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/agdg/ - amateur game dev general

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Thread replies: 816
Thread images: 159

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Melancholy Vibes Edition.

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

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

Helpful Links: http://tools.aggydaggy.com/
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

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

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
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/
>>
First for waifus
>>
the fuck is xenko
>>
3rd for doing your own bug fixing instead of making aggy daggy do it.
>>
>>146585575
this dude is right
>>146585939

That function is pretty much worthless.
>>
>>146586085
good
>>
ALLEGRO 5
>>
>>146585878
>more engines
Appreciate it anon.
Nominating
https://springrts.com/
http://urho3d.github.io/
https://github.com/cocos2d/cocos2d-x
and
http://www.monogame.net/
^this one especially. It should be there above LÖVE and haxe certainly
>>
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nth for creating a custom engine
>>
tfw no qtlizardgrillwiththickthigh game
>>
>>146584143

Do you have skype or steam to chat? l may be able to help you
>>
>>146586272
It's not worthless, my game would be fucked in fullscreen without calling it.

It just messes up the mouse coordinates.
>>
If an engine isn't made with assembly it shouldn't be in the OP.
>>
Don't know what to work on next desu lads.
>>
>>146586535
Just like rescale them
>>
>>146586553
>If an engine isn't made with assembly it shouldn't be in the OP.
With assembly _in it_ or entirely written in assembly?
You sound like a nodev-kid who just wants to sound extreme and ends up sounding very sane.
>>
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To add a feeling of growth and achievement, I made the walls turn bronze, silver and gold once they reach certain heights.

A bit of info about the jihad plane in the next post.
>>
>>146586535
If you want to allow different screen sizes.
You should manually do the adjusting, instead of letting a lib that you dont understand do the scaling for you.

Did you try this. >>146586017

If that is not the answer, its probalby on the right track. So try fixing your own problem.
Output the click the game thinks you do.
And output the click you want.
Then find the relation.
Thats called bug fixing.
>>
Java
>>
>>146586997
no
>>
>>146586997
"fuck you"
>>
>>146587075
Yes ;_;
>>
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If the wolf guy from the last thread is still around, I found the posture a bit awkward and tried to fix it.

Im no artist so it might still be a bit fucked.
>>
>not making your own language
I've decided against linear types but I will use regions.
>>
>>146586535
Have a way of accessing screen width/height and during your input function you divide the mouse coordinates by that number.
You do have a single input function which translates the platform input into whatever you want for your game right?
>>
>>146586997
>Java
>>
how do we fix idea guys?
>>
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>>146586798
The jihad planes spawn far away, in line with the sun's location. They come faster and faster towards their destination (a random spot of land or a random brick segment) and will explode once it reaches it destroying about 3 layers of walls no matter their height, forcing the player to not concentrate their efforts throughout the whole wall and not just a part of it or else they could lose it all.

Still looking for a way to "kill" mexicans without actually killing them. The FBI van is always an option I guess but I'm not sure I'm in love with it.

I also want to add a new kind of faster mexicans and a sjw that yells "LITERALLY HITLER" from the US border and throws a molotov at the wall. If you shoot him with a brick he explodes into a fine mist.
>>
>>146584901
does it have to be realistic? or is it ok to just "look" realistic?
what are you changing orbit of? spaceship or planet?
>>
>>146587467
Give them a place to write down their thoughts.
>>
>>146587578
Continued..
>>
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this isn't what i had in mind
>>
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>>146587562
it just has to look right, really, exactness isn't so important, but even with that relaxed constraint I can't think of how to do it properly

this is what I have so far
>>
>>146586798
Is the Mexico sticker supposed to be like Made In Mexico?
>>
>>146588119
>Game Over
thank god, my eyes
>>
>>146587263
yea it's pretty fucked
>>
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Progress! I spent my aftetrnoon optimizing the terrain generation and it's way faster now. It's still pretty empty, though.
>>
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Does this look neat or just frustrating?
>>
Is there a bare-bones/lightweight engine/framework worth using for 3d? I don't want a million features that I won't end up using, any too much bloat, etc. but I also am not insane enough to think I'll make my own engine any time soon.
>>
>>146588397
How do you save your terrain, is it a height map?
>>
i want to try vim but can't be fucked modding it for 10 hours.
I wish there was a pre-config'd c++ version.
>>
What key aspects need to be hit when telling a fictional story about fraudulent game key resellers?
>>
>>146588458
both honestly
>>
>>146588397
>in the middle of a desert
>the plants are in pots of soil

???
>>
>>146588492
lwjgl
>>
>>146588458
it looks great but it's going to play out extremely frustrating due to >mouse
>>
>>146588458
drawing runes to spellcast rarely wokrs.
That one DS game was pretty fun though.
>>
>>146588458
How are you doing that?
IMO drawing with the mouse sucks
>>
>>146588553
You don't want to try vim.

>>146588713
The Eragon DS game was worlds better than the shit movie and the ripoff books.
>>
>>146588650

>Java

It's a set in the right direction atleast. I can probably look for similar things, being that it sounds like what I'm looking for.
>>
>>146588458
Frustrating
https://youtu.be/DY6yVnyquxg?t=537
>>
>>146588595
>>146588685
>>146588713
>>146588718
Thanks for the feedback. Drawing with the mouse really does suck. Might revisit this idea when I get a vive.
>>
>>146588769
>You don't want to try vim.
Why not?
feeling the IDE fatigue.
>>
>>146588517
Some parts of the terrain will be procedural, so only the world seed will be saved, and chunks modified by the player (they will contain a 255*255 heightmap, I guess I can can compress that to a lossless format).

>>146588628
Imagine the sand texture to be a more advanced terrain shader, and the cactus pot to be various trees. It's the skeleton for now.
>>
>>146589004
Oh i thought you were just trying to be charming with potted plants outdoors, im a bit let down. good luck with trees then.
>>
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anonymous are you here?
>>
http://store.steampowered.com/app/428550

is this agdg/?
>>
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>>146587263
Thank you for that anon.

I've applied some of the things, does it look better now? It's a gif with after and before to compare.

I've also been trying to make it look down like another anon suggested but not having any luck with that looking good yet.
>>
>>146589004
Are you intentionally ignoring the last byte of your heightmap? (256*256)
Since you only save the seed, will player changes be forgotten once they walk away?
>>
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>>146585878
nice vintage aggy
here's mine
>>
I need a writer for demo day
>>
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I've been trying to come up with more unique game ideas. Would you play a game that looks like this?

also webmcam a shit
>>
>>146589368
Do you need puns?

I can do puns
>>
>>146589386
>Would you play a game that looks like this?
only if it's fun
>>
>>146589210
Looking much better already
>>
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>>146589365
That's vintage now? Shit, mate...
>>
>>146589589
It's from the time we had a dropbox
>>
>>146589368
what's your game fampai
>>
>>146588881
I'm hurting for you, this must have took a while to implement
>>
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>>146589496
fair point. I wonder if trails should be particle effects too or just a standard sprite effect

>>146589638
Yeah we used to have a really good dropbox and wiki. Both have since re-started and failed again multiple times I think.

>>146589365
>>146589589
another from around that time (2013?)
>>
>>146589642
Its the hacking game, I need a short storyline to corral my dev into something cohesive
>>
>>146589589
>>146589365

do you have anymore? I'm collecting.
>>
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>>146589809
>>
>>146589120
I thought it was funny as a placeholder.

>>146589262
I'm ignoring the last byte because of some limitations with the mesh.
The player changes will be saved, but a chunk will be saved only if a change has been applied.Otherwise it will be procedural.
>>
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>>146587562
>>146588185

hmm hold on I think I have an idea
>>
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>>146589809
Not so much wallpapers, but shittons of other random /agdg/ files. But I don't want to shit up the thread too much.
>>
>>146590028

the thread will be fine mate. we have shitposters for that.
>>
Can you like apply a shader on absolutely every 3d object in Unity? Cause I can't seem to find a way to do so other than creating and applying a material with shaders to every separate object.
>>
Has anyone here tried using the Visual Studio Code integration stuff with Unity?

I saw that there was a way to do it and I'm just curious if there's any major downsides to using it over Monodevelop or regular Visual Studio.
>>
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>>146589365
>>
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>>146589809
>>
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>>146590137
o. true

>>146590212
oh shit I remember that
>>
>>146590210
you don't get the debugger and code can't into intellisense
>>
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>>146589893
I told you dog. I warned you the pixels would come back to haunt us.
>>
>>146590353
>>146590296
>>146590212
>>146590028
>>146589893
>>146589809
>>146589781
>>146589589
https://www.youtube.com/watch?v=gyfKdI6zi9M
man I miss the dropbox
>>
anyone looking to join an aspiring team ?

>if yes please put your interested field in the reply?
>>
>>146590028
lol'd
>>
>>146590210
I use it, no downside I can think of compare to regular VS. Maybe once a day it'll freeze when hooking into the unity process but debugging without it? come on.
>>
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>>146590410
>>
>>146588458
OH SHIT you actually made a lot of progress.

Wasn't it like 2 days ago you were coming up with the idea?

It would be nice if you could make it quicker to cast... and fluid like I dont wanna open a book to do it.

I wanna jump around while casting it.
>>
>>146590457
>ray sipe
no way
does anyone have the link to that TIME TO USE GAMEMAKER video?
>>
>>146590492
what's an aspiring team?
>>
>>146590621
a team of nodevs
>>
>>146588458
Please keep working on this.

The idea is amazing.
>>
>>146590492
Ideas guy
>>
>>146588458
Maybe make it more tolerant. Your drawing was average for someone using a mouse.
>>
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>>
>>146590353
That cake was tasty
>>
>>146590492
>team
What does it mean? Does it mean what it supposed to? That there are more than one people? Or is it only you and you want to create a team now? It doesn't really matter, since my answer to both of those questions is another question: how organized are you? Do you have a Game Design Document? Not a sketch about the setting or some gun, but about actual analysis of the mechanics of the game? Or you don't have any ideas yet?
>>
>>146590675
actually its a team of 2 people at the moment.
I am doing main system programming
We have a hard 3D modeller.

>looking for soft modeller / animator and Level Designer. Another Programmer would not hurt.

>>146590621
Aspiring just means we are directing our hopes and ambitions towards getting the team off the ground, We are a small team forming itself right now we are nearing alpha for our first game.
>>
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Anyone else here using LibGDX? I feel like I can finally write proper code that will be a thousand times more maintainable and extensible than GML
>>
>>146590904
there's a few java devs here who haven't left from our bullying.
godspeed you nerds.
>>
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>>
Okay so what are hash tags? Could you give me a very basic example how and where in a game would they be used?
>>
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>>146590296
Glad I'm not the only one sad enough to still come back. How many do you remember?

>Tactical RPS
>That platformer sillouette game
>that platformer with the element themed levels that matched to colours, think it actually released successfully
>that side-on robot fightan game
>blue haired protags
>motivatio
>agdg's one big success
>the weird colourful childish platformer dude
>the lil green dude his game had a cool platforming physics engine
>That racing game by the Sky Rogue guy
>>
>>146590729
>HOW I MAEK GAME?

kek
>>
>>146591051
Is that fucking greaserdevs game?
damn i feel old.
>>
>>146591051
ah fuck you panstach, you never finished bitline miami
>>
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>>146590904
I've used LibGDX very extensively and absolutely love it for 2D. Just wish it were written in C# instead.
>>
what happened to 6 dof witching?

its still alive, right?

pls ;_;
>>
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>>146590702
Idea Guys and Testers get paid based on their input.

>>146590830
We are doing dev tests getting the base game systems working nice weapons / hp / respawning / basic Zombie AI is all working ramping up for an alpha.

The Game I would say the game is nearing design completion and only because we are changing things as we build it we already had it at "100% concept done" its not in Idea Phase.

>just looking to see if I can find any willing souls to join me while on my down time.
>>
>>146591253
It's been going on for a while. Doubt she'd stop.
>>
>>146591330
what is the game?
>>
Just how much can Game Maker do? Wanting to make a simple pixel style game, that's sorta like Baulder's Gate. Get EXP kill mobs, collect loot, level up etc. What I'm wondering is, with Game Maker, can I make custom textures for each weapon that shows when the character has them equipped? As in, character has a sword that has a red blade on it, picks up and equips an axe that has a blue blade, can I make the sprite physically change to represent that he is now holding a blue axe? Or should I move on to a different game engine?
>>
>>146591780
you can do almost anything 2d in gamemaker
it's not rpgmaker
>>
>>146591780
>a simple pixel style game,
>like Baulder's Gate
m8
>>
>>146591649
unnamed first person shooter , with some secret ingredients.

>unsure how much I can actually say but its a tribute to ye olde retro shooters in a few ways.

Its our first project to basically get the ball rolling build the team and make an enjoyable game at the same time as testing and learning.
>>
>>146591780
You can do that with literally any engine. With GM specifically i can think about 3 different ways to do what you're asking.
>>
>>146591932
>>146591849
Thanks.

>>146591914
Let me suffer on my own game.
>>
Any idea guys here? What kind of game can you imagine with peacock spiders as protagonists?
https://www.youtube.com/watch?v=d_yYC5r8xMI
>>
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>>146588185
>>146590027
this looks like calculus crunch
if i weren't so busy with my stuff, i'd help you find the solution
instead, have this image
you need to find a 2nd-degree curve tangential to both orbits, where only one point of tangency is known (i chose 2nd-degree curve, because trajectory is arbitrary, and this curve is the simplest one that does the job done)
this will be 4 equations for each axis, not an easy taks if you aren't into this stuff
>>
>>146592034
rhythm game
aircraft carrier flight deck simulator
a game like spy party
>>
>>146592034
Message Gestas on the IRC.
>>
>>146590879
>We are a small team forming itself right now we are nearing alpha for our first game.
I'm a NEET and I'd like to participate without pay if I'm allowed to.
Programming experience:
Better than I let myself think I am. Have worked with Java, Python C++.
>main system programming
Pretty much what I do.

I'd like to learn more than anything. Will accept any coding style. But you're probably looking for people to be more invested.

I can implement interfaces though.
>>
>>146592221
disregard that, my image sucks
ending pos should be between the two yellow lines, on the far side of image
this complicates things
>>
>>146592034
A game where you stop the mosquito insurrection against the imperial regime of spiders. 3D souls-like combat.
>>
>>146592441
I am Gestas on the IRC in the OP.

Send me a Message, we are using Unreal Blueprint / C++ atm
>>
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>>146592034
Stephen O'Halley is a software engineer with a stressful, miserable dead-end job. His relationship with his girlfriend is on the rocks and he can't figure out why.

He used to go on retreats into the Arizona desert with friends to trip on mescaline, peyote and shrooms. Since he hasn't done this in years Stephen decides to go by himself and try to figure his life out.

You are his spirit animal. The Maratus Specosus. You must guide him through the psychadelia of his mind, keep him safe from self-doubt, anxiety and fear. Lead him to the right path.

Throughout the game you witness Stephen's memories and get glimses of his relationships with his girlfriend and family friends. You can decide to push him to choose certain paths. As the story unfolds you find out more of their secrets.
>>
>>146588458

Make the figures easier to draw and quicker to use. Having to go through a book to scribble it down gets old real quick.
>>
>>146592326
>rhythm game
>because the video had beats in it and they're 'dancing'
Just what i expected of an idea guy
>>
>>146592034
>>146592371
Want to give the Idea just to you board is too open
>I require nothing in return.
>>
Drawing is hard as shit.

Now on to drawing some buildings and fences and grass/flower stuff, gotta make this town look all nice and shit.
>>
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>>146592609
>>
>>146588458
Those shapes are too elaborate for what looks like is supposed to be a combat mechanic. They take too long to draw.

I suggest trying shapes you can draw in under a second or two. Try looking at how TW101 integrates shape-drawing into its combat.

https://youtu.be/sdHbPXNJvVE
>>
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>>146592745
Do you know what's also hard? remembering the picture in your post.

Might not drink so much while deving in future, it ain't helping the productivity too much.
>>
>>146592609
that sounds like a recipe for skinwalkers
>>
>>146592326
>>146592371
>>146592503
>>146592609
Holy hit these are all good.

My top favs are:
Stephen O'Halley
mosquito insurrection
aircraft carrier flight deck simulator

I've started to realize that even if I learn all the skills to become a true 1MA, I'll still lack this kind of crazy creativity.

Thank you and please, accept these spiders playing hide 'n' seek in return:
https://www.youtube.com/watch?v=r4YHf6nBbzE
>>
>>146592953
balance m8.
drink enough to feel good, but not enough where you're at the "fuck this i wanna go lie down and watch shit" stage.
>>
>>146592487
I have no idea what you were trying to say but thanks anyway. I really can't into math so well. I'll try my hand with my lerp idea and see how well it works out.
>>
>>146590570
Yeah, something like that. I had an early prototype I boosted my progress from.

>>146590716
>>146592620
>>146592927
I'll simplify the shapes and see if I can streamline it a bit more.
>>
>>146592034
Make a multiplayer puzzle game with puzzles that require cooperation to solve, but both players are peacock spiders, and their only form of communication is dancing, and watch as they turn it into a language.
>>
If my goal is to design 9 different outfits for the MC and the current animation frame total for said MC is nearing 300 how bad is it if I stick to having animation sets being 4 frames? (walking is 4, running 4, attacking 4, etc).

There are so many because it is 8 directions and I would need to basically redo it all for each outfit. The sprite size is 54x54 but maybe 1/4 of that space is not occupied most of the time. The padding is there for for extended arms, outfit parts, legs in motion etc.
>>
>>146593319
>>146592221
>>146588185
I might not be properly understanding what you're trying to do but I'll give you my retarded opinion anyway.

Couldn't you just have all the planets applying their gravity to the object based on their distance? So if the object were perfectly equidistant between two planets and their mass was the same, the object would just stay put. Then when you apply velocity to the object, things should just work out naturally.
>>
>>146594327
>300 frame animation
dafuq u doing bruh
>>
>>146595024
l2read m8
>>
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It wasn't really working before, but now it is
Still finding out the nuances of different methods of rectangles in libgdx
>>
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>>146512740
fuck
i think i found a memory leak
>>
>>146595024
Idle animations, walking(weapon free, weapon holstered), running (weapon free, weapon holstered), attacking, skill use, event specific, etc. But for 8 directions, no flips.
>>
Hey aggydaggy my sister wants to learn how to program. im a full time dev but i dont really know how i should get a "beginner" started. Something higher level like java / c#, an interpreted language like lua? Just dive right into c?
>>
>>146595426
The ironing
>>
>>146595963
I've yet to see a reason to not start with C++.
>>
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Progress:

-Created a music track that has a version when level is generating and a more energy one during gameplay (audio is apparently now allowed for webms)
-Added more detail the floor/walls
-Added shitty details around the map (skulls/candles/blood)
-Added power-ups, 2 for now a hp boost and a dmg boost.
-Darkness overlay for spooky ambiance.
-More sound effects

Is it weird enjoying your own game?
Anyway, im trying to figure out if i should go for an android release or keep it pc? I'm not expecting huge downloads on either platform but for this fast paced bite sized game i feel like mobile is better. Anyone got experiance with this?
>>
>want to make a game
>notice i'm making an engine instead
>want to make an engine
>notice i'm autism'ing over logging but the engine can't even display a rectangle on the screen yet
i want out
>>
>>146595963
Windows forms
>>
>>146594798
I could if I was trying to make an accurate nbody simulation

but that isn't what I want
>>
>>146594327
>>146595654
By mirroring left/right you would cut out 25% of the work. By halving the amount of frames you cut out 50% of the work.

I don't really see why you need to add 9 different outfits that aren't just palette swaps, when you don't even have a mostly finished game, but 4 frames is long enough for most animations imo.
>>
>>146595963
I would say Python. Work up from there and introduce Java not too long after (a couple months maybe).

There are plenty of good interactive tutorials for Python on the web.
>>
>>146596123
>bloated with every confusing feature, hacky syntax and legacy feature imaginable

not a good reason?
>>
>>146595963
I was thinking about the same, since my brother would like to get into programming. Where I live, at schools they teach Pascal as a first language, but I know about a place where they use C#. However I think if the aim is to get them into algorithmic thinking, then a simple scripting language is also just as good. If you want them to have a better understanding on how computers work then C++.
>>
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added time stuff.
topleft is a current time, not shown but theres a timelimit for the investigation of the case (currently set to 72 hours), as you do different actions you eat up time.
i'm also testing out using time limits for the persons as well. original design calls for a raw question limit. if using time for persons seems too complicated/scary i'll change it back.
next im implementing arrests which gives you more questioning time along with some arrest only things, getting their fingerprints and bloodtype.
>>
>>146596437
>Where I live, at schools they teach Pascal as a first language

Romania?
>>
Let's make a better RUST.
I can program loops and shiet, rest is up to you which means - modelling, networking, OOP programming(of course), art, SFX/Music, etc.

If you're interested email at [email protected]

We will share profits once the game takes off.
>>
damn, these kinds of games really grab my interest. gg
>>
>>146596531
Why are you making another UI Traversal sim?
>>
>>146596182
Thanks. Just trying to fool proof the base (naked) frames. Chances are I will be cutting some of the costumes because of workload but I definitely want to include as many as I can. While not integral to the actual game play choice is usually something players appreciate, even if it is purely aesthetic.
>>
>>146596158
I've been really tempted to try and make an engine just cause it seems like it'd be fun, but I feel like I'm not nearly good enough at programming to be able to do it yet.
>>
>>146590904
I used to use it a lot. It's good but it'll take you 1000 times longer to make a game than if you just used Game Maker.
>>
>>146596145
Based on that webm I would say stay on PC. Games which have this much action usually end up either a quick time event game, or simply a game which is not fun, but of course to really tell it should be played.

Could you upload that webm with sound to somewhere else and leave here the link? Or just the separate music? I would like to hear it, if you don't mind. Good to see sound design progress every once in a while.
>>
>>146596631
thanks anon
>>
>>146596145
Looks fun, but I'm really not a proponent of the "shooting direction is the movement direction" style of controls. I feel like Robotron solved this decades ago, with one direction for movement and another for shooting. I would also accept the case where you have an additional button that shoots and holds your aiming direction constant while you hold it down, so you can backstep while firing.
>>
>>146595963
>>146596437
ask them what they want to make.
if it's games send them towards game engines. if its some apps or whatever send them towards that stuff. there's nothing better than diving in.
>>
>>146596853
>there's nothing better than diving in.
I couldn't disagree more. Programming is complex and knowing the basics will save a lot of time in the long run.
>>
>>146596531
I like the time limit idea. It sounds less arbitrary because I imagine at the start, you're given little time and easy cases and later you're given bigger cases with more time because you're more well respected in the force or something.
I also like it because I prefer the universal limits rather than new limits for each individual task.
>>
>>146596752
everything is a UI traversal sim. when you move a character in a game you're just updating the X, Y, (Z) of a "world" cursor position in the slowest way possible.
>>
>>146596606
First things first:
-Unity engine(of course)
-Procedural terrain
-Permadeath
-Free2Play with Buy2Play option that give VIP items
-Ingame shops you can buy items from(purely cosmetic)
>>
>>146597232
Being pedantic didn't answer my question.
>>
>>146596784
I've gotten to be quite a good programmer in the past couple years, so I'm wanting to use patterns that I find are missing or annoying to implement in GML. I feel like it will take me maybe 10x longer to get a game to the "basic prototype with a player a handful of other objects" stage, but will be 100x faster when the complexity grows past that. Also, using an actual IDE allows me to use features that make coding a lot faster.
>>
>>146596797
Thanks for feedback, i agree with you. It might be too much for a mobile especially since the gfx is actully quite small. I can actually give you a build of the game where u can hear the music. Tell me if u rather get an audio link. dropbox link https://dl.dropboxusercontent.com/u/15004445/RLG_4chan.zip

>>146596845
That would be the optimal movement, using the mouse for shooting or something similar. to behonest i tried this version because i wanted to put it on mobile, but now that ive developed it, its become kind of fun actually. it feels like it has its own. thx for feedback!
>>
>>146591780
yes it can do that
stop procrastinating
>>
>>146589386
would play through the stages of jellyfish life. Its pretty interesting stuff. you could get power ups each time around whatever
>>
>>146596797
>>146597473
forgot to say, X to shoot, Z for grenade.
>>
>>146597232
I know you're being facetious, but thinking of things like this is exactly why you'll never make a game with fun gameplay
>>
>>146596531
It was the meido in the kitchen with the shake weight?
Honestly though I am actually starting to like what I am seeing a lot.
>>
>>146597871
forgot your name googs
>>
>>146596531
You realize if you made this kind of game and then added Anime VN elements with waifus to it you'd become a millionaire?
>>
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Remade most of my grass. I keep getting jelly when I look at games like TW3 and Battlefront.
>>
>>146597409
sure it did, there's only UI traversal sims. im making the only thing there is but with more efficient systems. it's a prototype, it'll look cool when it's not a prototype

>>146597120
well the time limit for the investigation as a whole is going in definitely but the per-person basis. it's basically the same thing... 20 questions or 10 minutes. in either case i want the player trying to use their head and only make relevant inquiries so the limit being broadly defined shouldn't matter too much but maybe not having a more elastic number like time will come off as bullshit if they're down to the wire.

>>146597971
how about i make the first game that showcases it how i want then license out the "engine" for anime VNs?
>>
>>146597959
I am actually the poor bastard who was asking about the 4 frame animations a few posts up.
>>
>>146598101
>but with more efficient systems.
I honestly can't tell if you're serious or not anymore.
>>
>>146598064
Lots of grass can really make a scene look good. Games with flat grass textures are ugly.
>>
>>146597690
>fun
you keep using that word like it means anything.
>>
>>146597610
The music is pretty sweet and intense. Perfectly suits the style of your game. All the sound effects are nice. I think there should be some indications however to show that you've actually hit the enemy. Some blood, or the sound of pain.
>>
What happend to the pug dev that made some weird lemmings game?
>>
>>146596531
I like that googs
Nice to see you posting progress instead of shitposting
>>
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A voxel game can work as long as the voxels aren't a gimmick.
>>
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Units can now be created.
>>
>>146598427
There actually is both blood and sound lol. The darkness overlay is making it hard to see the blood and the hit sfx bugs out for some reason. Thanks for playing and nice comments!
>>
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>>146598535
ganbare onii-san
>>
>>146598589
May I ask how did you create that music? Do you have prior musical experience? What program did you use? I hope I'm not asking for too much, but I've always wondered how music is born in someone.
>>
>>146598535
The way they rearrange themselves is so cool
>>
>>146598828
np.
I used fl studio. musical experience, not that much but i used to (still kind of do) create hiphop beats, been doing that for like 2 years. doing that is much harder than doing something like this for the game, since the game music is just a loop of a couple of bars.

It's not really that hard, if u can do a game you can learn the program to make the music. The hard stuff is hearing what sounds are right etc. But e.g. for the track you heard in the game it's an arpeggiated synth, which basically means when you hold a button it plays several different notes automatically (which is how you get that looping blipblop sound) and then i add the drums and then different filters to get a unique sound.

Sadly it's a bit like drawing, I cant tell you how to make good music. It requires time, so unless you are interested in that i would suggest getting some free tracks from somewhere or getting a music partner. If you are interested download fl studio and watch some youtube tutorial on how to make edm/hiphop/trap/whatever genre you want music.
>>
>>146596158
iktf

>start working on some engine stuff
>get stuck implementing a bunch of different allocators and thinking about where they should be used because that's some cool shit before the engine even renders anything

Going a bit better now though, I scrapped that shit and now I have an engine that lets me draw sprites the way I want them and script in Lua, but on the other hand it is just spewing shit all over the heap.
>>
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An anon left this as feedback on the tools.aggydaggy.com site. I agree with it. I am a web developer, but I am not a web designer. I am shit at colors.

If any kind artist anon wants to come up with a color scheme for the site, please reply to this comment. Usually a website deals with a primary color, a secondary color, a call to action color, and sometimes an accent color.
>>
>>146599486
Thanks, anon!
>>
BRDEVS
WHO HERE GOING SBGAMES?
>>
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>>146597562
b- but they're not jellyfish Anon.

They're SUPER WARRIORS, like from my japanese animes
>>
What do you guys use to check your framerate? Fraps is so annoying.
>>
>>146590457
>man I miss the dropbox
We could try setting up a new one.
>>
>>146600101
>not making your own fps display code
That's like the basics of game debugging
>>
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r8 my button
>>
How hard is it to get on steam?
>>
>>146600386
Wouldn't press on/ 10
>>
>>146599976
No
>>
>>146590904
I have used it, but is not my favorite choice. You can make great things with it, but as someone said before, it will take you more time.
>>
>>146600386
app/10
>>
>>146600101
Made my own
>>
>>146597313
I don't see the problem
>>
>>146588458
the idea is great, maybe the things you draw could simply be smaller so it takes less time.
>>
>>146600445
You tell me.
http://store.steampowered.com/app/453790
http://store.steampowered.com/app/407420/
http://store.steampowered.com/app/432020/
>>
>>146600101
My own code.

External programs sometimes aren't as accurate since there's overhead.
>>
>>146600445
You need to get 500 YES votes on greenlight.

AKA, you'll get 200-300 votes on simply being on greenlight and not looking like shit and then you need to figure out how to get the rest or just wait for couple weeks and you'll get in anyway.
>>
>>146600517
v-você também
>>
>>146599727
Love the website, I'm not good at colors either but I always use paletton.com. Choose a cool color then click on "examples..." and "Page layout". It will pick complimentary colors for you
>>
I was trying to implement a new thing but then it glitched out upon starting and I almost got an heart attack.

https://youtu.be/E-X6Ab_jHzA
>>
>>146600445
I honestly don't think it's possible to not get through greenlight unless your game is adults only (even then you'll probably get through if you tell the Steam rep you'll censor it) or the game is doing something straight up criminal.
>>
>>146599727
I really like the different colors.

Maybe make them fit more together, but I wouldn't go for 2 color scheme.
>>
>>146601423
Christ
>>
>>146601423
The game is literally creating its own spooks. How spooky is that?
>>
>>146593356
Here is an idea for grimoire dev.

You draw the shape in your book to learn the spell, but to use it, you have to place a magic bookmark on its page. The bookmark itself displays a simple wand gesture that you do to activate whatever spell the bookmark is on.

That way I think you can have more complex book symbols for people to learn/draw/discover, but keep spell casting nice simple gestures.

>>146598357
The amount isn't too hard. Engines can handle a lot and it is easy to make cheap grass. I'm just focusing on fidelity without too much photo sourcing.
>>
why is it so hard to make shaders for monogame?
Is compiling my shaders in a separate XNA game and then copying them over every time the only way to do it?
>>
>>146590904
I use it. Here's the last thing I dropped:
https://bitbucket.org/DanilaFe/cave

On phone now so I don't have webms.
>>
>>146601054
I don't know anon, Candice DeBébé's Incredibly Trick Lifestyle looks top tier to me
>>
>>146588458
If they're going to be used a lot (which they probably shouldn't...) the player should just have to memorize the spells they want to use, and then have a single quick thing for casting.

Like:
Book -> look up the spells
Rune stone that you can instantly call up -> cast spells
>>
>>146601978
>>146602634
Very good ideas here, thanks
>>
>>146595190
>>146602585

Pure libgdx rectangles are nice but I don't think they support rotation natively. One of the downfalls in my cave game thingy.
>>
Anybody have space game ideas that don't involve shooting spaceships?
>>
>>146603109
Space horror.
>>
>>146603109
You drive a truck in space.
>>
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a steam game that forces you to use hamachi to play online
>>
>>146603109
Space farming simulator
Alien waifu dating sim
Space station building game
>>
>>146603396
What's wrong with hamachi?
>>
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>>146603396
A game you can only finish by greenlighting my next game on Steam.
>>
>>146603109
You work in a supermarket and have to design the layout so you can stock the most products
>>
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>>146603109
trading simulator
>>
>>146603445
What's not wrong with hamachi?
>>
>>146603109
Planet terraforming simulator.
>>
>>146602575
Ok, looking into it it seems I need to use 2MGFX, but when I try to use it I get this error:
Could not load file or assembly 'SharpDX, Version=2.5.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
>>
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>>146603109
A space game where you shoot giant robots
>>
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>>146603445
>people who can't port forward
>>
>>146603109
A space dating sim.
desu, just putting "space" in the title can make it awesome.
>>
>>146603660
I like this one
>>
>>146603109
Intergalactic Waifu Harem
>>
>>146603749
SPACE PONG
ITS THE SAME AS PONG
>>
>>146603605
>>146603729
can you not give me a straight answer? Am I being memed on?
>>
>>146585878

Anybody know what artist painted this background?
>>
>>146603749
fucking SOLD

>>146603898
since you the bars only have side reactors to move, when the ball hits them they fly into outer space
>>
>>146603903
It's an unneeded layer that further shits up your connection.
>>
>>146603903
I haven't actually used it in years but last I did it was a terrible mess that only sometimes worked.
>>
>>146603749
>mass effect
>>
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>>146603760
Wonderful 101?
>>
>>146603898
your paddle is an orbital platform and you deflect meteors
you can maneuver across the planet's entire atmosphere
>>
>>146604228
And it's actually an MMO so if you hit the ball in a funky direction there'll always be another planet there to hit it back
>>
>>146604349
this could be the next big browser mmo
>>
>>146604413
I know, I'll take a 95% ideaguy cut after you implement it.
>>
>>146599727
i think you can do without the red. keep the blue, green, and white, but redistribute them.

replace the red boxes with blue
all buttons are blue with white text
blue for titles
green for links
black for any other type of text
>>
>>146603752
Terraforming was the most fun part of Spore.
>>
>>146604119
I didn't have anything in mind, but, lol.
>>
>>146604618
Same. Until the staff of life came along, that is.
>>
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>>146604619
Wonderful 101 has lots of alien qts.
>>
>>146604814
post it
>>
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I got a programming related job so vidyadev became a chore and I dropped it about 2 years ago, but now I'm on a paternity(?) leavebreak so I can give a short project a shot.
What's the hottest meme engine nowadays?
>>
>>146605592
The kill yourself engine.
>>
>>146605685
classic 4chan retards, how I missed 'em
>>
>>146605592
Unity.
>>
Give me ideas for a midevil era 2d game. Maybe fantasy.
>>
>>146605812
is it still awful for 2d? 3d is way outside my scope
>>
>>146601054
Do people just get votes from bots or what?

Who in their right mind looks at any of these types of games (and the hundreds of others like them) and thinks "Yeah this deserves to be here"?
>>
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>>146603109


it's like papers please, but with anime waifus and bartending in space
>>
>>146606195
Yes.
>>
>>146606195
It's awful at 2D, yes. It's also awful at 3D. That's what makes it a meme engine.
>>
Thank you, Googum, for showing me the light that is Kaiji.
>>
>>146606325
heh

>>146606231
what about 2d engines, what's the hip meme?
>>
>>146606430
Gamemaker is the 2D meme engine.
>>
>>146606430
Game Maker
Godot
Construct
>>
>>146606430
SDL
>>
>>146606503
is there a free version? fuck paid memes

>>146606546
>godot
what is this?
anyone using it?

>>146606610
I've got a few weeks, not a lifetime
>>
>>146606691
You can make game in SDL in a week ez
>>
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just pull the trigger senpai
>>
>>146606335
>Kaiji
>good
>>
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>>146606691
>what is this?
>anyone using it?
It's a free open source engine. It's MIT license so it's completely free.
I've made 7 jam/prototype games with the engine, it's fun. It's worth trying because the download is tiny and you don't need to sign up for anything.
>>
I'm aiming to get a greenlight page up for the 3-4th of july and with this comes the time to legally start a business.

I'm in Canada and LLCs don't exist. We can either incorporate (limited liability) or form a sole proprietorship (unlimited liability). The problem though is that incorporating can cost upwards 1000$ or so I heard so I'd form a sole proprietorship but the unlimited liability part is scaring me.

Are there any canadian devs who can talk about this or anybody familiar with the matter? I've tried google but found little for actual gamedev. I guess I shouldn't worry about getting sued but I do have a lot to lose personally in a shitty unexpected lawsuit even if it's unlikely.
>>
>>146606610
This triggers me.
Its a library that even valve uses.
Not even an engine.
>>
what happened with rotatedev? did he rotate to heaven?
>>
>>146607302
sshh shhh do not trigger them
>>
>>146607143
Same situation here, pretty much no option but to incorporate. I hear it's simpler when it's only you but it does cost money.
With sole prop you're taking a huge risk, one frivolous lawsuit for any reason and your money and property goes down the drain.

Seriously fuck this country, we can't we have llcs
>>
>>146607047
nice
I'll be using this meme
thanks anons
>>
>>146607047
How is the workflow?
What can it export to?
>>
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Finally fixed the collision detection with these little blue fuckers.
Still not sure why they can clip into the platforms, though.
>>
>>146607493
>Mobile platforms: iOS, Android, BlackBerry OS
>Desktop platforms: Windows, OS X, Linux, *BSD, Haiku
>Web Platforms: HTML5 (via Emscripten)
>One-click deploy & export to most platforms. Easy to create custom builds too.
>>
>>146607449
meme on my friend

>>146607493
The workflow is good, I don't really know what workflows are like in other engines though. But for me the engine is comfy to work with.
The other anon posted the exports.
>>
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The problem with trying to simulate podracers, is they really make zero fucking sense.

I always figured they steered by changing the ration of thrust between engines, but it doesn't work which makes sense when you think about it.

I don't even know what to do with this anymore, I think I might just go back to pixelshit in Love.
>>
>>146604413
MMO pong, the paddles orbit around the center of the screen. There are 3 different colored balls, and paddles can be of any of those colors.You can only touch balls that have the same color as your paddle, and if you miss it 3 times you dissapear making things difficult for your team.
>>
>>146608296
put the thrust into the 2 cylinders, looks like the thrust is in the pod in your webm.

you just gave me some ideas anon, i think i might steal your million dollar game
>>
>Make engine using opengl
>get to the point where i just have to add gameplay (and proper looking graphics)
"oh well, graphics and a GUI would be easier using unity"

>Remake game using unity
>Get tot he point where I just have to add gameplay
>still can't get myself to proceed

Halp.
>>
modeling the actual physics of podracers instead of doing a wipeout palatte swap is actually pretty neat
>>
>>146608296
i just thought podracers had smaller thrusters towards the front that adjusted the angle of the engines
>>
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>>146608296
Theres a link between the two engines that keep them from coming together/getting too far apart I think
>>
Reminder to join the /agdg/ Discord https://discord.gg/Nwbup

Some successful devs are recruiting in here :)
>>
>>146608296
so did you just decide to make a better podracing game than the other podracing guy? if so hell yeah
>>
>>146608832
what is this? agdg3?
>>
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>>146608832
nice job steamchat
>>
>>146608296
fake it nigger
>>
>>146608786
I've just accepted that I'll never finish a game so now I enginedev as a time waster. It's like playing an infinite puzzle game.
>>
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>>146606335
you are welcome to the light my child
>>
>>146608743
The thrust is from the cylinders. You can see me testing them a bit before taking off. I have it set up where each analog trigger on my controller is mapped to each pod.

>>146608818
>>146609030
Yeah I guess I could do that. I mean they already have to float with space magic, and do weird acrobatics like full 90 degree rotations to fit through cracks. And then there's shit like tilting when they do turns, the physics of which boggles the mind

It's just starts to feel kind of pointless though. May as well just make the engines a car and have the cockpit drag behind which is sort of how the N64 game seems to do it.

>>146608826
There is a spring there

>>146608953
Yeah, pretty much honestly
>>
Twin stick shooter aiming controls.
1) The aim reticle acts like an anchor with screen x and y positions so moving your player makes you turn towards wherever the aim is.
2) The aim reticle has an origin at the player x,y and a maximum distance it can move from the player so when you move yourself the current aim position follows with you
3) Hard lock onto nearest target and flicking left or right on aim stick just cycles through the targets
4) Stop being a faggot and implement aiming options (but I kind of need a jumping off point first please)
>>
>>146608296
Pod racers are basically chariots that float and have jet engines instead of horses.
try simulating a chariot first.
>>
>>146609445
just make it cool dood, it doesn't need realistic podracer physics because podracers aren't realistic
just do something that looks/drives better than the other guy's flying brick podracers and you're good
>>
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>>146608296
here you go anon, i think its all in the red string between the 2 thrusters. it has a max length and when you bring a thruster closer to zero, it should behave like an anchor and forcing it to turn
>>
>>146609463
definitely not 3
>>
>>146608296
I always looked at it like riding a horse. Pull in the reigns and it turns
>>
I wanna play around with Unreal 4.

Is there an agreed-upon best tutorial series for it? I'm watching Virtus Learning hub right now.
>>
>>146609889
Not a tutorial but definitely download the Content Examples project
>>
Do I need to use delta time even though my game is locked at 60 frames per second?
Wouldn't that stop it from ever updating faster than 60 frames?
>>
>>146610014
Doesn't matter if there is a maximum, what if it drops to 30? Do you want the gameplay to slow down, or do you just want the rendering to be at a lower frame rate?

If you do use delta time, do it properly.
http://gafferongames.com/game-physics/fix-your-timestep/
>>
>>146609972
Will do. Thanks.
>>
>>146608786
What does this engine do?
What language were you using with OpenGL?
>>
>>146610135
I see so the concern is with drops in frame rate not going over 60
thanks for the link
>>
>>146610249
Both, really. You (usually) want the gameplay to remain at a constant speed regardless of whether the FPS is over or under your target.
>>
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>>146609637
This is what actually happens, because pulling at that point doesn't provide any real torque.

>>146609546
>>146609864
The horses on a chariot just turn though. It's just like towing a trailer, it's not that interesting.
>>
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How does one write useful item descriptions, especially modules? Robocraft is a terrible example.
>>
>>146610240
Just a simple engine for a 2d hexagonal turn based strategy game.
>>
>>146610646
It is worth noting actual podracers have control surfaces, not merely just thrust control.
>>
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>>146609864
I made this shitty graphic to help elaborate a little.

So you pull the reigns and the thrust of engine 1 lowers. This causes engine 2 to catapult around engine 1 due to their link. The catapulting pulls the cockpit along with it and causes something like a drift. The problem with this is leveling out engine 1 in the new angle, but i guess that can be done by pulling it along with the drifting cockpit until it is at default position again.

This stuff is pretty interesting. Maybe i should make a podracing game too
>>
>all these mspaint comics instead of actual unity scene simulations
Stay pleb, nodevs
>>
>>146610971
>unity
>>
>>146610748
Sounds shitty, i dont like most turnbased games. But Total War is great.

Do you know what you wanted to do with that engine?
What language did u use with opengl.
>>
>>146609406
lolll
>>
>>146610249
Don't be like the devs that ruin games because they lock the FPS and then tie the physics or game to that FPS exactly.

Nuclear Throne was completely ruined because it was locked to 30 FPS, and they couldn't increase the FPS without breaking the game completely. Shit, I'd honestly buy the game at full price again just to have 60 FPS.
Skyrim was locked at 60 FPS, and if you ever tried to increase it the game would break as well.

The thing is there's no reason not to use delta time, even if you plan to keep the game locked to 60 FPS. It's not hard to use it. And it makes things easier anyways because you know you're working with 'X per second' instead of 'X per frame' when you multiple by delta time.
>>
>>146610663
state what it does.
>>
>>146610971
>unity
>>
>>146610646
I think the issue is that you're modeling the connection as a spring that's attached with a "ball and socket" at both ends, instead of a flexing spring that wants to go straight and keep the "shape" of the podracer.
>>
>>146610971
>unity
>>
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>>146611052
>>146611087
>>146611194
Where is your simulation?

>>146608296
The original podracer didn't have left thrust/right thrust, just make it a regular racing game and fake in some animations at the end. Can you imagine a real physics based racing game?
>>
>>146610663
Its a fucking thruster, it pushes shit. There's a lot variants of thruster, but they're all effectively the same, bar a few changes in how hard it pushes.

"It pushes shit when you tell it to, and doesn't when you don't."

>>146610971
>unity
>>
>>146609445
>There is a spring there

Well it's obviously not strong enough. They shouldn't be getting that close or that far apart.
>>
>>146610971
>unity
>>
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>>146611386
Why dont you get off your ass and make a simulation if you care so much about it?
>>
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>>146608296
Does nobody fucking know what control surfaces are? Those flaps on the front aren't there to look pretty.
>>
>>146611575
Those are airbrakes, anon
>>
>>146611575
those add ~25bhp each anon
>>
>>146611065
The engine didn't need to much. Display the map, move the camera, determine which cell the mouse was pointing at. Along with basic gameplay elements like selecting units, moving them having them attack.

I was using java with JOGL because I'm a pleb.

It was just meant to be a warm up for switching a previous engine (that did cool stuff) over from square-based tiles to hexagon based tiles
>>
>>146611793
>What did you want to do with that other engine.
Im asking did you ever have a greater goal for the engine that you never reached?
Or did you just accomplish all you planned.
>>
>podracer physics
>>
>>146611948
I know right. Its almost like we are one of those shitty star wars forums who are not quite autistic enough to go though expanded universe stuff, but not normie enough to let it go
>>
>>146611948
Aren't those just flying bigae?
>>
>>146611948
AGDG talks about a lot of stupid shit, but I'm okay with this topic
>>
https://www.youtube.com/watch?v=lEEmORyxpho

Reminder that ambient music like this >>>>> anything with lyrics or intense melodies when you're devving.

You want to focus on the code, not the music.
>>
>>146611907
I got everything in that I wanted, except for the GUI.
>>
Is it harmful to your computer to be running things at unlimited frames per second?
>>
>>146612159
You didnt have any rendering?
It sounds like everything revolves around the graphics.
Could you select, could you attack.
>>
>>146611161
That might work actually. I don't know if there's a real simple way to do that, but I'll try it out.

>>146611386
I don't want to make a regular racing game. I'd rather do something else entirely.
>Can you imagine a real physics based racing game?
You mean like with cars? Because those exist and they are pretty fun.

>>146611523
The problem is just like >>146611161 said. The points where the springs are connected don't ever get that close actually.

>>146611575
Well yeah I should probably do that. In my defense, I was like 12 the last time I thought about this seriously
>>
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>>146612150
>not just listening to John Carmack talks while devving
https://www.youtube.com/watch?v=P6UKhR0T6cs
>>
>>146612150
If you're not gonna focus on the melody might as well listen to nothing
>>
>>146612150
>the only devving is coding
>>
>>146612256
Yes, your hard drive might spin so fast it breaks from its casing. And flies from your computer, not only ruining your computer, but also causing property damage.
>>
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>Rail shooters are perfect VR games

yes or no?
>>
>>146608620
How many people in a game?
>>
>>146612256
It can make some GPUs whine if they're running at a few thousand FPS. But as far as I know it's not actually harmful.
But really there's no reason to have anything run more than ~200 FPS.
>>
https://instaud.io/private/991f1a032e1ee5da65cd121ccbce786e46d8cbbf

I could use some feedback on my music.

No need for detailed breakdown, I'd just like to hear your general impressions. Like is it any good at all, or should I just scrap it and start over?
>>
>>146612256
Never heard it was, its not uncommon to have menu screens be hundreds of FPS just because the engine does what it can.
>>
>>146612256
Presumably it'll cause your fans to spin up on either your CPU or GPU or power supply, so you might be shortening its life, but how often do fans really fail?

Its still dumb since the human eye cant see past 60fps anyway, but not harmful to your compy
>>
>>146612491
>perfect
>>
>>146612491
Any first person vehicle game is perfect VR. Standing to do anything VR is just dumb.
>>
>>146612256
People that do that are beyond stupid
You're limited by your monitor's refresh rate, there's no reason to go past that and grill your cpu and gpu fans.
>>
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I doubt any of you faggots hate yourselves more than I hate myself.

How many games have you made? I've made none hahahah beat that fuckers
>>
>>146612256
No, but there's no need to.

Now, if you separate logic from rendering with Fix Your Timestep, you can run logic at hundreds of ticks per second and potentially benefit from the increased input polling and integration accuracy.
>>
>>146612564
Maybe a little reverb and echo on those chimes
>>
http://www.strawpoll.me/10589121
http://www.strawpoll.me/10589121
http://www.strawpoll.me/10589121
>>
>>146612904
depression posting is so 2015
>>
>>146613068
I wish I hadn't lived longer than 2015 and yet here I am.
>>
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I added little indestructible black panels to give the player some guidance. It's easier to cover this place but they might have to build closer to the border when things get out of hand.

Makes for beautiful walls
>>
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>>146612904
Just like make game!
>>
>>146613042
>implying i havent already
>trying to get me to cheat on dev
>>
>>146612150
https://www.youtube.com/watch?v=HQgaCVT9Bw8
>>
>>146612905
Input polling?
Poll right before logic, in between just buffers the inputs.
Integration accuracy? I dont know what that is can you explain.
>>
>>146613196
kind of a derpy flag for a game about nationalism
>>
>>146613345
>Poll right before logic, in between just buffers the inputs.
I understand that, I mean running the logic itself at, say, 200 Hz while the game only renders at 60 FPS.

>Integration accuracy? I dont know what that is can you explain.
https://en.wikipedia.org/wiki/Numerical_integration
It probably doesn't matter for your game.
>>
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>>146613196
>28 stars
>7.2 stripes
What is this anti-American bullshit? Step it up
>>
What kind of multiplayer webgame should I make? Ideas please
>>
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>>146612904
>How many games have you made?
All I have made are "games"
>>
Someone make a game dev thread on /v/ I wanna shill my new shit there
>>
>>146613518
>multiplayer

Your game is DOA m8
>>
>>146612274
yeah you could play the game and everything
>>
>>146613518
cumulative multiplayer cookie clicker
>>
>>146613518
Massive online pacman, there are no ghosts but the players can eat other players when they get power pellets. Normal pellets make them slightly faster for each one eaten, power pellets make them twice as fast momentarily.
>>
>>146613286
>This video contains content from EXIT TUNES Inc.. It is not available in your country.
what the fuck man
>>
>>146613491
Nope. I mean increased framerate doesnt help because of increased input polling.
And your other argument for it, integration accuracy doesnt apply to anyone. Why even bring it up.
I give you a 2/10 for knowing big words, even though they didnt apply.
>>
>>146612796
Well that isn't strictly true, having a very high fps can be better regardless of your refresh rate
>>
>>146612564
Horror game?

I like the music
>>
>>146613526
What kind of "game"?
>>
>>146613621
Yeah to what? I asked 3 questions.
I wanna play.
>>146612796
Thats only if you have gSync.
>>
>>146613583
rip

>>146613636
How would you handle progression? What would there be to do?

>>146613637
Actually a decent idea
>>
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>>146613498
>>146613406
rofl I hadn't even checked it. Gave me an idea though, I'll just shoop 5 stars for deep lore. You know, like he just joined packs of 10 states together because it's simpler.

Here's a pic of planes coming down. Added a smoke trail, wind particles to show it goes fast and two flares for cinematic effects (didn't even bother importing the ones I made, just took stock unity flares).
>>
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Got some gameplay ideas from putting sunglasses on a cactus... Maybe that's enough for today.
Is it just me or they'll make suitable characters?
>>
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>>146613518
MUD please.
>>
>>146613940
nvidia shadowplay
>>
>>146613953
>Actually a decent idea
It's all yours my friend. I gave up on developing it long ago because netcode scares me.
>>
>>146613953
>How would you handle progression? What would there be to do?
You understand the concept of a cookie clicker, right?
>>
For an RPG, should I go more shooter-y? Or turn-based strategy/tactics? Or attempt turn-based shooting for all the silly shit that might entail?
>>
>>146613940
obs

>>146614124
It's multiplayer so you achieve everything and then everyone quits?
>>
>>146614010
Wow I had this exact same idea for Bokube.
>>
>>146614176
Something, anything new
>>
>>146614010
what is your game
>>
>>146613893
It's like a game but without real gameplay or story
>>
>>146614185
you give each player personal achievement on their own path and then hook up to the yahoo finance API:
https://code.google.com/archive/p/yahoo-finance-managed/
allowing people to invest their clicker points using live data
>>
>>146614010
Make them speak only in cacti puns
>>
>>146613665
It's just popipo
>>
>>146613935
All I did for the display was just load textures to hexagons and then threw some unit textures on top of that to show the units. Its pretty scrubby.
Also I kind of mispoke when I said you could play it. Like I said originally, there isn't any gameplay. No win condition, no objective, and I was saving the AI for last.
The 'game' as it is now just creates a map, randomly places some friendly units on the map, some random enemy units and then lets you select, move and attack with the friendly units.
>>
where's my game?
>>
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>>146614619
Right here
>>
>>146614619
geemu ha doko?
>>
>>146614592
I wanna play.
Why dont you go work on AI? Sounds like that is next on the list.
>>
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>>146614725
>ha
>>
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Is death signs and rocks a good indication to the player to not fall and die?
>>
>>146614730
It would be wasteful to create AI for the game as it is now. There are larger gameplay elements that I still have to add that would drastically change how AI performs.
When I work up the motivation to get the gameplay going, I would rather get those elements out of the way before doing the AI.
>>
>>146614942
yes
the endless void below also helps
>>
>>146614942
get rid of the signs - players should instinctively know not to fall off. Rocks look nice, though
>>
>>146614725
I don't speak non-freedom
>>
>>146614901
>>
>>146614387
Nothing at the moment. I'm making a sandbox project to learn about ai and fps mechanics.

>>146614529
That could be fun, but I didn't planned to record anything myself, so I was going for generic bad guys speech. (I have an old project with a voice synthetiser but I don't know if I can make it work with unity)
>>
>>146615034
Then do that shit nigger.
Im just telling you to do something.
>>
>>146614942
Only takes 1 time to learn. I wouldn't be worried about it
>>
>>146615107
ok
>>
>>146614942
because of natural human assumptions you don't need any indicator not to fall. Just like spikes and fire
>>
>>146614010
looks good to me
>>
>>146615085
It's not pronounced ha when used as a particle, dumbass. That's like the first thing you learn about Niponese.
>>
>>146615325
I'm not pronouncing it thoo
>>
>>146615325
ha is still the correct hiragana and thus the correct romanization
>>
progress?
>>
>>146615085
>>146615425
>>146615445
http://www.project-imas.com/wiki/Romanization_Standardization_and_Clarifications#Particles
>>
>>146615564
eh
nah
>>
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>>146615564
>>
>>146615564
Trying to come up with a story for demo day
Its much harder to dev when there is no right/wrong solution, and no constraints to guide you
>>
>>146615802
>memeco8
Why
I sure as hell hope you didn't buy it.
>>
>>146615837
Your constraint is, it must be good
>>
>>146615564
cant decide what game to make or ever what engine to use. all i know is it will be 2d and medevil
>>
>>146613890
Thanks!
>Horror game?
Kind of. A dark, trippy exploration/adventure game with horror elements.

>>146612939
Thanks, I'll try that!
>>
>>146615931
>Why
why not?
>buy it.
of course not, I got it because I bought a humble bundle 5 years ago
>>
>>146615698
>This guide should be used for all romanization on this wiki
Not sure what you meant to prove with that but take a look at this
https://en.wikipedia.org/wiki/Romanization_of_Japanese#Modern_systems
there are many romanization systems
>>
>>146615837
just go find a book that you like the writing style of and just copy its aesthetic - look at sentence structure, phrasing, word choice, etc. You can get logical and up close about writing if you want.
>>
>>146607570
They look as though they teleport to the other side of you when colliding, so it could be a result of that teleportation teleporting them into the wall.
>>
>>146616025
You make better results doing something wrong then you do not doing anything at all
>>
>>146612796
Well, technically, running things at a higher framerate can still affect certain code in your game. So it may be smart to run at a faster framerate for bug finding. Think of DS2's weapon durability being tied to frames, if they'd ran at a higher framerate, they'd notice that being an issue
>>
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Here's a little line that you can drop on your first person camera if it's a child of the player. Just initialize initCamPos to be localPosition at the start and it will simulate walking pretty well.

transform.localPosition = Vector3.Lerp(transform.localPosition,initCamPos + new Vector3(0,(Mathf.Abs(Mathf.Sin(Time.time*10)))*0.4f, Mathf.Cos(Time.time * 10) * 0.4f),0.5f);
>>
Serious question, how do you know if your game is cheating on you?
>>
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>>146617093
>>
>>146616681
You can speed up your code without using uncapped framerate.
You don't tie your logic to fps in the first place.
>>
>>146617093
https://developer.valvesoftware.com/wiki/Valve_Anti-Cheat
>>
IT'S A FEATURE
IT IS A FEATURE!
HAHAHAHAH
WHAT, YOU DON'T ACTUALLY THINK I WOULDN'T KNOW HOW TO NOT HAVE IT, RIGHT?
>>
>>146617093

With a nodev? Highly unlikely.
>>
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Hey, can someone give me a tip on how to handle floating point rounding errors when you're dealing with physics? Pic related had an easy fix, but it's the kind of problem I'm talking about.

Basically, a year ago I was trying to make a game, and when I started implementing a 'pushing mechanic' weird shit started happening. When an object tried to push another, sometimes they'll end up collisioning while having the same speed, which didn't make sense, and made everything explode. When I printed out their positions, there was a negligible difference caused by rounding errors.

I know every specific problem could be circunvented and patched in some way, but I wanted to know if there's like a global method to avoid these issues altogether. Like... Rounding up everything and working with integers? I don't know. I'm hoping somebody can give me a hand.
>>
>>146614942
Neither are needed
Maybe rocks. It clutters the screen to have them. How busy do you want your screen to be?
Death signs might be cute only on
the tutorial levels
>>
>>146617435
>IT RAISES THE SKILL CAP
>>
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>>146617435
>have a long list of bugs that have gone unchecked for months
>in a moment of brilliance I replace "bug list" with "feature list" and move them to the patch notes
>>
>>146615564
Learning gamemaker
Want to make wacky mystery rpg.

This will be the third time I've started to learn. First two times I dropped it for multiple reasons of laziness.

Please help. I don't want to be nodev anymore.
>>
>>146618051
If it's a 3d sokoban, then rounding to ints and snapping to a grid seems fine. Elaborate on what "pushing " means
>>
>>146618507
Build discipline and any obstacles will melt away.
>>
>>146618051
>I started implementing a 'pushing mechanic'
Sounds like a game without complex physics. I doubt you need floats. Use fixed precision, i.e. a "real value" is an integer value divided by some constant.
>>
>>146618507
RPG is the hardest possible genre to stay committed to. The sheer amount of work it takes to build world full of characters, implement a leveling/item system that scales for hours of gameplay, and so on...

You need to divide the task up into manageable goals. First: make a mini RPG that only has, say, level 1 to level 5, one town/dungeon, etc. Don't even think about the rest of your dream game - just get that first part done. You can expand from there.
>>
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i have no idea what game engine i should start learning. i want to make something 3d that supports blender
>>
>>146619102
How could you be having trouble picking?

There's 2 engines that 99% of /agdg/ uses: Game Maker for 2D and Unity for 3D.
>>
>>146619102
>i have no idea what game engine i should start learning

uhhh... make your own?
>>
>>146614942
If you're taking visual suggestions: I love the lookvof the game, but but your colors need work.

All of you gameplay is on a 2d surface. In a puzzle game, the playable part of the level should stand out visually against the background, but in the screenshot you posted, the checkerboard has the same colors as the background. Change the contrast or the brightness or the saturation, somehow make the actual board stand out against the background. It's the only information that the player actually needs, so make it clear.

Disregard this if visual difficulty is part of your gameplay.
>>
>>146619584
>Disregard this if visual difficulty is part of your gameplay.
now you've given him justification to keep this, you fool
>>
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>>146619352
alright. i was using unity for 3d earlier for a little bit. made some shitty wooden log to see if i can use unity
>>
>>146619584
Btw to test this sort of thing, play with a screenshot in Photoshop
>>
Any games that handle pass through stairs differently than castlevania?
>>
>>146618720
Uh, 2D, topdown. Pushing, as in, your character pushing boulders.

>>146618846
It's really not. Pushing is probably the most complex mechanic. I'll look into fixed precision, although it doesn't sound like a popular option. I was wondering what enginedevs normally did.
>>
>>146620212
>Pushing is probably the most complex mechanic
You must be a newdev then. Don't worry, it only gets harder.
>>
>>146589781
May I ask for the source pic please?
>>
>>146619094
Yeah that's my plan. Just to make one town with a few characters. Biggest problem is just the coding. So goddamn boring.
But my life has gotten into a deadlock of shit I don't want to deal with but have to or else things will get worse. Pursuing my dreams and having an income based on that seems like the only way out. I think I'll stay motivated this time.
>>
>>146620891
>Pursuing my dreams and having an income based on that seems like the only way out.

amateur game development is not a good way to make an income

amateur game development is not a good way to make an income

amateur game development is not a good way to make an income
>>
>>146614010
fucking vegitale faggots amirite
>>
>>146620996
Doesn't matter. It's what I want to do.
>>
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Trying to get some kind of water floating in space thing going.
>>
>>146621191
that would probably evaporate in a vacuum mate
>>
>>146621191
Why do you keep making shit that looks so cool
>>
>>146621191
Looks pretty fucking neat
>>
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>>146616240
Nah, that's not it. It has something to do with pic related. It's supposed to make them move in a circle around the player. It works fine for the larger enemies, but not for the little blue fuckers.
>>
>>146621298
>i have no idea what a vacuum does
>i have no idea how evaporation happens
>i have no idea what surface tension is

Pick one.
>>
>>146621516
boiling point is affected by pressure, water would boil at room temp in a vacuum
>>
>>146621091
So you want to make games because making games and having income based on that is the only way out since you like making games, except you know it's not a good way to make income, and you don't actually like to make games (>coding is boring)?
>>
>>146621607
it's not room temperature in a vacuum, it's pretty chilly out there
>>
>>146621607
did you know that the middle of nowhere is a lot colder than room temperature? Even then, water doesn't boil when left to float in heated rooms in the international space station.
>>
Unityfag here, I'm trying to see why my one script isn't getting the correct values from another script attached to the same object. It looks like the one script is initializing first and getting the references when they're still undefined.

I'm convinced that this is happening because I've put debug commands into the scripts, and the script which is to pull the values is always initializing first. Moreover, I have another, almost-identical copy of the same object in my scene. This copy object works perfectly, and when this object initializes, the exact same debug strings come out in reverse order to the original object.

Is there a way in Unity to control when the scripts on an object initialize?
>>
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>>146621516
>>146621781
>what is pressure
The boiling point for water in a vacuum is way below the normal freezing point on Earth.
Water will start to boil instantly in space.
>>
>>146621609
I make game. The End.
>>
>>146621781
http://lmgtfy.com/?q=does+water+boil+in+space
>>
>>146621854
https://www.youtube.com/watch?v=r3zP9Rj7lnc

I knew this but never thought about seeing it. Pretty cool
>>
>>146621854
Apparently it boils and then freezes at almost the same time. So we're both kind of wrong? Now I'm just confused how it stays in tact in all those videos of astronauts shooting it out and messing with it in room temperature.
>>
>>146618051
My collision detection goes off if the unit is withing X of the ground.
Then it sets the unit location to X+.01 above the ground.

If your trying to see if 2 floats are the same. well you cant do that, only when everything is constant.
So do this:
if (a > b-smallNum && a < b+smallNum)
It is that simple.
>>
>>146621781
>>146621516
Either it's in the sun and then it's vapor, or it's not and then it's ice. There's no liquid water in the vacuum of space.
>>
>>146621781
>>146621837
Vacuum coldness isn't the same as normal coldness. Because there is almost no matter to conduct heat, things would take a very long time to lose their heat through radiation. This is why thermoses use a vacuum layer to keep coffee and such warm.
>>
>>146621781
vacuum does not have a temperature

the estimates for the temperature of space you may see are based on an extremely thin distribution of gases and dust that has a little bit of temperature, but not really enough density for it to matter
>>
>>146622148
There's pressure in the space station you dingleberry.
>>
>>146622148
In space there's no pressure, and it's very cold, so the water will boil, if you apply some pressure to the water then it will freeze because it's so cold, but since there's no pressure it will mostly boil.
The space station is pressurized and at room temperature, so it's the same conditions as earth there. There's no gravity though, so it floats and sticks together.
>>
>>146622148
the water you see astronauts play with is in a pressurized cabin
>>
>>146622319
fug, ok good point, thanks for learning me about space, anon.
>>
>>146621837
The inside of the ISS isn't a vacuum, retard.
>>
>>146622391
If a human were in an non-pressurized place their blood would boil for the same reason as the water boiling.
This kills the human.
>>
----------------------------------- Only people who googled this shit are allowed below this line --------------------------------------------------------
>>
>>146621191
>>146621854

you could make it some kind of exotic fuel leak, not sure about the boiling points of say hydrazine, but it could be more hazardous that way
>>
>>146622741
>tfw I took science in highschool so I didn't need to google anything
>>
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>>146622671
>>146622431
>>146622385
>>146622379
Yup i forgot the simplest part, anyway, video games, who's makin em?
>>
>>146622671
the blood vessels and skin keep the blood under some pressure, that guy who jumped from space forgot to secure his glove or something and only experienced some swelling
>>
>>146622671
Pretty sure our skin would provide enough pressure to prevent that. But our tears and saliva would probably boil.
>>
>>146622671
lol no

that doesn't happen retard
>>
anyone have a good entry HLSL tutorial? I just want some neat 2D pixelshit shaders, but I can't seem to figure it out
>>
>>146622379
>>146621191
Carpenter demonstrated on Aurora 7 that ice crystals were being dislodged from the exterior of his capsule while in orbit, the most likely explanation for how they got there was steam from life support building up between the bulkhead and heat shield then freezing into ice on the outside. so no, you won't have any liquid water in space, but you can still have small ice crystals
>>
>>146622883
God you're stupid.
>>
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I can model and code. No ideas

someone gimme an idea. Made this as a test
>>
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How many shumps do I need to play before I can make one?
>>
>>146622937
>>146622969
>>146622972
our skin is porous, it is not strong enough to hold up to a complete vacuum in space. The blood will most definitely be sucked to the surface of the skin. It probably wont be instant, but it will be quick.
>>
>>146623083
hlsl is pretty much like C, the only fancy shit you gotta know is the strange format of the main functions and specific input and output structs that vertex and pixel shaders expect, the "technique" system and swizzling
>>
>>146623326
You only need to play the best one, Fraxy. Then make a game like that.
>>
>>146623313
i want to fuck that gelly
>>
>>146623313
damn that looks tasty
>>
>>146622671
>>146622937
>>146622969
Full vacuum exposure does kill you pretty fast, but you don't explode.

At least one person has died like this. The ISS and the people in it are only at 0.2atm too, so they might last a bit longer.

http://www.geoffreylandis.com/vacuum.html

You might look up the decompression on the Byford Dolphin also. Even with extreme explosive decompression people don't explode.

>>146623351
You're fucking retarded.
>>
>>146623574
the thing that kills you fast is the lack of oxygen and the fact that you can't hold your breath due to risk of lung rupture
>>
>>146596606
What's up with that email?
>>
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>>146623313
>>146623506
>>146623538
materials were the hardest
>>
>>146623696
>>146623313
it's time for you to make a slime girl dating simulator
>>
>>146623574
>The ISS and the people in it are only at 0.2atm
Uhm what? The space station is more or less at normal sea level pressure. Who told you it's that low?
>>
>>146623794
anon please do this
>>
>>146623794
but slimegirls don't wear clothes anon
>>
>>146623930
yeah they can
but they'll obviously become wet and even see through depending on the material
experienced slime girls can also form their slime into clothing shape
>>
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>>146623930
>Implying that matters
>>
>>146623313
make that butt touching mobile game with thatt anon
cushy tushies
>>
>>146623326
Honestly I'd say just research and play as many as you can.

There's a bunch that are cheap on Steam right now cause of the summer sale, pick a few of those up and download shmupmame from the OP in /shmupg/ and play some of the ones in that.

Shmups are kind of like fighting games where they're fairly niche and people already have favorites from established franchises, so you either need to be really unique or knock it out of the park as hard as you can design-wise or else you won't find an audience from an already small potential pool of players.
>>
>>146623812
idk, I just remember reading it somewhere.

I could be wrong, but it makes sense anyway. Hauling atmosphere up to space is very very very expensive, and the only negative effect would be that it's harder to breath, which can easily be offset by just using pure oxygen (or at least more oxygen rich atmosphere).
>>
>>146624381
>pure oxygen

anon no
>>
I have been researching marketing for apps with app store optimisation techniques etc many articles say to use keywords in your title of your app. So lets say if making a arcade game. See examples below:

My Arcade Game
My Arcade Game - An Action-Packed 3D Arcade Game

Which will get me more more market exposure and click throughput/realizations/conversions?
>>
>>146624381
it is expensive but apparently they use a fairly normal oxygen-nitrogen 1atm composition because of reduced fire risk
>>
>>146624381
No, this is definitely wrong. The space station is at 1 atmosphere.
The lowest pressure a human can survive at is around 0.5 atmosphere. Anything lower and it's just too low.
Pure oxygen is not going to help anyone breathe at ridiculous low pressures.
>>
https://twitter.com/ID_AA_Carmack/status/746787841699520512
based carmack
>>
>/agdg/ - Arguing About Space
>>
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>>146623313
>>
>>146624678
its like looking at crayon drawing from a serial killer
>>
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>>146624678
>sweating dobson.jpg
>>
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>>146624678
>>
>>146624460
You can breath pure oxygen at low pressures.
>>
>>146624678
well
that's
uhm
something
>>
>>146625135
>>146624678
>>146623313
>>146623313


make anime hentai, apply for patronbux
>>
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Started working on a basic level designer. Really slow since you're doing it tile-by-tile (for a 96 tile by 96 tile levels) and there's no way to correct mistakes. But it's a good start and only took like 30 minutes

Next I'd like to make it start with a basic template of whatever the top-left tile on the sheet is, and allow free movement and tile placement with the arrow keys. Then it might actually be useful
>>
>>146625561
use Tiled
>>
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>>146621298
>>146621310
>>146621426
>>146622828
>>146623206


Well thanks, I did not think about this, then I will make it "fluid that does not evaporate or freeze in space special nasa cooling fluid"

Ghost blood also does not evaporate in space.
>>
>>146625652
Nah, I'm an enginedev and I actually enjoy coding these sorts of things. I started devving to learn to code so might as well keep going
>>
>>146625794
tiled is just a tool to quickly make a big csv file which you should be using for levels anyway
>>
>>146625794
Auto spawn a full 2d map of grass, the have a hot bar at the bottom, and allow you to click on the map to place the tile you selected in the hot bar.
What the hell are you doing?
>>
>>146621191
>>146621191
how do you get this VHS effect? Is it just some color bleeding with a bit of blur and bloom?
>>
>>146625684
Yeah that looks good.
>>
>>146588458
It's neat because of technology, but not something I would want to play.

That page turning looks sex though. Not sure if you made that yourself but I like it.
>>
>>146625684
yeah fuck it the effect looks cool
>>
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>>146624670
A game where you decide how space works.
Friction in space? Exploding astronauts? Freezing blood?
>>
>>146625684
Im worried youre focusing too much on one specific, tiny slice at the expense of possibly other things
>>
Hey guys.

Is Game Maker Studio good? Should I bother learning it? The only coding experience I have is one semester of Java. Will that help me or am I gonna have a haaaaaaaard time
>>
>>146625920

https://www.assetstore.unity3d.com/en/#!/content/24046

+contrast enhancer/sharpening mask +bloom + DoF

I dont really know much about shader scripting so I have to buy most of this stuff, I only know some basic things.
>>
>>146626574
unity shaders are easy as fuck
>>
>>146626532
It's a powerful 2D game engine.
The only thing you'll have a haaaaaaaard time with is programming with the stunted language.
>>
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Working on Pinball, the two flippers are different objects using the same scripts with minor differences. One script takes min/max rotation data from the other script to determine when not to apply launch force to the ball. For some reason the right flipper script, when told to get min/max for the right flipper, gets (0,0,0,0) for both. If told to get its values from the left flipper, it gets the correct values (for left flipper anyway). Why is this happening?
>>
>>146627140
post code if you want us to degub
>>
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>>146625684
Cor that's fully sick
>>
Is it a bad idea or a good idea to do game dev in a non object oriented language?
>>
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>>146627604
it's a great idea

objects are for communists who hate performance
>>
>>146627676

>cute russian in heels

picked the fuck up
>>
>>146627140
It could be a problem with your variables, or maybe your function calls.

Hard to say.
>>
How do I stop myself from playing fun video games so I can work on my own video game
>>
>>146621191
>>146621298
>>146623206
>>146625684
https://www.youtube.com/watch?v=UG7nsZkVZc0

That looks freaking awesome though, not sure how you even made that.

The blood stuff though kind of gives away the whole deadness thing.
>>
>>146628034
Make a game that's funner. Which fun games are you playing?
>>
Where do small/beginner devs go to for music on the cheap? I've been looking to compose for other people but I really don't have connections or an idea where to look
>>
>>146628158
I've been playing the long dark

No one else but me plays it
>>
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>>146628158
>Make a game
>>
>>146628213
will you do it for free? then find a game in this thread that is near completion and looks not shit, and ask to do the music. or just compose something and give it to the dev, if the dev doesn't accept post it in the thread
>>
>>146628213
Honestly agdg has been good to me so far
Theres an agdg musician group on soundcloud, but mostly people just seem to post their stuff in the threads
>>
>>146628034
>playing fun video games
>playing game
>videogames
>fun
you're not ready for dev
>>
>>146628213
You're not going to get money from "beginner devs" friend. If you want to just get your work on someone's project, just ask anyone who's working on a thing if they want your music. I'd recommend trying to find someone who is hopefully yesdev enough to actually follow through and finish the project though.
>>
>>146628272

Never heard of it desu, looks like overwatch winter extension pack.
>>
Guys there are too many frameworks. What should I base myself in if I want to make my game? Keep in mind I can program (including OOP + patterns) and my game will be 2D (with some 3D only if I feel like it). I think everything will suit my requirements, but I would also like a neat separation between logic and display, some way to work with a database, a way to set up a server (1 on 1 pvp has to exist), and a way to do unit and functional testing.
>>
>>146628275
just like
>>
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I've come to the conclusion that my old resolution of 800x608 made the game feel overly cramped.

With some reworking I've made the game run at a resolution of 1080x608, instead. This makes it fullscreen quite nicely and allows for a bit more open-ness in the screen real estate.
>>
>>146628213
Same here anon. Just lurk around I suppose.
>>
>>146628953
sweet, I thought this game was dead
>>
>>146628838

Use an existing engine as many engine devs don't seem to get further than solid colored squares and boxes. Don't mean to be discouraging but that's just what I observe.
>>
>>146629110
Never dead, just slow progression. Game's my baby, I won't stop until it's done. Working a full time job dampens my gamedev time, though.
>>
>>146585878
I was thinking of using "Cryengine V" for my next assignment, but after investing a few hours coding-wise (c++) seems much much less documented than UE4, are volumetric clouds, GI and 0% royalties worth the almost non-existent tutorials & docs?
>>
>>146629169
There is literally nothing wrong with solid colored squares and boxes.
>>
>>146629186
Thinking about deving gives me anxiety and makes me want to procrastinate. I assume that's the case because I just started and everything is insanely overwhelming. How do I get to the point where I feel like my own game is my baby?
>>
>>146629341
He doesn't mean an art style, he means that literally their "game", drawing squares to the screen.
>>
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>>146629282
>volumetric clouds, GI and 0% royalties

Don't forget you get to put "Achieved with CryEngine V (TM)" on your splash screen, which automatically makes people assume your game looks like Crysis.
>>
>>146629462
I just cheat and take ADD medication. Makes me hyperfocus and get excited to work on my game.
>>
>>146629462
you just have to focus on one small thing at a time
>open a window
>draw something on the screen
>draw a character on the screen
>move character when keys are pressed
etc.
>>
>>146629169
Of course I will, but, what do I base myself to pick one? There are many but I cannot choose because I've got no parameters.
>>
>>146629462

At the point most the base mechanics are done and it's only adding story and tinkering around with a solid base.
>>
>>146628838
>>146629710
C++ has everything you need.
>>
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Added double and triple shot modes that you can activate by collecting pickups.

Also made a stack of dollars that you can pick up for ultra quick firing rate
>>
>>146629658

>taking the brain shrinkage amphetamine drugs for short periods of increased performance risking all kinds of temporary side effects and long term damage the pharmaceutical industry doesn't want you to know
>>
>>146630115
I don't rely on it regularly, but shrug. It's a nice little drug that doesn't make me feel any weird withdrawals or bad side effects. No drug will ever be better than real dedication and sustained work schedules, but a little pick-me-up sure is helpful at the start.
>>
ENTJ programmer looking for INFP art buddy.

we're literally made for each other bro and we'll make a perfect team.
>>
>>146621847
Edit -> Project Settings -> Script Execution Order
>>
>>146629642
Isn't that just if you want to opt-in their social media stuff?
>>
>>146627372
oh yeah, sorry, pulled a stupid

http://pastebin.com/RT1j3xfT


The two flippers use the same scripts, just different variables to reflect the difference in rotation direction (one goes clockwise while the other goes counterclockwise so the direction has to be reversed between them).
>>
>>146629949
I want an engine however. I don't want to make the engine from the ground up, it's going to be extremely exhausting.
>>
>>146630470
Put a breakpoint on line 44 and ensure currentRot, start, and end are all what youd expect them to be
>>
>>146629963

I really like seeing progress on your game, I would like to see some webms too!
>>
>>146621847
You can modify execution order or you can setup objects in Awake(), then link them in Start(). You could also just design your code properly, then you won't have that issue at all.
>>
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>>146589365
>>
>>146631120
damn look at that OG
>>
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>>146589365
AGGY
>>
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>>146631027
I got one baking right this moment.

old webm unrelated
>>
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>code stops working for no reason
>>
I have so many ideas for things I want to put in a vidya but I have no idea how to implement any of them
>>
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>>146589365
>>
>>146631508
Youre going to make it some day, neetdev
>>
>>146631508
That's a lot of cat food
>>
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>>146631532
>code starts working for no reason
>>
>>146631508
i miss ket kollektor game
>>
>>146631736
>ket fod
ftfy
>>
>>146631120
>>146631292
>>146631582
The agdg we need
>>
>>146631508
>keeping munchkins

They are anathema onto this world and deserve to be euthanized.
>>
>>146590212
>fap station
oh lawd
>>
>tfw riding the endorphin release I just got from fixing a game breaking bug
ahhhhhhh.....
>>
>>146632042
now introduce another one
you want to feel that high again, don't you?
>>
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I'm having a similar problem right now >>146631575. I already planned many things for my game right now and despite not being half-bad at art I can't even bring myself to start drawing anything because I don't even know where I should start or how I should proceed. I already coded some kind of base for my game with placeholders but right now it'd be pointless to continue without my own sprites etc, especially for the main character. But it's so much work.

I feel like I might need a schedule or something. My game relies so much on art, visual and music. I'm kinda jealous of devs who can nearly make their own game without having to think of art for a long time. I wish I could just keep going on with cubes but this isn't possible.

I think I'm just venting right now. I need to get used to draw every day again and it'll be fine probably. Either way I'm not giving up.
>>
>>146631508
>mountain of glossy cat food
>all the cats passing out at the same time
goddamn
>>
>>146632224
What the fuck is a "cat"?
>>
>>146632316
Oh shit.

A guy in another place I go to says literally the same thing except for with dogs.

(dogs = beefs)
>>
>>146632149
I guess this would be considered "bug chasing"?
>>
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>>146631782
>code starts working for no reason
>>
>>146630817
Earlier this year I worked on a multiplayer game using godot udp, very straight forward and simple api and works quite well with calling whole groups / instancing.
>>
>>146632403
What is this other place?
>>
>>146632553
china
>>
>>146632553
Something Awful related IRC channel...
>>
>>146632473
I checked on godot a little and it feels to me like everything is too tightly knit. I want a lot of logic to go under the hood and for it to be separated from the view. Especially because this is going to be a board game where I need a "game" entity and some complex logic.
>>
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>>146631508
alright folks here it is

It's worth watching with sound on youtube imo. I'm not sure the webm goes all the way to the end unless I make it 300x200 and that's just bullshit.

https://www.youtube.com/watch?v=V9wpbujA8PA&feature=youtu.be
>>
>>146633106
private video
>>
>>146633182
shit, it's fixed now. The uploader was bugged so I took some precautions but forgot about it.
>>
>>146632654
Maybe check love2d since it's more of a "build your own game with this library pack" approach (and throw in some luajit ffi sockets) or consider going for a renderer such as pixijs (and use gamepad, webRTC, websocket, electron...)
>>
>>146588458
This is really cool, but I think as an actual game it won't be fun. As much as I hate him Jblow was making a similar game to this (gesture wizard type) and makes some interesting points about why it won't work here (around 3 minutes)

https://www.youtube.com/watch?v=ISutk1mauPM

I think it looks neat, but I think using gesture commands, especially for a competitive game, will be a nightmare to balance and make fun.
>>
>>146633106
you gotta get a trump soundalike to do bants for this
>>
>>146633106
That's great.
>>
>>146633710
>>146632654
he's said so much you might as well sample his speeches
>>
>>146633837
Are his speeches in the public domain?
>>
>>146633932
are you willing to get sued for your political beliefs
>>
>>146633837
I'm gonna tweet at the video game attorney tomorrow. He seems like a political guy so this should be right up his alley and hopefully he'll be able to tell me if I can literally rip everything Trump-related and slap it into the game or if I should refrain from even using the name on a texture. It's satire and shows like SNL basically make money off of the same idea, but the last thing I want is to get sued by a presidential candidate's legal team.

I'd love to pump it full of audio quotes though.
>>
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JUST SPENT 10 HOURS DEVELOPING!

and i've achieved absolutely nothing
>>
>>146634141
The president wouldnt sue anyone for a matter like that.
>>
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>>146633106
lmao
i love the national anthem and the plane noises, 10/10
>>
>>146633932
Yes
>>
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on the right track now laddies

I can feel it
>>
>>146634894
Are you simulating an actual solar system? Or using fixed planets
>>
>>146634971
Inb4 he actually has the sickest fucking game, getting it ready for space jam. but he's actually showing us progress in paint.
>>
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>>146634971
both, the planets are fixed during travel but will move in their orbits at other times
>>
>>146635074
wew
good luck
>>
>>146634249
Get used to it
>>
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>>146634249
I spend days drawing and all of it is unfinished and scrapped
>>
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>>146635939
>>
>>146628953
Protip: You should allow for a range of resolutions (within reason).
>>
>>146636626
>You should allow any resolution.
Dont settle for noob.
>>
>>146636723
>his game doesn't have 1x1 support
>his game doesn't have 100000000x608 support
goddamn scrubs
>>
>>146636765
my game is 1x1 only
>>
>>146636765
1st one ridiculous, second one is supportable.
>>
>>146636765
>1x1 support
I don't think your OS will even let you make a window that small
>>
>>146628953
Why 608?
>>
>>146636809
>black bars
a w f u l
>>
>>146636765
>>146636806
>>146636809
>>146636949
I legit want to make a 1x1 game now.
>>
>>146637006
Not what i mean.
>>
>>146637043
1x1 jam when
>>
>>146637043
I imagine a sound-only game would be fine like that...
>>
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>>146637006
>stretching

worse
>>
>>146605592
>paternity(?)
Are you not sure if it's your's or the bull's?
>>
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Ok, I got a pathfinding library to work so I can have enemies with real AI now. I'm going to code the first real game mode tonight (in the next 8 hours), what should it be?
Capture the flag
Infinite defense
Move one snake to the end
Something else?

http://www.strawpoll.me/10590466

>>146637118
There was a 32 x 32 jam, wasn't there?
>>146637043
A pixel has 256 ^ 3 possible gamestates.
>>
>>146637602
>256^3

That really threw me off, because I always think of it as 2^24.
>>
>>146637118
We should totally make a low res jam. 32x32 or something like that.
That way all the guys here that use not having art as a excuse for nodeving would get BTFO and people that can actually dev would focus more on interesting gameplay ideas to make something fun.
>>
>>146637602
a mode that epitomizes your gameplay
>>
Mosaic jam.

We make a 512x512 game together. Each participant is assigned a 64x64 area of the screen.
>>
>>146637948
with standardized input that simultaneously affects all tiles

no loss state or very brief game over screens, with no input required to restart

the hard part would be getting everyone to agree on an engine

i wouldn't do it as a jam, but a project that's completed over several months

legit good idea
>>
>>146633106
Holy crap
>>
This is overwhelming
>>
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>gamdevved late last night
>went to sleep
>dreamed of gamdevving

Whoa
Guess I know what I'm doing today.
>>
>>146638282
You could easily have everyone work on whatever the fuck they wan't and then make a big wrapper aplication that just has all the games embedded on it.
>>
what's a good screen res for a vertical shmup?
>>
>>146639332
2:5
>>
>>146639250
Getting all the applications to render into a single grid in a single window seems like it might be tricky though. There would probably have to be pretty strict requirements on each individual application.
>>
>>146639250
that's the only way to do it. but each game would need a performance limit

how easy is it to make a wrapper function that sends commands to 20 running executables? would it be easier to specify an engine/framework? would flixel work, since it's low res?
>>
>>146639236
no devving?
>>
>>146639542
The opposite, a lot of devving. I want to do what I did in my dream.
>>
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Hi all, I'm brand new to blender and trying to make a basic lowpoly toon template. This is my first try so far, obviously there's a lot of neatening to do but am I on the right track?

If it's horrendous please say why.
>>
quarteronions
>>
>>146640046
quadroons
>>
>>146640153
what's going on here
>>
>>146640297
Zombie cock
>>
is Fortran a good language for game dev?
>>
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>>146639887
>>
>>146640297
>脳みそが粘菌にレイプされて・・・
>my brain matter is being raped by slime mold...
I don't know either desu anon.
>>
>>146640420

every recent game written in fortran has been a complete hit
>>
>>146640483
but he's making a toon
>>
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>>146598432

nothing happened to me, I am a well adjusted and well loved member of the agdg community who doesnt have dog & family murdering tendancies A T A L L.
>>
>>146640534
teeth has eyes
or does eyes have teeth?
>>
>>146640483

The proportions are directly ripped from Wind Waker, so wasn't really going for realism...The ones you've put over do look a lot better though.
>>
>>146640531
The leg to torso ratio is just too far off.

>>146640610
Looking at Windwaker the crotch might seem low but its mostly just because everybody is wearing tunics or skirts. It still might be a little low but it might be worth either increasing the leg length or adjusting the crotch higher.
>>
>>146640812

The legs have been bothering me desu, and I think you are correct.

I think I'll extend the legs at this point, thanks for your help!
>>
>>146639431
>>146639498
Yeah the games would need to be low on requeriments to have a good performance. They should be small and simple anyway, so an agreement on that is necessary.
Not sure how difficult would be on other engines, since I'm not too familiar with them. But I know there is a way to have, for example, game maker performing virtual key events on other applications, and even set parameters on them like moving or resizing the windows using really simple dlls.
Iirc Yoyo doesn't allow people to do it, because they know in the wrong hands it could lead to malicious stuff, but yeah, its possible to do it.
>>
>>146630228
the start of a good work ethic is committal to a good work ethic, you won't find a substitute
>>
>>146641172
>just manually rewire your neurons brah :)
>>
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>>146639887

Are the legs still too short in relation to the body?
>>
just saw this on reddit
> Also I'll note that legally no Full Sail student or graduate can talk bad about the school. It violates our student agreement that we sign when we enroll. (Yes, they have sued people.)

thoughts?
>>
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>>146641386
ebin troll, +1 upvote
>>
>>146641472
if you're dumb enough to go there you deserve it
>>
>>146641470
I think it can work but you might want to make the clothes a bit baggier so the transition to the hips is smoother. The top of the hips is currently lower than when the crotch is on a real figure when its normally should reach the bottom of the rib cage. Wind Waker uses baggy clothing where the hip bones cannot be seen and the crotch of their clothes naturally hangs low.
>>
>>146641654
reddit or the school?
>>
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Progress post before going on a trip.
When I get back I'm going to draw some new backgrounds because I'm tired of being in Egypt.
>>
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>>146641897

I tried taking away some of the definition and tidying up the crotch a little.
>>
>>146642410
I think I like the bottom of the torso on this version and the top of the torso on the previous. Sort of a bean shape. Though I guess depending on what kind of clothes you want to have somebody wear you can go in different ways. Have you drawn any concept art for characters you want to model? In a professional environment we never had modelers touch a character without 2D concepts done first.
>>
>>146642589
>implying anyone here knows how to draw or has a basic grasp of anatomy
>>
>>146642335
are you making the incredible machine

that's one of my favorite games
>>
>>146642589

I have some pencil drawings but I don't have proportion set in stone yet. I'm hoping to practice making "template" models and then manipulating them to make different characters. It's mostly a practice exercise at this stage.
>>
>>146642751
>I have some pencil drawings but I don't have proportion set in stone yet
Why not use 2D to play with the proportions first? I think it would be faster. If you make a template and then try to build characters off of it before figuring out proportions and art style you might end up with more work for yourself.
>>
>>146642880

That's a good idea, I'll give this a rest for now and try and get my art style locked down. Thanks for all the advice man.
>>
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>>146642734
My game will be a bit different from The Incredible Machine. The goal will always be to get a ball from one place to another, and it will also be a lot more physics-based.
I just got the remake of that game on Steam for a dollar, it's pretty fun. Hopefully someday I'll have the talent to make something as good.

The webm is kind of what I'm going for, maybe I can even figure out how to make magnets work like that.
>>
Spent the last hour or so making a shitty car with physics.

I can't figure out how to make the front wheels stop bouncing around like crazy. It seemed to work fine right up until the end. Using Limits doesn't seem to do shit.
>>
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>>146643276
>forgot weebum
>didn't even realize
>come back 10 minutes later
>no posts
well okay
>>
Did any of you actually bought FL Studio? Is there any free alternatives?
>>
>>146643845
looks like really weak suspension, have you tried adjusting those values?
>>
>>146643845
it's the retarded brother of the mars rover WOOOO
>>
>>146643978
What values? It's just a hing joint. I'm not using wheel colliders if that's what you're thinking.
>>
>>146643935
There's LMMS if you want to spend as much time pulling your hair out as you do arranging.
And I know some free trackers if you're into that.
>>
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angles...
>>
>>146643845
Have you tried putting a spoiler on it?
>>
>>146644058
I'd suggest looking at how real suspension works, it's more complex than just a single joint and without the detail it's pretty hard to represent.
>>
>>146644205
I don't need a suspension, I just want to lock the wheels in place.
>>
>>146643845
Have you tried putting vtec in it?
>>
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>figured out how to do basic game maker programming to make my sprite move left and right
>"yea i'm doin this, I'm makin game"
>now have to figure out how to add jumping and shooting
>now have to figure out how to add enemies
>now have to figure out how to add menus
>now have to figure out how to advance through levels
>now have to figure out how to save data
>now have to figure out how to add multiplayer
>also ten thousand other things
>logically should try to take things one step at a time
>don't even know how to take a next step because I know fucking nothing about anything
>really just copy pasted my walking code and don't even understand how it works fully
>>
>>146643276
>>146643845
Bruh. You can't just expect default engine physics to 100% replicate reality.
>>
>>146644416
Tutorials.
Follow the steps.
Forget about multiplayer.
>>
>>146644416
>really just copy pasted my walking code and don't even understand how it works fully
look at the code, compare what's different from walking left to walking right and start experimenting with it, you will start understanding how it works.
Best way of learning in my opinion.
>>
>>146644416
Dude it has taken me a month to get to http://www.learncpp.com/cpp-tutorial/17-forward-declarations/
and I forgot everything I learned in that time
>>
>>146644416
You can go a long way with even just shitty code. As long as it's functional.
>>
>>146644416
add a box. figure out how to make the box and your sprite collide
>>
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>>146644394
>>146644125
no dice

>>146644436
I'm honestly really confused by this. How did I ever even begin to imply I wanted realism?
>>
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time to turn this shit into a puzzle game
>>
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>>146645001
maybe the player should block or get killed by it
>>
>>146644947
We gotta go further.

Ok now try stancing it. Here's a perfect example
>>
>>146644947
Just lock the... y and x? z? I don't know, just lock some of the rotations until it works man.
>>
i've been away from the game for 3 months

it's super hard to get back into devving, any tips?
>>
>>146644416
It took me half a day to figure out how to get an animation working, but it works and I learned some new things.

You can do this.
>>
>>146645243
LIKE JUST MAEK GAME!
>>
>>146645001
You could try going to the next level of optics and have the light refract when entering a different material. Using that refraction to hit a target in an otherwise hard to reach place might be pretty cool.
>>
>blizzard servers crashing

i guess i'm going back to maek gaem
>>
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>>146620589
Not sure sorry. Some aggy daggy game from around 2013. Art style looks like Hopoo's style.
>>
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I've updated the camera system (I've completely removed the blending effect) and added my first keypad puzzle.

I'm still not sure if I should add a basic color outline or if I should make a push animation.
>>
>>146645352
Free weekend in HotS, I guess.
>>
>>146645517
have the hand model under the mouse
>>
does anyone have a reliable 2d c# unity a* script/library
>>
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I finished adding all the NPCs and tips into the game. This is basically my tutorial, I guess. Though I still have to give them names. I've got 19 NPCs now, which is probably plenty.

Next I need to add people to the houses. The wandering NPCs are inconsequential but the house NPCs will have all the skill trainers and quest givers and stuff.
>>
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I'm trying to achieve a "trail" effect. It needs to be consistent without gaps and follow the character around the map at the correct angle, maybe fade away.

Particle effects seem far from ideal for achieving this. What would be the right way? I don't think a sprite would really work either because of how it has to turn.
>>
Every frame just draw something at the player's position that's bigger than the amount of pixels you're moving.
>>
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>>146645181
Can't lock shit or it will fall apart when I go up hills or do sweet flips.

>>146645150
OH FUCK IT WORKED
>>
>>146646007
You could run a catmul-rom spline over the positions in the trail and draw rounded lines through there.
>>
>>146646178
Meant for
>>146646007
>>
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>>146646007
This is the effect I'm trying to recreate. Each person is the size of a single pixel.
>>
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Mighty K-9 is now up and running around in-game.
Next up is giving him a slide kick.
>>
>>146645517
keep it up, anon, I am looking forward to seeing how your game progresses
>>
>>146646238
>>146646226
Cheers Anons. Looks like libGdx has some support for catmul-rom so I'll give it a try.
>>
>>146644416
Here's what I do:
1. Make a word document and write down everything you want to have in the game
2. Focus on one thing at a time, and don't fret about anything else while you're working on that one thing.
3. When you're done, highlight it
4. Before you know it, a good portion of the document will be highlighted and you'll be well on your way to being a yesdev
>>
>>146646007
1. Store the last 10 X/Y positions for the character (so every tick you'd get rid of the 10th (oldest) one and store a new one, in an array or list or something)
2. Draw a line/whatever through the points
>>
>>146645517
Let the player punch in the numbers on their keyboard numpad. That is always the coolest shit.
>>
>>146644947
>How did I ever even begin to imply I wanted realism?
Wut? You're simulating physics. If you didn't want realism you wouldn't try modelling the function of a car within physics.
>>
>>146646248
lewd game overs?
>>
>>146646563
Nothing lewd in this one, sorry.
>>
>>146646619
yeah but that's a pretty cute doggo so you've gotta have done something my friend
>>
>>146644123
>cast ray
>get collision normal
>map to 90 deg increments
>add to ray angle
>???
it's possible in GM, but because it's GM, the language will work against you every step of the way
>>
>>146646657
Nothing actually. Doing this because I need a break from working on the Anubis thing.
>>
>>146646657
> doggo
>>
>>146646810
P U P P E R
U
P
P
E
R
>>
>>146646550
>anything that uses physics has to be a 100% accurate to real life sim
bruh

I'm just fucking around with physics, not trying to be the next iRacing.
>>
>>146646184
STANCING PROVING TO BE USEFUL FOR ONCE
>>
>>146612345
Wow, explaining high school level physics to laymen, I feel so smart now
>>
Unity shitter here, following this series of lessons.
https://www.youtube.com/watch?v=RJixa0wITU0

When I'm using the first person controller prefab, the axis don't rotate at all. In this video the Z axis on the controller seems to match the direction the player is viewing but I'm not getting that so it's going to fuck up my raycasting. I haven't edited the prefab at all so I dunno what's going on. halp?
>>
>>146646778
>Anubis thing.
I'm intrigued.
>>
>>146646184
You can have the Mars Drifter not Rover. It's perfect.
>>
>>146647556
https://harmarist.itch.io/anubis
>>
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>>
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I forgot how annoying lists in Java are
>>
new when?
>>
>>146647771
you're suposed to use ArrayLists
>>
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>>146647857
Yeah, exactly.
>>
>>146647771
You're making a game in Java? What framework?
>>
>>146647907
Yeah, using LibGdx. It's honestly a great framework. Just wish it were written in c#.
>>
>>146645243
Same here lad, I just started again today. Just jump in.
>>
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>Learning how to draw
>Next part of tutorial requires to draw a wasp
>The only thing I'm actually fucking terrified of

Boy, game dev sure requires some sacrifice from time to time.
>>
>>146648373
Your game is shit Achmed
>>
>making new animations for bunny girl
>forgot to change the face texture inside blender
>now she dances while crying
Poor girl. Being an idol is not easy.
>>
>>146648569


>ninte
>>
>>146648675
What up?
>>
>>146644491
but it's an MMO
>>
File: FaN3wNA.jpg (201KB, 900x1200px) Image search: [Google]
FaN3wNA.jpg
201KB, 900x1200px
>>146648809
> first game is a MMO
>>
>>146605592
gamemaker studio
>>
File: t88nS5n.png (224KB, 1920x1080px) Image search: [Google]
t88nS5n.png
224KB, 1920x1080px
I haven't slept in a while but I'm not going to sleep until I figure out why the textures aren't showing up.

Please help

I set up lambert2. I added a file as color. I clicked 'Textured'

I just can't figure out why the textures aren't showing up. It might just be me being sleep deprived or I'm just retarded.
>>
>>146622148
What a moron
>>
NEW
>>146649470
>>146649470
>>146649470
>>146649470
>>
>>146648375
Just imagine you're a beetle and you're drawing all the wasps you've killed.
>>
File: jobs.jpg (13KB, 300x300px) Image search: [Google]
jobs.jpg
13KB, 300x300px
>>146624941
>>
>>146624678
Dang that's some ancient AGDGs
>>
>>146637602
Looks interresting, I don't know what is going on though.
Thread posts: 816
Thread images: 159


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