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AGDG - Amateur Game Development General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 774
Thread images: 172

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JLMG 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 (embed)

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 (embed)

> Previous Jams
http://pastebin.com/hVhvNWLw (embed)

> 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/
>>
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> cutting content from your game
>>
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1st for low poly is best indie aesthetic.
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>>146649545
>>
>>146649503
That's quite comforting, thanks!
>>
Unity 2d is jarring because of the three axes..
>>
Ideaguys, how do you justify combat helicopters in an otherwise realistic ww2 game?
>>
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>>146649545
I don't think most people would disagree, it's just that most indie devs are too lazy to learn 3D modeling.
>>
>>146649881
top secret research
we had the a bomb
>>
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Progress:

- Laid some of the groundwork for more exciting attachments (I'm calling them "modules") like weapons and fart rockets.

- Optimized the heat glow effect by like 75%. Also I now turn any fragments with less than a certain HP into confetti that shrinks and disappears to prevent lagging up the game.

Neither are really meme webmable so here is another ship I've made in a different, softer-edged art style that I might just roll with. There's also a gun module. The white magazine sorts below the hull and gets revealed if you manage to "undress" it without destroying it. Also, the barbette lights up green to indicate that it's powered and ready to fire, or red to show that it's reloading.
>>
>>146649881
Time travel
>>
>>146649904

I should just bite the bullet and learn Blender but it's so unintuitive to start off with.
>>
>>146649996
Download Character Development in Blender 2.5; it'll teach you how to use Blender effectively in a short amount of time if you actually put in the work.
>>
>>146649978
If small scale, I'd say left works, but right feels larger due to to the higher-contrast shading.
>>
>>146650065

Thanks for the recommendation.
>>
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>have unexplainable errors
>write problematic objects to output
>problem disappeared
>undo this change
>problem is gone
th-thanks
>>
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testing the persistent decal system

warning: little bit bloody
>>
>>146649470
Cool OP image.
>>
>>146650319

How'd you implement them?
>>
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>>146649545
I'm in luck

>>146649996
If you can learn vim, you can learn blender; they operate the same way
>>
>>146650385
separate decal channel in the shader for the texture atlas, added advantage is since the textures are very low res, I'm able to use a single 1024x1024 decal texture atlas for the entire level.
>>
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>>146650319
>point filtering
>no normal / bump mapping
but why?
>>
>>146650319
Looks gud.
>>
Best engine for 2d? Are pixel collisions a good idea?
>>
>>146650470

Interesting approach.
>>
I feel like the way I'm doing this is wrong.
Basically I'm generating a grid if tiles that are either empty(0) or walls(1) then I need to know the type of corner (the spheres) by checking four surrounding tiles. As of now I'm using an enum to mark the type of corner (so black = surrounded by walls, while = surrounded by empty, red, blue, green, yellow = mixed).
But this means having 16 cases in the enum (from 0000 to 1111), plus some others I'm going to need later on.
Is there a better way to do this?
>>
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>>146649545
>>146649572
Can someone draw me a spurdo version of this sheet?
>>
how the fuck do i make a hipster stick figure walk for christs sake?
its so awkward
>>
>>146650995
btw mall mario sprite size = 16x16, hitbox size around 14x14. Big mario sprite is 16x32
>>
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>>146650995

Excuse me, the first image is Gondola; not Spurdo.
>>
>>146650995
I'll do it tonight if no one else has by then.
>>
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>>146651027
>>
Am i retarded? what the fuck?

3,3,3 - 4,4,4 (both positions) gives me a direction for the second on to the first one right? then why it's not fucking working
>>
>>146651408
note that the resulting vector will be from the origin which may be important depending on what you're doing
>>
>>146651408
are you doing vectors?
vectors have direction and magnitude, so (-1,-1,-1) is not (1,1,1). Throw a negative in there, it might fix it
>>
>>146651408
what happens instead
it should theoretically work
>>
highly recommend devving to Swans
>>
>>146651540
>>146651535
yes it's vector position in unity
Basically when i do this
transform.LookAt(TargetPosition);
it works fine
if i understand it correctly this should do the exactly same thing:
transform.forward = TargetPosition-TransformPosition;

But it doesn't, i don't get it, all positions are in world coordinates
>>
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Is there a game who managed to make some interesting western duels?
>>
>>146651697
i meant transform.position not TransformPosition
>>
>>146651697
transform.forward is in world space, the direction vector you have can be considered to be in local space. If you want to set it like that you need to multiply the direction vector with the localToWorld matrix first.
>>
>>146651791
If i am subtracting two world positions, how can be the resulting direction in local space?
>>
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https://clyp.it/gwwor2nf
>>
>>146651864
It is only a direction, it doesn't contain any information about its origin
>>
>>146651324
Awesome, thanks
>>
>>146651697
You should set the object rotation instead.
targetPosition is Transform.forward * (targetPösition - Transform.position).magnitude
>>
sugoi
>>
Ohayou gozaimasu nodev-kun!
>>
>>146651717

Fistfull of Frags
>>
Videogames are boring.
>>
>>146652404
Then go outside, love.
>>
>>146651717
Call of Juarez 1
Call of Juarez: Gunslinger
>>
>>146651943
I'd work on the melody (is that the right word? I know nothing about music) a bit more. It sounds too disjointed in my opinion.
>>
>>146652404
kys lol
>>
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>>146649545
tfw 3dsmax/blender fag
want to make a scalefag game
no game dev knowledge
>>
>>146651943
what the fuck is the time signature
>>
>>146652319
>>146652556
I'll take a look, thanks.
>>
>not making a h-game to support your dream game
>>
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>>146650091
I'll be doing left then, since I'm going for a "small scale" feel. Really want to make the player feel like they're an experiment gone wrong and unleashed on unsuspecting space bumpkins. Also to make the screen-filling bosses look even bigger when they appear.

Here's some dynamically-generated colliders. They're rather overdetailed in places and underdetailed in others, but I'm not certain I want to dive into the original code to try and figure out what's wrong. Should work well enough for triggering bullets at least.
>>
Ideas Guy here, im gonna drop some ideas free of charge!

Grand Strategy Game:
>Same concept as Europa/Vicky
>Earliest Start is the Stone Age
>Uses a map like google earth where you can zoom down to regional/town levels
>allows you to fight the battles there and see the borders move in real time (but not 3D battles like in total war)
>same size as earth in a 1:1 scale, literally just copied google earth
>features all historical events from the earliest written history up to today and the future
>completely allows you to change history be removing certain ethnic groups from the beginning
>Kinda looks like this http://mideast.liveuamap.com/

Survival game:
>Top Down
>setting is post apocalyptic sci-fi setting, kinda like fallout 1
>Features nearly the same building options from Rust
>graphically looks like Factorio
>Free to play with skins as micro transactions
>multi-layer buildings in the style of RPG's where the top floors are only visible when you go up to them
>Food/Thirst/Radiation/Exposure are important
>RPG-like stats for these needs
>Classes that are designed for building, gathering resources, making food, fighting, scouting
>infinite sized worlds

RPG after hero game
>You are not the Hero but the guy who comes after
>sent out by a mythical force your objective is it to clean up all those worlds that the RPG-"Heroes" are destroying
>features PvP where other cleaners are sent to the same world/invade it
>is also top down
>your weapons feature a magical vacuum cleaner, a mop and a few other things
>whoever gains the most cleaning wins the world
>use points to upgrade tools and level up
>>
>>146651092
T. Dr. Meme Master PhD in memes
>>
>>146653213
>RPG after hero game

https://www.youtube.com/watch?v=Yq8Ghej--8A
>>
>>146650167
>gone
>>
>it's a race condition episode
>>
>>146653786
slow and steady wins the race
>>
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A game which you have to vote yes for on Steam greenlight to complete.
>>
>>146652212
nice try tojo, but your children's cartoon speak doesn't have any power over me here
>>
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woohey it works, mostly. Thanks for all the advice in the last thread.
>>
>>146653827
So I should just add sleep() everywhere in my code?
>>
>>146653786
look into lockless design
>>
>>146654012
no that's the opposite of what you should do
the rabbit lost the race with turtle because it took a nap.
>>
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I tried changing a couple of things. Is this too intrusive (the button labels on the targets)?
Don't mind, the particles going off behind the bunny, I'm just testing some things.

Later today I'll try to implement the short dance steps I created earlier in Blender. Wish me luck.
>>
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Weeaboo waifubait devs, here is your godsend.

http://www.dlsite.com/home/work/=/product_id/RJ171017.html
http://www.dlsite.com/home/work/=/product_id/RJ171181.html
http://www.dlsite.com/home/work/=/product_id/RJ173009.html

>>146654130
Should be relevant to you.
>>
>>146650954
Why do you need to know the type of each corner?
>>
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>>146654130
You made idol-san cry
>>
>>146654207
>links
Niiiice
>>
>>146654207
What. Amazing
>>
>>146654236
Presumably they have different corner caps for each combination of walls (e.g. north facing wall + west facing wall).
>>
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>>146650954
Couldn't this be solved using bitwise logic? Then instead of enums you'd have a switch statement surrounding the sum of the tile.

http://www.saltgames.com/article/awareTiles/
>>
>>146652581
>>146652846
Random™
>>
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>>146650954
>marching squares with enum
>>
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like pottery
>>
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>>146653213
>Grand Strategy Game
>My idea is that it's a grand strategy game but you should also have retarded amounts of content

>Survival game
>there is no actual description of the gameplay
>retarded amounts of content

>RPG after hero game
>fight with people that are there for the same reason
>no actual description of the gameplay

nice
>>
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>>146649470
Couple more hours of being active on social media and google shouldnt be able to trace my new batch of review devices ;)
>>
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>>146652976
It's definitely possible to get almost perfectly accurate colliders, but it's slow to generate and would be slow to update. I process these in a background thread that syncs up whenever it feels like finishing.
>>
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How does the procedural, destructible terrain in Worms work?

I want to do something similar but simpler, say with just hills rather than overlapping territory. I was thinking of something along the following lines

>for each column of pixels on screen store a height that the ground will go up to
>use somesuch algorithm to generate a hilly-looking pattern with the heights
>when applying splash damage check where it intersects with the ground and reduce the ground height to that level
>>
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>>146655003
Last batch just boosted my reviews pretty well :)

Luckily its a shitty clicker game so making it look legit doesnt require too much staff :)

<3 china
>>
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>peb.si/b
>empire building crossed with RISK
>built entirely in PHP
Progress:
>made moving units 20x easier
>broke combat so you can attack anyone with any amount of units and you'll never lose a single battle
>started work on EXP and levelling system
>added rounds
>>
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>>146655034
What are you using for those nice shadows (or did you roll your own)?
>>
>>146654207
So uhm, how do I download these?
>>
>>146655270
>>146655003
Very innovative but surely there is a less insane way of doing this
>>
>>146655203
Use a texture to store the terrain collider.
All weapon impact delete a small part of this collider.
Apply the terrain texture over it.

Your solution looks more complex to me.
>>
>>146655381
>Ad revenue per hour per 2 devices is more then im paying these idiots without actual players
>Why would i need to change what im doing?
>>
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>>146655291
>built entirely in PHP

jesus christ man

I don't know what you did that you feel you need to punish yourself for but it's time to forgive yourself
>>
>>146655380
You buy them
>>
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>>146655003
>>
>>146655380
Register, add the things to your cart and pay I guess. Or wait for one person to buy and upload. You can't possibly be a truweeb if you're not prepared to buy something from a Japanese site for literally $1.
>>
>>146655523
too much activity on a device per second is seen as botting

also too little

or too much interaction (with similar timing) of the same part of adverts

i havent seen anyone get caught botting and get full priced ads yet

and the only people that i know that dont get caught hire people to move stuff about and use analogue methods
>>
>>146655647
>too little
I imagine it's more like "too inconsistent", once you're in the "too little" zone.

Or do you mean like "one interaction ever"
>>
>>146655647
was meant to put
>also too little interaction means it costs more to bot then you get in ad revenue but my brain blacked out from too much coke
>>
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>>146654236
Well in short the core of the final game will be about drawing lines that bounce off "open" corners (so 3 empty tiles and 1 wall tile) and stop when they hit a flat wall (so two wall tiles next to each other). Pic related.
So I need the spheres at the corners to know the surrounding tiles' types to tell the line if it can bounce off and where, or if it has to stop.

I guess I could use marching squares but the first time I read about it sometime ago it was too much for my bird brain.
>>
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>>146655416
I think I understand. Generate the shape as a collider, the shape acts as a mask through which the terrain texture can be seen and can be destroyed by certain collisions?
>>
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>>146655469
Surely just get a decent Windows machine and run a dozen different VMs on it

You can even use free VPNs to hide your IP and scriping it will be a thousand times easier
>>
>>146655869
You can try it but i have had very little success with digital methods

My devices get flagged super quick
>>
>>146655487
kek.
>>
>>146650954
bits from right to left: NE SE SW NW (quadrants)

red = 0 0 0 1
blue = 0 0 1 0

etc.

Number of permutations: 2^4 = 16
>>
>>146655616
>>146655517
Is anybody buying these? Otherwise I'm doing it and uploading everything here as long as I can use Paypal.
>>
>>146654207
That birb is unreal.
>>
>>146654207
Lol the site appears to be banned in China (because it works fine with my USA proxy)
>>
>>146655487
You surely doesn't know how much fun PHP truly is.
>>
>>146654207
That birb is unity.
>>
>>146655346
I extend the 2D polygons into 3D meshes, which then cast a shadow automatically in Unity. Unfortunately there's no built in 2D shadow support. I may need to make my own if performance is bad.
>>
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>>146656051
Bought them. Where do I upload them?

Does anybody actually want them except me?
>>
>>146655770
That's the idea. In worms, an explosion would result in some parts of the mask to be removed in a circular shape (the size depend on the explosion magnitude).
This way you can also add some terrain at runtime (adding a girder, for instance).
>>
>>146656738
I want them too. Either Google Drive, dropbox or MEGA seem like the best option to me.
>>
>>146656397
I'm asking because I've found this: https://www.assetstore.unity3d.com/en/#!/content/38682
Which is fantastic but expensive.

I'm not entirely sure it would even work, since I want 2D sprites on a polygonal 3D background a la Japanese indie games.

>>146656738
Thx, I was waiting for someone to do it. Try https://mixtape.moe/
>>
>>146656738
more than anything.
>>
>>146656738
https://uguu.se/
>>
how original is this idea :
>Secret society sim
>you control a known organization :
>Globalists, Bilderberg group, Freemason, Skulls an bones, Repitilians, illuminati, or whatever bullshit i find interesting. Also i was thinking about making the globalists the jews.
> you have to use influence to controll media, mind controll people and make the lives of people that actually know that you exist miserable and discredit their claims.
>its a work in progress idea. is it any good ?
>>
>>146657017
if you can't describe how I use a computer to play the game, you've failed
>>
>>146656738
please let this be real
>>
>>146656854
>>146656879
>>146656927
>>146656947
>>146657210
Uploading to MEGA. I'll try uguu and mixtape too later, my upload speed is pretty bad.
It's my first time buying something to share it with other people, I hope I don't get in trouble
>>
>>146657017
sounds interesting but a bit simplistic. what's the obstacle? is there an endgoal?

>>146657130
even when i show you my games and explain how to play them, you dont get how they work so thats clearly not important.
>>
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>>146657017
it doesn't look very original and it seems like you completely skipped to the small details.

What do you physically do as a player? Click on a "control media" button? Areas of influence a la 4k? Generic government simulation game?

>>146657412
>implying the endgoal isn't inique for every faction
>>
>>146657412
the endgoal is to dominate the world and destroy opposition. pretty much like the illuminati card game from steve jackson. i have no gameplay ideas yet. i must think about it. it will be a strategy game probably.
>>
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>>146657343
Here they are.
https://mega.nz/#!BYoAmCQT!5a-ZTtB8Wtb4cVASHukVKSmEFp-X9rOx55V3MW_VHJc
https://mega.nz/#!oBgBALzQ!t1t_j8S1dYQcF8PsDPFjnQKAG0qwbT_4-T5lJruYiyU
https://mega.nz/#!oZJmBAxa!FotBYPq2MUBlKu-wQg1IwR9k5ZQa4L60sNA_uWSgPhY

Rejoice, my weeb brothers.
>>
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>>146657646
Sankyu!!
>>
why are there weebs here
>>
>>146657646
yaas
>>
>>146656879
I don't think it would work either, but you can always ask the developer to be sure.

Having 2D foreground sprites casting shadows into a 3D background sounds like a fairly niche problem that would require some custom work. I'd personally use a standard 3D lighting system, and attach an invisible (yet shadow-casting) 3D mesh to every sprite. You can predefine these meshes and automatically sync them up with animations.
>>
>>146657017
You haven't described any gameplay mechanics. Sounds like a UI traversal sim
>>
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Reposting my gameplay video

https://www.youtube.com/watch?v=V9wpbujA8PA
>>
>>146657646
You are a gentleman and a scholar. Have a Mugi in return.
>>
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>>146657868
Mad man
>>
>>146649641
nic3
>>
>>146655003
>>146655270
what is going on here
>>
>>146657868
I can't really get an impression of how it plays, but the visuals and audio are beautiful.

>dat alllaaaaaaahu akbar
>>
>>146657760
same reason dogs are here
>>
>>146658050
chinese, undetectable, low budget, analogue botting at its finest ;)
>>
>>146657540
make it a walking sim that way you can focus on your ebin idea
>>
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>>146657646
cheers bra
>>
>>146658150
Some weebs at least are good at art, post progress or even help other to get resources like this awesome faggot here >>146657646
Dogs just waste posts.
>>
>>146657868
kek
that plane is dope
>>
>>146658286
what about that time I helped the guy with his gamemaker problem
>>
>>146644416
I'm a GM dev and I'm going to say
This isn't too hard
You'll get the hang of it eventually.

Unless you want -online- multiplayer in which case sorry mate you probably need to

>>146645001
That's really neat. Would you mind sharing the code on a pastebin or something? I'd like to know how you did it
>>
>>146657646
No idea what this is, but thanks.
>>
>>146657646
Danke , Anon-kun.
>>
>>146644416
If you want to really make games and good games (and why not, what else have you got going on?) then go back to basics and learn how to program. In a few years time you'd be a much more competent gamedev.
>>
>>146657760
Making anime games of course.
>>
>>146650319
Why are the textures moving like it was a PlayStation game?
>>
>>146657646
downloading in case of waifu jam
thx anon
>>
>>146658590
there are no anime games
>>
>>146658374
You avatarfag less and do that more.
>>
>>146658789
I do it a lot but nobody knows its me if I don't attach a dog picture.
>>
>>146658762
There will be when I manage to make one
>>
>>146658848
that's exactly the way it should be.
>>
Anyone know a tutorial for making anime graphics?
>>
>>146659461
http://imgur.com/a/AjIjq
>>
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>>146659658
>>
>>146655769
OK that makes sense.

Don't use marching squares, it solves a completely different problem which you don't have.

Use a bit mask per corner, like this anon suggested: >>146656025
>>
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>>146657850
Sure, I'll hit the guy up. I don't feel it's that hard, though.

Basically what I'm trying to do is render the 3D background below all the 2D sprites and then draw the 2D shadows on a "plane" in front of it.

You might be asking what the point is. For starters, Unity puts all the 2D objects on a plane in 3D space. At the predetermined locations where my background intersects the plane, I'll place static 2D terrain that can be interacted with. The 2D shadows will make this terrain more prominent against the background, especially since the player ship will have a 2D light source in front of it. Of course ships and other dynamic objects will cast 2D shadows as well, but generally speaking the 2D and 3D "worlds" don't directly interact.

I feel this isn't too complicated, but I may be missing something important.
>>
>>146659658
I cant read that
>>
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Had a few minutes this morning to scrap together some more tiles for my Space Jam entry. Trying to get enough stuff together to make some interesting looking levels coming from the level generator.
>>
>>146659998
>3D background below all the 2D sprites

Actually it makes sense that if something is above the shadow plane, it gets rendered above it. If that asset works the way I think it does, then I won't need to do anything special to facilitate this.
>>
>>146659998
Why would you want the image on the right? It makes no sense
>>
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Hey aggydagg i just finished this 2D multiplayer shooter.

If you wanna try it out go here:
https://warch2d.herokuapp.com/

Be warned, it's a slow and buggy mess.
>>
>>146660752
why would you move and attack with the mouse
>>
>>146649881
Wilbur Wright didn't die from thyroid fever but but his legal case had negative outcome, went broke and he wrote down his ideas without having the resources to implement. Enthusiastic aeronautics students take him in and have him be their project lead for a new revolutionary craft that can suspend itself in mid air.

Rotorlevitators are being advanced far faster than aeroplanes after that because of the gripping story and popularity the feat got during that time.

Don't make them boring fucking helicopters. Make them Like Halo VTOLs or whatever.
Have them be advanced bird-like constructs with similar mobility (birds are fucking awesome).
I can't find good footage of what sparrows do for you, but I have a bird-feeder outside and it's ridiculous the turns they make. They're like missiles navigating between branches.
https://www.youtube.com/watch?v=Eg6oxlxb6E4
https://www.youtube.com/watch?v=Gk03Mbwoj9s
>>
>>146660308
Looking good dude, looking forward to seeing your spacejam entry in action.
>>
>>146660951
WASD movement is harder to code in multiplayer
>>
>>146649904
it takes more time doing 3d. the only good outcome is reusing animations. that you cant do with 2d without rigging it like in darkest dungeon.
>>
>>146661242
remember that DD is being sold for 23 $
>>
>>146660752
I dont get how controls work. 4.5/5.
>>
Hey anon need help building a website call me
>>
>>146660978
I'll stick with normal planes and helos, I find hinds really interesting. The idea of the Wrights sticking around longer and wasting less time on legal battles is great, thanks.
>>
>>146659998
Ah, I see what you mean now. Although the rightmost image doesn't make physical sense, I like the aesthetic in the same way as I like light rays. As you also mentioned, it helps differentiate foreground from background for gameplay purposes.

Looks good. I think it'd look really nice if explosions/thrusters/etc cast real light onto the background (ignoring the shadow plane).
>>
>>146659658
Too boner to use as learning material
0/10
>>
>>146662239
Attach tablet stylus to dick
This is how the pros do it
>>
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>>146660694
>>146662172
Somethingsomething shadows in the god rays. I'll admit the picture I posted isn't too flattering of the idea, so I drew up my mental idea of it on paper. The dotted lines here represent the shadow plane.

It helps if you imagine that the game mostly takes place in a top-down perspective, and that the strongest 2D light sources are cast by immediately significant things, like explosions.
>>
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>>146661196
>>
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Made a quick 4 hour game to take a break from BANCHOMANS, where you're skulls which shoot flameballs that you can deflect with your whip.

Turned out really unbalanced, but was a nice exercise nonetheless. Here's my Dad and I playing it.
>>
>>146662502
uguu
>>
>>146657646
Thanks breh. Now i have to add some children in my game... and turn it into a raep game... shit i was making a platformer..
>>
>>146657646
ty mugi you are a friend
>>
>>146662810
too bad i've no idea what to do with it
>>
an rpg about escaping wage slavery
>>
> an RPG that's a 1:1 recreation of real life
>>
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>>146662714
The two of you look like you're having fun.

I wish my dad did something with me other than proselytize his plane-hijacking sandnigger religion. I already regret coming home.
>>
>>146654130
>dick in result screen
subtle
>>
arent many rpgs about finding some sort of treasure? that's pretty much escapign wage slavery
>>
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an rpg where the villain can control gravity
>>
>>146663229
>tfw no qt imouto to play my vidya with
>>
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Close enough?
>>
>>146661958
Well. It's your call.
https://youtu.be/8WuUouH-MKY?t=9
>>
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>>146657646
>>
>>146663450
9/10 would sue gently.
>>
lads I'm learning GM and this guy on the tutorial suggests using physics for the movements and collisions but it's implied that there's also other ways? what's the agdg approved method?
>>
>>146657868
that looks great
>>
>>146663872
code your own physics with easy to understand code like this

grav = 1;

y += grav;
>>
>>146657868
I wonder what future generations will think.
Was he a prophet or did he cause this to happen?
>>
>>146649470
I've most of my game coded as a dynamic library (c++), should i go for Xenko, UE4 or Cryengine V If I'm looking for mic support and a good-looking PBR renderer that supports instanced skeletals w/ gpu skinning?
>>
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>>146654130
Time to start giving some daily reading/practice.
>>
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>>146655381
>>146655869
>>
>>146663872
Well the alternative is not using physics. Doing stuff like >>146664125
Where you have a constant movement down rather than an acceleration.
Physics is when you implement this stuff:
https://en.wikipedia.org/wiki/Newton%27s_laws_of_motion
It's not hard at all. But it depends on what you want to do.
>>
>>146657646
Fukken using this, just what I needed.

Cheers mate.

But will I be able to use it without getting into shit...
>>
>>146664125
>>146664296
oh ok, I guess I'll just do it his way since I don't know exactly what I'm doing yet and his game looks kind of like what I want mine to look like
>>
>>146657646
is this pedo shit or is it normal stuff?
>>
>>146664460
it's 10mb, download and listen yourself
>>
>>146664420
physics is easy - it's just velocity and acceleration
velocity is how fast a thing is moving at any given moment
acceleration is how that thing speeds up or slows down
>>
>>146664460
There are previews in the original link.
>>
>>146664675
Position, rotational velocity and inertia too. But most 2D games don't really use inertia or any real rotational velocity.
>>
>>146664675
lol yeah I know lad, I was exclusively referring to the GM physics box that you can tick and not being entirely sure what its alternative would be
>>
>>146659658
Hmm, useful even without translation.

Would be neat if someone translated this...
>>
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>>146657868
I've been wondering if the game wouldn't get stale from only being able to build parallel layers of wall since then there's not much strategy to the game other than "build as many walls as you can". I think instead of having big square bricks to form labyrinths (which would let you route mexicans through the longest path like other tower defenses have done in the past), I'll just make it really intense and fast-paced like those giant worm flash games and the "shark in miami" game.

They're not complicated, they're not smart games, all you do is dive up and down destroying everything with big explosions, but it still feels really fun just because of how crazy it gets. So I guess I just gotta have something happen every other second that makes the player go holy shit.
>>
>>146657868
you had me up until the 'satire' part
>>
>>146665168
Let's ask /a/!
>>
>>146664250
Yeah I know.
I've put it off for a long time. I guess it's time I studied that stuff.
>>
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10/10 Godot documentation
Got how I can make the parallax layer move Manually and ignore the camera, override this method, which of course isn't documented.

func _camera_moved(off):
print("test")
>>
>>146665548
>Got how I can make the parallax layer move Manually and ignore the camera
Sounds like a round peg, square hole situation, anon.
>>
>>146664359
>random stuff from mega
>using it without trouble
The question just answers itself.
>>
>>146665548
Sounds like something which simply wasn't intended anon.
>>
>>146665641
Sometimes a man can't wait for the camera to move and should scroll the background itself
>>
>>146665961
Why?
>>
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To the guy that was hype about the idea of shift 3D. i'm not actually adding the mechanic of "staying in the same place" when shifting.

It just doesn't work with 3D and it ruins the rest of the mechanics.
>>
>>146664250
Not bunny grill dev. Thanks for the book anon.
>>
>>146666108
How else would you do it?
>>
>>146657868
>>146665172

make a larger area to defend with lots of different paths the enemies can take to make it more interesting, consider adding more types of things to build than just walls, like border patrols and turrets or some shit

consider that you can build anywhere on your side but the mexican side is off limits
>>
Anyone have a game idea that can programmed in a day and make a million dollars?

Like stack
https://www.youtube.com/watch?v=62wMiyt82ng&feature=youtu.be
or angry birds
>>
>>146666108
but you already have it?
>>
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Progress time... I added a new weapon... well it's not really a weapon but rather a tool really, it will be used mainly for solving puzzles, to advance in the level, but it will be useful in combat as well.
>>
>>146666350
I meant flappy birds
>>
>>146665787
I wonder if you're allowed to use those on lewd games
>>
>>146666413

I chuckled. This is pretty cool.
What kind of puzzles are you going to make with this?
>>
>>146665548
Is there any good toturial or place to start for godot? preferebly written
>>
a game with jiggling anime girls
>>
>>146666708
Building stuff out of blocks which fit into each other, resizing platforms to fit somewhere, using added weight of scaled objects to break stuff/balance scales etc. it will be coupled together with other mechanics as well
>>
>>146666350
Prototype one tiny game every day. After a year or two you'll have a million dollar game sitting in your projects folder somewhere. You'll just need to find it.
>>
>>146666872
>using added weight of scaled objects
Nice!
>>
>>146666350
seriously? if anyone had it they would make that game themselves
>>
I have a million dollar idea right here.
>>
>>146666219
I don't understand what you mean by that

>>146666369
Right now i just have two player prefabs that get turned on/off depending on the world colour.
If you're in the black world and move, you don't move in the white world, and vice versa.

Fuck it, i'll add it together with xray view so the player will know where to go, but only in certain maps.
>>
>>146666817
Will make
>>
>>146650575
gamemaker
>>
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>>146666413
This thing is so much fun to fuck around with
>>
>>146650575
Gamemaker is more than enough for any 2d project, that being said, by-pixel collisions are basically never a good idea, just make your objects have a couple of rectangular hitboxes like fighting games if you really need that kind of precision.
>>
>>146667414
that sounds fucking confusing to be quite desu with you senpai
>>
Any advice or tutorials for making/designing buildings in an RPG?
>>
>Spend half an hour trying to solve a transparency issue.
>Unity crash at some point.
>Reload the scene, problem is gone.

I should learn c++ and use ue4...
>>
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Is it possible to use hybrid code + blueprints with Unreal?

When I learned gamemaker, I slowly transitioned from using drag and drop, to hybrid D&D + code until Iearned how to do everything as GML.
Would it be possible to learn like this with UE?
>>
>>146668761
Yep, you can write blueprint nodes with C++
>>
Can you shoot the enlarged gun, anon?
>>
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>>146666063
I don't wan't the camera scrolling influence some complex movement patterns, this make the development of bosses more easy and more universal to all stages.
So the requirement is a frozen camera with scrolling background. The easiest method is override Parallax Background and move the offset manually based on a flag, speed and direction.

This overrides the automatic scrolling with a flag and in fixed update I can scroll it manually.

func _camera_moved(transform):
if(direction_from_camera):
._camera_moved(transform) #take a note on the dot, that dot is "call the parent method" or super keyword on other languages, which is the original instruction for follow the camera scrolling from godot

on fixed_update I should play with set_scroll_offset(offset); for achieve manual parallax

The best thing about this is, I can use the built in parallax and swap seamlessly to manual one.

>>146666726
The main godot page
http://docs.godotengine.org/en/latest/tutorials/step_by_step/_step_by_step.html
But sometimes you need to lurk the source code for some features without documentation.
>>
>>146668872
was intended for>>146666413
>>
>>146652798
make me something like spyro. Im bringing it back ;D
>>
Where are all you UE4 buttbuddies?

I'ma noob using Blueprints. How can I rotate the X/Y values of a thumbstick corresponding to worldspace based on the camera position? I'm setting a location of a component based on the thumbstick X and Y but it's in world space so I need to rotate it to match the camera.
>>
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>>146668872
yes
>>
>>146666413
HALF LIFE 3 SPOTTED
>>
>>146669376
Could make a vector with the XY values, then use RotateVector

Or use Relative rotations instead
>>
>doesnt know C++
>>
>>146663229
my dad just forgets i exist so at least he knows your name maybe
>>
>>146669664
>Could make a vector with the XY values, then use RotateVector
That doesn't work, I've tried.

The SetWorldLocation function takes a vector as the location so rotating that does bad things.
>>
>>146669442
Awesome
>>
Man I'm making zero progress with my top down shooter for space jam.
I hope I get someone good at coding for collab partner.
>>
>>146669551
Yeah if gaben ate all his money and had to dev hl3 by himself in his basement
>>
>>146670112
Where did set world location suddenly come from
>>
>>146670292
I'm setting the location of a component in world space, hence the SetWorldLocation.
>>
>>146670421
You can make a vector with the XY then add it to a world space point
>>
>>146670648
This is what I was doing, except I was trying to apply the rotation after doing this instead of rotating it and then adding it. That should fix it. Thanks.
>>
Ok I've looked all over and apparently I'm a dumb fuck and maybe I suck at looking

I'm using Game Maker and basically all I'm wanting to do is this. When I press the Space button or whatever button, I want the game to look at whatever direction the player object is facing which right now will only be 1 of 4 set directions, 0, 90, 180, and 270, and from there determine which sprite to transform into, to help with animation.
>>
>>146671173
brb 2 minutes
>>
>>146671173
https://www.youtube.com/watch?v=Ku5e59KdaA0

This should cover a lot of what you need to know to do that, you'll have to put in the button action but that's got an explanation of the direction facing.
>>
Trying to animate an object tumbling down a hill is such a bitch
>>
>>146671173
Use keyboard_check_pressed(vk_space) in Step, or make a Keyboard event altogether. Then a switch case for all four directions, and for every case use sprite = spr_your_new_sprite.
>>
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>>146671173
>>146671337
back

put this script in your step event
http://pastebin.com/NSZf30dy

I left a couple blank spaces for you to insert the four sprites and the name of the variable you use for direction.
>>
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You can now build buildings,
not 100% complete yet, but it's enough for now.
>>
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>demo day is in 12 days
>>
Is it tradition for /agdg/ to hang out here and socialize and post progress until you finish your game, and then after your game has been published, you disappear off the face of the earth?

It feels like only Gogem sticks around, but everyone else just leaves. Not even a good bye or anything. ;_;
>>
>>146672862
It's coming along nicely anon keep up the good work
>>
>>146673146
>what is anonymity
>>
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Finally got round to adding custom text boxes for item pick ups.
>>
>>146673146
I will try to stick around
But I am a noob nodev learning love2d and lua so that is going to be a while
>>
>>146673313
something googum could stand to learn
>>
>>146673146
googum stays because no other community will take him, he has gotten banned from every community you can think of

most of the established devs (hopoo, vine, pugdev, etc.) hang out in steamchat since it's widely acknowledged there that the thread is cancer
>>
>>146673146
Hoppo left because autists were obsessively posting about him.

All the rest are paranoid their """"career"""" will get damaged if they're associated with us.

Or they simply get tired of the harsh nature and turn to instant praise such as Tumblr/tig/etc
>>
>>146673313
>anonymity
if your competent enough to finish a game you're too competent to start a new project without anyone able to link it to your previous works.
>>
>>146673189
thank you.
>>
>tfw collab anon stole our personal info and disappeared
I knew I shouldn't have trusted you fags.
>>
>>146673531
>if your competent enough to finish a game you're too competent to start a new project without anyone able to link it to your previous works.
I guess that means you're too inept to even finish a real game.
link to one of googum's erotic 'games': http://www.newgrounds.com/portal/view/596663
>>
Is an Index Buffer worth it if the object only has four vertices?
>>
>>146673373
Nice work anon, keep it up!
>>
>using blueprints
>right click
>type "get"
>type "set"
>get absolutely nothing
>5 minutes later google how to get or set variables
>there's a special "shortcut"
>but that's only for components
>need to set the value of a built-in variable attached to component
>10 minutes later figure out how to make a setter for it somehow
>drag a wire off a float node
>type "add"
>gives me "add array"
>have to explicitly type "float + float"

All this usability is blowing my mind.
>>
>>146674779
Meanwhile you could have been done already if you had just learned to program.
>>
>>146674483
im starting to think you made those and are trying to use my name to promote it.
>>
>>146675063
get fucked hogpen
>>
>>146674924
considering he knows what getters and setters are he probably already knows how to program
>>
>>146675646
get/sets are pretty basic though, nor would an experienced programmer be using them
also why would he be using BPs then?
>>
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>>146674779
This whole blueprint coding thing is so stupid. They're proposing something that is impossible: Turning non-programmers into programmers. It doesn't matter what the syntax is, either you can or you can't program.

Changing the syntax doesn't reduce the complexity of what programming inherently is.

>>146675753
Well the only UE4 alternative is C++
>>
>>146674626
Thanks, I appreciate the kind words.
>>
>>146675941
>Changing the syntax doesn't reduce the complexity of what programming inherently is.
Bro there is high level and there is low level.

Blueprints just has some poor design choices.
>>
Reminder that "coding" is a different skill to "programming".
>>
>>146675753
Using UE4 without any blueprints whatsoever is a bitch and unnecessary.

They're fine, anon is just being silly
>>
>>146673146
I will never leave
>>
>want to art
>want to program
>want to music
>dont have time but for just one

GOD DAMNIT
>>
>>146673146

Vine is here too I believe.
>>
>>146677260
Limited time is a meme. Do one at a time and try to get rid of the stufff you're wasting time with (like vidya or 4chan)
>>
>>146677260
you don't have to do everything at once retard
>>
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What kind of game are you making for space jam?
>>
>>146677260
Schedule your day m8.
Even better if you're a NEET.
2 hours of each with some breaks in-between.

People make the mistake of only concentrating on one for months at a time. And that fucks you, you need to practice everything ,every day.
>>
>>146677557
Probably none
>>
>>146677557
Murder mystery on a space station

you're the murderer, so you don't want them to solve the mystery

Also a shooter/platformer/rpg with elements of metroid, crafting/survival and beatemup
>>
>>146677557
A game about a black hole.
I'm already done.
>>
>>146651717
Dunno if you're still around but Smokin' Guns is pretty great. I think it's a standalone mod based on the Quake 3 engine. It's fucking great lanparty game.
>>
>>146678104
nice ss13 clone
>>
>>146678104
Or just make a game off that Hyouka episode.
>>
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>>146677557
>>
>>146673146
yes
two years ago i used to be someone. then i released my game i'd worked on for 8 months and people forgot about me after a week.
>>
>>146677392
Sadly, this anon is right. Just try to think about a day where you've felt you could do more. I mean really think about it. All those times when you just scroll trough the boards you visit, the moment you sit down to play or watch a film or anything just to get inspiration, the seemingly short minutes when you check the news in a break or get some refreshment, because you feel kinda tired. They seem so small, yet they add up to so much. Get rid of these and you'll realize you have just enough time.
>>
A game where the final boss is a g++ template error message.
>>
My game likes when I work on her outside on the deck :)
>>
>>146678914
So Random Access Memories but good, and actually having in-depth compiler/linking personifications?
That'd be neat.
>>
>>146679184
I'll never understand this meme
>>
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For people making games in C++, what did you do before you began devving? Did you learn from a book, or an online resource and then begin making games? Or did you just jump right in?

I'd like to make stuff in C++, but haven't used the language yet.
>>
>>146679431
fucked around on youtube
realized that was shit
started following Jumping Into C++
then looked into a Bjarne bible.
And now I pretty much just have it and learncpp open for reference.
>>
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Does anyone here know how to mathematically convert a normal map to a dUdV map? I know there's some magic Photoshop invert then contrast method, but that doesn't seem very mathematical to me. I can't find any actual math on converting it.
>>
>>146669442
make sure the gun shoots comically enlarged bullets as well
>>
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>>146673421

the thread is my kind of cancer
>>
>>146673421
>most of the established devs (hopoo, vine, pugdev, etc.) hang out in steamchat since it's widely acknowledged there that the thread is cancer
Yeah they're too good for agdg even though nobody would know they exist without agdg. I used to think Steamchat was okay but after enough observation realized it's a depressing circlejerk and most of them are just shitposters. They shit up the thread anonymously and then hang back in the chat acting like they have nothing to do with agdg. Just another chat room full of sad people who need internet "friends" to talk to. They should honestly all kill themselves. Same goes for IRC of course.
>>
>>146680091
then why are you posting on steamchat all the time and barely posting in the thread at all

is it because you get bullied about your failed kickstarter and samefag shilling
>>
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So I improved my card design.
Should be much cleaner now.

Thoughts?
>>
Watch now as a steamchat shitter anonymously stabs at a fellow steamchat shitter through the veil of agdg. Such an honorable group. They're so much better than agdg and not cancer at all.
>>
>>146667968
is it better than godot? do i need the paid version or free vesrion is enough?
>>
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>>146680241
this
>>
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Daily reminder
>>
>>146679886
there isn't a mathematical way to convert a 3D vector to a 2D derivative I don't think

at least not that I know of
>>
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>>146680264

i post in the thread loads, i only put certified God's Gift™ gifs on posts where i wish to be identified.
>>
>>146680629
how do I become one? i like the attention anons give them desu.
>>
>>146680629
All the while shitting on the very thread they are posting in
>>
>>146680335
Looks fine, its more important to keep the text brief.
>>
>>146680848
What?
There is literally no text on it?
>>
>>146680819
just join steamchat sometime and listen to the admins' shitty opinions on everything gamedev
>>
>>146680974
for future consideration
>>
>>146680335
Cards for a metroidvania?
>>
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>>146680770
>>
>>146681098
Oh, well I'll keep that in mind.

>>146681179
Sideproject which I can actually complete without cooperating with a programmer.
>>
>>146673373
Reminds me of those old flash games you'd see in the early 2000's.

That's a good thing, I want to see more of those.
>>
>>146650319
>>146658656
I'd like to know this too.
>>
>>146673146
You dont want your game associated with agdg. It's why you stop posting progress as your game gets closer to release.

I still lurk though
>>
>>146673373
>Umbreall's like an amanita muscaria
oh yeah
>>
>>146681890
>muh association

here we go again with the loli sim shitposters
>>
I hate to break it to you guys but it seems the person who was psychotically shitposting for the past year was a steamshitter. Probably not shocking to most of you but it definitely lowered my opinion of steamchat. At least he seems to have stopped. For now.
>>
>>146681890
Yeah, that's why RoR flopped and only sold two copies.
oh wait
This place or any association has no bearings on your game sales.
>>
>>146681041
I like how the steamchat mods call everyone a nigger and shitpost but get really upset whenever agdg is mentioned. They seriously think they're more dignified than agdg for some reason. It's kind of pathetic.
>>
>>146682112
Hopoo stopped posting progress near release. Same with Deadbolt.

Thanks for proving me right.
>>
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>>
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>>146673373
seriously nigger add literally any kind of perspective to your shit, no matter how broken and primitive
>>
>>146682262
>stopped posting
He came back post-launch plenty of time and even posted his skellymancer game and a fair bit of deadbolt.

Kill yourself steamchat
>>
>>146682379
>muh steamchat boogyman

you're scared of your own shadow Blake
>>
>>146682112
Did you not see what steamchat/agdg did to googems review section? I mean yeah it's not a great game but if googem had never bothered with agdg he wouldn't have had people divebombing him like that. Some of those faggots are still sitting in steamchat at this very moment and feel no shame about attacking an agdg dev like that.
>>
>>146682438
fuck off
>>
>>146682332
nice blurry text, nerd.
>>
>>146682508
ty
>>
>>146682490
googs, your games don't flop because of raids, they flop because you're a hack who has no original ideas and has to rip off anime and tv. And at this point I'm unsure if you are physically capable of understanding "fun".
>>
>>146682490
>"I mean yeah it's not a great game"
>pretending like you ever got the chance to play it
>>
>>146682438
>this post
Steamchat never shitposts, you guys!
>>
>>146682003
>>146682438
>>
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>>146677557
Definitely not a metroidvania with randomly generated levels and space travel between planets (dungeons)
>>
>for(o : obj)
>do stuff
>handle output individually within the loop
Fails
>for(o : obj)
>do stuff
>handle collective output after loop
All good.

Ok.
>>
>>146682639
>physically capable of understanding "fun".
you need your body to understand "fun"?
is it like................................... lewd?
>>
>>146682639
Epic post steamfriend. I never implied the game flopped for that reason, but if googem hadn't somehow upset steamshitters and agdg they wouldn't have dogpiled his review section like that. Affiliating with agdg is an honest mistake on googem's part that he can't take back so he's just going to double down and stay here forever.

>>146682647
See above. If your game were great it would have received more positive reviews. And if you hadn't upset the circlejerk squads here your game would have received far less negative reviews.
>>
>>146682870
Looks sick man.
>>
I'm learning HLSL for Monogame, but the simple shaders I'm writing seem to be just displaying the top left corner of my spritesheet at an improper scale
how do I get the right scale and find the right coordinates in the spritesheet to draw these things? Also what's the point of entering info into the draw function if the shader disregards it other than what texture to use?
>>
>>146682967
>Affiliating with agdg is an honest mistake on googem's part
No shitposting for literal years here is.

What the fuck are you even trying to prove besides just shitposting?

People don't give a shit where your game comes from.
>>
>>146682967
> If your game were great it would have received more positive reviews
has to have players and sales to get real reviews.
rippus is pretty much 0 for 3
>>
>>146679431
I wanted to do homebrew for nds, so I checked out two articles that taught the basics (variable assignment, function syntax and for) then started working on homebrews and every time I learnt something that I just recoded whatever could lead to less code.

>>146680674
I like godot inheritance/instancing way more than gamemaker
>>
>>146683149
>>146682967
and no my mistake wasnt anything to do with AGDG
my mistake was accidentally giving keys to steamchats professional shitters
never give keys out broadly anywhere, theres only assholes and resale bots to receive them.
>>
>>146682971
Thanks dude!
>>
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Well I have learned I am quite bad at drawing roofs, gonna have to work on that.

>>146682870
The space game is looking great dude!
>>
>>146683430
>never give keys out broadly anywhere, theres only assholes and resale bots to receive them.
That should have been obviously you dumb dummy.

If anyone do what Xeno did and make /agdg/ work for them.
>>
>>146657646
BASED
>>
>>146683679
>If anyone do what Xeno did and make /agdg/ work for them.
how'd he do that?
>>
>>146683149
>No shitposting for literal years here is.
Googem making stupid arguments with people and posting anime webms isn't the same kind of shitposting that really hurts agdg. His major offense is namefagging followed by overstaying his welcome in a small inbred gamedev thread that doesn't make games.
>>
>>146683802
He released a demo, and if you made it on the highscores he gave you a key for beta builds, which was later redeemable for a steamkey.
>>
>>146683850
You obviously weren't here post-sandy hook where we'd have separate /agdg/ threads and thread long-derails of him baiting.
>>
>Steamchat on full defense mode
>>
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Space is so comfy, I kinda want a big screen in my room with just this shit on it.
>>
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>>146683850
Its true he's a namefag, but he also offers actual thoughts and criticism sometimes
>>
>>146683430
>and no my mistake wasnt anything to do with AGDG
>my mistake was accidentally giving keys to steamchats professional shitters
Steamchat is agdg. Especially the shitters. Steamchats delusions that it's somehow a separate entity from agdg is part of what makes them insufferable retards.
>>
>>146682870
>Metroidvania
>Random levels
These never work together. Go Metroid or go Spelunky, but don't go Rogue Legacy, only madness and mediocre gameplay lie that way.
>>
>>146684307
all he does is whine about capitalism because he thinks that's why he's not making any money from his games it's because his games are shit
>>
>>146684196
I sometimes put Space Engine on and just have it set to drift.
Pretty comfy with ambient music and reading.
>>
>>146684307
suddenly his itch.io boner makes sense
>>
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>>146683015
So that's just my default spritesheet, but it's upside down, the wrong scale, moving around and at the wrong texture coordinate
here's the shader I'm using:
http://pastebin.com/TtJQpkUv
help?
>>
>>146684196
That's relaxing.
>>
>>146684434
>whine about capitalism
i dont whine about nothing, steam is a really bad service and it is in the nature of capitalism for me to complain about their bad service and move to better service. they could use some outside regulation as well to reign in their "capitalism"
http://www.bloomberg.com/features/2016-virtual-guns-counterstrike-gambling/
>>
>>146666108
>It just doesn't work with 3D and it ruins the rest of the mechanics.
What?
Really? Can't you just interpolate the view matrix to set the view upside down while pushing the camera through the floor? Maybe some fancy shader for covering the near clip field issues.

What makes the idea so impossible?
>>
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Finished level, now to script the rocket to launch
>>
>>146684937
> steam gives me no support because my games aren't up to their standard of quality and they don't want to distribute it because their top priority is satisfying their consumers
> only site that accepts me is a site that has zero quality control
> "steam is a really bad service and I am moving to a superior service"
>>
>>146684937
>steam is a really bad service
You're just traumatized from having multiple games shit on while they were on steam. It doesn't surprise me that you're either in denial about this or just can't admit it.
>>
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Holy shit
>>
>>146685209
>>146685229
It pains me to say this, but he's not completely wrong.
Valve have no intention of QA'ing Greenlight.

Though Itch is even worse and the bottom of the barrel of indie games.
>>
>>146685231
I don't understand
>>
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>>146685231
It's impossible to tell if people are joking about FPS nowadays

The memes have gone too far
>>
>>146685231
>>146685443
Bokube-dev.
>naming your handle after a shitty punk band
>>
>>146685231
releasing a game is 90% good timing - people don't understand business and marketing are a large part of success
>>
>>146685231

link him to the superbunnyhop video where he criticizes hyperlight drifter's stupid 30 fps gameplay https://www.youtube.com/watch?v=OWFYccSCk0Y
>>
>>146685463
They tied the physics updates into the frame-by-frame update process without accounting for delta time?
>>
>>146666413
Wasn't there a game based only on this mechanic?
I remember watching a video of a guy picking up a toy house, scaling it up, and getting inside it

Can anyone remember the name?
>>
>>146685231

cute boy. is he a trap?
>>
The only time it's acceptable to have 30 FPS is if your game is a turn based ASCII game with no animations.
>>
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>>146685229
>ad hominen
you have to actually explain why steam is a good service if you want to argue this.

>>146685427
>Itch is even worse
nodevs please stop commenting if you havent put out a game on either. itch even introduced a dumb browser program like steam has for auto-updating and still doesnt have a terrible shitty terrible to use backend like steam. they're actually competent.
>>
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>>146685581
What? My handle is entirely made up because white is my favorite color no joke. Can you link me to this band? I'm actually curious now.

>>146685783
You bet I am pic related.
>>
>>146685728

I think that's the guy who wrote the book on Game Feel. His name's Steve Swink.
>>
>>146685728
There's a couple like that I think. There's one that's like set in a museum or something
>>
>>146685671
Unfortunately a lot of AAA games do that. Skyrim is another game where going over 60 FPS starts to break the game.
>>
>>146680335
That tiny box is for the card name? I hope not.

>>146686019
Well. At least its 60.
>>
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Speaking of Boku is this still too busy? I tried giving an outline to Boku like one of you Anons suggested but it looked awful and I don't want to make him a brown bunny.

I decided to darker tone the grid floor.
>>
>>146685875
>I'm going to disagree with BOTH sides of this argument I started!
Your behavior would be so much less mind boggling if you just took the name off. It blows my mind that someone wants to actively cultivate their identity like this. You're a stupid cunt, googem.
>>
>>146685918
https://whitereaper.bandcamp.com/
>>
>>146657868
looks all retarded, but the plane attack is baller as fuck, i want to see more of this
>>
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>>146685918
So wait, Justin Bieber pretty boy now = trap?
Don't think so kiddo.
>>
>>146686510
The topic was cute-boy more than trap I assumed whoops.
>>
>>146678240
I'll take a look too. Thanks!
>>
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>>146686019
>tfw Dark Souls with DSfix-unlocked framerate is less broken than Dark Souls 2 with developer-unlocked framerate
>>
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>>146673146
Anonymity anon. Would you rather everyone started tripping? Advertising their new game and bringing people here to have direct contact with people who want direct dev contact because of fanboyism?
>>146673470
>hoppo 'left'
Ok.
>>146682262
It's called 'working on game and not procrastinating'
http://crowdfundrs.com/content/risk-rain
>thanks to all out fans on agdg
>posts image including the agdg statue in promotional material
>agdg statue is in the released and fully patched game available on steam.
You're a fucking retard and I hope you stop visiting this place. You're what makes agdg bad. Nodevs don't matter, they're not bad. We've all been there. But you assholes not leaving your /v/ mentality outside the thread is why this place never took off when we were on the non-general /v/.
>>
>>146686280
Gotta see it in action before I start bitching again.
But I think you were good.
>>
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AGDG edition
>>
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>get neat idea for something
>start jotting thoughts on idea
>get an idea for a different thing
>do same for that
>keeps happening to the point where my ideas fight for dominance and either fall off the map of interest or continue fucking with my motivation to start something
>get to the point where I can't motivate myself to start something in fear that I'll lose interest in it entirely

please help
how do I fix this
>>
>>146683015
>>146684586

are you trying to do anything fancy? you should just offset the UV to the grid position you want, say if your sprites are 32x32 and your sheet is 1024x512 you divide 1024 / 32 and 512 / 32 and then basically multiply that by your grid position to get the offset
>>
>>146685231
Worst thing is
It really WAS a deliberate decision
But that's because the HLD devs were dumb as fuck about it

>We absolutely value performance on as many systems as possible. [...] There's a contentious debate about frame rate these days. I think it comes down to personal opinion and preference on many different games. As a gamer, I very much enjoy games at 60, of course, and feel that some games NEED it to be at their best - modern shooters as the prime example.
>I've never had much issue with games at 30, and in fact many of my favorites are locked at that rate: Bloodbourne, Nuclear Throne, Souls games, many Zelda games, Mario 64, Undertale, etc.
>Hyper Light plays as intended at 30fps locked, and we feel confident, great about the end result. We realize some may not agree, and some refuse to play games at 30 these days.
>We have investigated the possibility of a 60fps option. This is a HUGE endeavor, and would take months (three at minimum) of labour to retool all the systems that are dependent on frame timing, to make major optimizations to the game so it runs on all the same machines it does now. This is no small task for us.

Kek.
>>
>>146686760
Lisp and Haskell aren't remotely similar, anon, although I suppose they don't exist ITT. We did have at least one person making a game in Haskell a little while back.

>ActionScript users
kek
>>
>>146686649
h-hoppo?
You just stopped posted progress so I only assumed the worst.
>>
>>146686760

>Lisp users are the missing link

that explains everything.
>>
>>146686760
>C# users

As if C# has any decent game framworks
>>
>>146686280
How about an arrow pointing at him from above that follows him around?
>>
>>146673470
>Hoppo left because autists were obsessively posting about him.
Left to where, steamchat? Steamchat jerks hopoo off violently literally every time he shows up in their playpen. It's fucking disgusting. He doesn't seem to dislike it so much.
>>
>>146685671
if you target 30fps because of console limitations then there really isn't a good reason not to, it simplifies a lot of edge cases to not have to deal with deltatime

then higher up suddenly decides it's PC port time and now you're fucked
>>
>>146686901
>You
No I wish I was hoppo.
Or well, not really I like myself aside from certain things.
I certainly like my talents better than hoppos (primarily because I'm interested in what I do). His money is nice certainly.

But I'm not him. I'm just sick of this crap. Why can't you just accept that we're not here to make games known?
>>
Ideas and idea guys being a dime a dozen is a meme.
People never have ideas and when they do they suck, or there not even an idea for a games there ideas for a stories

Wheres my golden idea!? REEEEEEE

>>146686827
Give me one of you ideas
>>
>>146686951
What kind of game can't you make in C#?
>>
>>146686280
it took me a whole minute to find where the player was and that's while none of it's moving
>>
>>146687056
>it simplifies a lot of edge cases to not have to deal with deltatime
VARIABLE delta time. FIXED delta time with interpolation for logic (regular delta time for unimportant stuff like particles) doesn't suffer from any issues like that.
>>
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UPDATED


>>146686876
>Lisp and Haskell aren't remotely similar, anon
I know, I just put em together since they're the two FP commonly discussed here (and never used for making games for more than 2 weeks).
>>
>>146687242
>not spaghetti in a skull shape
O N E
N
E
>>
>>146687172
>FIXED delta time
I agree it's theoretically 'simpler' but really what kind of logic do you have that would make variable delta time more complicated?

I've never had that kind of issue.

Suppose floating point precision can be an issue.
>>
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Working on a "magnet" that grabs you when you hit shit. Going to make the harder areas easy westerner mode.
>>
>>146686842
Nothing fancy! Ok, how do I do that and do I need to do that for all sprites? All the tutorials I see are either 3D or don't deal with spritesheets.
>>
>>146687168
You see bokube retains value by being a wheres waldo simulator as well.
>>
>>146686760
>>146687242
> c# +- epsilon = java
The difference is not the language
>>
>>146687417
You can't disappear for months then act like nothing happened.
>>
>>146687157
https://en.wikipedia.org/wiki/Turing_tarpit
You can make anything with most tools. That said:
>will the tool provide what you need?
>will you have to work around the tool?
>will it be efficient enough?

>>146687320
It's not inherently more complicated, variable delta time is just non-deterministic. Eking out determinism from it is the complicated part.

Fixed delta time is deterministic.

Whether (and where) you need determinism or not is dependent on the game you want to make.
>>
>>146685231
Bokube is really cute
>>
>>146687446
C# is a objectively a better language.
>>
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>>146686760
>>146687242
Here is the only real one that really matters.
>>
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https://www.youtube.com/watch?v=iGZdPxLcHV8
>>
>>146686861
My god future engines need to make sure to have more tools for this kinda shit.
>>
>>146686827
Happen to mee too
>>
>>146687723
>they're all dead
Makes sense
>>
>>146686649
>You're what makes agdg bad I hope you die and kill yourself to death faggot
If you think agdg is "bad" right now you're a very special person.
>>
>>146685231
FYI: The "reason" that HLD is 30 FPS is because that's the GM default and the devs didn't program it from the start for the logic to be framerate-independent. The cost of changing just grew and grew and by the time they wanted to do anything about it, it was too late.

tl;dr
The devs dug themselves into a hole and that's why it's 30 FPS.
>>
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>>146686760
>>146687242
>>146687723
>>
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>>146687564
Yeah, moved houses and shit got busy.

I also made a condom, for safe flying.
>>
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>>146687723
>>146687874
>>
>>146686143
No, the line is. The small box is the card type.
>>
>>146687242
>blueprints
I just got into them in UE4.
I'm a bit concerned becuase i can't find a way to combine components into a shader.
Every other node graph editor I've tried has worked well. I could write the entire thing in HLSL no problem but I think the features blueprint offers are really cool. (especially visualizing the result for every UVCoord, that's amazing)
>>146687723
>programmer is code monkey
Good joke.
Why is 1MA alien though.
>>146687945
I meant that in a more general sense of "this is what makes AGDG worse". I should have phrased myself differently.
It's pretty obvious it's been way worse imo from my post.
>>
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>>
>>146686985
An arrow the whole time during gameplay? What? That sounds awful senpai.
>>
>>146687157
Anything that needs a better engine than Unity
>>
>>146688249
How did it break and make sparks
>>
>>146688329
Fucking magnets; How do they work??
>>
>>146688329
violently
>>
>>146688413
bags of sand
>>
>>146688329
Magnets colliding at high velocity (because they're really powerful magnets).
https://www.youtube.com/watch?v=tC13_BkDieU
>>
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>>146687131
A Bmu with Shmup/Bullet Hell influences that's set in a cyberpunk setting. If you've watched The Raid it'd be a bit like that.
The idea is probably horrendously unoriginal and already been done, but then again original ideas are a dime a dozen these days and sometimes the execution never does it justice.
>>
>>146688490
>it was slowmo
Now I feel retarded
>>
>>146688608
Probably should feel a bit retarded.
I mean they shattered. Have you seen metals just shatter like that at that small speed?
>>
A game where you use giant magnets to crush enemies.
>>
>>146688312
Any example of a game release before 2010 that couldn't be done with unity?
>>
>>146686280
No contrast. Very busy. Everything's fighting for attention and all the colors and crazy patterns basically act as camouflage.
>>
>>146688731
have you seen apples fly through the air that slowly at normal speed?
>>
>>146688606
>If you've watched The Raid
it's a damn shame theres no proper Raid game.
Even though I accidentally got the english dub, it was still great.
>>
>>146688927
Could be low gravity.
We can't really see it fly at all. Imagine that's really frail metals in zero G. I wouldn't tell the difference honestly.
>>146688770
Not that bad really. Could be interesting since there's plenty of types of magnets, there's two poles. You can have enemies that carry electromagnets and all types of stuff.

But it sounds more like a puzzle game than an action game. So I'm not making it.
>>
>>146688775
Crisis.
>>
I need to do water/liquid simulation in a 10000x10000 tile world. How do I do this?
>>
>>146689172
Very carefully.
>>
>>146689172
Very carefully
>>
>Want to make a game
>Don't know a lick of programming, sound/graphic design or good writing, feel like I would just fuck up if I did learn any of it
>mfw I don't want to make millions of dollars, I just want to make a fucking game
>>
>>146689172
a flat surface with a really nice shader and clever animations
>>
>>146688978
>no proper raid game
https://youtu.be/6sZ_qJuPOyQ?t=221
Niobe clearly hasn't written software.
>>
>>146689172
Real water simulation or just simulate waves on the suface?
>>
>>146689358
Just like join team?
Practically everyone thinks like this. It became obvious when we had the collab signups.
>>
>>146689358
What can you do? Modern engines do most of the programming for you, as a programmer on Unity I feel that if I had learned modeling/art instead of programming it would've been a lot easier.
>>
>>146689172
https://en.wikipedia.org/wiki/Diamond-square_algorithm
>>
>>146689358
>mfw I don't want to make millions of dollars, I just want to make a fucking game
Making game is way harder than making millions of dollars
>>
>>146689561
I can't do nothing. That's the point. I have a lot of ideas and stories in my head and want to turn them into something. I don't want to be an ideas guy, I want to make a fucking game.
>>
>>146689358
Gamemaker/RPG Maker

Hell, pick a game that has a decent level creator/editor like Halo, Doom 2016, Starcraft 2, etc., and go from there. If you got a Wii-U, try that Mario Maker game, might be perfect for you.
>>
>>146689930
http://www.learncpp.com/
http://www.codeblocks.org/downloads/26
>>
>>146689406
It needs to have liquid properties. (If there is a hole in the tiles it should fall down that hole). Its for a 2D world.
>>
anime
>>
>>146689930
oh since you listed everything but art I assumed you can do art
>>
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Thoughts on the first visual of Stella no Mahou, the upcoming anime about a gamedev club that will air this Fall? To be honest, I preferred the art style from the manga. This looks generic.
>>
>>146690178
New game > stella no nodev
>>
>>146690041
Oh, thanks anon. I'll try to do it.

>>146690121
You know that type of art 3rd graders make when drawing a DBZ character while in class? I'm a bit worse than that.
>>
Time to optimize?
>>
>>146690178
I want a real show about the pains of gamedev.
1MA preferably.

It's such an easy concept and the artists get a lot of freedom because the 1MA can just be expressing his woes through characters in the game.
>>
>>146688192
>Why is 1MA alien though.
Because most 1MAs are of the elite few reptilian-hybrid devs with super intelligence and creative skills. If you are one yourself,then I advise you contact your nearest Mason Lounge immediately.
>>
is there any problem with havign global.variablename and also having object.variablename in gms?
>>
>>146690178
Here's art from the manga for comparison.
>>
>>146689172
If you need to ask such a general question, you can't. It means that you haven't even attempted anything and have already given up on being able to do it yourself.
>>
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>>146690286
agh
>>
>>146690518
>can't run NES graphix
>>
>>146690262
I help people with C++.
If you want you can ask about things you don't understand.
Email at: [email protected]
Discord/skype/email correspondence
>>146690369
Global variables ruin your ability to reason about code. It's not really a big deal. As some other anon asking the exact same question put it:
"You're the one writing the code, why would you not know what's going on?"
Using more rude words.

I find that most of the fear of global variables is perpetuated by people who don't learn programming from practice but rather just repeat what their professors make them do/not do.
>>
>>146690405
gross
if you aren't gonna go full hidamari, then don't.
anime art is superior.
>>
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Is there a good way of showing multiple units on the same cell?
I want to have three levels: sky, ocean and underwater and there can be one unit at each level on the same cell.
you can switch between the three views, but whats the most intuiative way of letting the user see that there are units at multiple levels on the same cell
>>
>>146690518
How even.
Tell me you're spawning about 1000 of those for every single one we see and you're doing ray-tracing of that scene.
>>
>>146690648
>Email at: [email protected]
or you know just post in the thread A F T E R a google search?
>>146690518
Java™ quality
>>
>>146689358
same
>tfw 3dfag
>want to make a lizardfu game
>dont know any programming.
>havnt found a good playlist Unity 5 tutorials on youtube
>>
>>146690648
i was asking more about whether there's some kind of fucked up shit that gms will cause. i know what my code's doing
>>
>>146690771
>Is there a good way of showing multiple units on the same cell
not at that resolution with the cells that small
>>
>>146690771
Small icons in the top-right corner of the cell. Like Civilization IV.
>>
>>146690518
>>146690637
>>146690803
It's not the rendering, I'm just doing collision detection in an extremely unoptimized way right now for each character and each step
>>
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>>146690648
This fucking guy here. You're a bro.
>>
>>146690829
>or you know just post in the thread A F T E R a google search?
It's not the same kind of interaction.
If you post a question in this thread the people answering have no context and if you do posts you can't get answer to small things very easily. It's hard to explain but in 1v1 instant conversation a lot of important small communications make it in. And they can often be vital to your understanding.

I've helped people who appreciate it. Maybe you wouldn't, that's fine.
>>
>>146690305
Well, you can always create a game about it at least.
>>
>>146691078
There's nothing stopping them from giving full context.
There's nothing stopping them from posting small questions either.

that's the nice thing about an image-board. Email can be useful, but it's kind of cumbersome.
>>
>>146690674
Nah. I mean sure, Hidamari's wide style is great but Stella no Mahou's roundness is good too. It at least tries to be different.
The anime art could be from tens of different shows and you wouldn't be able to tell the difference.
>>
>>146690178
>tfw you will never be a moe gamedev girl

why live
>>
>>146691314
>There's nothing stopping them from giving full context.
I used to ask /g/ questions. I often got bad answers because not enough context and when I gave enough context they didn't answer (because who reads 2000 char posts really?).
But yeah.
>>146691421
This desu desu fampai. It seems magical to be a girl and make videogames at the same time.
>>
>>146691362
Being different for the sake of being different is shit.
Gaggems's art is probably the poster-child of that.

Hey-Arnold heads are awkward. but
>subjective
>Best

> you wouldn't be able to tell the difference.
Except anyone who's watched anime for any decent length of time can easily tell studios and individual characters apart.
>>
>>146690842
I don't know abut GML specifically but no I doubt it. Global variables in any language just means that the code already knows what it's talking about. Unlike with paramaters/arguments to functions where it gets given something.

If anything (assuming GML is reasonable) it would be more efficient.

Maybe GML has concurrency issues?
That could be a hellish situation..
>>
>>146691421
>>146691505

you'd only be able to write feminine code though
>>
>>146691505
Because /g/ is the last place you should go for programming advice.
>>
>>146690041
>Codeblocks
Jesus why?
>>
>>146691832
Not him but it's free, lightweight, cross platform, not as cumbersome to learn as a plain text editor
>>
>>146691694
But I want my code to be elegant and light rather than brute force and heavy.
>>146691827
It's been better than the slow response times on stackoverflow and with one exception better than #python on freenode.

Just my experience though. Sounds like you're speaking from prejudice desu.
>>
>>146691832
Why not?
Vs is bloated trash.
>>
>>146691676
>Except anyone who's watched anime for any decent length of time can easily tell studios and individual characters apart.
Of course, but would you be able to tell that the character are the same as the ones from the manga in one glance?
Imagine if Yuno or Miyako had that artstyle in the anime, would you be able to recognize them form the manga?
>>
>>146691694
Fine with me
>>
>>146691907
Having to have help a guy who used it.

Just install visual studio
>but visual studio is big and complicated and terrible in so many way
>you can open a file and it takes like 5 seconds
You don't have to edit in it. Its debugger is still the best I know and most non-make build systems provide you with a VS-solution.

It's sadly the best windows has.

And Linux debugging is a joke obviously.
>>
>>146683574
Looks good dude, are you by chance using a bunch of small tiles to make up the path?
>>
>>146691981
>as the ones from the manga in one glance?
For the most part, as most translations don't deviate too heavily from the source-work barring a few cases.
>>
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>>146679886
Not sure if this is what you're looking for, but I hope it helps.

Basically, I'm taking the blue channel (height) of the normal map, and using it to stretch the uv values according to it.
Since I'm using your sphere-like normal map, the effect ends up looking similar to a magnifying glass, but you could use any normal map, really

https://gyazo.com/f11580d10316bf5410ef09d24b210174
>>
Kickstarter.
Yes or no?
http://www.strawpoll.me/10595991
>>
>>146692169
Yep, made a tiny sprite sheet so I could tile better.
>>
>>146692451
I do not agree with the outcome of the Brexit vote.
>>
>>146692451
remain
>>
>>146687820
Looks like griffith in his helm at first glance
>>
>>146690840
post your 3d art
>>
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>>146692189
Exactly my point.
>>
>>146692382
thanks, that looks nice, I'll try it out later (can't right now, but I saved the picture)
>>
>>146690041
>recommending c++ to a complete beginner
fuck off moron
>>
if you're using global variables for anything you basically deserve to fail
>>
>>146692451
I support the brexit vote because that's their democratic right. I don't think I should meddle with that.

Let voters be dumb. Don't be like us Swedes where we vote for keeping left-hand traffic and our representative overlords decided that we were gonna do right-hand traffic anyway. Even if it is a smarter thing to do.

Let stupid people fall on their own stupidity.
>>
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>>146692662
been doing fucking around with 3dsmax for years. started making my own models few months ago in blender. bit of a headache to get all the keybinds down.
>>
>>146692852
>languages support the feature
Why anon?
>I know better than most language developers/committees
That's nice.
>>
>>146692706
People use slightly off-round because it's aesthetically pleasing. And unless you're doing some off the wall shit like madoka, it's better to use it unless again, you're heavily stylized like hidamari
She looks cuter in the anime picture anyway.

Obviously draw however you want, but I'm just saying anime heads are a thing for a reason.
>>
Would anyone appreciate a 'nodevs choose your own programming adventure' gamedev stream?

Basically a stream where chat decides what to be implemented. We will make a shitty game but the process might be educational.
>>
>>146692794
That's a silly attitude to have.
Some people don't need stepping stones.
>>
>>146692706
Good, that looks like some hey arnold shit on the right

Only Ume-sensei can pull off WIDE
>>
>>146693171
do it on /v/ if you really feel the need but dont expect anything but a big waste of time
>>
>>146692794
I think it's better. At some point you're gonna have to know this stuff.

And really all languages have the same basic features.

There's a lot of standard library bullshit learncpp teaches you though.
C is better to start with.
>>
>>146681464
It looks like you'd be able to implement this sort of look by rounding vertex coordinates and UV's to the nearest integer in your shaders.
>>
>>146693374
but learning about strcpy and char* strings and all that is a way bigger waste of time than stl
>>
>>146693056
>heavily stylized like hidamari
What's so stylized about it? It's not like they are full-wide mode all the time.

>>146693056
>I'm just saying anime heads are a thing for a reason.
Because most anime character designers can't imitate the style from the manga. It's the wholer reason why you can recognize the person who did the character designs from different shows. Of course there are exceptions when the anime purposefully changes the art style because the original looks outright bad, but this isn't the case imo.
>>
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>>146690518
>>146691072
Fixed
>>
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>>146688775
Minecraft. Dwarf Fortress.

Really anything that requires any degree of parallellisation and efficiency. Unity is really good for making rapid prototypes and it's good for making by-the-books simple games, but there is a lot it can't do.
>>
>>146692382
what's that program?
>>
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>>146693671
Watch the show before talking about it m8
>Because most anime character designers can't imitate the style from the manga.
Not even, most manga artists besides the big names do rough passables.
Also studio and out-sourcing time/money.

And I think it is, but again, opinions and all that.
>>
>>146693538
No, it really isn't.
strcpy and char* strings are super simple.
I'd prefer if you just use a string library like this:http://bstring.sourceforge.net/
Since you can really do it anywhere. But cstrings really aren't that problematic unless you do a lot looping over them. You really only do that when parsing realistically. And strncpy doesn't have any null terminator issues.

And the beauty of it is that those two are really all you need to do all string manipulation.

Should have better languages than C/C++ obviously. Jonathan blow will save us I hope.
>>146693876
Unity shader editor.
>>
>>146693942
>Unity shader editor.
Materials editor*
>>
>>146694087

https://www.assetstore.unity3d.com/en/#!/content/34041

did you buy this or is it something similar but free?
>>
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>>146693921
>Watch the show before talking about it m8
You did not just go there.
>>
>>146693374
>>146693215
there's no excuse.
why don't you tell him to go to the gym too and maybe visit his mother more often?

no but seriously a beginner should start with game maker or unity. languages like javascript, python, c#, java are good for people getting into programming.

i hate it when people like you recommend others to do things you "wish you did" or that "are good for you". you obviously did not get to where you are now by forcing yourself to do the "right" things. no, you probably fumbled around and enjoyed yourself on the way like 99% of anyone else getting into a skill.
giving someone a stack of books that he needs to read is a surefire way to make him lose all inspiration.

tl;dr kys
>>
UE4.13 when?
>>
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>>146694329
And yes I've seen all four seasons. I haven't watch the graduation OVAs yet because I'm afraid I'm going to cry like a little bitch.
>>
>>146694329
Just making sure m8.
>>146694449
> a beginner should start with game maker or unity.
literally the worst advice. He might as well start with visual basic
>>
>>146694326
That's a node graph editor. What he's doing is just this (assuming he didn't use a node graph editor):
https://docs.unity3d.com/Manual/Shaders.html
and this:
https://docs.unity3d.com/Manual/ShadersOverview.html
(properties)
In specific.

It's not really that hard to get into, even if it may seem a bit daunting.
>>
>>146694619
>literally the worst advice.
>He might as well start with visual basic
why?
>>
>>146694735
Because obviously people should only start with the absolute hand-holdy shit because otherwise they'll never learn exactly like you.
>>
>>146694619
I've made a master system emulator in VB. It's not as bad as people think. Just a bit weird.
>>
>>146694449

>>146694619
>visual basic
No. I'd much rather see anyone do GML or Unity C# than visual basic.

I 'had' (lots of negative consequences if I didn't) to work on a 15 year old visual basic project at a major company just today.
There's so much stupid shit. You really appreciate how languages have developed when you look at that.
>>
>>146694910
>Just a bit weird.
>not bad
It's bad.
>>
>>146694820
no but they shouldn't start with the absolute hardest shit
>>
Can you add javascript / html games on steam, even as F2P?
>>
If you can't decide between C and C++, you should try Rust.
>>
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I think the most balanced way to start is by following a tutorial to make a basic game like pong using a language like C++.

Start with unity and you'll feel great moving a cube around using the editor but then you'll try to do anything more, realize you need C# scripting and immediately hit a wall so hard you'll give up forever.

On the other hand, start with learning C/C++ from a book or programming exercises and you'll feel so unfulfilled making shitty hello world programs that you'll give up thinking that it will take forever to get to game programming (and you won't know how to apply what you're learning to making a game in any case).

So, start with a simple game in C++, you'll learn how to use a real, useful programming language, you'll learn how to start thinking about structuring the programming specifically for a game and you'll feel good seeing stuff moving around the screen and making tangible progress.
>>
>>146692794

my first language was actually C
>>
>>146695283
>with the absolute hardest shit
that'd be me telling him to go learn ASM.
>>
>>146695330
Rust doesn't seem like a bad start really. it warns you a lot. That's what bothers more experienced people but it's probably good for rookies.

I should learn rust so I can recommend it. Or not.

>>146695408
I think people should get to know the language before they start making a game.
A game is too abstract. Most tutorials don't really explain what's going on on a deep level. A proper pong tutorial for people learning C++ would have you inspect memory all the time so you know what's happening exactly.

And you'd probably do your own bitmap blits and stuff.
>>
>>146690771
Cycle through theit sprites in a fadein/fadeout way.
>>
>>146686280
do you have a level where the tanks are not all in a line, so the there is a pattern to the bullets?
>>
>>146695283
>absolute hardest shit
That'd be telling him to learn to use boost or something.
C++ from learncpp is a gentle start.
>>
>>146695590
>Rust doesn't seem like a bad start really. it warns you a lot. That's what bothers more experienced people but it's probably good for rookies.
Yep. People say "it allows you to not think about memory management" but that is completely false. If you don't think, you won't ever be able to satisfy the "borrow checker". GC allows you to not think. Rust makes you think, but is very good at telling you where your thinking is wrong.
>>
>>146694702
>It's not really that hard to get into, even if it may seem a bit daunting.
I needed to do shaders a while ago when I was trying to implement selection circles, and couldn't grok it after looking at a couple tutorials. Which is weird since I have a solid programming background. Gonna have to look at it again but idk, the tutorials didn't seem to explain what the shader loop has to work with and what it outputs all that well.
>>
>>146693942
>>146693876
Not really. I agree Unity should already have an integrated, node-based shader editor, but this is shaderforge.
You can get it on the asset store for just 90 shekels.
If you want to get serious about making shaders, you should first learn the language, and to write them yourself. Node editors simplify things, but you can't always depend on them
>>
>>146695741
Boost will eventually go full circle and become it's own language.
>need to do X? boost has that :^)
>>
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400 enemies in the level now, good enough?
>>
Is the Second Prime dev still around?
I just tried out his game from demoday and I really like where it's going

It's the shooty destructible terrain game
>>
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since last time, in roughly reverse order of visibility and importance:
- added and updated a bunch of documentation
- reorganized and tweaked code
- made drawing structures much more efficient
- fixed a bug relating to structures near each other
- implemented overhead collisions
- implemented death
>>
>>146696268
moarrr
stress test it!
>>
>>146696330
this is the shitposting we need
avant garde shitposting
>>
>>146696268
>still not a stable 60
GET IT TOGETHER
>>
>write one line of code
>forget what I was doing
>stare at screen for ten minutes
>write another line
>forget etc

send help
>>
Reminder that if you are thinking of pursuing game development as a career instead of a hobby:

good luck, you're gonna make it!

HAHAHAHAHAHAHA
>>
>>146696457
Hey, that's only when they're all hitting the wall at the same time.
>>
>>146695656
Yes, just the tutorial level and one early level have tanks in a line.
>>
What are all those nifty .io web games made with? Just straight up pure javascript and html5 canvas shit? Or are there some fancy js libraries / node packages that I should check out?
>>
>>146680770
>you can be either poor, rich, or asian
>>
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>>146696268
>>
>>146696558
Close 4chan and unplug your router.
>compile
>go to 4chan to wait
>come back
>what the fuck was I doing
>close and recompile
wew
>>
https://www.youtube.com/watch?v=ocW3fBqPQkU

If you had to make a game based on this music what kind of game would you make?
>>
>>146696558
This happened to me last month.
When I was recovering from a concussion.
Scary shit, good luck anon.
>>
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>>146696110
Also, posting fake good rays because progress
It's not noticeable in the gif, but there are also dust "particles" floating around
>>
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I made a stage transition
>>
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>>146696690
Agar.io was made with Pixi.js and socket.io iirc
None of them user game libraries like phaser.

I do but i suck
>>
>>146696413
the last time someone said that I didn't show anything for ages (largely because I was working on very few things in that time), now I'm very happy with where I'm at and where I'm headed, so I'm going to say fuck you
>>
>>146696791
This could fit with anything, really.

I'm saving it
>>
Why are enginedevs always so opinionated? Is it the autism?
>>
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What is the simplest genre of game to make?
>>
>>146697174
>Why are people always so opinionated? Is it the autism?
yes
>>
>>146697174
The ones who argue don't actually have a game, so they have lots of spare time.
>>
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I'm thinking about starting a kickstarter for a Metroid Game. I have the means and know how to make the game, but my main concern is Nintendo getting on my back about it. I was wondering if there's anything I could do to convince them to not sue me.
>>
>>146697174
It's because they actually have passion for what they do instead of making soulless connect-the-dots "games" with premade engines.
>>
>>146696720
looks like something googum would draw
>>
>>146695984
My summary would be
>vertex shader
Translates the vertexes. See 3D projection. Basically your default vertex shader is enough 99.9% of the time if you're not doing very interesting stuff. (google vertex shader images)
>fragment shaders
Fragment shaders are even simpler. You give it stuff (through uniforms/varying variables). This stuff can be just from the outside of the shaders entirely. Stuff like current time or what day of the month it is. Whatever. But you're always passed a UV position which is useful for sampling textures and stuff. Everything you do basically ends up as a color. You do lighting and everything here. You have tons of information to work with if you want. I found the best way to learn them is to play around primarily. There's common things you will use like depthbuffers, framebuffers and fancy texture blending.

But it's really just Position in texture out.
If you see
texture2D(sampler,uv), that's basically just taking whatever is in a texture and putting it where it belongs. That function (usually, depends on the texture) returns a 4 float vector, RGBA.
What gets difficult is all the ideas behind it. Like the lighting and whatever you may want to do. I think this:
https://www.youtube.com/watch?v=qCkdVX1RhJ4
Is a good pointer on how to make your own shaders. Meaning your own inventions, not just copying someone else. It demonstrates logic and workflow behind creating a shader.
https://www.youtube.com/watch?v=x72znBFLsZs
This one. Doesn't really explain anything but how shaders work essentially. All of the nodes have very obviosu equivalents (multiply is just a * in shadercode. texture2D diffuse is just a texture2D(diffuse,uv)).
I really like the interfacing though. It's nice to see all the intermediary steps. With glsl/hlsl you have to look at one at a time, usually.

>>146696110
>but you can't always depend on them
Really? They sounds like they're a perfect coverage of shaders (to my knowledge excluding driver-side optimizations)
>>
>>146697213
Undertale
>>
>>146697213
VN you can make one with Powerpoint
>>
>>146697213
RPG is easy to program but you have to do all the art and story n shit

You could do one of those 1 press phone games flappy birds or stack, but i couldnt come up with a decent 1 click game idea
>>
>>146697174
>Makes a very opinionated comment, in which he insults people who are very opinionated.
I call that hypocrisy.
>>
>>146697293
wwwwwwwwwwwwwwwwwwwwwwwwwww
>>
>>146697213
Arcade
>>
>>146695506
my first framework was XNA, i'm glad i switched to unity early on because otherwise i would've given up

>>146695582
well if you really wanna go there you might aswell say hexcode or binary. also visual basic is not the easiest language.
my point is you should start with a moderate programming language that doesn't have manual memory management. what use is there for a beginner to learn what the difference between a stack or heap is? and why should he have to worry about freeing his pointers and checking for memory leaks?

>>146695741
i don't think so. i think learncpp is good for someone who already knows how to program and wants to look things up for reference. i mean come on it's like 5 chapters until you get to if statements, and 6 chapters for arrays.

>>146695408
so why not follow a unity tutorial? your comparison doesn't make sense. i would agree with you if you said "follow a pong tutorial" with any language other than c++, like python or java for example.
>>
>>146697293
Why does it have to have the Metroid name
>>
>>146697293
Literally nothing.
The only way you'll avoid the big legal wang is to not even associate your game with Nintendo's IP, free or otherwise.
The best thing to do is not do it.
>>
>>146697174
>instant guaranteed (You)s
>>
>>146697293
Why not just do your own IP with similar style?
>>
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>>146697316
goog-senpai would never do something like that.
>>
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>>146692956
Looking pretty good. Got more?

>hotkeys
Here, maybe this will help.
>>
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Finished up the Class menu.
Now all that's left is the Equipment mechanics/menu and then all of the core mechanics of the game will be fully implemented and playable!
>>
>>146697456
you don't even need to worry about MM until you're proficient.
You're gonna write shit code anyway so the 100MB tictactoe game is inevitable.
>>
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Guys, does a futuristic theme where you won't go into actual space fit into the space jam?
>>
>>146697293
i want a new real metroid game so badly, but its not gonna happen
>>
>>146696970
Looks pretty neat. What kind of game is it?
>>
>>146697317
Well, Shaderforge is pretty good, but it still lacks some stuff, like passes.
Most of the time you can find anothey way to do it, but sometimes you are stuck. An example would be trying to make shell fur (google it, it's a very common technique) within it
>>
Mouse-controlled menu navigation vs keyboard-controlled menu navigation.

HARD MODE: No "both".
>>
>>146695408
>Start with unity and you'll feel great moving a cube around using the editor but then you'll try to do anything more, realize you need C# scripting and immediately hit a wall so hard you'll give up forever.
Maybe if you're fucking retarded.
>>
>>146697875
I prefer keyboard only.

My game has both though. (because I can't figure out how to get one thing to work with the keyboard)
>>
>>146697317
Thanks senpai, I'll copy your post and watch the videos when I get back to it.
>>
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>>146697875
clit-controlled
>>
>>146697293
>I have the means and know how to make the game
No you don't if you don't realize an idea like this is simply never going to happen.
>>
>>146697875
>HARD MODE: No "both".
Why?
Implement every reasonable input device.
I'm having
>mouse
>keyboard
>depad
>sticks

I cannot overstate how much people ADORE "just werks".
>>
What is the weebest game ever spawned by this place?
>>
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>>146697213
This game.
Most difficult part was the lines. But that's because that's practically all I'd consider a real implemented system (the rest is just vector math and position=position+velocity).
>>
>>146697213
pixel platformer
>>
>>146697875
depends if your game uses keyboard or mouse
>>
>>146697680
Yes
>>
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>>
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>>146697490
Because I really like metroid.

>>146697532
>>146697562
I thought about making my own IP, but I don't have a creative bone in my body.

>>146697698
That's why I want to make one.

>>146698036
Why couldn't it happen?
>>
>>146682345
will do and post results later.
>>
>>146697680
equilibrium > ultraviolet
>>
>>146697875
If you need to support gamepads then keyboard only is easier. Supporting keyboard, gamepads and mouse for menus at the same time needs a lot of tinkering to get just right in my experience.
>>
>>146697875
Use the same controls as your game.
It's silly changing hand position to play the game and go to the menu
>>
>>146697294
What a load of bullshit lmao. Why bother having passion if all you're going to do is tinker? And if you really think premade engines can make games by "connecting the dots" you have no idea what you're talking about.

Mount stupid as fuck.
>>
>>146698378
Stop looking to KS.
I don't understand why fan projects always do the SAME EXACT MISTAKE.

Don't bring any attention to your project until you're done.
Even taking donations with existing IPs from big corps will flip lawyers shekel senses.
>>
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Reminder that this guy is making like 150 thousand dollars a year and basically you're fucking stupid
>>
>>146698378
Just make a metroid game but call it something else
There's no way in hell Nintendo would let some random indie make a game using their IP
>>
>>146697994
Also copy this because I forgot the most important part.

A fragment is a pixel on the screen.
The shadercode for a fragment shader is run for every single pixel on the screen.
>oh no that sounds like you need to worry about performance
No. Not really. It's where you're gonna waste the most performance in your shaders but computers are fucking amazing. And GPU's are insanely powerful.
[this was the important bit]
When you understand just how powerful this shit is you will probably have chills running down your spine and question how anything a computer does can be slow. Why does word take any noticeable time to open? Why does anons 2D game with less than a million AI entities not run at a smooth 300fps?

But yeah. You can find entertaining (also laggy, because they really do ton) stuff on https://www.shadertoy.com/
If you're interested in doing something strange with shaders.
You have really experienced people writing shaders that are as good and as small as possible. This is all just fragment shaders. There's no geometry unless it's defined in text.
So yeah.

Sorry I just had to nerd-out a little.
>>
>>146698378
>Why couldn't it happen?
>I don't have a creative bone in my body
You said it yourself.

Also because no big corporation would freely give someone access to make money out of one of their biggest IPs. In some cases you won't even be allowed to make fan games.
>>
>>146697996
>strap on measures blood flow and pulse to determine arousal level, includes rumble feedback
>>
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>>146652798
>tfw scalefag who can't art or 3D or gamedev or music
>have a copy of Construct 2 ready to go
>don't even know what kind of game I want to make

Indecisiveness and uncreativity suck.
>>
>>146698541
How so, what exactly did he do?
>>
>>146698448
>Supporting keyboard, gamepads and mouse for menus at the same time needs a lot of tinkering to get just right in my experience.
You essentially just have the "keyboard/gamepad mode" and "pointer mode" and switch between them based on whichever control type was used last.
>>
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>>146698541
>>
>>146698541
Oh shit you are right
I guess i gotta hope on the kawaii anime girl bandwagon
>>
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>>146692382
I don't know what I'm doing wrong.
>>
>>146697595

watchoo making that in famalam?
>>
>>146698354
>i understand everything about programming and gamedev
>what's that you ask? where's my game?
>*closes browser and cries into waifu pillow*
>>
>>146653250
Anon it's important. Spurdo isn't the masterpiece that gondola is.
>>
>>146697767
it's a party game where players have to pass around an explosive ball, the longer you hold the ball, the more points you get. If you get blown up you lose points. Each character has abilities (this one can air dash but the frames for those aren't done yet).

Check out the rarely updated tumblr if you can I guess: http://kickinradgames.tumblr.com/ (the name was a friend's decision, not mine, im sorry)
>>
>>146698597
Yeah I know that shaders run in parallel for each pixel, my main point of confusion is what data is available for that pixel within the loop (Only its position? Clearly we can't know what the nearby pixels will look like because parallel..). And what we output in the end, but you already said that the output is just the RGBA for that pixel.
>>
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>>146698778
I agree that it is important but I wholeheartedly disagree about the second statement
>>
>>146698770
>'where's your game?'
>guy posts game
>LALALAA I CAN'T HEAR YOU
Anon most (good) games aren't released using unity or crap like that.
And for 1MA unity is generally harmful because it's an environment designed to keep areas of the game very far apart. There's different pipelines you have to learn and stuff.
>>
>>146698541
no he's stupid for using unity
>>
Can a game be made using a purely functional programming paradigm? I ask because I'm thinking about using Elixir.
>>
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>>146696842
I don't remember hitting my head but I have been having some kind of eye infection
>>
>>146698778
>gondola
>masterpiece
What did you mean by this?
>>
>>146698741
Try setting intensity to -1. Does it look better?
>>
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>>
>>146699058
>I don't remember hitting my head
That's symptom #1!
>>
>>146699040
you can make games in anything that has control input and graphical output
>>
>>146698954
Why do you even care about Unity so much? People here using Unity are too busy posting progress to even say anything about other engines. Then there's the sad little enginedevs who just can't focus on making a game so they rant about languages and how bad premade engines are.

They should just put all of you on an island and nuke it.
>>
>>146664359
Does anyone know what the license terms are for this shit?

It's probably pretty dogshit if it's from Japan.
>>
>>146698743
Unity.
I should probably be using gamemaker, but I really wanted to use C# rather than GML.
>>
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>>146698529
>>146698590
>>146698623
So I should just keep quiet about it until its finished and release it when its done possible under a new name?
>>
time to work on my amazing Unity(tm) game, made safely in Unity(tm) personal(tm) edition(r)
>>
>>146698954
>And for 1MA unity is generally harmful because it's an environment designed to keep areas of the game very far apart. There's different pipelines you have to learn and stuff.
What.
>>
Is there anywhere I can quickly and easily upload/host HTML5 games?

I know /vg/ is probably (rightfully) very wary of downloading random executables so I imagine more people would take a look at my future shitty WIP games if they could play them in-browser as opposed to having to download an .exe of dubious origin from one of those pomf.se clones.
>>
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>>146697590
thanks anon big help. i dont really have anything else made in blender other than some low poly objects
>>
>>146699321
just do like freedom planet, make a sonic fangame and change shit enough that it's your own thing before releasing

trust me, working on it will inspire you to go in a different direction, and then you will realize you never needed metroid to begin with
>>
>>146699367
Post progress(tm).
>>
>>146699321
Name it Notroid Prime and the main character is Nomus.

Or actually make something original.
>>
>>146699386
itch.io?
>>
>>146699321
You can post progress.
but just don't advertise it.
I'd even advise against any social media until you have a playable build. Or the much much simpler route, is just slightly change things so Nintendo can't do anything.
>>
going somewhere solo?
>>
>>146699493
haha just kidding
>>
>>146699386
Google drive (atleast used to) host web pages automatically if you dropped an html file into a public folder. Anyway I would definitely suggest 000webhost, even if it's kinda a pain for noobs.
>>
>>146699320
You need to fix that rendering to be pixel perfect if you plan to use pixelart for the game.
>>
>>146699454
>reptile boobs

>>146692956
you don't need hotkeys in 2.5+, there's menus, command search on space and buttons for everything now, if some learning resource tells you only the hotkey and nothing else drop it immediately
>>
>>146699094
No, it didn't, but changing the multiply to a power and setting intensity to -1 did work.
>>
>>146699651
porn has no time for realism anon.
>>
>>146692956
Why move from 3ds max to blender?
>>
>>146699454
Don't use subdiv.

Do you make reptiles because you want to fuck them or because you think they're cool?
>>
>>146699386
Github pages. Don't listen to anyone else saying to do anything stupid like use dropbox or google docs or whatever the fuck.

Github pages.
>>
>>146699367
How's that engine coming along? Still struggling to implement physics in your 2D "game" that looks like a flash game from 1999? Hey at least you're not using Unity. You're a REAL gamedev.
>>
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This must be googs work.
It's the only logical explanation.

how the fuck do i beat this faggot?
>>
>>146699920
Can you please stop shitposting
>>
>>146699953
Jesus, he actually had the makings for a decent artist before he went full snowflake.
>>
>>146699953
>must be
It is
>>
>>146699321
Just don't make a 1:1 copy. Different designs, slightly different weapons, new enemies etc
I'm doing the exact same thing but with zelda
>>
how bloated is unity ?
>>
>>146700224
its basically a hot air balloon if you picture that your game is the basket
>>
>>146700224
very bloated make own engine
>>
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>>146699649
It's looks fine if the game's at the working resolution (1280x720) but any other 16x9 resolution looks like how it did in the webm.

I know it's a problem, but I haven't looked into it at all. Figured I'd get more essential things done before I work on it.
>>
>>146700068
gb2 steamchat
>>
>>146700224
Carmack says it's really bad for VR.
>>
Here I go, learning the basics first
>>
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Got some of my HUD thrown together, and coded it to expand/shrink depending your max health and such. The battery blips are how many charges your blaster has for special shots. Pew-pew-lasers are infinite, but things like charge shots, ice shots, etc. use up Energy
>>
>>146700224
What you need to ask yourself is if it's too bloated for you to achieve what you're trying to do.

If you're looking for excuses not to use it then yes it's bloated.
>>
>>146699040
Of course, but don't use fucking Elixir.
>>
>talking about bloat
Do you think you're posting in 2011 /g/ or something? kys
>>
>>146700714
So you'd recommend someone make 2d pong in UE4?
>>
I'm an idea guy

How do I just like make game?
>>
>>146700679
Why not anon
>>
>>146700332
this
better to just not make a game at all than use unity
>>
>>146700459
Hard to trust carmack since he's working for their competitors
>>
johnny "megatexture" carmack
>>
>>146700786
gimme an idea
>>
>>146700786
You start by learning programming.
>>
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>>146699481
>>146699507
>>146699537
>>146700125
Alright, that's what I'll do then.
>>
>>146700859
Oculus?
>>
>>146700898
Small RTS with tanks and planes, everything is origami
>>
>>146700783
I'd recommend using something that can make actual games instead of worrying about how minimal you can make your hello world projects.
>>
>>146700859
>since he's working for their competitors
Oddly enough, Unity is their primary focus for PC.

It's grating watch him try and defend mobile.
>>
>>146700898
A survival horror roguelike game in which you are repeatedly raped without any trigger warnings.
>>
>>146699817
noted

their alright
>>146699651
sorry anon. ive mostly been following modelling keybinds
>>
>>146700980

you're confusing a game w/ an art style. you need to have actual unique gameplay mechanics. looking a certain way doesn't mean shit
>>
>>146700980
>small
>rts
>>
>>146700929
Yep, he's the "chief technology officer" for oculus
He'd definitely know what he's talking about, but you've got to run his opinion through a shill-filter now he's working for facebook
>>
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>>146701040
>you need to have actual unique gameplay mechanics
Pic related

>>146701049
Yeah, it could just be like half a dozen different rock-paper-scissor units and no base building
>>
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>>146699953
>claiming i would tween bodyparts
i want an apology
>>
Who here /textadventure/
>>
I'm using GM:S and I have question about delta time, since there has been tons of fight over locked fps the GM:S wants you to use.

So I have controller with these in create event:
globalvar delta;
delta = 1;

begin step is:
delta = 60/1000000*delta_time;

Now, the 60 is what defines "game speed", right? So even though fps is something like 2000, the game speed is equal to 60fps?

Like if I have timer like this:
create event:
timer = 60;

step event:
if timer <= 0 {instance_destroy();}
if timer > 0 {timer -= 1 * delta;}

The object will destroy itself after 1 second, which is 60 frames with game speed equal to 60?

Do I also have to multiply all movement and image speed codes with it?

Is it enough if I use not built-in variables, like "hspd" and "vspd" for vertical and horizontal speed and then just have:
x += hspd * delta;
y += vspd * delta;

at end?

And image_speed = 0.5 * delta;
for image speeds, for example?
>>
>>146698920
The shader (as mentioned) can know any number of things you give it. Among those things can be textures.
So take a look at this for instance:
https://www.shadertoy.com/view/MsGXD3 (maybe mute Britney spears because she's loud and you're reading)
Here we calculate the UV (fragcoord which is the pixel coordinate of the screen, divided by the resolution. Which gives us a value 0.0-1.0 which represents the position on the screen).
Which we can use to sample the texture.

If you then go ahead and change the DoMore 0 define to DoMore 1 you can see that we blend the two textures. The mix function is just a lerp. And with the value 0.5 it's equivalent to (texture1/2.0)+(texture2/2.0).

We can do more weird stuff. Like blend if a value is bright enough. See DoMore 2


DoMore 3+ is just what the fuck.

This is how I started to understand fragment shaders better.
That and writing a raymarcher.

If you want to better stuff like maybe lighting look at different lighting stuff. There's tons of graphics theory to go into.
>>
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>>146701175
sorry
>>
I'VE HAD ENOUGH!!!!!
>>
>>146700831
It's great for servers that might be run in a cluster and need fault tolerance. It's shit for applications that are across 4-8 cores at most.

I mean, if you don't care about performance, I guess I don't see why not. I just don't know why you'd pick Erlang/Elixir over any other functional language if you're not writing distributed software. It's got the same run-of-the-mill featureset of any Lisp.
>>
>>146701146

If you're just going to make something for babies, why even bother?
>>
>>146701175
Googs can you do a video on ideas? I need ideas to become rich
>>
>>146701467
If you're just going to make something you will never finish, why even bother?
>>
>>146701452
Because I'm thinking about making a web game that would require handling a lot of connections in real-time whereas performance demands on a per-client basis wouldn't be that great.
>>
>>146701568

jokes on you I don't make games or have any interest in it
>>
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>>146701691
>>
>>146701475
but i did, it's the gamedesign episode of yesdev.
tl;dw: steal ideas from non-game sources, (put all current game genres out of your head), adapt it into a game
>>
new thread

>>146701850
>>146701850
>>146701850
>>
>>146701871
Yeah it's not like Rock Paper Scissors was an actual game or anything.
>>
>>146701260
Just set the room speed to 60 my man
>>
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Hey guys, this is probably a very common and echoed question here but does anyone know of any good books about common game dev data structures or design patterns?
>>
>>146702969
Post in new thread, bro
>>
>>146703108
Oh shit dude, thanks for the heads up!
>>
>>146694601
>I haven't watch the graduation OVAs yet because I'm afraid I'm going to cry like a little bitch.
DON'T DO IT
Fucking died inside
>>
>>146696690
>>146697006
Pixijs is great. Socketio is bloated. Just use raw websockets
>>
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>>146699174
>>
>>146685918
I STILL don't know why our music contract fell through.
Thread posts: 774
Thread images: 172


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