has been in for like, at least more than 10 years
>>
>>146575456
so basically java?
>>
>>146575368
It's just for the sake of putting in a little animation when the player is on the edge of something. May be useful for more complicated things later but for now I am just trying to figure out when to play the stupid animation.
>>
>>146575895
Coincidentally I haven't used game maker in about a decade.
>>
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>>146575631
Well, true enough, I suppose.

>>146575718
Some parts, probably. But you have no idea how retardedly many iterations I went through, man...

>>146575782
Yeah, life outside the hugbox sure is tough and bitter at times, but at least I can be sure that I am improving along the way.

>maybe remove the silver border, the brown is enough.
Well, fuck me.

Thanks people!
>>
>>146576781
I think that looks great
>>
>>146576959
Thanks.
Hopefully this template will be good to go after I fix it up with a better textbox.
>>
>>146577175
Now add some particle effects and screen shake.
>>
food object from the attached picture belong to a list called food

lf l destroy the object it dissapears from the scene but it still remains in the list somehow

ls there any way of deleting it both from the list and the game?
>>
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>>146577295
I'll shake my screen tomorrow
>>
Why aren't you making a modern day MUD, anon?
>>
>>146577772
list.remove()?
>>
>>146571709
Thanks anon.
>>
>>146577894
Isn't that just an MMO?
>>
>>146577987
l don't know the position in the list of the object
>>
>>146578115
Maybe make the wolf look down a bit since you're a tiny knight and not floating in the air in front of it where it is looking.
>>
>>146578256
get out
>>
>>146578260
If you used a dictionary, you could remove it with a key value instead.
>>
File: 1443225682058.jpg (33KB, 600x360px)
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>>146560394
>if (obj instanceof ICollideable)
>{
>(ICollideable)obj.getRectangle();
>}
>>
>>146578368
This is actually a good idea. l'll name the objects the same way as the key names from the dictionary and delete them from the list by getting their key value using their object names as they are the same
>>
>>146573117
If you want to make games, don't listen to >>146573716

C has nothing to do with game development and is a huge waste of time unless you are developing for really weak systems.
>>
>>146578368
thanks btw
>>
>>146577772
I think Destroy doesn't happen until the end of the frame or maybe beginning of the next one
>>
>>146579226
>unless you are developing for really weak systems
C isn't any better than C++ in that regard, it's support for embedded platforms that only have a C compiler and not one for C++.

You want a language between C and C++ but actually well-designed and with lots of great abstraction capability?
>>
>>146579226
C is like making art with a paint brush.
A high level language is like using clip art.
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=710307533
>>
>>146579424
>>146579561
Let's see some of your finished games then, done in C please.
>>
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>>146579424
>but actually well-designed
>>
>>146579734
I'm not defending C.

>>146579774
Wayyy more than C++ is.
>>
>>146579424
Nice literal meme language
>>
>>146579883
Nice literal meme opinion.
>>
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can somebody please explain to me why this is happening?
>>
>>146576781
Looks great senpai
>>
>>146580084
Where are all the rust games?
Oh right
>>
>>146580105
I don't know jack-shit when it comes to modelling, but have you tried extruding?
>>
>>146580264
Appeal to tradition and not an argument.
>>
>>146580105
The left side. Each vert you see on the shape you move, is actually 2 verts. Joined by a line. That line starts at 0, and as you drag, the line gets bigger.
On the right hand size, there is just 1 vert per vert you see. So when you drag it, you drag out the lines you already see.
To fix:
Delete the face on the left, you should be left with an empty square. Then turn those 4 points into a face. It will now act like the right.
Does your engine handle quads? I only model with tris.
>>
>>146580105
Your vertexes on the left side aren't merged
>>
>>146580272
i was extruding but you just gave me an idea. ty

if i'll just remake that side by extruding it then it'll work
>>
https://play.google.com/store/apps/developer?id=Arowdynamics I used to make mobile games in Adobe Flash/AIR until recently, I switched to Unity for "Emote Attack VR." I must say, working in unity is a lot better, even if they are both cross-platform
>>
File: CardDealer.gif (1MB, 321x305px)
CardDealer.gif
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>>146580194
Thanks, Anon-chan

Good night fagettes!
>>
l have a couple of objects that have the same name in unity. ls there any way l can manipulate them without putting them in a list or something like that? lf l use GameObject.Find() l only get one
>>
>>146580501
give them a common tag like "objects" and then do a GameObject.FindGameObjectsWithTag("objects") (it returns an array)
>>
>>146580501
Give them the same tag.
>>
>>146579561
kys
>>
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camera.webm
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>>146543874
Thanks anon, the camera works much better now.
>>
I have an idea, how do I find people to work on the idea with me? I've written the guidelines and detailed what the game is supposed to be in a notepad.
>>
>>146580798
is the idea profitable? money rules
>>
>>146580798
Post it here.
>>
>>146580886
http://pastebin.com/NpqUkzV9

You can take it, I want to see it done
>>
>>146580798
maybe... post it?
>>
>>146580623
many thanks
>>
>>146580972
np anon
>>
>>146580798
become good at something.
1. do the prototype with placeholders if you're a coder.
2. do all the game assets and concept art if you're an artist
3. do all the game ost if your can do music.

Then you can find people.
>>
>>146580925
uhm..
>>
>>146576781
>you have no idea how retardedly many iterations I went through
I think it looks great now.

Can you post all of them? I find it interesting. I don't have much insight into artist work.
>>
yeah so my laptop is getting really hot i think i'll just dev tomorrow instead
>>
>>146580925
Nothing special.
How to get Co-Workers for Free:
Start making making a cool game,
Other devs who like you idea, and see your commitment will join.
>>
>>146580925
alright im stealing this, i'm going to be rich!
>>
>>146580925
Anon I have to go to the shitter and then fuck my wife but can you post an email. I'l save this and consider it for later. I'l contact you if I need more game ideas.
>>
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450KB, 1080x1080px
>>146580357
>>146580374
Thank you so much I figured out where i fucked up
>>
>>146580105
please STOP. dont start out with a subdivided cube you fucking idiot, i know every single blender tutorial tells you to do it, but its a fucking awful practice
>>
>>146581212
Honestly if you're getting paid for making a game l don't see anything wrong with working with other people and not paying them
>>
>>146581392
Why?
>>
File: my gpu is red hot.png (101KB, 693x571px)
my gpu is red hot.png
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>>146581206
are you some kind of a casual
>>
>>146581450
you're wasting polys, your topology is going to be shit because its harder to delete faces than to add edge loops
>>
>>146581537
WTFFFFFFFF
>>
>>146581450
I start with a cube broken up into 4 squares on each face.
the way you started is way to convoluted. You dont even use them yet.
Everything you have there could be done with 10x less faces.
>>
File: 2016-06-25 21-56-05.webm (1MB, 1024x768px) Image search: [Google]
2016-06-25 21-56-05.webm
1MB, 1024x768px
Finally figured out to simulate physics on moving planet.
>>
>>146575368
I figured it out and now feel extra special stupid. Thanks for trying to help my dumbass though.
>>
>>146570334
That's not funny
>>
>>146581946
No problem anon, glad you figured it out.

Game dev is just one long series of fucking up and feeling like an idiot, it's probably why so many people give up.
>>
>tfw I have a pen & paper game (like tic tac toe etc) that apparently no one knows about
>might try converting it to videogame
I would post a description but I'm not good with words, I could try with a sketch made in paint.
>>
>>146581537
How's it going Satan?
>>
So I'm making another dungeon crawler game and decided to connect rooms with A*. However I put a bunch of custom restraints on the movement so that these connections would be stylized just right. In the end it took like 1.3-30 seconds to make one connection in Unity.
Then today I replaced the linked list for the closed/open sets with a binary heap and boom, one connection now takes like 0.005 seconds instead.
Seriously guys, data structures. If you never studied comp-sci like me then at least read up on the basics. It will save you loads of time down the line.
>>
>>146581729
Cute
>>
>>146582165
I am also glad I got it working, and learned how to check for edges so I can do that for other things. I guess.

I am no stranger to feeling like an idiot. Probably why I keep at it even when it takes me forever to do every little thing.
>>
>>146582573
Thanks! Still much to stuff to do.
>>
>>146582573
Cute?
>>
>>146582521
you don't need to study comp sci to understand binary trees. please understand this american.
>>
File: SH272.jpg (246KB, 1151x1438px) Image search: [Google]
SH272.jpg
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>>146547134
this book should help you improve your spritework, just study it for a few years and practice lots
>>
>>146583198
Yeah of course not, but I think that's how people come into contact with the subject.
>>
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death animation.webm
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i think i might have overdone it with the particles
>>
File: papabless.jpg (127KB, 1200x720px)
papabless.jpg
127KB, 1200x720px
>>146531553
Should I continue using Unity and learning C# or stop being a fucking fag and learn to program with graphics libs with C++ (a language I already had some familiarity with)?

I wanna make 2d games so I'm not interesting in Unreal.
>>
>>146583839
yes
>>
File: laughingsenshi.jpg (130KB, 1024x1024px)
laughingsenshi.jpg
130KB, 1024x1024px
>>146583839
>unity 2d
>>
>>146583839
Sepples all day every day
>>
solve this.

http://www.strawpoll.me/10586470
http://www.strawpoll.me/10586470
http://www.strawpoll.me/10586470
>>
>>146583839
lemme give u a hint: GAME MAKER studio, if u want to MAKE GAMES
>>
heh...
>>
File: transfermetohell.png (12KB, 642x609px)
transfermetohell.png
12KB, 642x609px
how? send help

end me already, I've wasted 3 days trying to figure out this shit
>>
>>146584040
DKDC
>>
>>146584143
how about you explain the problem?
>>
>>146583839
Angel2D.
It's pretty darn good anon.
>>
>>146584040
filtered :)
>>
File: 1448887062684.jpg (37KB, 524x468px) Image search: [Google]
1448887062684.jpg
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>tfw quaternions
>>
nothin personal

kid
>>
>>146584219
transfer orbit
>>
>>146584281
Rotation matricies, pre computed (just the ang), with a variable axis.
Everywhere makes it seem way more complicated than it is.
>>
>>146584143
Play ksp, baka.
>>
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Lemon-Whole-Split.jpg
3MB, 4080x1960px
>>146548539
>you can afford to waste
UNACCEPTABLE
>>
>>146584526
ment to say, pre-computation.
not pre-computed.
>>
>>146584396
l repeat, how about you explain the problem?
>>
>>146584556
I am not remaking ksp, ksp has no facilities for finding orbits, only simulating them
>>
>>146582006
I agree. I found the next one (>>146571425) funny though
>>
>>146583839
2D and C#? Monogame.
2D? GameMaker.
Unity? 3D game.
>>
>>146584727
find transfer orbit between two bodies and smooth out the ends with insertion and escape orbits

there isn't much to explain, I have zero idea how to make it work
>>
>>146531686
enjoy your vtables
>>
>>146584040
>take personality test
>during questions you realize that you don't know if they're talking about the outward personality or the impulses you have
>can't really answer test without deciding
What is it anons?
For instance:
"You rarely worry about how your actions affect other people"
Just because I do worry a lot doesn't mean I think it's a good idea. It's a morality thing. I've set a high standard for myself and even if I'd really like to steal candy from a child I know I've intended myself to be above that.
What's my personality? Is the baby who says "the kid will forget, it's completely irrelevant to his existence" or is it the man who says "doesn't matter how much I want that candy or what the consequences are, that candy is this kids candy. And my moral standards are enough to motivate my decision".

How can you people even answer this stuff? You guys must be incredibly smart.
>>146584281
Here's a secondary school dropout explaining them
https://www.youtube.com/watch?v=fKIss4EV6ME
>>
>>146585010
>1 hour to explain a 5 minute problem

livestreaming is the cancer of the earth
>>
>>146584143
Google Kepler's laws.
Imagine you have a satellite with both focus points on planet 1. You change one of the focus points to planet 2 and the satellite follows the yellow curve. When the satellite reaches the planet 2 orbit - change the focus point again. That should work I think.
>>
>>146584901
play kerbal space program to get an idea faggot
>>
>>146585138
Tell anon that he's retarded for not getting Quaternions. And everyone else who don't get them.
>>
>>146580105
left side has an extrude
right side doesnt.
>>
So in SDL2 I'm calling SDL_RenderSetLogicalSize(600, 800) and I'm also full screening my game, everything looks alright but it actually ruins mouse coordinates.

Is there any way to scale or convert my mouse coordinates so that they work?
>>
>>146585169
>http://www.strawpoll.me/10586470
Kerbal Space program does not simulate gravity in a realistic way.
Fuck off Max.
>>
>>146584782
Seems you're familiar with ksp. It that case, take a look at mechjeb's sources.
>>
>>146585164
I've been googling anything and everything related to orbital mechanics for days mate

moving something along an orbit is easy as fuck

finding an orbit that is constrained to a start and end point and properly patched with other orbits

nothing, fucking nothing. the one thing I found is about estimating orbits for real missions and assumes you'll use it as a starting point for calculating it by hand, the computer can't figure it out on its own

fucking nothing
>>
>>146585575
I never call this shit.
Why is mouse related to the renderer anyway? Mouse should be related to the window.
gRenderer = SDL_CreateRenderer(gWindow, 0, SDL_RENDERER_ACCELERATED);
This is my only renderer init shit.
>>
new thread

>>146585878
>>146585878
>>146585878
>>
Divide the mouse cordinates proportionally to the difference of the window size and the logical size
>>
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posting progress...
kinda stuck because i have no idea where to put the engines.
>>146585423
yeah that was it.
>>
>>146584040
>intj
master race reporting in, AMA
>>
>>146583952
>>146583981
>>146584087
>>146584226
>>146584859
So, basically, everyone has a preference.
I'll stick with Unity since it's a huge hassle to create a level editor with a framework.
>>
>>146587010
>2d level editor
>hassle
Id like to change my answer from a yes, to:
go play with legos, they are made for people of your age range.
>>
>>146587010
>huge hassle
No anon it really isn't in Angel2D.
>>
>>146587138
I'm just wondering if there's a benefit to using a premade engine compared to building one of your own. Don't b rude
>>146587152
I'll give it a look anon, thanks!
>>
>>146584040
>4chan's obsession with being "INTJ" or some other special snowflake
It's nice that it can be dismissed under "subjective as fuck all"
Thread posts: 784
Thread images: 150


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