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/agdg/ - amateur game dev general

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Thread replies: 752
Thread images: 146

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1MA Edition.

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

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

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

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

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

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

> Engines
GameMaker: https://www.yoyogames.com/gamemaker
Godot: https://www.godotengine.org/
Haxe: http://haxeflixel.com/
LÖVE: https://love2d.org/
UE4: https://www.unrealengine.com/what-is-unreal-engine-4
Unity: https://unity3d.com/
Xenko: https://xenko.com

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
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>>146701850
First for java 3D game dev
>>
>>146701804
This is my target audience.
How do I get their attention?
>>
>>146702003
there's nothing wrong with that.
>>
>>146701871
>steal your ideas from non-game sources that's what i do
This from the man who literally made a Rock Paper Scissors game
>>
>>146702003
Notch made over 2 billion dollars by making a 3D java game.
>>
>>146701262
Maybe listen to someone else... I realize just how little this gives someone probably. Those videos were way better probably.

Feel free to play around with that code obviously.
>>
>>146702013
Get your cock out
>>
>>146702013
create a social media app that revolves around taking pictures
>>
>>146702013
roasties :)
>>
>>146702459
It's supposed to be a GAME.
>>146702371
Are you saying that phallic objects would be a good idea for the game?
>>146702537
Do you really think they're interested in that?
>>
>>146701871
Because that worked really well for you?
>>
>>146702591
>Are you saying that phallic objects would be a good idea for the game?
Eggplant Saga
>>
>>146702013

a five nights at freddies clone
>>
>>146702126
>>146702647
rekt
>>
I'm using Unity3d, and I'd like to know what's a good way to get very primitive and cheap (performance wise) points of light. The lights that come with Unity seem to be rather high end, taxing, of course they also let you do shadows and stuff, but I'm not interested in that, but rather the extremely simple stuff that you would find in games like Quake 1. I mean the radiating light that happened when you shot a gun, a rocket or grenade exploded, when you picked quad damage, etc.
>>
>>146702187
Which can't even get 60fps on most machines.
>>
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>>146702936
Do what Runescape and Doom did and directly draw them on.
>>
>>146702936
mark them "not important" for forward, or use deferred which was invented for this exact purpose
>>
>>146702936
http://docs.unity3d.com/410/Documentation/Manual/Lightmapping.html
There.
Bake your lighting.
>I mean the radiating light that happened when you shot a gun
You want cheaper dynamic lighting.
Have your materials do cheaper lighting computations.
>>
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Need a writer to come up with a short story for demoday

pic unrelated
>>
>>146703191
for what game brother
>>
>>146703014
It gets 60 FPS on the machines of people that care about FPS. If FPS actually mattered do you think the game would have become the best selling indie game of all time?
>>
>>146703191
Any guidelines?
>>
>>146702936
make sure your material use legacy type and mess around with the baking settings
>>
>>146703014
Haha take that Notch!
>>
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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?

(I posted this in the last thread to)
>>
>>146703257
>>146703392
It barely runs on the computers of some of my friends.

My point isn't that the game was bad, but that the code (written in java) is poor. I think minecraft is a good game.
>>
>>146703245
>>146703293
Its a hacking game, so all the exposition would have to come through things like emails, instant messages, finding text files on peoples computers, and news headlines/articles.

Im looking for like a main opponent/badguy, and an excuse you want to hack his series of computers.
>>
>>146703463
Croteam's rec'd reading for applicants

Recommended literature:
– Bjarne Stroustrup: “The C++ Programming Language”
– The C++ FAQ: https://isocpp.org/wiki/faq
– Steve McConnell: “Code Complete: A Practical Handbook of Software Construction”
– Steve Maguire: “Writing Solid Code”
>>
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>premade engine
>>
>>146703573
Sounds like fun. Do you have any contact info?
>>
>>146703257
fun = 0.012 * fps / gameplay

>>146703464
>minecraft is a good game
minecraft is a good idea with zero competition and a billion dollar marketing campaign

but it is not a good game
>>
>>146703573
Fun, how soon do you need it?
>>
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When the fuck is spoopy coming home from his vacation? I just got a vive and want to playtest for him.
>>
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I have a couple of questions

I basically made 'chunks' of the body and haven't subdivided or smoothed anything out yet

- Do you check the rigging of the model before you subdivide?

- Do you put in texture before or after subdividing
>>
>>146703657
All bad.

There are no good books.
>>146703463
Watch all of handmadehero.org
Or start where you need help.
>>
>>146703798
>>146703693
I'm vestigialdev on Steam, or [email protected]
>>
>>146703803
kerberos a cute
>>
It's been proven that a game's fun is directly linked to the amount of frames it can generate
>>
>>146703735
I think the gameplay of minecraft is fun. It really used to be so entertaining, and to a new player, the possibilities are so numerous.

I say used to be because, just like it happens in most games, I've run out of things to do. But I genuinely enjoyed it while it still had that novelty charm.
>>
>>146703827
HOLD UP ANON

DID YOU MAKE SEPERATE MODELS FOR THOSE NIPPLES AND JUST ATTACH THEM TO THE BODY MESH?
>>
>>146703464
.My point isn't that the game was bad, but that the code (written in java) is poor.
Yeah and his point was that even games written with poor code can be great games and be hugely successful.

>>146703659
>no game

>>146703735
Minecraft was a fucking great game. Still is. Careful with that fedora.
>>
>>146703958
there wasn't anything to do to begin with, it's an empty shell with no direction or purpose

alpha smp was actually closer to being a finished game than the it is now
>>
>>146703928
>>
>>146704026
it's separate and I haven't really joined in the body mesh/object.
I figured it'll be easier for animation and just parent it to the body
>>
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>>146701262
Thanks anon, been playing with that shadertoy demo the past half hour. You just singlehandedly made shaders approachable to me after the tutorials failed to. I'll go implement some selection circles now..
>>
heh, nothing personnel ....... kid
>>
>>146703928
>1.6 very large GabensFunConstant*FPS/CPUCycle
>CS:S lower
>CS:GO hardly any fun
>Warcraft 3 very high
>Starcraft 2 very low
Confirmed.
>>
>>146703914
I emailed you
>>
sent ;)
>>
>>146704227
Good to hear. I'l save that explanation since it was pretty successful I suppose.
thanks for that gif
>>
>>146704234
I.. understand, but why...?
>>
>>146704062
Your opinion is shit.
>>
>game isnt real time raytraced
>>
>>146704514
>wasting performance on the least efficient form of rendering known to man
>>
>>146703657
I'm gonna keep this in mind dude, thank you! (I already know java and c# pretty well and don't really feel like teaching myself c++ right now, but I will definitely look up the two other books!)

>>146703895
Thank you man! This seems awesome, will delve into asap!
>>
>>146704159
It's also easier to just make new divisions in the main mesh for where you want your nipples and how big, and then properly weighting your shit so that way animating won't fuck those specific parts up.

I don't necessarily remember the exact details about why, but I do know it's mostly a memory thing. It's less stress on the system to render one mesh than to render multiples in real time.
>>
2d game engine for releasing games on steam?
>>
Is steam a good engine for 3d games?
>>
>>146704438
Now, don't be rude

>>146704028
Alright, I guess I started the argument over nothing. You can have a good 3d Java game.

>>146704062
>alpha smp was actually closer to being a finished game than the it is now
How come?
>>
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>>146704106
>>146703928
i guess it's true
>>
>>146704601
It has major advantages when you start approaching realistic rendering. So if your goals are high
>>146704662
Any work fine as long as you get to publish. It's more about what kind of game you're aiming to do. (my personal preference is angel2d or Urho3D, which has a 2D thing)
>>146704685
Steam can be used to run computations but asset loads are to high to handle the vertex count. You struggle to run at 1/60th fps. And that's below what most gamers will put up with.
>>
>>146704026
>>146704647
Are you taking 3D modeling in high school or something? There's nothing wrong with making a separate models for the nipples. He just needs to put them over a vertex, and everything is good. There are multiple ways to go about constructing the end product. It's the end product that matters, and not whatever shart you learn from intro courses.


>>146704159
Make sure the nipple origin is connected to a vertex, which it currently isn't. This is a cheap and dirty way to fix any future problems you may have and works with what you're thinking of.
>>
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Released the dungeon game. Didn't get to complete everything before the jam finishing, but I'm happy with it.
https://cowthing.itch.io/dungeon-of-cor
>>
>>146703827
subdivision is mostly for movies or sculpting, you want a just a good low poly mesh in a game (also quads aren't necessary for the lowpoly mesh, but keeping it mostly quads is easier to work with)
>>
>>146704847
damn,,,
>>
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TOO Busy edition.

I'm hoping making the grid floors darker from now on with boku being white will help.


Here is an Mp4 to see it in motion;
https://i.gyazo.com/b2b88a983982c2f967ccc2814340e9a2.mp4
>>
>>146704949
Any chance for a Linux / OS X / Web version?
>>
>>146703827
looks like a harlequin teenager
>>
Why do you even have FPS anymore?

You should be using delta time.
>>
How about this:
Do games need endings? What if it's just a place to enjoy until you run out of stuff that you want to do. How would a game like fallout/oblivion do without a main story and just side quests?
>>
>>146705286
What
>>
>>146705286
>print deltatime for users
>"WHAT 0.1FPS?!"
>1 star reviews
But yeah we should do deltatime.
>>
Remember, good programmers write proper code that doesn't need to check for null
If you have a line of "if(something == null)" then your code is inherently flawed
>>
>>146705086
is it intentional that the side platforms are exactly the same shade as the walls?

and have you tried dark green and light green for the checkerboard?
>>
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https://www.youtube.com/watch?v=sqct087xM9E
>real CS research is making now darwing portraits in rembrand style that looks authentic
>meanwhile agdg coders complain they're too shitty for art or can't into art
>they're too retarded to make the computer make the art for them
where is god now, artfags?
>>
>>146703914
When do you need it?
>>
>>146705317
I find that leaves me dissatisfied. I keep playing beyond the period I should. It doesn't reflect bad on the game (for me) but it doesn't leave me as happy as something nice that ends at the right time (see Portal1).
>>146705504
>raii bs
Fuck you. It's just dumb.
>>
cut my game into pieces
>>
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Idea guys unite! Together we will idea the greatest of all the game designs!
>>
>>146705562
truly we will soon be the only ones with jobs
>>
>>146705286
because big numbers are good and small numbers are bad, and we have good intuition for numbers between 1 and 100, but not for decimals
>>
>>146705113
Alright I uploaded a Linux export. Let me know if it works.
>>
>>146705086
The contrast is much better than before. I legit couldn't tell where the player was in the last image

>>146705317
It would be shit, because you'd have to rely on radiant quests which are always garbage. Just play fallout 4 and ignore the main quest to see what I mean.
Or just play WoW which is pretty much that since there's never a real "main quest"
>>
>>146704847
Why does that TV have buttons on the front besides the screen? Kind of a shit design, but maybe I'm expecting too much from the art of a meme .gif.
>>
>>146702969
You don't need one.

You don't write patterns intentionally, you find them in written code that you want to describe to someone else.
>>
>>146705562
>ah yes, let's spend a month recreating one picture
>>
>>146705852
>you can't change the code to produce diferent shit based on a scripting language or video footage
>not having a cheap beowulf cluster
>being poor
>being shit at programming
>>
>>146705832
>Why does that TV have buttons on the front besides the screen?

where you born in the 2000's by any chance?
>>
>>146706006
m8 we've had this shit for ages, I'm just funposting.
We've even learned to combine two separate objects into new pictures.
>>
>>146705758
low energy post here
>>
>>146703735
>and a billion dollar marketing campaign
lolwut
Notch literally just made the thing for fun and people were clawing down his door to get their hands on it. There was never any need to market it because the internet became quickly saturated with youtube videos and news articles and everything else.
>>
Quick Question:

Lets say I have two unit types A and B. A can attack and move, while B can heal and move.
How do I program it so that when a user selects A, they are only given the choices to attack or move. And if they select B, they are only given the choices to heal or move?
>>
>>146706065
97, but kinda close I guess.
>>
>>146705286
Not sure if retarded or failed to bring point across.

Even when a game is developed properly and runs mechanically the same no matter the FPS the user is getting it is still a very good meter on how well the game runs.

Actually displaying delta time to users wouldn't really tell them much because they're mostly too stupid and FPS is already an established metric to show how well a game is running.
>>
>>146706260
C L A S S E S
>>
>>146706260
depends on the game
elaborate
>>
>>146706260
If you're using C#, use delegates
>>
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HARD WORK AND DICKS
>>
>>146706260
Use OOP
>>
>>146705562
>thinks he's killed artists
>really just made another tool for artists to use
thanks!
>>
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What should I make for Space Jam?
>>
>>146706421
I can only bring one, sorry.
>>
>>146704856
modern AAA's already use raytracing where appropriate, not as a complete replacement, which it will never and should never be

mark my words, in 5-10 years hollywood will switch back to rasterizers as game engines approach photorealism, not the other way around

and then they will feel stupid for having taken months per frame on muh unbiased brute force bullshit all this time
>>
>>146705086
Anon, use lower contrast colors for the "tiles."
>>
>>146706421
Hardworking dicks
>>
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we have robots using the machines to show you today

we're bringing settlers type builder games back
>>
>>146706421
shitty anime
>>
>>146706536
>not the other way around
The only limitation to ray-tracing is the power we have.
We aren't going back to rasterizing m8.
>>
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>>146706520
kawaii space asian girls.
>>
>>146706520
make a flappy bird game... in space, and call it flappy ship cus you are going to be using a space ship as an MC
>>
>>146705317
While there are a lot of players who don't really touch the main stories in games like Fallout/TES I think it would be weird if there suddenly were no main story. Part of that might be that we're used to them having it so I'm not sure how it would work without. Surely it would deter that part of the playerbase who play them for the main story and not much beyond that.

Looking from an AAA perspective it might make the sandbox part of the games better if they didn't have to focus so much development time and funds to the main story.

Biggest problems with Fallout 4 and Skyrim were the procedural quests. They sucked ass and I think no dev has yet done satisfying procedural quests.

It would also be good to remember that there are a lot of genres that simply don't need a story and with that probably don't need any endings though even those games often run out of content at some point which sort of become their ending point.
>>
>>146706394
I have a master class : Unit
A and B both inherit from Unit.

When the player clicks on a unit they are given a list of options to perform.
Should I make an Action class, then create subclasses Attack, Heal and Move that all inherit from that class?
>>
>>146706359
Have you really never seen an old TV? Have you never talked with your parents about them? Never seen an old movie or cartoon?
>>
We're not just making games. We're exploring a computational universe!
>>
>>146705739
Is this like Schrödinger's Game Idea? As long as nobody actually makes the game it is at the same time the best game and the worst game.
>>
>tfw not a single good 2D engine
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>>146706635
is the video file working for you guys?

what should i be using to make webms?
>>
>>146705346
>>146705503
>>146705760
>>146706382
im saying you shouldn't have FPS at all

aiming for 30 FPS or 60 FPS or 120 FPS all have the same problem: when your game lags your logic will mess up

using delta time you can avoid having an FPS at all and your game will always be smooth
>>
>>146707084
So you're just pretending like Godot doesn't exist?
>>
>>146707084
>2d

It's 2016.
>>
Does UE4 have isometric 3D mode?
>>
>>146707218
Yeah
>>
>>146706520

make moar webms of this
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>>146707146
goodluck on getting the industry to switch to delta m8
>>
>>146706536
Is that literally Sarif Industries Headquarters?
>>
>>146706697
rasterizing is proportionally faster than raytracing, if you have enough power to make a good looking game with raytracing then you have enough power to make a game that is twice as good looking with raster
>>
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>>146705547
no it is not. Those are suppose to be little wood bridges, you're right though I will edit that rock wall texture. Dark green and light green tile floors are used for a different level as I wanted each level in the first world (Easter world) to be a different shade of colored floor since the Easter world has the least art assets going for it believe it or not.

>>146705785
Glad to hear.

>>146706558
Will do.


My next steps is to make it so the fucking color cube leaves particle effect and boxes/crate art can survive your tastes.
>>
>>146707146
You mean an FPS target/limit, you don't 'not have an fps'
>>
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>>146705562
>implying i haven't written procedural graphics
It looks like shit. But it's infinitely huge.
>>146706536
Are you saying they raytraced those reflections against area lights?
Cool shit.
>>
>>146707350
The "super clean and minimal big corp logo and entry-way" predates dude sex m8
>>
I am the next Notch:

Fat
Autistic
Antisocial
Bad at programming
Fedora

Now I just need to make a bad game in a niche no one cared to do yet.
>>
>>146707146
Oh okay so you are retarded.

You will always have FPS but a good developer separates the game logic from the rendering. There's a couple ways to do this. One is to include delta time in all calculations that need to be synchronized over the course of the game. Another is to separate that logic entirely to a different part of the engine that is made run a set amount of times per second.

If done properly it doesn't matter what FPS the game is rendering at, the logic will still stay in check.
>>
>>146707432
>that is twice as good looking with raster
then why is it all but abandoned?
>>
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eye am a genius
>>
>>146707438
Already better. I can finally see those little spikey dicks properly.
>>
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a game where you go through the experiences of a holocaust survivor
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>>146707613
because you can't sell 5 months of renderfarm time if you render your movie in 2 days on a commodity pc
>>
>>146707634
So a game about experiencing nothing?
that's pretty deep molly
>>
a game where you recursively a game
>>
>>146707432
No it doesn't work like that anon. Raytracing allows for mathematically correct versions of an image. Rasterizing is limited in that aspect.

And when so much of our attention is on lighting and shadows ray tracing wins out big.
>>146707634
How about someone that didn't survive IDF?
>>
>>146706846
public interface ControllableUnit
/public String[] ListSelectableActions(){}
public class Healer implements Unit
/public String[] ListSelectableActions(){return new String[]{"heal","move"};}
public class Warrior implements Unit
/public String[] ListSelectableActions(){return new String[]{"attack","move"};}


Exactly how detailed you do the OO stuff, like having whole classes for each action, depends on how many different healer units you want. It makes sense to model it in more detail if you have ten different healer type units that share lots of behavior, if you just have one healer type unit then don't bother with too much modelling and just get it to work with the least amount of code.

Unit should be an interface because it's never instantiated and just specifies how inheriting types are used.
>>
>>146707614
Is this supposed to be something like the ships using the gravitational fields of the planes to slingshot from one to another?

Pretty cool anyway.
>>
>>146707754
And that's why ray-tracing is the future.
>>
>>146707786
how is raster not "mathemathically correct"? whatever you think that means
>>
>>146706536
>>146707478
There's no way that's raytraced. Real-time raytracing is like FTL travel. They can just render Z-flipped copies of the assets as "reflections" for cheaper.
>>
>>146706846
i do that for my game.
that said, I've heard delegates are good but I don't want to invest time in changing it yet

think about what actions (highlighting a map, doing damage to enemies, changing internal state for a unit, etc) need to be done for an action. The action class (at the root of the hierarchy) needs to have functions for all that.

If an action is just a single function call, always, then delegates seem fine. But you might need several functions in one action, and maybe some state too
>>
>>146707146
I'm assuming you mean something like this:
http://gafferongames.com/game-physics/fix-your-timestep/
basically rendering and logic/physic updates can happen at a different rate, having a fixed update rate especially for physics is a good thing. Rendering really should be only limited by the users PC.
>>
>>146707974
SSR is raytracing through the g-buffer basically

it has some issues when things are offscreen or hidden but those can be overcome by rendering "deep" buffers with offscreen data
>>
>>146707146
>But there is a huge problem with this approach which I will now explain. The problem is that the behavior of your physics simulation depends on the delta time you pass in. The effect could be subtle as your game having a slightly different “feel” depending on framerate or it could be as extreme as your spring simulation exploding to infinity, fast moving objects tunneling through walls and the player falling through the floor!

deltatime is pretty shit and should be clamped to sane values at the very least
>>
I'm sure nobody here has frame rate dependent physics.
>>
>>146707171
And you're pretending it's good?
>>
>>146708390
I wouldn't be so sure. It's a very easy rookie mistake to make on Unity unless you happen upon a tutorial or something that explains what you should do instead.
>>
>>146707930
The world isn't made of polygons. You can't raster objects that aren't using vertexes. You can raytrace against perfect mathematical shapes (see raymarching). So you'd ideally describe a surface in some complex mathematical way which generates a human being and it's surface properties. You then raytrace from camera and determine the colors without any ray-exclusion algorithms and thus you can by many samples achieve better than available floating point precision surface definition and a much better calculation than what's available using triangles (which are planes remember) and some kind of fuzzy bouncing of rays.

And really doing lighting without raytracing in some form simply won't get close, ever. A combination of raytracing your light against vertex objects may be passable even if your goals are high but it's never the best option.

And obviously it's all approximations, so its mathematically correct in the sense that we pick an arbitrary limit for how much we care.

We're talking about rather extreme situations though. I don't even know what kind of resolutions and short view-distance you'd have to have to see the difference. Even with todays offline rendering.
>>146707974
Anon real-time ray-tracing is a per pixel operation. It's feasible. Especially in that context where there's a single primary light that light those sources
>>
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>>146707634
you can't model all this fake shit by yourself
>>
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>>
>>146708591
literally nobody is using implicit surfaces for anything, even the most expensive hollywood movie is in polygons you doofus
>>
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>>146708390
I have framerate dependent progress and I'm running at 0fps
>>
How do I avoid frame-dependant physics in GM, and why should I care if my game runs at a steady 60 FPS on toasters?
>>
A game where the player programs the code, draws the art and makes the audio.
>>
delta time poster here

give me more (You)s
>>
>>146708673
>N-nobody is using implicit surfaces now
>W-why would they ever do that in the future?
Did you not hear my argument?

If we care about correctness we will.
>>
>>>/v/342892002
>>>/v/342892002
>>>/v/342892002
>>
>>146708795
Stop making dumb threads cristian
>>
>146708707
(You)
>>
>>146707634
Sorry to inform you that the holocaust never occurred.
>>
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>>146708670
>>
A program should have no concept of time or state.
>>
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>>146708789
if there is a future in anything it's point clouds not your gay math shit
>>
>>146708670
im trying! just confused how grass terrain works in unity 5. i made some shitty grass model which doesnt want to work
>>
>146708670
>someone is still posting this shit (You) bait in agdg
Sad life.
>>
>>146708985
>time or state.
then it doesn't exist molly.
>>
>>146708630
Makes you wonder how everyone ate that up
>>
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>>146708953
>>146708670
I'm busy making grass and rocks and dirt.
>>
>>146708694
>frame-dependant physics in GM
Multiply by delta time in the right places.

I think GM's default physics engine does DT fine.
>why should I care if my games runs well on toasters
Because GM couldn't handle more than >>146696268
>400 sprites with basic ai that just turns around behind them.

So you're limiting yourself if you 'ignore' performance.

Not that you're gonna do well in GM anyhow. I don't remember the stats but someone here on agdg did a GML vs Godot VS c++ comparison.

Stats were shocking but it's fully within reason.
>>146708985
>functional fags
It's a videogame. It has to be
>>146709006
>point clouds
They're just as infallible. Hope infinite detail didn't get you. That was the most bs shit to hit /v/ in a long time. And they didn't even get how shit it was.

Really vertexes and point clouds aren't all that different. And frankly if you're doing point cloud rendering why not just raytrace implicit surfaces?
>>
>>146704972
it's not really a game exactly, it's mainly for animations/prerendered scenes
something like a VN

should I keep it as is and fix smooth out somethings or subdivide
>>
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>>146708670
>>146708953
if it's 2D gameplay with a 3D engine what does it count as
>>
>>146709194
Those infinite detail guys were given millions of dollars by the australian government and they've started a company.
>>
>>146707879
>>146708024

thanks, guys
>>
>>146709194
that person with the 400 sprites is using Java not Game Maker
>>
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>>146708670
>>146708953
>>
>>146709303
Yes. Do you think they're doing realtime realistic rendering? No they're doing another fucking point cloud renderer for real-world scanned data.

And they're still making ridiculous claims like transfering 1TB over the net in a second.
They're obviously not. Fuck i hate liars so much.

It's nowhere near what's promised. I'd say the aussie goverment were ripped off but we all know non-game industry tech is just about popularity.
>>
>>146709303
wasn't that like five years ago? There is still nothing.
>>
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>>146709194
because you can't sample implicit surfaces from a photo, which is the only real innovation remaining in realistic graphics

here's the most advanced implicit surface model, great realism there buddy
>>
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how do i make a card game

i already have my own things I'm doing

I am curious what you would tell me
>>
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>>146708953
but i am
>>
>>146709572
Don't make a card game. You will never be able to make it relevant since there are so many high quality card games around that have more support behind them than what you can provide.
>>
>>146709194
I'm not going to have 400 enemies on screen, deactivating objects outside view is a better option
>Not that you're gonna do well in GM anyhow. I don't remember the stats but someone here on agdg did a GML vs Godot VS c++ comparison.
Yes, and GML had better perfomance than Godot.
>>
>>146709668
FURRRFAGGS OUT
>>
>>146709803
so?

thats not even a consideration

mine is better
>>
>>146709246
what game?
>>
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>>146709926
>>
>>146708263
Read the whole article, you retard, that's just build-up for the solution that is presented.
>>
>>146709956
>mine is better
No it's not.
>>
>>146710034
fixed timestep is simple and nice, but there's really no need to go full retard on it, just make sure your values are in a sane range
>>
>>146709361
Oh. So maybe he's making his own engine and it's bad so far?

I don't know how you'd do that. You could probably do it as JavaSwing panes and be fine.
>>146709551
Ok lets just accept that false statement.
>nothing more to do
Bullshit.
But if that were true there's nothing raytracing wouldn't do better in rasterisers/pointcloud rendering real-world models from laser scanning the real world and generating the implicit data from that.
>but that's not
What? What is it not? Can we not zoom as far as we want and get a better representation of the surface than the plane the raster would give us and the empty space the point cloud rendering would give?
It's an implicit surface.
>most advanced implicit surface model
Are you retarded? I didn't realize I was talking to a complete retard. Do you even know what an implicit surface is?
Maybe you mean complex? Kinda doubt it.
>>
>>146708985
You can't get around time.

>>146710141
If you're okay with zero semblance of determinism.
>>
>>146710230
why does it need to be deterministic?
>>
>>146709882
I didn't mean to offend. I'm just saying that it's running poorly. That doesn't mean you're not allowed to have your own standards or anything. It's probably perfectly fine for people.

I'm just saying that this other guy should care unless he has excluded a demographic consciously. Because even in your case if your design demanded that much and you think that's fine for you. You're excluding a lot of people no doubt.
>>
>>146709218
do you want to sculpt the subdivided mesh?
I think just subdividing it will turn it into an shapeless blob.

Weight painting is probably easier on the low poly mesh, you can also transfer weight painting with data transfer modifier from a low poly mesh to other meshes which helps a lot with clothes and stuff (In my experience you need to have an armature modifier active on both meshes for that to work correctly).
>>
>>146706661
Kill yourself
>>
>just finished typing up flavor text for 500 items
>still have 1500+ to go
>know that 90% of people who play the game will never read all of it
Just end it now familia
>>
>>146710668

at least you have a game
>>
>>146710668
I'll read all of it
>>
>>146710668
SCOPE
COPE
OPE
PE
E
>>
>>146710668
what flavor
>>
>>146710313
- precision gameplay
- lockstep networking
- bug reproduction
- replay/rewind system
>>
>>146710227
raytracers can be slower by an order of magnitude for the same result, that's what they are good at, they have that advantage

what advantage does an implicit surface have over per pixel polygons or point samples? literally nothing as far as the final result is concerned

point clouds are good because they're a direct representation of sampled data, polygons are good because they're easy to work with

implicit surfaces have no advantages and only downsides, same with raytracing

>muh purity
>muh atomic scale zoom (why?)
>muh math
>>
>>146710439
I'm not offended, just pointing out that if your game isn't demanding you're better off making sure it runs at a steady FPS instead of accounting for low perfomance
>>
>>146710783
>lockstep networking
it's not the 56k days anymore bub

>replay/rewind system
just sample positions, worked for hl2 and its gonna work for you

>precision gameplay
what?
>>
>>146710852
>better off
It's trivial to do the latter, and it allows for unlocked FPS as well as it accounts for low FPS.
>>
>tfw having to downgrade the plot and setting because it's too similar to another game
>>
>>146710501
>subdivide turns the mesh into a blob
yeah I noticed that too, I'll just keep it as is

thanks for the help
>>
>>146711005
JRPGs get away with it, why can't you?
>>
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>>146709668
Do furfag games even make money?
I mean i know that obviously furfags are autistic and cant handle their wallets, we've known that for years but you can't sell this shit on steam
>>
>>146710776
360 NO SCOPE
>>
>>146710980
>just sample positions, worked for hl2 and its gonna work for you
>what is chaos theory

>what?
You can't expect the player to perform a precise maneuver if their success depends on the framerate.
>>
>>146711082
>Do furfag games even make money?
Yes if it's porn, ESPECIALLY if it panders to a range of niche fetishes
>but you can't sell this shit on steam
Make a patreon you idiot
>>
>>146710987
>It's trivial to do the latter
There was a guy in the last thread who fucked it up.
>>
>>146711173
their success depends on the framerate whether or not you fix the timestep, so what does it matter?
>>
>>146710980
>>146711173
Wait, do you mean that you don't need determinism for replays because you can just record the state of the entire world for that time? Really scalable.

>>146711247
Why would it? If you separate logic from rendering it doesn't matter how slow or fast the game renders.
>>
It literally doesn't matter.

Super Meat Boy - a precision platformer that absolutely shits itself when the framerate drops. It still sold millions.
>>
>>146711176
How much cash does anubis dev make?
>>
>>146711082
Furfags are surprisingly good at making games, when they have a team.
>Dust: An Elysian Tale
>Freedom Planet when you skip the story
>Stories: The Path of Destinies
>>
>>146711453
No idea
He'll be swimming in dosh once his game is on sale
>>
>>146711351
the player can't react to a game that renders slowly, what happens behind the scene is irrelevant, in fact the best thing for the player is to run it in slowmotion

>>146711351
so your replay is gonna be a few megabytes big instead of kilobytes, who gives a flying fuck?

and the advantage of having full data recorded is you can freely seek and rewind and not really care about quirks of the current version, where deterministic input replays break if you try that, and they also break easily between versions of the game, even a different build of the game can lead to desyncs between replays

who wants to deal with any of that? just save everything
>>
>>146711453
$0 USD
>>
Why does nobody in here do pre-rendered graphics?
>>
anyone got any resources for chiptune creation? I want a chiptune soundtrack to my game

I found this

https://soundfly.com/courses/getting-started-with-chip-music
>>
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An inventory system where items give each other bonuses based on adjacency. Your inventory is the same as your equip screen. There is an item that gives you a bonus for having an inventory full of junk.
>>
>>146710837
You're relaly nt saying anything anymore. You're just repeating yourself.
>It's slow
>I don't care enough about realism
>for some reason I think a direct representation of data is what viewers want rather than a precise representation of the object
It makes absolutely no sense.
Also:
>raytracers can be slower by an order of magnitude for the same result
This is assuming current tech. Rasterizing does not have the same efficiency when it comes to parallel computing that raytracers do.
The workload raytracers do for our resolutions is massive compared to the gain right now, yes. Obviously. (especially with surfaces that are designed for rasterizers unlike implicit surfaces that are very appropriate for ray-tracing)

But as demands on lighting increase they gain the upper hand. That's what I started wit hand that's what I'm finishing with because nothing you said added to the discussion. Especially since you pulled euclideon into the mix.
That's simply unfeasible because animation. Like what the hell were you even thinking. How is that an argument against ray-tracers? You can deform implicit surfaces very easily.
>>
>>146712042
Because then i would rather just paint pictures.
>>
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aww fuck
i don't remember how to rotate 2D vectors anymore - its been awhile

how was it done again?
>>
>>146712193
I may or may not steal this
>>
>>146712042
Lots of people do in some sense.
But generally it's hard because partial specialization requires thought.
>>
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>>146707908
>slingshot
I kinda want there to be a slingshot mechanic that would reduce deltav cost of moving

but then I think of the nightmare that would be making an AI work with that

but yeah basically just a movement system that looks like it respects orbital mechanics at least somewhat

I still can't think of how to make sure it flies at a consistent speed all the way along the curved path, how is this usually solved with say splines?
>>
>>146712248
Multiply by a 2x2 rotation matrix.

The technique you learned is the same thing, just simplified so that you never see the matrix.
>>
>>146712193
Thanks argument-kun, gonna change this a bit.
>>
Give me TECHNOLOGY ideas
>>
>>146712248
In flash Cs6 click on the first frame in the timeline then in the Properties window and click on the arrow next to Tweening. Next to Rotate: select either CW (Clockwise) or CCW (Counter-Clockwise), then indicate the number of times to rotate.
>>
>>146712410
What sort of game
>>
>>146712042
it's a lot more work
>>
>vine making downwell
>>
>>146712410
A game where you simulate every subatomic particle and you can do anything.
>>
A game that scales the AI and map size based on the computer's hardware.
>>
>>146712042
>nobody
That's pretty rude to the guys that are
>>
>>146712193
This is actually not all that bad.
>>
>>146712453
A fun game
>>
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>>146701850
robot operate machine for profit
>>
>>146712248
Here's a nice refresher on all of it.
https://youtu.be/SLWCc-mcd-I?t=112
But you multiply by your rotation matrix after you subtract out your basis. Which you later add in.
https://en.wikipedia.org/wiki/Rotation_matrix
>>
What's the best engine for making a Sokoban clone?
>>
>>146712126
http://www.gr87.com/?page_id=64
>>
>>146712741
GM
>>
>>146712741
Bokube is already our Sokoban clone.
>>
Sometimes I notice it's like I'm the only on putting efforts into my 4chan posts. It's been more than 10 years I get you can get a bit lazy but come on. Step it up.
>>
>>146712690
>"quirky" description
>gif
>literally who
reddit
>>
>>146712342
>>146712607
Who? Where are they?
>>
>>146712885
Is that where you're headed?
All devs are welcome
>>
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>>146701850
https://www.youtube.com/watch?v=4Aa2K_firtI
>>
>>146712741
I honestly suspect gamemaker. That's a rarity.
>>146712690
Prerendered?
Please say it is and you're gonna release it on every platform imaginable.
>>
>>146712881
?
>>
>>146712885
literally whos are only shills.
All new-devs mid-game progress are welcome you silly faggot.
>>
>>146712997
I like who this guy programmed in the perfect reactions for the situation for doomguy.
>>
What's the best engine for a 2D tile-based block-pushing game?
>>
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rate my c++ / 10 pls b nice currently adding item splitting to inventory so you can organise your shit better
>>
for downwell-style perk selection should i just do a regular "move the cursor over them" thing or a gay different way that's cooler
>>
>>146713145
>>146712741
http://www.puzzlescript.net/
>>
>>146712885
sorry should i be posting webm?

>>146713002
nah it's ue4 live, but we're going low-poly so everyone can play it, probably on tablets, hopefully even on phones

what would you guys recommend for webm capture?
>>
>>146709668
That jump animation is really bad dude. Is it a place holder?
>>
>>146712957
Seems like the archive search is not working but there was a guy last week or the week before that asking about his walk cycle. There's also the doom guy that has that shotgun and enemies that explode into gory bits
>>
>>146713215
https://github.com/theTarkus/WebMCam
Or OBS and then convert to webm.

Or use licecap.
http://www.cockos.com/licecap/
It's likely more efficient than what you're using.
>>
>>146713149
>( cItem *itemIn )
>that shitty struct/class nomencloture
>spacing around parenthesis
>not nullptr
DELETE THIS
>>
>>146713149
should be using .hpp and your color scheme is kind of bad but otherwise fine / 10
>>
>>146713149
>space after opening paren
>space before ending paren
>using NULL instead of nullptr
>not prefixing member variables
could be better
>>
>>146706421
Do you have her model naked? For research.
>>
>>146713234
Mhmm, single frame that I had done as part of the transition into the jump. Programmer just stuffed everything together to get the character moving, spending today cleaning up things and making the transitions.
>>
>>146713149
Good /10
Would read and write replacements for.
>>
>>146713350
nullptr is depreciated ritchie.
pls go back to hell
>>
>>146713149
>obvious disregard of separation of concerns
>*Manager
I do like the way you've done that network serialization, though. If only C++ had a more appropriate operator for concatenation than +.
>>
>>146713474
She appears naked in the anime
>>
>>146713334
thanks m80

tested gyazo and screentogif since we're supposed to be using gifs on the greenlight concepts page, but both of those are pieces of shit
>>
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Added jumping and broke like 50 other things
There's dialog now 2
>>
>>146706421
>this + SFM animation
Heaven.
>>
>>146713398
>>146713384
>>146713350
t-thanks

why .hpp?

I don't use nulltpr because I coded thousands of lines without it and wanted to keep consistent, and NULL works fine anyways especially for game purposes
>>
>>146713559
>obvious disregard of single responsibility principle
Dunno if that's better.

>>146713521
???
>>
>>146713684
>why .hpp?
Because you use cpp
I don't use hpp either
>>
>>146712734
oh, thanks, man
>>
>>146713684
>NULL works fine anyways especially for game purposes
>especially for game purposes
What did he mean by this?
>>
>>146713776
hpp is for inlining the cpp file in the header
>>
>>146713559
>separation of concerns
Can u elaborate? I mean yeah its a design feature in general but how does it apply to this code?
xManager isn't that bad right? I mean I have to use keywords like that with a project of >100k lines of code so I can recognize my own shit
>>
>>146713852
I mean, NULL is literally fine for pretty much anything you want to do within a game. For super important applications outside gaming then yeah I can understand the need for nullptr, but srsly, NULL is fine and will cause no problems if you use it correctly

..right?
>>
>>146713587
I need a 3D version of that.
>>
>>146713837
>that thumb
what the fuck
>>
>>146714139
manly toe thumb
>>
>>146714021
>perpetuating old standards
>>
>>146713895
>Can u elaborate? I mean yeah its a design feature in general but how does it apply to this code?
You have all that logic for splitting in the main inventory class. You seem to realize that it should be separate, given that all the related methods are prefixed.

If your inventory has actions X, Y, and Z, and all are mutually exclusive, why should the class have the fields and methods for all of them at once, with flags (including a field not being null) to say if they're active? The inventory just holds things.
>>
>>146714227
the game would have died by the time NULL ever stops working, what does it matter? Time better spent making real progress rather than making changes that don't affect anything
>>
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>>146714110
Make the model yourself?
The point of that post is hard work and guts after all
>>
https://youtu.be/15JCb6P60Vw
>>
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is this the thread we post in if we want people to tell us our code is bad?
>>
>replace "NULL" with "nullptr" across all files
It (likely) just werks.
>>
>>146714358
wow rude
>>
>>146714398
>C++
Fag
>>
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>>146712690
here's an example of the low poly procedural effect style we're going for
>>
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>>146714259
Ah I see. The problem is that I already have a lot of classes for inventory, and hundreds of classes throughout my game. I've found it a massive pain in the ass to find the code I want, so of recent years I've began to clump it together more, aslong as its kinda related. Since it's only me thats reading the code, I prefer to make life easier for myself, as I know for a fact that I prefer less separated code- I find it much easier to organise in my head!

This itemsplit code belongs to the inventoryinterface class, where you control the inventory though UI, so I thought it'd be best placed there
>>
>>146714398
>same line curly brackets
STOP
>>
>>146714584
This is prerendered
>>
>>146714639
>interface
>manager
>placer
>spawner
>spawngroup
>container
>database
jesus no wonder you have 5000 classes
>>
>>146714504
Just trying to motivate you
>>
I can't draw and I can't get someone to draw for me. What are my options?
>>
>>146714652
>adding 25% more lines of empty whitespace to every file for literally no reason
no thanks
>>
>>146713652
u could finnaly make the anime crotch sniffing sim i've been waiting for
>>
>>146714740
>>database
WOAH
WOAH
>>
>>146714850
procedural generation
>>
>>146714869
>wanting ugly code
>>
>>146714850
text game/ ASCII
>>
>>146715040
>>146715059
welp guess I'll kill myself then
>>
>>146714869
>oh god it's 1985 and every single bit and byte matter
Have fun deciphering that spaghetti.
>>
>>146714850
Just call it "retro-inspired" and you can get away with anything.
>>
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>>146714740
a robust inventory system controlled by mouse/touch/gamepad singleplayer/networked was one of the most complex things of the game, which why I split it up into many classes. Do I regret it? yes.. I fucked up. But it works!
>>
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>>146714902
dont think i dont see you there you cheeky fuck
>>
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Got the HUD drawing correctly, which took a little bit since each part of the hud is drawn/stretched depending on the player's max health.
>>
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>>146715217
>>146715049
>tfw I use same line brackets because I think it looks nicer and is more readable

I usually use Lua now though
>>
>>146715267
How long has this been in development, mate?
>>
>>146714367
https://www.youtube.com/watch?v=runtc3Da0CE
>>
>>146712828
>http://www.gr87.com/?page_id=64

awesome thanks
>>
>>146715267

shiett I want to make a game like this
>>
>>146715267
I think your mistake is thinking all that shit is specific to inventories when really an inventory is just a place for items to go. How you interact with it and display it is irrelevant and could have been built on top of more generic UI components.
>>
>>146715412
3-4 years now, I have a full time job which makes it difficult
>>
>>146715526
It's on steam isn't it? How is that going?
>>
>>146714850
steal online art. This will not work if you plan on selling you game though.
>>
>>146715524
Yeah I agree, it does make use of generic UI components- but definitely not enough. I've learned a lot and wish I could start again, but it's too far gone now. Next project will be perfect! ... for 1-2years, then I'll see all the mistakes I made by which point it'll be too late to change. such is the life
>>
>>146714398
>>146714652
>>146714869
WTF is this argument even? I see curly brackets getting their own lines like on 460 and 472 and yet this fucking argument is still taking place. What am I missing?
>>
>>146715436
I miss GH hype.
I hope the rhythm genre comes back soon.
>>
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>>146714684

why do you think that?

it just uses a noise function to make a fireball shape
>>
>>146715628
It's going okay, its in Early Access which is definitely putting people off- I'm just doing my best to fix all the broken shit so I can get it out of EA. The benefit of EA is that people are generally a bit more understanding if they see your flaws&crashes tho. First time publishing a game on Steam, it was scary but Steam is so much better than android/ios in terms of issuing updates

android/ios gets way more reach though, you barely have to market it at all
>>
>>146715797
this {

}

vs

this
{

}
>>
>>146715834
Just buy a vita
>>
>>146715976
I find
this
{
//
}
way more readable, but i understand the bloat of it
>>
>>146716034
Do any game actually use the back touch-pads?
Or will it just be Tap-Tap:Cute Girls Edition
>>
>>146715945
Hmm, looks cool
>>
>>146716085
>bloat
Absolutely none? Compilers disregard newlines.
>>
>>146716085
>but i understand the bloat of it
there is literally none besides line-count autism.
>>
>>146716281
the readability bloat. If you have a lot of it going on in a chunk of code, you cant see as much real code on your screen
>>
>>146715976
Oh then it's in regards to opening brackets.

function name () {
code code code
}

Is how 99% of programmers code. Considering that I couldn't even determine what the argument was about.
>>
>>146716281
>>146716385
Less code can be on the screen at once. It's the difference between seeing a whole function at once and having to scroll. This from someone who uses the bloated style

>>146716471
>99%
uhhhh
>>
>>146716281
monitor space is a resource

it's a dumb argument though because if you're incapable of reading True Brace style and someone else is, you're the one suffering, not them.
>>
>>146716281
Visual bloat ya dingus
>>
>>146716548
Are you on a 720 landscape monitor?
>>
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Who else arcade dev?

The control panel is placeholder from another game
>>
>come to 4chan to masturbate
>see this thread
>gets sucked in
>too tired now
fuck you guys
>>
>>146716385
Needing to put your opening brackets on their own line is the real autism, son. Tabs exist for a reason.
>>
>>146716615
That's pretty cool, I wish /diy/ and us could be friends.
>>146716673
>wanting readability is autism
W E W
>>
>>146716656
You havent even been here for literally insane shitposting tuesdays. Join us in discord while we troll the whole thread every tuesday @10pm est
>>
>>146716605
yeah, a laptop.
when it dies i'll buy a pc and three monitors
>>
>>146716548
>Less code can be on the screen at once. It's the difference between seeing a whole function at once and having to scroll. This from someone who uses the bloated style

are you me?
>>
>>146716656
>come to 4chan to masturbate
>go to /vg/
What porn did you intend to find here?
>>
>I use a language with braces
>>
>>146716615
Neato!
>>
>>146716615
That's fucking dope, dude
>>
>>146716548
>UHHHHHHHHH
Yeah, 99%. Have you ever actually worked with other programmers? Putting your opening brackets on their own line would trigger most people. Almost nobody does it. They might not say anything but they'd consider you a fucking weirdo and rightfully so.

>>146716760
>muh readability
Like I said, tabs exist for a reason. If you can't determine the body of a function or an if statement by where it's nested and need to see opening brackets on their own line you're mentally impaired.
>>
>>146716992
>if you can't read a clusterfuck code, you're a retard
Why not just go full brainfuck and have mile long single lines then?
>>
void fn() { }
void fn() {
}
void fn()
{ }
void fn()
{
}
void fn(
) {
}
void fn (
) { }
void fn
()
{
}

all valid, the only autism is giving a shit

line by line readability + ease of typing > style
>>
>>146716889
At least half of the /vg/ OP images are lewd.
>>
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Sup Aggy Daggy,

Need some advice on Aesprite.

I've been doing some palette swaps for some of my sprites, and I've been running into a minor issue that's been making me upset. When I take the original sprite (the left side) and go to index it in Aesprite, so I can manipulate the palette, it always changes the sprite by adjusting the colors. Is there a way to fix this?

Attached is what it does the moment you go to index it. I know my sprites are great or anything, and its not THAT big of a deal, but its frustrating me.

Once indexed, the palette changes are super easy to do.
>>
>>146716951

>I use a language with scope
>>
>>146716951
We got ourselves a functional kiddie over here boys
>>
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>>146716615
>>
>>146716992
when I work with other programmers or if the IDE I'm using is aggressive, I'll happily switch to K&R.
>>
>>146717067
>a single line of whitespace is the difference between perfect code and a clusterfuck
same-line brace people can complain about new-line brace people, but the argument doesn't work in the other direction

it's fine if you need a newline, but some people don't, and it's objectively worse to have the extra newline if you don't need it
>>
>>146717159
Ignore A L L lisposting
>>
>>146717238
S Y M M E T R Y
Y
M
M
E
T
R
Y
>>
>>146717067
>calling STANDARD code formatting a "clusterfuck"
Unhireable as fuck.
>>
>>146717338
>Unhireable as fuck.
I would never ever apply for an enterprise coding position.
>>
>>146717238
it's disallowed to use brackets on the same line in jsfcpp for a reason, too easy to miss a bracket by accident if it doesn't have its own line
>>
>>146717338
>Unhireable as fuck.
Good thing this is the AMATEUR gamedev general

Fucking retards
>>
>>146717112
havn't ever used that program but just looked it up. Looks fucking amazing, how long did it take you to learn it?

but im guessing it adjusts your colours to fit on a colour snapping system, like, if you have rgb(9, 27, 132) it might round up/down to the nearest 10 to rgb(10, 30, 130) to keep tones consistent or something? It looked like you could increase/decrease the amount of colours between gradients on the video which I assume means it has to snap colour values to a grid

i might be talking shit though, this is only a guess ,and i cant even explain myself correctly
>>
Let's settle this
http://www.strawpoll.me/10597933
http://www.strawpoll.me/10597933
http://www.strawpoll.me/10597933
http://www.strawpoll.me/10597933
http://www.strawpoll.me/10597933
>>
Whats the preferred screen recording software to create webms?
>>
>>146717494
Can't have programmer without the pro
>>
>>146717409
Of course you wouldn't, it'd be completely pointless. If you need an entire line dedicated to showing you where to read the body of a function you're not professional material.
>>
>>146704949
Got to floor 5. I enjoyed the music and the mood. I could imagine the step noise getting annoying after a while though.
>>
>>146717561
I think you are right, as the colors it is adjusting on the face mask are 24,24,24 and it looks like it dithers it.

No idea why it would have to do this though.
>>
>>146717683
Need != prefer, pajeet
>>
>>146717463
and NASA sits down and discusses every line of code for an hour before agreeing on it, for a good reason

that doesn't mean it's smart outside of extremely specific domains
>>
>>146717591
You don't need a poll to confirm that most programmers aren't mentally handicapped. You pull that brace on a new line shit with any real team and you're quickly going to highlight yourself as an insular backwoods developer.
>>
>>146717641
OBS
webmforretards
>>
>>146717591
B T F O
T
F
O

>>146717641
Some people will say OBS but as an nvidia masterrace I'd say Shadowplay, it seems lossless, but I record to a ramdisk so theres no bottleneck
>>
>>146717797
nasa uses ada and fortran instead of shitty languages like c++
>>
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>>146717591
can yall stop with shitty polls and post some OC content
>>
>>146718004
NASA: Lots of projects, including
JPL (Jet Propulsion Lab, NASA): Mars rover autonomous driving system (incl. scene analysis and route planning). C++ on Mars! Also lots of supporting software
"on the ground" (i.e. Earth).

>his language hasn't been on mars
>>
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>Allman
>Stallman
Newliners eat their own toe cheese and live in a fantasy world.
>>
>>146717591
>using a language with braces
Anon, it's 2016, you don't need to use a low level language to make game.
>>
I've found a solution that should please everyone

int function()
{
return 1; }
>>
>>146718334
)))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))))
>>
>>146718334
Dont need to, but your game will be shit and heavily difficult to modify if you just use blueprints
>>
>>146718359
There are more languages that don't use braces than Lisps.

And I think Lisps are pig disgusting.
>>
>>146718108
why can't i edit your gif?
>>
>>146717591
i voted and I don't even know what it means
>>
>>146718497
Lua is lewd
>>
I'm really starting to miss my game :(
>>
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>>146718725
no, lua is cute
>>
>>146716889
frontpage
"popular threads"
>>
How do I make a good Doom WAD
>>
Achievements.
Do you like them?

Should super-hard or tedious achievements like speedrunning or "without dying" exist?
>>
>>146718931
>>>/vr/doom
>>
>>146719009
They are to mimic enjoyment when you cant create it mechanically.
Nothing more than a crutch, ill never add them.
>>
>>146719009
Yes
>>
>>146719009
Love them personally; depends on the game, difficulty, and gameplay time length.
>>
>>146719009
They're gross and SAM literally makes steam achievements worthless.
>>
>>146719009
I like achievements. If they are achievable
>>
>>146717687
Thanks!
Yeah, I agree the step noise is annoying, I tried to lower it to make it less annoying, didn't work too well.
>>
>>146709668
FINISH ANUBIS
I
N
I
S
H

A
N
U
B
I
S
>>
>>146719465
By the end of the year!
Gotta make a Mega Man game first.
>>
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Do people like tetris inventories?
>>
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>your game intro will never be this

https://www.youtube.com/watch?v=0wovgq7YHZ8
>>
>>146719954

they're overrated
>>
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do yall know any games that encorporate datamoshing or some type of trippy effect?
>>
>>146719954
Arcanum was terrible. Awful combat, it overall aged like milk.
>>
>>146720028
>download video
>put it on your game
>>
>>146719954
it needs to come back honestly.
Be prepared for autistic fits though.
>>
>>146719954
if autism return true
>>
>>146720028
>those colors
Why is this allowed?
>>
>>146719954
Only if you can organize with belts, sheathes, holsters, bags, etc. instead of just having everything in one big block.

Also, things like keys and letters shouldn't take inventory space, it's ridiculous.
>>
>>146719954
I can enjoy them, but I'd enjoy a more complex inventory than just classic grid tetris setup. Maybe something like having all items have a simplified shape and having basic physics where you have to strain to try and fit in more items than you probably should.
>>
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>>146719954
I hope so
>>
>>146720235
Plz be trolling
>>
>>146719954
Only if they make sense gameplay wise
>>
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>>146719009
gamasutra.com/view/news/118589
wikipedia.org/wiki/Overjustification_effect

web.archive.org/web/20130324194032/http://penny-arcade.com/report/article/intrinsic-vs.-extrinsic-rewards-in-kleis-latest-game-dont-starve
>>
>>146720360
When have they ever made sense gameplay wise?
>>
>>146720270
What if the sword accidentally cuts the bow string?
>>
>>146720432
forgot quote
>Our solution had taken a confusing - yet fun - game and made it feel like a list of chores. There was also the problem that players would eventually run out of quests, and then stop playing entirely because the game was ‘over’. It was an incredibly eye-opening experience of how just a simple UI change (the objectives didn’t actually give you anything) could so effectively destroy player motivation.
>>
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Yesterday I finished adding all the NPCs. Today I added all the buildings (as in, talk to the buildings instead of just them existing). I'm actually 4 buildings short, so I'll have to add some to the side-doors of buildings or something. There's 1 building for every skill, as the trainers are all in a fixed location so they're easier to find.

I can add in some quests now, though not much as nothing exists besides the town so far.
>>
>>146719954
In theory it's a neat idea.
In practice it's usually annoying. Then again I usually get annoyed when an RPG doesn't include an auto-sort feature to sort the inventory into meaningful categories.
>>
happy sunday boiz
here's an aerannis steam key

ADCH5-M5FCY-AC5A3
>>
>>146720926
thanks familio
>>
>>146706905
I dunno, maybe when I was a kid or something. I don't really watch TV. But I googled 'old TV' and now realize that televisions used to look kinda like microwaves.
>>
>>146720926
didn't know you still post here.
>>
>>146719954
have linear slots instead, accomplishes the same thing and isn't annoying

for example space: 20

axe takes 5, food takes 1 etc.

have independent weight value
total weight limited by character stats
>>
>Want to gamedev
>anthrocon is in 2 days so I won't be able to dev for a week
>Won't be enjoying it because I'll be thinking about this inventory problem I'm having the whole time
Gamedev is a curse.
>>
>>146721081
i am not the dev i am musicboi
>>
>>146721095
Great post. Then you can do >>146720890 and it doesn't affect the gameplay aspects.
>>
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>>146721134
>anthrocon
>>
>>146720926
>here's $1.24
>>
>>146721134
>want to gamedev but my furry life won't allow me too

I think it's obvious where the curse lies.
>>
>>146720450
When inventory management is important
>>
>>146720353
Not at all
>>
>>146721250
>implying u wouldn't take $1.24 if someone gave it to u
>>
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Is anyone making anything for Space Jam?
>>
>>146719954
Just please don't add "optional" inventory space power ups.
>>
>>146721496
yeah but I suck
>>
>>146721496
I'm thinking
>>
>>146721307
joke's on you I'm gonna bring my laptop and try and dev while the faggots around me room party.
>>
A game where you watch an AI-controlled hero adventuring around and you have to frantically organize his growing inventory in a tetris-like fashion.
>>
>>146721789
googum tier
>>
>>146721789
this but it's just a reskin of tetris
shit out the assets and publish it on mobile
>>
>>146721551
Perhaps for a price ;)
>>
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>>146721789
>Backpack Simulator
>>
>tfw trying to figure out how to make an inventory all fucking day
fucking kill me, why do I suck at game dev
>>
>>146721134
Still """"""working"""""" on that source """"""""""""""""""""""""""game""""""""""""""""""""""""" huh, degenerate? Hahahahahahahahahahahahaha.
>>
>>146722068
https://youtu.be/vt1Pwfnh5pc
>>
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Here's my first update for an Advance wars style game.
It'll basically be Advance wars with the key differences being:
-focus on naval combat
-each position will have 3 levels (surface, air and underwater)
-air units will perform 'attack runs' on surface units, rather than just attacking
-Instead of creating new units you will call in reinforcements
-Units will be resupplied and repaired by support ships that travel between the frontline and naval bases.

Sorry for the low quality video, but all of the visuals will be reworked anyway
>>
>>146722065
an inventory is just an array of items

what's taking so long
>>
>>146721789
I have to admit sometimes you ideaguys have good stuff.

Too bad I'm too narcissistic to use other people's ideas. Even if the idea is perfect and a guaranteed success if I didn't come up with it I won't use it.
>>
>>146722065
>>146721789
>>146721134
>>146719954
>>146712193
>>146713149
what's with all the inventoryposting today?
>>
>>146722247
you're right I'm just stupid as fuck
>>
>>146722313
yup... all me....
>>
>>146722068
>steamchat shitter is sufficiently depressed enough again to continue insane shitposting
Cool.
>>
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>Name one thing you hate about modern games

I'll go first.

Crafting systems.

Mostly because they're implemented in games which doesn't need crafting systems, and most crafting systems are poorly done. If your game has a handful items you don't need a crafting system.
>>
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>>146714584
>>
>sourceshitter is back
Not dealing with this shit again
See you guys at demo day
>>
>>146722605
cool, what kind of game?
>>
>>146715267
What game is that¿
>>
>>146720270
>using books as consumables
>keeping a poison headcrab in your backpack
I hope you don't do either of these
>>
>>146722460
>>146722630
Sure hope it's just an impersonator and sourceshitter worked up the nerve to finally kill himself but he's disappointed us so many times before.
>>
>>146722471
>"open" worlds that are just empty sand-boxes with reskinned missions
>"cinematic" games
>David Cage
>refusing to give up on trying to make "hacking" games work
>It's not COD/Bf I swear
>let's copy blizzards latest game
>let's copy <FOTM> game
>Let's reference <last years FOTM> game
>"memes"
>>
>>146705770
Can you release a x86 linux build?
>>
>>146722471
I like crafting jobs like blacksmith, tailor, cook etc.
The punch a tree and a rock to make a pickaxe thing needs to stop though.
>>
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I need to make a class for each of my enemies, but I don't know what to call them. The enemies have no names.
>>
>>146724671
>I need to make a class for each of my enemies,
This is why OOP gets a bad rep
>>
>>146724671
Class of '86
Class of '87
etc
>>
>>146724671
FagFrogPosterEnemy1.fag
FagFrogPosterEnemy2.fag
...
>>
>>146722471
>>146724451
You know there's this place called /v/ where nodevs can post their shitty opinions about games all day.
>>
>>146702013
Feminism
>>
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Any advice on how to improve this sword?
>>
>>146724671
>Entity
>Entity with health
>Health Entity with two feet
>Two Footed Health Entity with arms

Anon, just make one class and feed it unique parameters and function pointers.
>inb4 muh prefabs
>>
>>146725139
Make it look less like a buttplug.
>>
>>146725139
It looks like a tall snowglobe with an evil mountain inside.
>>
>>146725139
Are you sure it's not a table with a snow globe on top?
>>
>>146725139
looks like a displace case with a rock inside.
>>
>>146725139
top quality bait

make it thinner, longer
make the center gray part symmetrical, thinner
change how the hilt attaches to the guard, instead of a simple line there add some texture
try not outlining everything with black

stab yourself with it but fail to cut the skin
>>
anyone know how i can make a proper custom font into a font filetype that is very small ie pixel fonts so i can use them in games? All the things i've tried have lead to the font being blurry and upscaled.

>>146725139
I could make a revised version and try to explain the difference, but as that sprite is there's too many errors to fully explain.
>>
>>146708670
My graphics card only supports OpenGL 1.2
>>
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>>146725139
yes
best advice is to spend a few years and learn how to draw first
studying pic related will help
>>
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>>146725139
here u go anon
>>
>>146705832
Stop that, you're making us all feel old.
God damn brat.
>>
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>>146725139
looks like a gravestone to me
>>
>>146725461
ok, i'd be down for that.
>>
>>146725627
Well now that you did that you own it and he can't use it anymore.

Hope you feel good about yourself.
>>
>>146724671
>class for each of my enemies

You mean you need to make a single class that handles all of your enemies.
>>
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Try my first boss demo
>www.googledrive.com/host/0B29H_SqPY601QTNDT1FraTFUZlE

Let me know what you think so far.
I'm going to add a health bar later on for the boss

Controls are
>WASD/Arrows for movement
>Left-Shift for Sprint
>Left mouse/space for shoot
>R for forced reload
>>
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>>146725139
i've never done pixel art, and i fucked up the colors by downscaling
this is just rearranging the pixels that you posted
>>146726161
nice sword
>>
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>>146725981
So, the biggest things;

sword was not symmetrical, colors were too dull, too many colors in spite of that dullness, the middle line of the blade was made much too thick and messy, highlights contradicted the shadows, blade head was a bit too shallow, improper AA

But this is my version with those issues fixed, assuming you wanted the sword to stay at 32x32 and be that thick
>>
>>146725461
I've used fontstruct with great success before
>>
>>146715337
Got any webms? I love the style so far. It's so simplified but still more than 1px legs meme.
>>
>>146715945
It's colored in the shader depending on how close or far from the center the geometry is?
>>
>>146724451
>let's copy blizzards latest game
copying a clonedev is vine-tier
>>
>>146727356
>cloning rock paper scissors
>>
>>146727396
>cloning memes
that is what memes are for but still it's sad
>>
>>146727396
clone *this*
>>
>>146726417
>>146726349
ok I think I get i it.
>>
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>>146727904
>>
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>>146727904
good luck
>>
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>>146650995
Doesn't follow nes restrictions but is pretty close to looking like it does. Hope it fits what you wanted, anon.
>>
>>146728330
He isn't pretending to know the first thing about pixel. And god knows he doesn't.
>>
new mem alert
>>
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>>146721789
Oh, I know what you're talking about.
>>
>>146729556
What is anon talking about
>>
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>>146712193
Thank you based stefan. Take a germany for the road.
>>
>>146729925
http://www.newgrounds.com/portal/view/575272
>>
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>>146730171
>voices: Arin "Egoraptor" Hanson
>>
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anybody like my mc
>>
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>>146730745
>>
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Ok, how's this?
>>
>>146731043
shiny dildo/10
>>
In C# what return type would I use for this method:

login(username, password)

if username and password are correct, and user not locked out -> return user
if user is locked out -> return something that tells me they're locked out
if username and password are incorrect -> return something that tells me they're incorrect

would I use a Tuple? or something else?
>>
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>>146722738
builder/business game

you run a mining colony with robots
>>
>>146731043
Is this some obscure shitposting or something?
>>
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>>146731043
>>
>>146731154
Use an out variable for the user and return a success boolean.

Or return an enum, if you need an easy way to know what failed.
>>
>>146731283
Oh, an out variable! Thanks
>>
>>146731043
Should be wider
>>
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>>146731043
>>146731529
ok, is this better?
>>
pixel art was a mistake
>>
Just remember /agdg/, the next time you are playing an indie game, there was a guy who had an idea and saw it through to the end.

So are you going to be that guy?
>>
>>146731926
no, i'm a programmer
>>
>>146731137
>>146731198
>>146731772
fuck you.
>>
>>146731772
Perfect now animate it
>>
>>146731772
Not even close to wide enough.
>>
>>146731772

this >>146732258
Are you even trying?
>>
>>146732074
>animating
Too much work, it should just rotate on the characters hand
>>
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>>
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>>146732730
>>
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>>146732074
here
>>
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Can I play too?
>>
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everytime I think I got something it breaks horribly and I'm back to square one

kill me
>>
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>>146733080
That's barely even wide
>>
>>146733080
PENCILSWORD
>>
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>>
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>>146733090
use the sword of AGD to guide you through the progress
>>
>>146733090
Test every time you make any non-trivial change
The longer you go without testing the more bugs there will be when you do test.
>>
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When you notice it...
>>
>>146733463
>implying u could
>>
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>>146733080
The grey on the hilt is really fucking me up.

It's pretty good though, better than anything I could make.
>>
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meh, it can pass for a decent sword i guess
>>
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>low poly anatomy
>>
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My mom wants me to get a job for the summer. How do I convince her that game development is a legit use of the time I'm not at summer classes
>>
>>146734190
>doesn't know that this is just form
>>
>>146703043
For how overdone this type of 'gameplay' is, it looks gorgeous.
>>
>>146734265
show her progress
>>
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>>146732913
>>146732991
>>146733463
>>146733567
>>146733808
>>146734156
>>
>>146734265
Compile an open source game and then tell her how much notch made.
>>
>>
>>146734265
Its not
>>
>>146734385
I'm not really sure I even get it.
>>
>>146709668
REMOVE BABYFURS
>>
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>>146734385
>>
>>146734340
It's not even the money, she just wants me out of the house for some reason.
Even though I'm going to the gym to get /fit/ and classes start in two days.
fuck
>>
>>146734385
>>146734782
you can stop now.
>>
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>>146730745
You fuck! That sheet was for me!
>>
>>146733631
this is a design bug
>>
>>146734794
>she just wants me out of the house for some reason.
She probably wants to fuck a neighbor or something
>>
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>>146734962
Reminder to join Team Rocket for collab and win the Space Jam!
>>
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>>146734875
ok
>>
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>>146734875
>>
Somebody make an OP pick with the sword!
>>
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I hope you like to avoid spiky things. I made a switch statement with some public variables so I can tweak them for what I need including a circle movement (although I may try to get a few of them to move in boo circles for added challenge)
>>
>>146731772
THICC
>>
>>146735603
when the pixel is phaaat
>>
forced memes are the best memes
>>
hello steamchat/discord
>>
daddy needs to cum
>>
>>146734875
hhhmmm
>>
>>146735718
There's a discord aggy dag?
>>
>>146734518
>>146734156
>>146733808
>>146735998
lmao
>>
>>146734265
What are you studying/going to study? Try to sell her on that it will help you build important skills towards worklife and also give you something to show to future employees.
>>
>>146735238
>meowth will never catch pikachu
>>
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>mfw refactor prototype and can now make levels in 5 minutes flat
>>
>>146730745
>>146734962
GIMME THE SHEET
SO NINTENDO WON'T SUE ME
>>
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Body from the space station crash.
>>
>>146736259
Electrical/Computer engineering at a major university. Going into my third year. I guess I can try bringing that up
>>
>>146736562
why he wearing a tuxedo?

skype interview from the ISS?
>>
>>146736562
that looks pretty out of place mang
>>
>>146736576
coding experience is way more valuable than a random wageslave job. otoh, if you can get an internship, you should. If you can complete a game that's not babby tier, you could even show it to employers as a project (for CS at least, idk about CE or EEE). Frame it as getting experience that's actually relevant to your degree.
>>
>>146735238
>>146736474
pls give full spurdo sheet
>>
lmfao you dumb ass kids/manchildren will still defend the unity engine

even AAA devs can't make good games with it

https://www.youtube.com/watch?v=DL4GXV2XzYE
https://www.youtube.com/watch?v=5PUsnzNfOwQ

umbrella corps is obviously complete fucking shit

and big surprise the controls are shit which is a fault of the engine lmfao idiots
>>
>>146737441
>spastic spic
pls go
>>
>>146737051
you bonehead >>146729159
>>
>>146735238
>not even using the rocket trip

the team rocket meme is truely dead
>>
>>146729159
>>146737619
Fuaaark! The (You) had disappeared over night so I missed it. Thank you!
>>
>>146737441

>resident evil
>good

Its not Unity's fault Resident Evil has been a shit game franchise with shit games since a decade.
>>
>>146737580
are you that fucking tard from /dpt/ who thinks 'kikes' want to bring down the EU

you're fucking clueless
>>
>>146737747
>'kikes' want to bring down the EU
no thats merkel
>>
>>146737846
merkel is a EU shill
>>
>>146737868
EUnion != Yurop
>>
my codes broken and I don't know why, but I'm going to bed.
goodnight /agdg/.
>>
>>146737995
you better not wet your bed this time around
>>
>>146734265
Can someone please make another Overlord game
>>
>>146738239
on it
>>
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This is glorious, thanks anon. Gotta go now, see ya in 9 hours.
>>
On a scale of 1-10 how legitimate scared are you of art thieves on here and on 1-10 how scared should you be to post your art here
>>
>>146739029
zero to both; I post games here, and work on the art after the fact
>>
>>146736562
>when the vacuum is just right
>>
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>>146736651
>>146736697

Better?

>>146739190

had a laff
>>
>>146739371
>>
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>>
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>keep buying games on steam telling myself it's for inspiration
>in reality I'm avoiding deving
>>
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>>146739608
that's embarrassing
>>
>>146739698
thats just fucking sad, leave now nodev. go back to /v/ where you belong.
>>
>>146739853
they won't stop STARING at me
>>
>>146739853
rail shooter?
>>
>>146739698
then you don't actually want to make games, you just want to have made games
>>
>>146739698
what games are you buying?

I kinda do the same except that i don't actually buy or play the games, and i just look at the game wiki / walkthrough.
>>
>>146739029
if you have nothing of value you have nothing to lose
>>
Ideas guy here, I'm going to leave you something:

PROCEDURAL VISUAL NOVEL
>>
>>146740080
yeah. I'm uneducated in the rail shooting department though, so all I can think of is
>reward precision and speed
>make complex 3d levels, like if quake were a rail shooter
>have a shooting mechanic, and like a shield or lassoo mechanic to introduce complex systems
>multiple enemies, exploding projectiles, chain reactions

and it's an understatement to say that the level gen is borked
>>
>>146740231
why would you make a rail shooter over a normal shooter?

I' m actually curious, how is it any better than a normal shooter
>>
>>146740334
the mechanics are different, it's easier to code (eg collision detection), and for maximum yid points it suits mobile devices (and I'm programming in webgl which is kinda fucked)
>>
>>146740427
oh, that makes sense.
>>
>>146738421
No prob, bro. Let me know if you need big Mario sprites later.
>>
>>146740231
Could you explain to me how made the player follow that curvy line? Did you make a mathematical function that represents it?
>>
>>146740682
The API I'm working with comes with a catmull rom spline implementation. Here's the relevant code:

https://github.com/mrdoob/three.js/blob/master/src/extras/curves/CatmullRomCurve3.js

which you use via the abstract class

https://github.com/mrdoob/three.js/blob/master/src/extras/core/Curve.js
>>
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What is the most interesting game you played recently? What game mechanic made it so good?

pic unrelated
>>
>>146739608
Nice
>>
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I'm looking through the steam sale games and there are a lot of nice looking 3D indie games. Would this level of graphics be reasonable for a 1 man team?
>>
>>146741289
if you're already skilled as a character/creature modeler, it seems reasonable. Their terrain isn't very good. It depends on the scope of the game.
>>
>>146740887
Mighty no 9 wasn't exactly interesting or all that great (just mediocre to average at best). However, Ray mode was better than the regular campaign. Played a lot like Shinobi on the PS2 in that you need to keep moving and killing enemies to regain health, as your health is constantly degenerating (though you can't die from it).

It also meshed well with the dash mechanic, since her playstyle was more close-range oriented.
>>
>>146741289
subnautica is made by the ns2 studio, judge its graphics and amount of content accordingly
>>
>>146741289
if would be if you were an veteran 3d artist and plan on it taking you a few years
>>
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The character is now moving around, better animated. Also with his paw-shooting and slidekick in.
>>
>>146741870
the running speed looks slower than the other speeds
>>
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Bokube now has rotating controls that rotate with the camera. I'm still polishing this, but its a step in the right direction with the new gameplay.
>>
>>146740887
Tree of Savior. Not really interesint, is a really flawed quyst themepark MMORPG attempt, but something I really like about it besides the visuals is how the job change system works, and the different ammount of different characters you could have using different builds. Again, is good idea, that's actually poorly implemented on a poorly made game.
>>
>>146741870
Animations are looking good! But is that the tile size ratio you're going to be using in the end game? I can't unsee him being a giant on those tiles.
>>
>>146742106
Every webm I see I get more confused
>>
>>146742106
That gives me nausea for some reason, holy fuck.
>>
>>146742106
Grid movement that's relative to the camera? That's cool, mate. Sounds like it could have been annoying to implement.
>>
>>146742229
The player is a 64x64 sprite, tiles will mostly be 16x16 but the grid for them all is 8x8. Working on a new tileset right now.
>>
>>146741870
>mixels
>>
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>>146742484
>>
>>146742484
Game idea: Main character is done in perfect and beautiful pixel art style. Enemies and backgrounds have mixels and rixels.
MC kills the enemies and when he clears an area the mixel and pixel elements get removed making the background perfect pixel art.
>>
>>146740887
Fire Emblem 5: Thracia 776
>recently

The great thing about that game is the map design. Most SRPG base the core of their gameplay on the class system and the depth of the rpg mechanics.
Thracia has very simple mechanics, and the difficulty is in the maps, while they are not "route enemy map n°3X" like most FE games.
>>
>>146715951
>android/ios gets way more reach though, you barely have to market it at all

More than Steam? I was under the impression that unless a game went viral, Android/iOS reach was crap
>>
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>>146740427
>mobile devices
>webgl
>>
>>146742953
androdi/iOS is only crap if your game is a lazy turd

if your game is a lazy turd then stick to steam
>>
>>146740887
La-Mulana. Highly recommended
>>
>>146742953
Yeah, think about how many people doesn't even have a Steam account: Older people, casual gamers, consolefags. Now think about how many people doesn't have an android or iOS device, even those who don't have an steam account probably have a smarphone.
>>
>>146740887
2 by Michael Brough
Corrypt. Sokoban game with a game mechanic that would break most games. play the game first. you can use MAGIC. you can "glitch" the game so a tile in every level has the same object in it.
http://mightyvision.blogspot.co.nz/2012/12/corrypt.html

Game Title: Lost Levels
Puzzle game where you need to duplicate items and walk through walls. It's a sequel to Game Title, which was a generic 2d exploration game. I played it without playing Game Title first, so it was a pure puzzle of discovering what each item did, and even how to navigate between rooms.
http://www.glorioustrainwrecks.com/node/2268

>>146743216
I've tried to beat this 3 different times
>>
>>146742667
Perfect. Going to post this each time he tries to mixposting.
>>
>>146740887
I don't remember the last time I played video games
help
>>
>>146743660
>Corrypt
Awesome ghame.
I haven't played the second one, though. I'll check that one out.
>>
>>146743772
Life is a game and we're all sprites
>>
>>146743886
""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""everyone is the hero of their own story"""""""""""""""""""""""""""""""""""""
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
>>
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>>146743886
>tfw I'm made of rixels and mixels
>>
>>146741545
>Mighty no 9[/code]
people unironically think a game like that justifiably costs millions of dollars to make
>>
>>146743886
I think I need to be debugged
>>
>>146744016
if life had a garbage collector you wouldn't be here
>>
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>>
>>146744095
It does. It comes into my house and collects all my luck and throws it in the garbage.
>>
>>146744095
lol
>>
>>146740887
Barony Cursed Edition. It wasn't any mechanic in particular that made it good. At individual level nothing in the game really stands out that much except that it has probably the best voxel based characters I've ever seen. It's just a simple first person real time dungeon crawler roguelite that as a whole plays rather nice even if a bit flawed at some things.

Bonus for 4 player coop though.
>>
>>146744182
I'm loving all the agdg edits today. Pretty good day today :)
>>
>>146742318
ITS BUSY STILL? WITH NOTHING ON IT. NO. NOOOOOO. NOOOOOOOOOOOOOOOOOOOOOOOO REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>146744490
one more for the road
>>
>>146743886
That's deep, bro.
Makes sense why I like NES game so much, Main characters usually look ugly, have a lot of technical limitations and most of them are hard as fuck. Just like my life.
>>
>>146744756
c'mon let it die.
>>
>>146744592
It's all good homeboy. Just ramp up the progression of things one thing at a time like in mario and players will catch on.
It's like an infinite runner, right?


>>146744756
heehee lol
>>
>>146744756
>in space, no one can hear you meme
>>
>>146744901
i was, but now i'm considering shopping it stabbing someone
>>
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I already made this one, so I'm going to post it anyway.
>>
if you're reading this, sword-anon
please don't leave
>>
>>146744908
INFINITE RUNNER.

STOP THIS MEME.

Its a push block puzzle game. Next.Gen.Sokoban
>>
>>146745172
You'll make million$
>>
>>146742397
It really was. It still is getting a ton of polishing work as I need to fix some minor bugs, but I'm thinking of having the camera auto rotate to one of the 4 90* faces of the level when you hit the right or left on the camera controls, (instead of you turning it all the way yourself).
>>
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178KB, 319x374px
>>
>>146745343
Only manlets make mixel art
>>
>steamchat
>>
>>146745460
Only place where real yesdevs are.
>>
>>146745616
the only thing steamchat is developing is shitty forced memes
>>
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>>146745417
>>
>>146745661
epik.... simply epik.... .
>>
>>146744015
Kickstarter takes a fairly sizable chunk of the money raised, and my guess is that they spread their resources too thin because of all the platforms they had to support. So in the end, I wouldn't be surprised if the game was budgeted around the KS goal (900k or so?) and rest went into all the other stuff, such as backer rewards and porting costs.

Whatever the case may be, it was a mismanaged mess.
>>
>>146745639
are forced memes rape
>>
Anyone know if "Marmoset Hexels 2" decent enough for practical art/animation? Might buy it while it's on sale.
>>
File: Output.webm (1MB, 984x600px) Image search: [Google]
Output.webm
1MB, 984x600px
>>
>>146746174
>that first group of dialogue
kekk
>>
>>146746174
Font looks completely horrible
>>
>>146745773
don't forget the $200k voice acting
>>
>>146746047
Not if you like it
>>
>>146746174
rude!!! >:(
>>
>>146710668
>2000 unique items
What game? Even amateur RPGs don't go this far.
Is it >>146715267 ?

>>146719954
Organizing an inventory with same-size items is already tedious. Differently sized items make it unbearable, IMO.
If you do this, do it as a way to balance items, not for realism. And please an auto-sort button or something.

>>146724671
All of your enemies have different behaviors or stats, right? Give them "job descriptions".
>Enemy with lots of HP is Tank
>Enemy that chases player is Chaser
>Enemy that attacks from a distance is Sniper
etc.
>>
>youtube searches "10 hour trap mix"
>click first result
>opens engine
Let's do dis :P
>>
File: ShittyPixelShader.webm (997KB, 800x370px) Image search: [Google]
ShittyPixelShader.webm
997KB, 800x370px
How to make your game cancer

Step 1: Add a shitty pixel shader.
>>
>>146747462
at least you know what a shader is
>>
>>146747462
thanks doc
>>
>>146747462
MIXELS
>>
>>146747462
Are CRT filters/shaders cancer too?
>>
>>146726161
The boss collision is a bit off and i cant hit him from the side
>>
>tfw
>>
>>146726161
I got

>The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings.
>>
>>146748063
top kek
>>
>>146726161
the load time is unreasonably slow for what it is
and you need to fix the shooting direction, it's not even in the movement direction, it's just up/down/left/right, it should be in the mouse direction
the controls are very clunky but i guess that's all you can do in unishit engine
>>
Added a thing that drops some kind of explosive thing. I don't even know what I'd want it to be to be honest. Also added breakable tiles and a shitty attempt at trying to show the player that some tiles can be broken.
>>
>>146748489
Neat idea. Stealing it.
>>
>>146748279
I don't get it
>>
>>146748687
unity is such a shitty bloated piece of junk that it can't even run on a lot of devices
>>
>>146748759
I'm using a gayman rig with 8GBs of RAM though.

Is it Firefox maybe?
>>
>>146748812
works for me in google chrome

which graphics card?
>>
>>146748489
I'm stealing it too, thanks
>>
>>146748858
560Ti
>>
>>146748913
ah, 560 ti would have been fine for any reasonable game of that caliber, but, you know, jewnity
>>
>>146748392
>it should be in the mouse direction
or maybe in the movement direction (including diagonals) if you want it to be a keyboard only game
>>
>>146749053
or like maybe you could move with wasd and aim with arrow keys or other keys
>>
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414KB, 500x375px
>>146748629
>>146748879
Joke's on you I stole the concept from someone else. Like everything else in this game.
>>
Remember to back up ALL your files agdg!

My drunk roommate knocked over a glass of water over my laptop, crashed immediately. At least three months of hard game progress gone.
>>
>>146749148
Should i marathon LoGH or watch it slowly?
>>
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>>146749194
I marathoned it. It was a good ride.
>>
>>146749183
yeah harddrives can fail at any time like my 3 TB seagate that failed last week and you never know what else might happen

i can recommend the HGST MegaScale DC 4000.B HMS5C4040BLE640 if you can find it at a decent price, mine hasn't arrived yet but it has really good backblaze stats
>>
>>146721250
>here's free shit
>>
>>146718851
Luabutt need rule 34.
>>
>>146748489
Can I reflect the falling projectiles towards enemies?
>>
>>146749487
Well, the support for it is there but currently it just explodes into a harmless pomf. Actually that sounds like a good idea to subtly teach the player about a mechanic I had in mind for a boss. Good job, anon.
>>
File: shops.webm (2MB, 1310x646px) Image search: [Google]
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I added a secondary armor shop so 1 only sells body armor and the other sells the smaller pieces. It's sort-of hard-coded but there will only be a few different shop types, so whatever. I found out I had a bug where if you generated shop items and then saved/reloaded, the shop items would disappear. So I fixed that, at least.
>>
>>146749676
>motion blur
please don't do that
>>
>>146749676
that doors an asshol
>>
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3MB, 695x563px
Graphics progress
wireframe shaders are hard so I just used a quad and cubes
>>
>>146750334
am spooked by this
>>
Anyone has a link for the last thread? the archive is broken
>>
>>146750535
>>146649470
>>>146649470
???
>>
>>146750759
thanks mong
>>
>>146746784
2000item guy isn't me, although I have ~500

>>146723468
9th Dawn 2
>>
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progress27june4.webm
2MB, 574x507px
bloom
>>
NEW THREAD

>>146751190
>>146751190
>>146751190
>>
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27-1.webm
1MB, 908x640px
Gave the player the ability to choose how they'd like to decorate their campfire
>>
>>146749194

Watch it at your own pace. The pacing is very slow but once you're far enough you won't want to stop.
>>
File: 1456551276735.gif (49KB, 69x120px) Image search: [Google]
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>>146729159
This is awesome
>>
>A game where you play as a wealthy and influential person in a fantasy Napoleonic setting where you can expand your influence by economic or military means in order to fugg princesses and become an emperor, or just be a pirate, or serve an existing state, with your success measured in your reputation throughout the world, your money, fame, or number of anime girl concubines
Would you play it?
>>
>>146752317
IF it plays like megaman X3 maybe
>>
>>146749183
I had smething similar happening to me some time ago. Now everytime I make a decent amount of progress on anything I'm working I backup it to an external drive and upload it to dropbox
>>
>>146749183
>tfw I spend more time backing up my shit than devving
Here we go again
Thread posts: 752
Thread images: 146


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