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agdg

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Thread replies: 795
Thread images: 181

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Make progress or IT will find you and IT will kill you ;_;

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

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

Helpful Links: http://tools.aggydaggy.com/# (Still in beta)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/

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

> Previous Demo Days
http://pastebin.com/Qi63yBxd (embed)

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for non-pedo games
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More progress on the shrink beam. I made it change colors based on if it's shrinking on enlarging stuff.
I also added a hologram which shows a wireframe of the object that is being targeted.
>>
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Working on a lil' shmup, since I never finish anything because my scope is always too big.

So far I've got:
>Player movement
>Weapon levels 1-5
>Shield mechanic

>Basic enemies
>Easily definable firing patterns for enemies
>Easily definable spawning patterns for enemies
>Somewhat easily definable movement paths

>Basic weapon pickup
>J U I C E

For some reason I can't get the FPS to go over 60, and I have no idea what's causing it. My room_speed is 200, so I have zero fucking clue why the FPS is capped.
>Using GM:S
>Inb4 3d in GM, the absolute madman
>>
>>146859341
That looks really good, anon
>>
>>146859341
juicy explosions
>>
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I'm learning to dev making a tetris clone, is that still yesdev?
>>
>>146859341
Those explosions are pretty nice with the style you have going, but what might make them look a bit more dramatic is to have 2 explosions appear in a bit of random positions, maybe like 1 in the center of the ship and 1 where the bullet impacted, and to make both explosions a bit faster, the spiky things kinda drag on too long and i could see that hurting visibility when you start mowing down ships like they're nothing.
>>
>>146859341
Pretty sure the bullets despawn too soon
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>>146857731
>>
>>146859539
There's no such thing as yesdev. There is only dev and nodev.
>>
>>146859539
Don't just "make a tetris clone". Give it something interesting to make it different. Literally almost anything can work as a good gimmick, so just experiment till you get something good going.
>>
>>146859539
yes, dev
>>
>>146859341
Looks great, so far. Could make a great sumbmission to space jam too.
>>
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An idol raising sim that's all about the booty. Your idols are different ages, heights, and body types, and it's your job to sculpt their butts into perfection through rigorous exercises. Your performances consist of dances that show off the butt and it's your goal to make it to the top of the charts through sexual appeal.
>>
>>146859341
Really fucking nice. How did you make these explosions and the trail effect?

>>146859539
If you're doing it for practice, don't listen to >>146859667 -- practice dev is good dev.
>>
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>>146859539
yesdev isn't someone who makes games, it's a state of mind
>>
>>146859539
with how wide that area is, i'd assume you were making a tetris game were you make vertical rows instead of horizontal ones. That sounds interesting.
>>
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>>146859797
I see what you did there.
>>
>>146859405
>>146859408
Thanks :^)

>>146859592
Yeah, I'll adjust everything as I go along. Thanks for the input.

>>146859595
The enemy bullets? Yes, I'll fix that.

>>146859738
Thanks, we'll see how far I get with it.

>>146859805
Thanks. The explosions are simply two spheres drawn on top of another, with the outer (orange) sphere having its normals inverted, that is, its inside is showing. The spiky things are the same with cones instead of spheres.
The bullets are drawn in a similiar fashion.


The trail effect (for the player) is created by storing the player's position into a list and then drawing multiple primitives according to those points.
>>
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>>146860197
Makoto, Ami, and Mami have better butts. And Kotori.
>>
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Spaceship Decapitation.

Mostly preparatory work but I also made weapons aim at the mouse cursor, but only if they're attached to you and powered. A bit boring but I'm trying to prepare for the fact that they'll be able to change hands at a moment's notice.

Before I proceed on weapons, I'd like some help deciding on a control scheme.

>Option A
Weapons always point at the mouse cursor and are made to fire by clicking or pressing a button. You can only fire the weapons you have selected, but you have precise control over the time of fire, which is important for powerful, low-RoF guns.

>Option B
Use the mouse to assign weapons to aim at specific parts of enemy ships. You can assign a target to one group of weapons, select another group, and give that one a different order. Weapons will automatically fire when loaded, only making rudimentary raycasts to see if there's no allies in the way.

>Either way
You can use the number keys to assign and recall weapon groups. Ship movement is controlled using W/A/S/D/Q/E. You can set your weapon groups to categorically auto-include weapons as you assimilate them (1 takes all guns, 2 takes all beams, 3 takes all missiles, etc.).

Any suggestions?
>>
>>146859797
>>146860197
>>146860351
>>146860769
see >>146858890
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We /@/nal now?
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>>146858734
reminder if your hair isn't pink you aren't an indie dev.
>>
>>146861473
how do those people live with themselves?
>>
Started doing low poly furniture for a new game.
I always start by coding and using just placeholder art in my projects, I'm starting with assets first now and then I'll focus on the code.

It delay's playtesting but I already code for a living so doing 3D modeling is relaxing and comfy.
>>
>>146861473
That's only true if you work in a team. Dying your hairs pink is just silly otherwise.
>>
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>>146861473
I'm slowly balding, that would just kill my follicles faster.
>>
>>146861567
That pillow isn't fluffy enough, once that pillow if fluffed it will be comfy!
>>
>>146861473
I mean if you're bottom left it's kind of acceptable
>>
>>146861473
But my hair is naturally white, i already look like enough of a douche.
>>
>>146861850
Thanks, noticed that yeah, I'll make it better.
>>
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>>146861870
>those roots
haha no

>>146862038
grow it out and get all the bitches
>>
Why cant i still gather some social media audience, anons?
>>
>>146862305
All you need is nice art
>>
>>146862305
Make some 'wacky' shit that people like to reblog.

You don't have to sell out with memes, just post stuff which is entertaining even to people who aren't necessarily interested in video games.
>>
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>>146862305

This is accurate >>146862342

Once you have nice art, upload a shit ton of images to a dropbox account and use IFTTT to automate posting to tumblr, twitter and some other social networks at scheduled intervals using appropriate hashtags. Then just let your social accounts grow slowly but organically.
>>
It's okay to pursue your dreams, /agdg/. Don't be afraid to just like make game.

You CAN do it!
>>
>>146862680
Don't get ahead of yourself Mami.
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Guys I'm still coming up with concepts for my game - I know some of rpgs have had playing cards used as weapons, but have any used them for combining attacks? Something like you attach a card to a spell and the effect is multiplied or altered (trying to be original here). I am also going to have some card minigame as well for fun - how reasonable is it to come up with a card game that is completely original? Otherwise it will probably be a variant of 21 like almost every other card minigame

t.nodev
>>
>Tfw it's too hard to make a good game
>>
>tfw finally finished implementing customizable controls

Reminder not to be lazy and make sure your game has full mouse, keyboard, and controller support.
>>
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>>146861473
o god
those are **indie** devs, not indie devs
>>
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>>146862905
Reading this post makes me happy. I, too, am in the process of making a card-battling RPG. Video games with card battling systems are my favorite.

If you want a card battling video game that has combos and combining then check out Baten Kaitos.
>>
>>146863109
>2010 was 16 years ago
>>
>>146862660
for somebody that is starting from scratch, how much time would be needed to, say, be able to get greenlit?
>>
>>146863129
cant tell if gay or lesbian
or straight
this is whats wrong with anime
>>
>>146863170
i feel old yet
>>
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Added a really subtle flicker and reflections. Might have to tone down the reflection at the right a little. But I'm happy with how this is looking.
>>
>>146862989
I agree with this guy you guys should do something more productive
>>
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>>146863219
I have absolutely no idea anon, the strategy I just described is what I have used to grow a porn site that I own without having to do a lot of manual spamming. I'm pretty sure it will be even more effective for games as the market is not as shitty as porn.
>>
>>146863129
Hey, anon, that's great. What I'm going for is actually more of a standard jrpg battle system with cards having a minor role for some classes. Thanks for the recommendation, though. I feel I should mention the pokemon trading card game for the Gameboy too, that was a neat game.
>>
>>146863219
Having this 'How long does it take to X' attitude suggests you're REALLY new to this and is something you'll outgrow.

It's impossible to say.
>>
>>146863570
You could also check out PSO Episode III. It has deck building and stuff, but it also utilizes grid movement and dice rolls, and it's unique in that depending on the side you pick, you focus on either equipping weapons and armor or focus on summoning creatures. Very fun.

MegaMan Battle Network could be worth checking out too, if you haven't played any of them already.
>>
>>146863223
nigga you better be jokin thats some yuru yuri
>>
>>146863223
If a futa has sex with a futa is it gay, lesbian or straight?
>>
Should I make a roguelike platformer or is that genre too saturated?
>>
>>146863430
Has a game ever had an AGDG intro at the start?
>>
>>146864048
I have never heard of any roguelike platformers but it sounds interesting. Not sure how platforming on a grid with turn based movement and combat would work though.
>>
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>>146864048
make a video game
o wait, that genre is too saturated as well
only if you can make it fun and quite unique
>>
>>146864048
Where are these roguelike platformers
>>
>>146864143
No
>>
>>146864048
I dunno, anon. Are you making it for fun or practice? (then go ahead)
For money or popularity, though, probably not. I'd say it's pretty damn saturated, yes. Unless you think you've got a unique concept or something.

>>146864198
Roguelike platformers are typically not turn based. Among others, you could check Spelunky and the more RPG-like Vagante (an AGDG game). Speaking of AGDG games, Risk of Rain probably qualifies too. And then you have Chasm and Catacomb Kids and Rogue Legacy, etc.
>>
>>146864198
>>146864261
wtf
do you guys even have computers?
how did you send those posts without a working internet connection?
>>
if (!instance_exists(model)) {
model = instance_create(spacex, spacey, model);
}
model is a variable replaced by another object. I'm trying to use this to generate multiples of the same object. It only will generate one of any particular object total, no matter how many of that object I feel into this. How do I fix?
>>
>>146859018
What happens if you try to use the gun when it's not normal size?

Why do both cubes grow?
>>
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>>146864350
>Roguelike platformers are typically not turn based.
>Roguelike
>not turn based
>>
>>146864143
Risk of Rain has an AGDG logo on the title screen.
So far I'm just ising that one for testing, not sure if I'll actually use it as an intro screen.
>>
>>146864350
Then those aren't roguelike.
They are platform RPGs with perma-death.
>>
>>146864350
Those are not roguelikes though. The turn/grid based gameplay system is a more essential element to the genre than perma-death, which is often omitted in favor of lighter death penalties.
>>
>>146864504
rogulike nowadays = randomgen stuff + permadeath. sometimes not even that. this concept is so overused.
>>
>>146863716
thanks again - any progress to share on your game?
>>
>>146864391
don't use instance_exists then
>>
>>146864498
The final game will only have select objects that can be shrinked
Those cubes are one object
>>
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Been making games for 5 years now, and I think I'm just about ready to quit and move on. I really fucking love making games, but the community is such shit. Not /agdg/ or tumblr or anything, it's the people in games in general. The autism is contagious, the idea guys are creatively bankrupt, and every single person, even the people who have made it are man-children.
>>
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...does this count as yesdevving?
C++/SFML, movement and gravity controlled by components
>>
>>146864823
haha yeah but what about steamchat and IRC they're pretty cool people LOL
>>
>>146864823
You're retarded
>>
>>146864823
its just like rockstars and soccer players. they are normally man-children because they dont need to go to work, follow normal rules or whatever. they just have cash to dont give alot of fucks.
>>
>>146864915
I've been in steamchat maybe once or twice. Those people are the worst group of circlejerkers ever.
>>
>>146864876
Good job. Now make it space-related.
>>
>>146864761
I need something to stop the game from spawning in 11 fucktillion copies of it every game frame, and I don't know how else to limit it.
>>
>>146864964
except soccer players do work lel. but at the beggining of their careers they have this mindset.
>>
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>>146864687
Not really. At this point I'm mostly compiling ideas and trying to put together a competent card battling system. I have no way of testing it right now because I don't program -- I'm an art and music guy. I've thought about making paper proxies of the cards and testing it that way.

I have a detailed document of the setting and characters and stuff, though.
>>
>>146864876
How do you make components
>>
>>146865094
i dont have a single clue on how to make AI for a card game. do you have some stuff for me to read ?
>>
>>146859341
Looks great, anon. Is that using keyboard check or check pressed for your firing command?
>>
>>146865061
use instance_number

if(instance_number(object) < 100)
instance_create(x, y, object)

that makes an object if there's less than 100
>>
>>146859341
Teach me to make games like you please
>>
>>146859341
you will go far
>>
>>146864823
nice blog post
>>
>>146865726
nice glob tsop
>>
what would you like to see in a simant remake?
>>
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Does anyone perchance have a screencap of the guy that asked for feedback on his really shitty sword sprite? My friend wanted to see it.
>>
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>>146865094
Sounds pretty similar to what I'm doing currently. I have a background in music and have been trying to work on pixel art lately as well. I'm going to use gamemaker which should be more approachable seeing as I also have no programming experience.

Anything interesting to say about your setting? I'm going for something like Lord of the Flies with magic powers and transhumanism
>>
>>146864823
how sad... a nodev blaming his failures on the attitudes of other devs
>>
>>146864504
>>146864625
>>146864627
These days Roguelike means something with procedural content, some form of strategy, and permadeath.

If you people insist on enforcing a strict definition of Roguelike as "turn based and/or ASCII" or whatever else the Berlin interpretation contains, we're going to keep all these meaningless divides between Roguelites and Roguelikelikes and whatever the hell people come up with. I think we need to move past that.

>>146864876
Good progress! That definitely counts as yesdev.

>>146865661
It's all about the juice, anon. You can make that gameplay in a week (I sure did), the secret is to learn how to make shit PRETTY.
...arguably almost all of us need some lessons.
>>
>>146865948
Okay and how do I learn to make basic shapes like you did look all pretty?
>>
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>>146865908
You can find the feedback and jokes in the archives.

>>146866037
I'm not this exact SHMUP dev, just trying to be encouraging. He shared a few secrets here. >>146860221
>>
>>146865948
Except Roguelikes and Roguelites is all the genre titles you need

Why do people pretend they're even remotely similar, it's like they've never played a roguelike and think the fact they're both randomised means they must be the same.
Being turnbased is what makes them.
>>
TOP
DOWN
MINECRAFT
>>
>>146865948
>>146865021
Thanks!

>>146865168
Vector of an abstract class filled with derived classes
complete headache desu senpai but it werks
>>
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A game which you can only finish by buying all my other games.
>>
>>146866293
2D, or still in 3D?
>>
>>146866470
TF2?
>>
>>146866530
2D (with z-levels)
I'll probably make mobs more aggressive and force the player to build defenses rather than autism structures since they won't be that fun to look at from top-down.
>>
>>146865578
So I see Reddit really has invaded this board, since this is literally word for fucking word what I asked for help with over there and the same exact cookie cutter responce was given. Good job. Just remember, this thread is fucking dead.
>>
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REMINDER TO WORK HARD
>>
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>>146865916
The setting I came up with is a somewhat typical future city deal. The story characters are part of an ex-police force. The idea I have to incorporate the cards into the story is that the cards themselves store data for weapons and equipment, and by scanning the cards, the characters can use whatever it is that they've scanned. Things like abilities and skills are also effective.

Naturally, the police would put a restriction on cards so that they don't get out of hand, but due to some circumstances, the story characters end up as ex-cops and formed their own group which will let them use "banned" cards, or cards with restrictions on them since they no longer have to worry about keeping their jobs.
>>
>>146866647
What if you could press a button to swing the camera into a side view of your autism structures?
>>
>>146866234
If you take the original Rogue and make it real time, or if you give it timed button presses, I'm pretty sure it's still a roguelike.

That divide seems pretty pointless to me. But if you think real-time gameplay + procedural generation + permadeath is worlds apart from turn based strategy + procedural generation + permadeath, then that's totally okay. I can't change your mind, and it's a pretty silly thing to get into an argument about.

>>146866704
If the answer you got on Reddit was wrong, you should have said "I've already been told to do X but it doesn't work", anon.
>>
how do i make my game pretty
>>
>>146866647
Sort of like Don't Starve? (except DS doesn't have z-levels, but it is top-down)
>>
>>146866871
yeah pretty much, but with a more interesting world, like cliffs and rivers and caves with stuff to check out
>>
>>146866838
If you take Chess and make it real time, I think it'd be silly to imply it's still in the same category.
It might be fun, many people might prefer it, but it's a completely different game.
>>
>>146866868
- FXAA
- SSAO
- Vignetting
- Tilt shifting
- Bloom
- HDR
- DOF
- God rays

All of these are available in the Unity starter assets.
>>
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>>146866720
Hey that's great - a real premise for using cards without just going for magic. If it's set in a future city like you say, it ought to have a kickass soundtrack too.
>>
>>146867236
>tilt shifting
Shit how have I never heard of this

I love it
>>
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>>146867384
I'm mostly shit at music, though. Oh well. I doubt that this game will ever even exist, but it's still fun to come up with all this stuff.
>>
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Lips
>>
>>146866838
Being able to take as long as you want to think about your next move is a very important part of playing roguelikes. It's one of the main mechanics that make roguelikes about managing risk.
If roguelikes were in real time, the player's ability to effectively manage risk would be limited by their skill and how fast they can think, like pretty much any action RPG.
>>
>>146866470
Ultimate master jew GOTY
>>
>>146866709
is that yours? its looking good.
>>
>>146865298
Keyboard check. I might add a gimmick-y feature so that repeatedly pressing fire would result in faster firing than just holding down the button.

>>146865661
>Use GM for too many years
>Never finish anything
I can't make games. I can just make pretty prototypes anon

>>146865691
Kek. I could showcase my abandoned projects. But thanks :^)
>>
>>146868478
sup newfag
>>
>>146861473
Nina Freeman is cute.

>>146858734
Is that Motavio?
>>
While making an rpg, should I allow broken ass combos that aren't immediate to unlock but break the whole game?
>>
>>146865061
is it unity ? case it is look for coroutines and try using : "yield return new waitforseconds("desiredtime in float");"
>>
>>146866293
I thought dwarf fortress was this
>>
>>146868672
Only if they are difficult to perform
>>
>>146868647
>Nina Freeman is a video game designer known for games with themes of sexuality and self-reflection
>Freeman is a co-founder of The Code Liberation Foundation, a program offering free development workshops in order to facilitate the creation of video games by women
>Her autobiographical game How Do You Do It deals with the discovery of sexuality through Barbie dolls after viewing the movie Titanic
I changed my mind.
>>
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>>146868672
Games that let you break them are the best.
>>
>>146868519
Why can't anyone here actually finish a full game with like 20 levels?
>>
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>tfw my adventure/vn game is finally going somewhere

Demo next month I hope!
>>
>>146868819
Are you upset that she makes money by selling lewd games about herself and you can't do that because you're not a cute girl?
>>
>>146866647
thats dwarf fortress. i mean since you are a gamedev you should know that right?
>>
>>146868818
Would it be uncalled for to leave this shill a 1 star review?
>>
>>146868970
Is that you, Nina?
>>
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>>146867534
No way, I maintain that anyone can come up with good music if they have the resources. I figure once you are satisfied with your concept you should go and write some musical themes for your characters and areas etc. Then you'll actually have plenty to work with when you start building up your game.
>>
>>146868686
>>146868975
in my mind it was more like you'd just control yourself and build your own expansive tunnel networks and buildings, but the more I think about it, the more I realize it wouldn't be any different than if it was just a remade dwarf fortress.

okay I'm doing it I'm making another dwarf fortress
>>
>>146861473
>mfw when I'm a barber hairdresser and have to deal with this shit every other day
>charge three times what I should for a similar job
>they pay anyway, those white sheltered kids
>invest the money on my personal game project
>>
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>>146869096
I'm teaching myself how to play piano. Not specifically for game dev, but it will obviously be beneficial. I also practice my art and figure drawing shit everyday. I'm hoping that after a point I'll be good enough to provide myself with the art and music I need, but even then I wouldn't have anyone to program the game for me or help make assets.
>>
A game in which the protag is a curvy, pink-haired freedom fighter who must castrate high-profile CIS white males, but eventually comes to the realisation that they are male and actually raping women, not castrating men.
>>
>>146868647
I've had worse, but she's a 6/10 tops.
>>
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Remember to backup your work /agdg/ just never know when one of these will pay you a visit.
>>
>>146869397
pretty sure aeriannisdev browses this thread
he can sue you for stealing his game idea, you know
>>
>>146869485
and remember to backup your backups.
>>
>>146866470
I remember this thing in dragon age, in one of the old ones
I encountered some npc and talked with him and then he was like "Will you go to the island and help us with the battle? <YOU NEED TO BUY THE X EXPANSION PACK TO DO THIS>"
wow sneaky cunts
>>
>>146869605
>degree in Video Game Design
don't
>>
HOW THE UCK DO I UV MAP EASILY
>>
>>146868970
Nobody here isn't. It is incredibly unfair that you can do inferior work and still get loads of money for no other reason than having a luck with the shape of your cheek bones
>>
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>>146869605
As someone with a degree in game design, I strongly advise you don't.

Its a useless degree. All you'll get out of it is debt and regret.
>>
>>146869605
My friend started a degree in game design, dropped out and is now working in a call centre.
>>
>>146869918
PFFFHAAAAAHAHAHAHAHAHAA
Good luck friendo.
>>
>>146869918
Kill yourself
>>
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>>146869918
Fine, go for it then.

Just remember this thread 5 years from now when you're 50k+ in the hole and you're working a shit dead-end job at JCPenney.
>>
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>>146869275
I think art will be the big hurdle for me, but I'm just going for the usual 2D top down look anyway. You want to add me on steam? url is http://steamcommunity.com/id/vestae

will accept requests from other aggydaggers too.
>>
>>146869605
Get a Programming degree if you like it and want to get slight advantage when looking for a job related to it, but don't go for a Video Game Design degree ever.
I made that mistake and regret every second I lost there.
>>
>>146870309
I added you up, bruh.
>>
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>>146870427
lit af
>>
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>>146870427
>>
>>146870427
Does it have any content yet
>>
>>146870427
congrats, my dude
>>
>>146870427
good job anon
>>
>>146870292
>I've probably played more games then you
And that's exactly why you are going to fail. If you believe playing games is all the knowledge you need to make games nobody will take you seriously.
>>
>>146870427
Congratulations, bro.
>>
>>146870427
gz
>>
> inb4 nosales
>>
>>146870427
I'd be more surprised if you WEREN'T greenlit.
Greenlight isn't what it used to be 3 years ago.
>>
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>>146869605
>specifically working on levels

But that isn't specific at all. Do you even know what role you want to fill?

Level design that encourages good gameplay is specific to each and every title, no one can teach you how to make a good level that brings the most out of every game. You have to know the gameplay inside and out, and test and tweak every wall and floor until you know the impact a change will have before you even make it.

Sound design for levels is a fucking art unto itself. Each engine has a different way of approaching good sound implementation. Each game will have different priorities for sounds, and once again, its a matter of knowing the gameplay well enough to determine what the player needs to hear the most. And how they need to hear it. And why they need to hear it.

Or maybe you just want to do concept art or moodboards for levels? Or do you want to create textures for the level designers? Or do you want to create modular pieces with the environment artists? Maybe you want to handle foliage creation instead of hard shapes? What about just set dressing? Optimization and clean up job? Strictly level gameplay logic and programming? Water asset creation? Particle artist?

Go on. Tell me what you want to do, and I'll tell you why going to school for it is a bad idea.

I'll wait.
>>
>go to forum
>ask question
>nerdo mod replies "WHOA, we already had this thread before! Try searching!"
>the thread he links is 6 years old, half the users have been banned, and the discussion isn't even relevant to the present situation anymore
>post in the old thread
>get banned for 'necroing'

Sometimes I'm glad I have aggdag.
>>
>>146871027
I think he means designing the levels themselves, as in the puzzles and structure of each level.
>>
>>146869605
Any way you spin it a useful degree in game design is probably going to be mostly programming and math.
>>
>>146871151
That's funny as feck.
>>
>>146870918
How many games have you even designed?
>>
>>146870427
Omedetou Senpai!
>>
>>146871182
http://courses.uwe.ac.uk/G611
>>
>>146871184
I think so too, which is arguably the worst job you could ever possibly go to school for.

They can't teach you how to make a good level for every game. The best they can do is teach you the basic design principles, which you can learn for free, on your own, while actually designing levels and gaining real, first-hand experience by working with a team.
>>
>>146871404
>nothing
I see, you should start soon then.
>>
>>146870427
inspiring
>>
Who here likes the song 'Money's Too Tight to Mention'?
>>
>>146871628
Not me.
>>
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>>146871151
Those kind of stupid rules are the most retarded shit and the reason I have a deep disgust for forums. I get mad just reading your post
>>
Trying to learn networking. What kind of data should I leave to the clients and what kind of data should the server handle?

Should the client just handle inputs and the positions of stuff?
>>
How can l use

void OnCollisionEnter2D(Collision2D other){}

in unity without attaching a rigidbody to the object? lt won't let me use it without a rigidbody for some reason
>>
>>146872026
Depends on the game. If it is an mmo, assume the client is a hacker trying to ruin your game. Don't trust what he sends you is valid.
If it is just a coop game, you don't have to worry about that.
>>
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>>146870476
>Not really interested in the programming part, more the design part sorry you failed to get a job

Dude, you are a bit delusional with your expectations. Even engineers need to do shit they don't like to get money when they start.
You're telling us you are going into video game design just to do levels? Sorry but you are probably going to regret that unless you have family members that own game design studios or you manage to partner up with other people (which is unlikely because you don't want to do the heavy lifting, and no one will take you).

It's alright to have dreams, but don't sabotage yourself, you have more chances of making it if you learn how to code and place yourself in the right position first.
Anyways, that's my 2 cents, all the best in your career choice.
>>
>>146872075
Just found the solution after googling for several minutes, in case anyone runs into a similar problem:

>"Add a rigidbody to the trigger and check its Is Kinematic checkbox: kinematic rigidbodies don't react to collisions nor suffer gravity effects, but enable the trigger to detect any collider."
>>
>>146872075
Read this: http://answers.unity3d.com/questions/129796/rigidbodoy-vs-collider.html

For efficiency, Unity only checks for collisions involving RigidBodies because they're the only objects supposed to move around.
>>
>>146872460
realize that it's a troll already
>>
>>146872460
>>146870476
Let's be real, not even most coders will ever find a job, Just do what you want for fun and be grateful if you ever find a job
>>
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>>146872786
Yeh sorry about that.
I left the post hanging and went to take a shower, posted when I came back and saw all the other replies.
>>
Lot of bullshit to go through with these animal ears, tiny hats, eyes with designs in them

I just want to make like waifu
>>
>>146873176
Most real coders will find a job.
Most neet vidya enthusiasts wont even find a woman
>>
https://www.youtube.com/watch?v=CPQ1budJRIQ
https://www.youtube.com/watch?v=PyDlBy5tgYA
https://www.youtube.com/watch?v=AFi0hLc9_gk
>>
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>>146873176
Finding a job as a coder is super easy in most big cities. Heck, even remote work is easy to find provided you know the right tech stacks and have a nice portfolio.
>>
>>146873452
What's this shit? lf you dislike deving so much that you have to force yourself to do it then don't do it at all. l'm so tired of reading this kind of posts everyday
>>
>>146873730
>if you dont enjoy it just quit lol

The timid cry of mediocrity.
>>
>>146873635
How do I get a job then. I am proficient in java, javascript, nodejs. Shit at html/css. Know a bit about networking and database design.
>>
>>146873635
l meant, a job coding as a gamedev,
>>
post more aggy daggers
>>
>>146868519
Same, anon, same. I've finished one whole level for my SHMUP and then went back to my Metroidvania and I'm probably going to drop it again after I'm done with the first area.

Creating features is relatively easy. Making content is the hardest fucking thing.

>Forcing the player to button-mash for optimal strategy
Now that just sucks though. But you could make it an alternate ship/weapon.

>>146870427
Good job. That was super fast.

>>146870476
>>146870918
>>146871182
Bait quality on here is getting worse with every passing day. Shame.
>>
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A reminder that all manner of porn can make decent cash.
You too can be a filthy jew using unlicensed models today!
https://www.patreon.com/Stratovarius
>>
>>146873871
as long as you know 3d maths and you are not a total retard copying pasting from google it should not be too hard
>>
>>146874206
I had no idea greaser dev was into the porn business
>>
>>146873817
Unless you're a genious you're not gonna make any money with your indie shit. Most people who dev here do it as a hobby. What's a hobby? An activity you do for enjoyment. The moment you stop having fun with it, well, it stops being a hobby. Why else would you dev if not for money or fun?
>>
>>146870427
Grat!
>>
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>>146873853
Do you have something to show?
If not, make a couple of web/mobile apps or start an open source project. Your Uni credentials don't account for much in IT but a nice portfolio will put you ahead of most candidates.
I got my first job 9 years ago by showing a shitty open source project I had started, I walked through the code with the guys interviewing me and they liked my approach. They even said I made it really easy for them because they didn't have to gamble on whether I knew my shit or not.

>>146873871
Oh alright then. That makes sense now.
>>
>>146872448
https://www.youtube.com/watch?v=5d7EbtLb8ok
>>
>>146874565
Out of curiosity, what was the open source project you made about?
>>
>>146874565
>>146874774
Link the code nigga.
>>
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Rarely enter the general but I don't IT to haunt me ;_;
Here's first step of a little project of mine I called Explore INC. Will finish it in a week.
It'll be a space exploration game.
>>
>>146875381
>but I don't *want* IT to haunt me
self-fix

Also noticed that gif's quality is subpar, sorry about that.
>>
>>146869174
i would love to play it. i buy every dwarf fortress like game on steam. Start making this game.
>>
>>146864823
what did you expect, you are making video games, should i repeat that.
people who play videos games are manchildren, but before someone tells me to go kill myself listen first.
do you take pewdiepie as a grown up serious acting man?
do you take any lets player as mature?
screaming and goofing around, have you ever been to a lan caffee? have you seen people their?
its embarrassing to say the least.
the gogem in his videos acting retarded
lets players acting retarded
people at the internet caffe acting retarded
but why?!
why cant someone play a game seriously without turning to an ape?
why cant my friends just play the game without having this urge to swear and scream?
why people here should be obligated to act like children?
why have you put that stupid pic?

>inb4 blog
i am really curious
>>
>>146875381
Looks good! Using a shader to make this planet?
>>
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>>146874774
I made a java application that resized images to fit certain criteria. It was the time of Palm devices with 32mb of memory and really slow internet connections so a tool that had an easy UI and allowed you to batch resize shitloads of pics at once was quite useful.
It's a pointless project nowadays with memory and internet speeds as they are, it still gets a couple of downloads a day for some reason though.

I also showed them code for a card game that I had in progress, it could be played online so there was code for handling reading and writing from/to sockets.

Doing that got me my first job in my first interview ever. I was absolutely un-hireable from a CV perspective (was just starting uni, and had no previous experience other than making shitty games at home that I always left unfinished).

Another thing is that for most people getting their first job is hard, but after that it becomes easy. This is because companies don't like to spend money on training, they want someone who already has the skills and proven experience.
>>
>>146875605
pls keep your autism under control m8
>>
>>146870427
congratz.
>>
>>146875682
i just want to know, are we/they just acting?
or are we/they for real?
>>
>>146875619
Yes.
Best thing is, I have access to the terrain's 2D array, meaning I can just use it as a tilemap to let player explore it without much programming on my side.
>>
>>146875852
No it is a joke
>>
How does 93 full 3D entities(pitch,roll,yaw) synced on a 576 bytes packet size sound for 65k concurrent users on a 10^25 km^3 map size of 1mm movement precision that is reduces to 82 entities when more than 65k concurrent players sound?
>>
Gaaah I suck so much
>>
>>146875852
People in general are not normal. Have you seen a football match or any sports event? Have you ever been to a metal concert? Have you seen people at bar or at clubs? We are all fucking lunatics. The only difference between people is their ability to hide their power level when the time is not appropriate for their interest.
>>
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>>146876538
lol go see the doctor to get ur autism vaccine
>>
>>146873176
> Looking for another programmer to make vidyas.
> Looking through potential employees.
> They only know how to code for databases.
Sorry bud, you need more experience making vidya, I don't need another spreadsheet artist.

>>146871027
That's a nice portfolio, but your lack of presence and degree is a clear indication that you aren't really serious about this. Sorry buddy, you're not a worthy candidate! Maybe we'll hire you for some freelance work when our tech grad is on vacation.

>>146869701
>>146869918
>>146871190
A game design degree is loaded. On the surface, most potential employers will think of it as someone who has a lot of ideas and no way to implement it. You need to concentrate your efforts into specific areas. Degree-anon wants to be a level designer, so he basically needs to learn modeling, of course, then
> Design fundamentals.
> Navigation efficiency.
> Architectural design.
> Etc
> Proficiency in multiple programs.
This makes him a prime candidate over someone who paints tiles and screen filled with spikes. Plus, he'll have the skills necessary to work in other areas related to mapping, like texturing, asset building, etc.
Depending on what his studies actually entails, he'll already be working in a professional environment assuming he looks into internships.

Degrees are only worthless if you're worthless.
>>
>>146877012
But then you'd be wasting time just like degree babbies instead of making game
>>
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Normalmapping illumination test I did for a survival adventure.

Art is hard.
>>
>>146871151
>people are using the forum differently from how you have envisioned
>change the people with rules instead of changing the forum to suit how it is used

every time
>>
>>146877412
is that 2d?
>>
>>146877412
Oh, are Duracell sponsoring your game?
>>
What is the correct name describing all things that can be loaded into weapons?
for example magazines into guns, shells into tanks, potatoes into potato guns, batteries into lasers etc
>>
>>146877705
ammo
>>
>>146877705
Ammunition?
>>
>>146877705
Clips.
>>
GOd fucking damnit why is my FPS capped to 60

why is this happening

fucking GM
>>
>>146877759
>>146877770
No i thought that as well, but i checked the dictionary and ammo means only shells
>>
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would you play this?
>>
>>146877882
Because that's the limit of human eyes.
>>
>>146876798
But vaccines caused the autism!
>>
>>146877705
ordnance?
>>
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>>146877624
I can make a custom one for you if you want to.

>>146877636
Yes, with a technique to simulate 3D illumination. Here's the original picture without filters.

>>146877676
I wish. Batteries are serious business in it.
>>
>>146877882
There's ways to remove the cap entirely, but you will have to look it up and learn how to use delta time.
>>
>>146877973
Words mean whatever people think they mean, not what's in dictionaries. Nobody's gonna raise an eyebrow if you call the bananas for a banana gun "ammo".
>>
>>146877973
Is your game going to be player by vidya losers or literary doctorates?
My point: It doesnt matter.
>>
>>146877998
Looks interesting anon.
I'd give it a go.
>>
>>146877973
https://en.wikipedia.org/wiki/Ammunition

It means everything, the term is from the French La Munition, which basically just means "anything we throw at people for war"
>>
>>146878123
But target audience for my game are the people who publish the oxford english dictionary and they will have my asshole for this ;_;
>>
>>146877998
looks too complicated to me, l wouldn't bother to learn how to play, no offence
>>
>>146878093
I would probably soften that shadow on his right middle finger, it makes it look like a sharp edge.
Other than that great work.
>>
>>146878093
Why waste your time mimicing 3d in a 2d environment.
This is exactly why 3d was invented. Its a waste of time to do the math (including lighting) yourself. Make the engine do it for you.
>>
>>146859341
Man this looks good, how do you give the game that grainy pixelated look?
>>
>>146878295
Some people really just can't make 3d models, also using 2d sprites in a 3d world gives a nice aesthetic imo.
>>
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Hows my UI looking?

Just want to be sure it's not too big or in the way before I start putting more work into the details.

The amount of money you have will be shown in the other corner, just putting it there temporarily.
>>
>>146878394
I think that's just webm compression, m8.
>>
>tfw when you've architected yourself into a hole you don't know how to fix
>>
Anyone know how to make intermediate vector values in UE4 blueprints?
Like, I just want to sample a texture once and then pass that value to about 3 places.

Right now i just drew lines from the sampler but that causes re-sampling of the texture. Which is obviously bad.
>>
If the south won and i could still own slaves i would use them to make the animations for me because this is fucking slave work
>>
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I composed a new piece and wanted to get agdg's opinion on it like I normally do.
https://soundcloud.com/user-795244489/aftermath-orchestal-interlude
would it fit in a game?
>>
>>146878458
good
>>
Please respond: >>>/v/343091683
>>
>>146878568
Start over!
>>
>>146878480
Oh fug, I'm stupid. Thanks dude!
>>
>>146878458
The detail on the lower left of the tab looks nice, but it has a more eastern/Asian feel than northern European (I'm guessing that's what you want since your character looks like a stereotypical fantasy viking type)
The shape is fine though and doesn't take up much of the screen.
>>
A game which you have to subscribe to all my social media accounts to to complete
>>
>>146878803
I hope you are planning to make a mmorpg as your first game, otherwise you don't belong here
>>
>>146878115
That's the thing. I'm using delta timing and I've set the room_speed to 200, but for SOME REASON the actual FPS is capped to 60 and I have no idea why.
>>
>>146878584
If the south won we (you, I'm not American) would probably be slaves to massive corporations in a more explicit fashion.

Or we'd probably not have slavery because of later incidents. With slavery being so inefficient and all you'd probably have some corporation come and solve the situation by offering wageslavery. That way they don't need the guards (which were often participants of the populous that were legally mandated to hunt slaves).

Maybe we wouldn't even have videogames yet?
>>146878568
Never 'architect'
https://www.youtube.com/watch?v=rPJfadFSCyQ
(watch this and the following video)
>>146878871
You don't think we've played videogames?
>>
>>146878458
Nice, is that going to be the font or is it just a placeholder? I'd say the font needs to be bigger and bolder.
>>
>>146878992
this desu, if you want to get the agdg membership you need to show us your mmorpg, as everyone before you has
>>
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>>146878258
Thanks for the feedback, anon. It was one of my earliest attempt. I'll post other examples as soon as I have something nice to show.

>>146878295
I would have to learn modelling from ground up and that would set me back. I've been working with Photoshop for over a decade now, not that I'm some pro-level user, but I'm used to the interface and have better control of the results. Plus I'd rather have an okay-decent result that does it's job instead of a shoddy 3D one. For me doing this is just easier, anon. Also I enjoy this aesthetic.

Picture is the same image with static green light. Also you can see how shitty I am at photomanipulation in it.
>>
>>146878803
Here's waht you do:
Make a strawpoll.
Check multiple options.
Make sure to say choose many in the title, and drop it in this thread with the question and at least three copies of the link.
If you're too lazy to copy and paste a few lines of text then fuck off.
>>
>>146878394
>>146878480
Yeah, the graininess is due to WEBM compression, but the game is actually rendered with 2x zoom for pixelation effect (for now) and has a scanline overlay.
>>
>>146878906
>>146878671
Thanks kind anons.

The design is actually celtic, lifted it off a drum in my house, want to include a bunch of Scottish stuff in my game because I never really see any fantasy games with stuff from my home.

The dude is actually meant to be a dwarf, I'm probably going to get rid of the horned helmet since people keep thinking he's a viking or that I'm making a yogcast game.
>>
>>>/v/343091683
>zombies
Depends on your definition
>side view
Gold star
>crafting
Crafting or 'smithing' I find a system like Path of exile's crafting or Firefall (pre-modules) crafting to be intreguing. But just "collect this BS to do this" is lame. If you want me to gather resources that's another thing. Terraria crafting isn't that bad. The tech tree doesn't appeal to me because it doesn't have enough depth to make it interesting. But its' a decent way of gating content.
>2d
Gold star
>top down
Sortof OK I guess.
>exploring
Very general topic. But yes obviously
>procedurally generated
Yes if you do a good job.
>post apocalyptic
Doesn't matter, theme doesn't really matter to me
>story focused
No, not for the game i laid out
>pixel art
80/100
>fps
FPS sidescroller? What are you?
FPS is fine but people tend to not really make them interesting. If you're influenced by stuff like ReflexFPS's CPM, overwatch or any level of faster movement you can do a lot more interesting stuff than with a typical run on the ground using your sprint button game.
>multiplayer only
Depends on the game
>singleplayer only
Not with the features you've suggested. Probably.

At least make it LAN.
>>
>>146878456
Everyone can make 3d models. What a stupid sentence.
Using 2d sprites in a 3d world might add aesthetic, but if your trying your hardest to make that 2d look 3d, then you apparently WANT the 3d aesthetic.

>>146879102
This is the type of person i would never want on a team.
>Yeah that might be faster/easier/better, but i dont want to learn new skills.
>>
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>>146879065
Just a place holder for now, still deciding on a font to use. It works well enough for the dialogue just now. The money will have a separate and bigger thing though, planning to copy Recettears display basically, want it big and obvious since money is important to progression in the game.
>>
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Is Undertale tier level of pixel art acceptable?
Is it just more important for your RPG that it doesn't look all block and generic like everything made in RPGmaker?
Anybody got suggestions/common pitfalls I can avoid in making my RPG?
>>
>>146878992
>>146879097
I see shitposting here is in full effect
>>
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>>146879582
what?
>>
>>146877998
no. I have no idea wtf is going on in any of your posts. doesnt look like my kind of game anyway
>>
>>146879236
As long as that design is authentic to the world you are trying to craft, that's all that really matters.

I actually could tell he was a dwarf, but I was referring to the helmet horns (as you know) and how they are a iconic symbol of Hollywood vikings.
>>
>>146879828
what are they doing for music
i can hook a brotha up
;)
>>
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>>146879828
>$8,570 USD
>The Majesty (Majestade)
>Design a playable character* by online contact with the team (the character will be released free of charge for everybody and its characteristics will be subject to acceptance in order to keep the adequacy to the game. This character won't have Story Mode neither own stage) + Credit of Majesty + A eternal place in our hearts <3.
>>
>>146878640
Not a fan of the first quarter but everything else is really nice.
>>
>>146879027
That is weird. Did you set room speed in a script or the actual room? As it will cap the speed at whatever you have set in the actual room settings.
>>
>>146879828
"my friends game"
nice try but this is some shameless self promotion
im triggered
flashbacks
all the meme afflications are happening to me right now
>>
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>>146879506
Cool, a pixelated celtic font would fit the game nicely.
>>
>>146879416
>>zombies
>Depends on your definition
nothing fancy, zombies as walking dead, resurrected to eat our brains.

>>crafting
>Crafting or 'smithing' I find a system like Path of exile's crafting or Firefall (pre-modules) crafting to be intreguing.
Can you elaborate on it?
>>
>>146879484
Well then you have to learn some team management skills before you even try to form a group.
>>
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>>146879828
>fighting game
>>
>>146880073
thank you. By first quarter are you talking about the part with the solo horns at the begginging?
>>
>>146878456
it looks like shit, the only reason it was used in doom was performance issues
>>
Never made music before. How am I doing.

https://clyp.it/hfsoxkdn
>>
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>>146880365
Quit hating, filthy nodev.
>>
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>>146880568
>>
>>146879907
I plan to have the dwarves be fairly celtic and incorporate celtic knots and patterns into their architecture and clothes a fair bit so it should be fairly consistent. Only thing holding me back at the moment is my programmer art, learning to draw is hard.

And yeah the horns are the problem, I thought they looked cool at first but they stand out too much and draw attention to him possibly being a viking, they gotta go.

>>146880152
Well keep an eye out, I've got one ready to go but it's not mono-spaced so I'm having to adjust it to get in the game because of the way I did my dialogue engine, once it is I'll be using it.
>>
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What is the ideal resolution for a horizontal SHMUP?
>>
>>146880923
0x0
>>
>>146880923
3840x2160
>>
>>146880169
>zombies
Well that's just boring. I don't see why people like those (but they do).
>Can you elaborate on it?
Path of exiles crafting system isn't really crafting in the sense games like minecraft or MMO's use it.
http://pathofexile.gamepedia.com/Crafting
It's augmenting items to make nearly workable items pretty decent items. It's a way of mitigating your poor luck by adding a small value to every item you find (effectively, though in PoE all currency/crafting types aren't available from selling bad gear).
I like that system for that game and I'd love to see it in other games. With most games you find that gold or whatever just loses its value. These currency items are relative to item levels and gain value as you level to some extent (because at lower levels you replace gear faster). So it makes stuff feel better.

Firefall is similar in some sense but there it's more about item customization. What I liked about it is that you weren't driven to farm some super exclusive resource like in certain MMO's to craft the good gear. You just needed tons of good materials, every resource type had a rarity assigned to it and you had to explore the region to find where the resources were (type, rarity changed all the time so players in teams could sweep the map and share loot and stuff. It was fun)
http://www.firefallthegame.com/news/rudikazootie-s-rudamentary-crafting-guide
This is basically it.
But they changed it for some reason. Community hated it in general.
If you're reading that and dont' want to read it all look at 'key stats' that's the core of the system really
>>
>>146880505
The four chord progression at the begginging is a bit bland. the guitar rift is super funky. Very good first time I would say.
>>
>>146879828
>olhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeiraolhapeixeira
Jesus shut up
>>
>>146880273
Yeah
>>
>>146880923
Whatever your users resolution is.
Baka.
>>
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>>146878456
Depends mostly on what you're trying to achieve.

If your game doesn't need many animations it's fine, but if you're trying to do something that requires more animations, drawing multiple times because "i can't model", is suicidal.
>>
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>>146879828
If you had posted progress on development and participated in the community for a couple of months before posting this it would have been okay. But we've never seen this before and you are just jewing out for cash, this is not about being triggered or not, it's about you spamming a community in which you have never participated before.

Also, the game looks like shit, the animations are choppy as fuck and the characters are extremely cringeworthy (from the sprites to the bios). It's like you took the characters from Darkstalkers and made gayer, cringier versions of them.

So yeah, fuck you.
>>
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How come a good-looking but shitty generic buggy platformer with nothing unique, bad level design and animations, that only has one level and was made by a group of junior students following an ue4 platformer tutorial and a blender decimate tutorial managed to get through greenlight?
>>
>>146880365
Sure, it may look like shit to you, but I'm sure you're the same kind of guy who would rather play cod that hotline miami because "muh gwafix" but then again, I mostly just like retro graphics because I'm a sucker for nostalgia.
>>
>>146881372
Because as long as like 20 people buy it (which they will for some reason), Valve makes a profit
>>
Fuck this. Spent an afternoon trying to do some navmesh generation. All I got is a headache.
Hope you guys did a better job at progress than me.
>>
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>>146881420
I'd rather play cod because hotline miami is shit

there are old games that look good, doom is not one of them
>>
>>146881372
I see your points on all the objetive stuff but why aren't games made by junior students allowed to get thru greenlight?
>>
>>146881529
forget about navmeshes, they're a meme, just use navigation nodes which are simple and work well

rule #1 of AI: simple is smart, complex is dumb
>>
>>146881267
Hello, hands.gif guy here.

The animations won't be done with frames but with grid deformation and tweening, which is an interesting way to achieve fluid, even lifelike animations. Odin Sphere, Muramasa and Dragon's Crown use both techniques for their unique look.
>>
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Has any non coding pleb here used UE4's blueprint system to decent effect? I just want to know it can be done.
>>
>>146882078
check out mayhem league
>>
whats a good engine for dungeon crawlin gaem
>>
>>146881736
Anon is right. Navmesh generation is a bit of a time sink. Just like drop nodes and link into a path.

If you're using unity, I can give you some tips on building a path-dropper character controller that can save to a prefab while in play mode.
>>
>>146882078
I'm not a non-programming pleb but I can tell you that you can't really use it without having a programmer mindset.

You need to be able to visualize a system. Be it just a flow graph of whatever you're implementing.
>>
>>146880109
I'm setting it in the room settings, and scouring through all my code to find the culprit. The odd thing is, although the room_speed is clearly 200 (checked by printing the value), the FPS is capped at 60 for some bizarre reason.
>>
>>146881736
I don't think navigation nodes are suitable for wide, procedural areas, bu I'll take a look.
I'll figure navmeshes out eventually, But not today.
>>
>>146882236
Just like make Neverwinter plugin.
>>
>>146879828
I'm sorry, you must have misread "Amateur Game Development General" as "Literally Who Shilling Central". Have you considered getting your eyes checked?
>>
>>146882236
your own
>>
>>146882483
https://web.archive.org/web/20110723003329/http://www.ai-blog.net/archives/000152.html
http://www2.cs.uregina.ca/~anima/408/Notes/Crowds/HybridVectorFieldPathfinding.pdf

This is really good stuff.
But it might solve your navmesh issues.
Frankly if you're having problems with navmeshes I suspect that maybe you have very poor visualization tools.

Go build that first.
>>
>>146882483
Do you have terrain? Leverage your terrain as a path grid. Inspect cells with collisions and such to determine if cell is occupied by an obstruction.

Buildings and pathable meshes can be node or navmesh driven. Dedicate entrance nodes and link then to the closest terrain cell
>>
>>146882757
I'd never give money to dirty shilling Brasilians.
This is not where you should try to advertise your game.

Go to twitch chats or whatever. Buy 4chan ads so you get to the /b/ or /v/ audience.
>>
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>>146882312
I know its just basically a different way to display coding, but would you say its doable for someone who is not a complete retard to do it without having to learn a coding language from the ground up.

Like can someone who reads enough of the documentation implement something simple like a text box dialogue system without writing a line of code.
>>
>>146882236
T-Engine 4
>>
>>146882757
im sold
>>
>>146882892
Yeah I can see that working.
You can obviously just ask here in agdg anyhow.
If your goals aren't all that high then there's no reason to fear programming.

You could probably go do it in C++ right now if you wanted to. Though blueprints is going to be easier obviously.
>>
>>146881607
Didn't mean that, some juniors have really good projects with unique mechanics... I'm just very surprised that being as generic as possible they got through; A year ago, experienced devs (Mind path to thalamus, path of shadows, blues & bullets or Nihilumbra devs) told us It was really hard to get in. But I guess It's not?
>>
>>146879828
I'm genuinely curious as to why you would think this is remotely okay to post here in the slightest.

If the devs or you (their """"""friend""""""") had participated here and actively contributed and posted progress and shit it'd be slightly more okay but still kind of pushing it.

Even taking it to /v/ or /fgg/ to do this would be stupid it because literally all you're doing is advertising and not contributing meaningful content in anyway.
>>
You could just report it instead of replying 30 times
>>
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Swiftly approaching completion.
>>
>>146883097
Not BRShill here, just curious with the whole validation stuff. If I log my game development here and people enjoy it then I'm free to shill?
>>
>>146883280
Those rocks need shadows
>>
>>146880749
What do you mean when you say programmer art?
>>
>>146883280
needs more AO
>>
>>146883280
that bloom is a tad excessive dont you think
>>
>>146883197
It's actually pretty good advertising. I bet that game got more views than some of the games being developed in thread. It certainly got more (You)s
>>
>>146883280
unhh those are THICC rocks

make them fatter
>>
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>>146883068
I've tried to start learning code multiple times but I always fizzle out with a lack of motivation. I really should considering it would also help my econometrics career but I'm just lazy.

Probably a niche question but anyone know of a coding language used for business level stat modeling and also games?
>>
>>146883510
Shitty placeholder assets.
>>
>>146883690
c++
>>
Do all of you work on games by yourselves? I want to learn coding and 3D modeling, but I barely have the time. Would it be better to team up with folks or is it easier to learn to code? How long does it take?
>>
>>146883369
>If I log my game development here and people enjoy it then I'm free to shill?
Obviously I'm sure others will disagree but at the very least it gives you some wiggle room to go "Hey guys my Kickstarter launched" or "Our game is on Greenlight" but doing so multiple times (especially in the same thread) or coming here with the intent to only do that and not contribute otherwise is bad.
>>
>>146883690
I'd google that or ask /biz/.
>>
>>146883369
Look at it like this: we are alcoholics anonymous. We meet regularly, share our story with the group and give each other strength. The only way you can be part of this community if you do the same.
>>
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>>146881562
>>
>>146883369
you are not, don't link your fucking kickstarter or greenlight even if you're a vet, it's backfired before
>>
>>146883446
Yea, I just disabled the shadows on the small ones thinking I could get away with it. Clearly I cannot.

>>146883514
Maybe. I'm pretty anti-ao. Its at 50% strength atm. I'll try dialing it up.

>>146883527
That would be UE4's auto exposure. I should have left it disabled. I think that is the... 8x lighting level? So my bloom is usually 1/8th as large.

>>146883565
But if my rocks are anymore lewd, I won't be able to post them on a blue board.
>>
https://www.youtube.com/watch?v=dxb-1wcu5PM

Anyone making a horror game?
I feel like making a horror soundtrack.
>>
>>146883772
If you have nothing to contribute no one is going to team up with you, unless they have nothing to contribute either
>>
>>146883897
>blob shadows
>better
>implying obstacles are hardcoded in TA
>implying obstacles aren't hardcoded in whatever you posted
>>
>>146883772
It'll be easier to have something to show before to get people to WANT to join your team. Do whatever you can with what you can do even if it takes some work. You can always cut things until you have the barebones of your project and build from there.

It depends on your game. Some genres don't need coding, tho they're very limited.

>>146883798
Makes sense to me, thanks for the information anon.

>>146883835
Is this possible without tripfagging? I want to make part and contribute with whatever I can.
>>
>>146883986
It just kinda looks like some of the rocks are floating a bit off the ground, idk if it's shadows or lack of AO doing it desu.
>>
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fugg
>>
>>146883986
>anti-AO

but why? AO was 90% of the reason crysis looked so good at the time, it adds a ton of depth to an otherwise flat and fake looking scene
>>
>>146884096
>>146884000
Alright. I'll focus on 3D modeling. The game I want to make would probably need a lot of coding.
>>
>>146883369
If you participate in the community and support other devs here you'll get supported.
If you have never shown your game here before and the first post we see about it is a kickstarter cash grab link you are just spamming, simple as that.
>>
>>146882723
Thanks, didn't knew about the second link.

>>146882857
It should be easier than that, since I'm already starting from a 2d grid for navigation (the navmesh is just to speed up the whole thing).
I've just spent too much time on this this afternoon, and I need to sleep on it.
>>
>>146884096
It is. When you post progress, your game is recognizable, and that's the only thing which matters. Many devs even have a tumblr account where they also post their progress, but that's just usually just a development log, so if someone is interested in said project, he can follow its development without ever missing a progress post here. So basically people here are semi-tripfagging. You are only recognizable if the discussion is about your game.
>>
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>>146879506
Anon...
>>
>>146883772
>Do all of you work on games by yourselves?
That's my intent but I can't make art at all. I've been trying to do Loomis and all the usual stuff but I have a really hard time sticking to it, so most of the time I just use free assets online or stuff friends make.

>Would it be better to team up with folks or is it easier to learn to code?
Typically yes unless you've got some "grand vision that only you understand" but at the same time you have to be able to contribute in some meaningful way, usually coding/music/art but depending on the game stuff like writing or voice acting would work too.
>>
>>146883992
Spooky
>>
>>146881562
I really hope the person who made this image is dead. I don't care if I'm being baited right now, it's so fucking wrong I don't even
>>
>>146883897
>>146881562
Both of you realize how stupid this is, right? This is the garbage that gets posted on /v/.

Your pros and cons are about the art assets and the style, instead of the art direction.
>>
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>>146884478
Enhance
>>
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>>146883703
Well usually for a placeholder it would be something like this.
>>
>>146884808
I see them, it's odd, I designed the UI to match the size of the pixels on the screen. I'll poke at it a bit and see about fixing it.
>>
>>146884829
Oh, you meant you are bad at art, not bad at making placeholders.
Kill me.
>>
>>146884619
>>146884452
>>146884303
Thanks for the information guys. I'll do just that then.
>>
>>146885020
You might want to just render at whatever the pixel art resolution is and upscale to the screen (by 3x i guess).
>>
>>146877412
i bet that is fun to animate
>>
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Is the free version of GameMaker much gimped compared to the Pro one?
Could you get away with compiling games in the pirated Pro version when releasing them?
>>
>>146879102
bruh pleeeeaaaaaase remove the hair from the right wrist. It ruins the whole thing.
>>
>>146884795
>art direction
>style

>different
>>
>>146885287
Yes it is! And even more to see it working in the game.

>>146885508
You mean the whole hair or just the lump mid-wrist?
>>
>>146885381
The free version isn't a ton different from the pro version, I think in the pro there is just more export options and such.
>>
is there seriously no way to check and set borderless window with GML? You can turn it on by default in the game settings, but nothing for GML?
>>
>>146885563
>arguing about graphics on /agdg/
>>
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>>146884158
>>146884269
Too many games ruin their visuals with poor SSAO these days. I find myself turning it off more often than not. Those shitty black blobs covering everything is not appealing.

That said, dialed mine back up. Looks good.
>>
>>146885213
Turns out the problem is I made the UI to the port size, not the view size. So the pixels in game are bigger because of the upscaling and it clashes, easy fix just gotta set it to the view size and it'll match up.
>>
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>about to release my demo for /agdg/ to check but I get so nervous I almost burst into treats and it paralyzes me
>>
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>>146886345
>>
>>146885952
Yeah, a really good example of terrible ssao is far cry 3.
It can get really obnoxious and impact performance pretty hard.

Looks good in your game though, I can't even notice it (which is good)
>>
>>146885952
Sexy assets

You need a better landscape though, at least fix that hill
>>
>>146886345
Are we talking cat treats or dog treats here? Because I can't stand bursting into dog treats.
>>
>>146886345
>I almost burst into treats
c-can I eat those treats?
>>
>>146886757
No, that's cannibalism billy, and cannibalism is wrong. even if they are.... so damn tasty.
>>
i have idea for game, but i will show you in few days so nobody could associate this post with reveal.
>>
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>>146884478
all them mixels anonian
>>
>>146886930
I look forward to seeing your game in 3 weeks
>>
>>146885639
ALL of the hair. it looks like oily and stuck to the skin.
>>
>>146887187
Alright anon, I'll be getting rid of it.
>>
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>>146886984
we need to go deeper.
>>
Why does GameMaker's window borders look like ass? How hard it is to just use the Windows' native themes?
>>
>>146885952
Did you create all those assets yourself anon?
Also, why did you render this at 7K?
>>
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Where the low poly cuties at?
>>
>>146886984
>>146888093
That aggy dagger thing has really made people meme hungry huh?
>>
>>146888431
mixels has always been an /agdg/ meme
>>
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>>146888431
I just like wasting my time.
>>
>>146888282
Yep. I recently offered to help a fellow agdg dev out with some landscape foliage, and that is what you see. Once I finish the package, I'll give it out to AGDG.

Its 7k because I'm trying to improve my visual fidelity, and anything smaller starts losing details you see in-game.
>>
File: 2016-06-28-2304-06.webm (781KB, 640x360px) Image search: [Google]
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Made a tileset from the first area of Castlevania.
>>
I would never have thought that making good breakout controls would make me suffer só much ffs.
Also , gamepad,mouse or keyboard controls ? Or all of them ?
Im having some collision problema when using the moiuse because of you move too fast it collides more than one time, anyone have any ideia on how to fix this ?
>>
>>146889458
nice stable 57fps

you're nearly as good as technology from 30 years ago
>>
>>146889607
A quick and dirty way would be to not let the ball collide with the player when it's going up.
>>
>>146889458
That was nasty >>146889798
I apologise
>>
>>146889847
I did that, i check if the Ball is going down, otherwise it doesnt collide. But i keep getting these bugs.
Ill post my code when i get home.
>>
>>146889934
The damage is done. I don't think he's going to be able to recover from it.
>>
>>146889191
Wow, impressive anon.
>>
>>146888415
I've got a question about that, why is it that people always seem to use flat shading for art such as this? Is it just part of the style?
>>
>>146885952
far cry 3 just had some HBAO+ slapped onto it to satisfy nvidia money, that's why it looks bad

SSAO needs to be tuned carefully, which as a developer you can do

if you never hit true black you'll lose a lot of apparent dynamic range
>>
>>146890404
If you have the shadows painted on the texture you dont need standard shading
>>
Hey guys, question for those that use Gamemaker, how do you make the screen size of the game bigger. Example would be when you currently open up the game and the screen size is smaller than you wanted it. How do you increase the size of it?
>>
File: ao-comparison-no-captions[1].jpg (2MB, 2560x3240px) Image search: [Google]
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>>146886562
you notice it when it's gone
>>
>>146890404
Its a simpler shader. So no shadows are calculated at all.
And its probably the one their modeling program uses most of the time.
>>146890707
I don't see how that is relevant to that model, there is no shadow painted, i would just call that the texture.
>>
File: start anim.webm (3MB, 768x432px) Image search: [Google]
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Working on the intro scene, obviously the animation still needs some tweaks.
>>
>>146891404
put a handle or something on the hatch?
>>
>>146891404
10/10 miming but it feels like a really inappropriate time
>>
https://www.youtube.com/watch?v=07S9tSVA3Yc
Witty joke
>>
>>146890851

I don't notice the difference on any of them

>enginefags

Make a fun game christ.
>>
>>146891723
>blindfags
>>
File: 2016-06-28-143347_597x384_scrot.png (52KB, 597x384px) Image search: [Google]
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>tfw accidentally generate thousands of ecdh keys
>>
>>146875605
The only reason they all seem stupid is because you focus in and seek out that side of the group more.
>>
https://clyp.it/jxyeg2et

Updated this, might have made it worse but oh well.
>>
>>146891618
Is this what living with danny and rotate is like?
>>
>>146891813

I'm so blind I can't see your game, all I see are a bunch of shitty plants no one cares about.
>>
>>146890851
I honestly can't tell the difference other than the first picture looks a bit more saturated and less foggy.

Can you pin point the differences with red lines or something?
>>
>>146886345
>pinata-positing
>>
>>146877998
Is this turn based Snake with purple cactuses following each other instead of a snake instead?
>>
>>146891896
speed it up like 1.7
>>
>>146891992
no wonder you people make pixel games with pillow shading, you literally can't see that there is no shadow under the plants in the first picture?
>>
>>146862038
>Julian Assange shitposts here
So that's how he keep himself sane
>>
>>146891486

The airlock is just a placeholder so I can see what I am animating.
>>
File: NoticeMeSenpaiArrow.webm (2MB, 800x362px) Image search: [Google]
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Notice me senpai its not too busy edition.

I added a massive arrow with boku shouting his name at the start of every level, and if you move even the sign rolls around so you will notice him.

I'm considering adding another peice of UI on him when the camera rotates
>>
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As an engine dev where do I start with skeleton animation?
I have looked it up but I don't understand please help ;_;
>>
>>146892103
but there are shadows in the first pic, they just arent as saturated.
>>
>>146892103
It might be my screen being fucked up but it's hardly noticeable for me.
>>
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>>146886984
>>
>>146891992
>Is this a joke.
Under the front plants, there are now multiple types of shadows.
In the distance the trees have variation in brightness instead of all light.
Sun on plants have a gloss.

The top one feels like a videogame.
The bottom feels like a simulation.
>>
>>146892417
lagom.nl/lcd-test

>>146892394
there are no shadows, and it stands out like fuck, the whole image is flat and dull with no depth and no feeling of 3D, like something poorly photoshopped into the frame
>>
>>146892382
Skeletons don't exist
>>
has there ever been a good looking 3D side scroller? Only disasters come to mind.
>>
>>146892645
Trine
Trine 2
Trine HD remaster
Trine the Deathinitive edition
Trine complete
Trine game of the year
Train
>>
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>>146892642
>>
>>146864143
mine will have one
>>
>>146892382
look for inverse kinematic, it should not be too hard to implement if you've already made a (good) engine
>>
>>146892382
Figure how to write the shader.
How to what matrix/vector addition/multiplication have to happen to get your verts in the position you want them to be.
Find a program that can model your bones the way you want, and also export them the way you want.
Load the data in your game.
Do the matrix magic.
And render.
>>
>>146879506
>>146878458
I think that celtic knot stuff is too intricate compared to the rest of the image. It would look better if it was simplified and the lines were thickened.
>>
>>146890851 What I meant was that it was well incorporated and not in your face like it is in some games, it blends well into the scene and it looks natural. I should have been more specific with my wording.
>>
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>>146892858
It seems pretty simple now, thanks for the help.
>>
>>146892382
search: hardware skinning
>>
How do you do animations which use 2 separate models?
For example one character grabs an enemy and throws him.
>>
File: grass.jpg (516KB, 1176x726px) Image search: [Google]
grass.jpg
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UE4 foliage tool is useless.
I want dense grass, not this shit!
>>
>>146893482
have two animations that are perfectly synced
>>
>>146893482
I dont understand.
You have 1 model do what you want it to do, and you have the other model do what you want it to do.
This seems more like a physics engine question on which model should do what when pulled/thrown.
>>
>>146893523
make bigger grass models

and bend those normals
>>
>>146893523
What is ground textures?
>>
>>146893734
I don't want a flat texture
>>
>>146893523
Consider adding a second grass model that is more horizontal, like crabgrass.
>>
>>146893858
You can't have infinite grass
Only ground texture and dense grass near the camera.
>>
>>146894261

I just want like dense patches, not the whole screen full of grass.
>>
>>146894478
Then make your grass mesh more dense???????????????????????????????????????????????????
>>
>>146894686
fuck you, you dense motherfucker!!
>>
>>146892376
Good idea with the beginning arrow thing. Particles would help the eye follow Boku. Maybe like a thump when it turns over or something. The eye easily follows light and highly saturated colors
>>
>>146892717
You're trine a little too hard here, mate
>>
>>146894762
Okay.... if you dont want to do that, paint with a higher foliage layer density setting in UE4?????????????????????????????????????????????????????????????????????????????????????????
>>
Damn, did I miss the recap for this week? Not posting in it, but the image?
>>
>>146890404
Flat shading is when you can see every edge on the model as sharp. That gif is smooth shaded, but no shadows on the model so it's unlit. On well textured lowpoly the shadows are usually included in the model so they don't need to be lit.
>>
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>>146894686
>>146894937

okay, making a bigger mesh was better
>>
All video games should be made in Java for best performance
>>
>>146895480
>Java

lmao get with the times gramps use node.js
>>
>>146895463
nice la
>>
>>146895571
Java is clearly superior to Fail node.js
>>
>>146858734
The guy in the OP's picture is what I imagine when i think of the word "faggot"
>>
>>146895480
> best performance
kek
>>
File: Konata-fan.gif (383KB, 480x270px) Image search: [Google]
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>download godot
>segentation fault
>valgrind shows it's trying to access a null pointer
>memory leaks everywhere
>compile from source
>1000's of unused and uninitialized variables
>dereferencing pointers with wrong types
kek
>run it again
>attempts to access a pointer to a singleton to initialize it
>it's NULL
>notice 1.3 MB source file ./tools/editor/editor_icons.cpp
>the editor icons are hardcoded in arrays
AGDG
>>
File: recap2016June5.png (1MB, 1420x3128px) Image search: [Google]
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~~=Weekly Recap=~~
We have a total of 24 games. Thirteen games have returned from previous recaps!
Make Dad proud and get your demo ready for Demo Day 9. No excuses.

~~=High Scores=~~
(6) [Placeholder Title]
(6) Knightly Terrors
(6) TacticalRPG
(5) Zero Quest
(3) Dark Elf
(3) Idol Comm@nder
(3) Stellar Jets
(2) Game
(2) God is a Cube
(2) Unnamed pixel platformer
(2) Vagabondia
(2) Vampire's Bit
(2) Vindis Saga Tactics

(Score is calculated by number of recaps in a row)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know! Include your game name if it's missing.
>>
>>146859018
selectedobject,scale += speed *gametime.ellapsed;

sick progress senpai
>>
>>146879538
Yes and yes, and no.
>>
>>146897198
not that I'm defending the code but arent't the icons hardcoded using a python automated script?
>>
>>146897574
>making fun of someones progress from 8 hours ago

wew lad sick progress
>>
>>146897198
>download Godot
>no problems
>want to try out the latest master
>compile it from source
>no problems
maybe you're doing something wrong

also https://github.com/godotengine/godot/blob/master/tools/editor/icons/make_icons.py
>>
>>146897198
Godot is a piece of shit and no games are made with it
News at 11
>>
>>146895463
too dense
>>
>>146897574
> implying you need more code to implement most mechanics
>>
File: Take a look.jpg (39KB, 398x499px) Image search: [Google]
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Has anyone here used this book?

And if not this one, then have you found any good publications that you feel have positively affected your game dev aptitude?

I know youtube tutorials exist and I have done most of the Unity hosted ones, but I feel like I'm trying too hard to hack together bits from things I've seen rather then dev from a plan in a measurable way. I'm thinking that a book might help me learn more effectively.
>>
>>146883690
C#

It's used everywhere in "normal" coding jobs and you can use it in Unity. It's easier to learn than C++.
>>
Is it normal for an UE4 C++ blank project to take ~1.5 minutes to compile (using the compile button)?
>>
>>146898890
No
>>
>>146895463
The brown still looks bad. Go outside and look at grass; you won't see dirt in between the blades.
>>
>>146898605
why is that random guy on the cover? why not unity-chan?
>>
>>146858734

I agree with you OP.

You must be #progressive if you want your video game to be successful.
>>
>>146899345
1. Unitychan is copyrighted
2. putting weird shit on programming book covers is a widespread meme now, and replacing that with Unity chan would probably hurt sales.
>>
>>146899345
Honestly I have no idea who or what that pope man is even doing there, but it has pretty good reviews on amazon and I'm a sucker for cheap books.

Maybe he can't get licensing to use Unity-chan?
>>
File: Sprite.png (4KB, 452x380px) Image search: [Google]
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hey guys, I made this can I into games now?
>>
File: Cave 5 small.gif (4MB, 640x360px) Image search: [Google]
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Another test, now on an indoors environment.

I feel like I'm getting the hang of it. Sadly it'll be the last time I'll deal with this technique until I have at least the demo completed. This is fun to do but it's 100% post-production stuff, isn't making my project go forward now.
>>
>>146899628
Dunno if I'm browsing too much but in the thumbnail it looked like Wojak wearing armor.

It's looking good tho. Just the right hand in the right sprite, I don't know but there's something a little weird there.
>>
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>>146899628
idk anon, think it should be alittle bit wider
>>
>>146899628
He needs a sword or dagger.

Anyone got a spare?
>>
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>>146899935
unf

>>146899896
>Just the right hand in the right sprite
whoopsie, it seems that I forgot to finish it
>>
I have a simple problem, yet it's giving me issues.

I want to rotate my object 90 degrees to the right when the player presses D. If they press D again, it rotates another 90 degrees, meaning it's rotated 180 degrees in total.

How do I go about doing this? Each time I press D while testing, it doesn't rotate 90 more degrees. I made it "+90" but it's still not cooperating.
>>
>>146899720
porn when?
>>
>>146900230
post code, i hope you are doing +=90
>>
>>146898605
there you go

https://kat.cr/usearch/unity%20in%20action/
>>
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>>146900416
I don't have code for this. I'm using GMS and the buttons to do it.
>>
I just fixed a annoying bug that I wanted to get rid of that annoyed for many months, and all I had to do to was mess around. I'm I a dev yet guys?
>>
I just discovered that the cursor on my editor blinks, and now it distracts me. Why am I so weak.
>>
>>146898605
>using books to learn software that updates monthly
>>
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>>146899628
Took the liberty. Please no h8
>>
>>146901420
Im ready for this meme to end
>>
>>146901020
>I'm using GMS and the buttons
Don't
>>
>>146901020
>>146901813
To give you a better perspective, this is why drag & drop sucks. In GML it would be something like this:

if (keyboard_check_pressed(ord("D") ) ) object.direction += 90;

If you put +90 in that window you're telling it to set the angle to 90 everytime you press D, not to add 90
>>
>>146901020
Sorry bud, but you need to ween yourself off the buttons. They will only hold you back. It's not hard to do it with code. I don't have the index in front of me, but it should be something like

Step Event/CodeEvent:
if keyboard_check_pressed(ord("D")){image_angle=image_angle+90; if image_angle > 360{image_angle = image_angle-360}}

Super easy.
>>
File: Shiny.gif (453KB, 439x87px) Image search: [Google]
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>>146901492
>>
>>146898605
Best way to learn is to start and fail. I've had to rebuild my game from the ground up 3 times due to lack of insight due to things I needed to know that I couldn't have had a way of knowing about when I started.

It builds character. It builds good habits. Just start and stick with it. That's all it takes.
>>
File: jajaja.png (107KB, 900x900px) Image search: [Google]
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>>
>>146878640
Don't suppose you're still here?
>>
File: 1465717834444.png (545KB, 600x587px) Image search: [Google]
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>>146861473
I'm not like the other indie devs
>>
>>146863430
I'm glad you fixed the word order. You no longer need to kill yourself.
>>
>>146861524
theirselves are the only person that has to put up with them
>>
>>146864048
Anon, only bad games suffer from market saturation.
>>
File: serveimage.gif (126KB, 590x440px) Image search: [Google]
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I want to make a game like the old ultimas or exile.
>>
>>146903545
this is not true - very few games get by on being good at what they do. Unless you're dwarf fortress you need something else in the mix
that being said, you can still find penetration in a saturated market with clever marketing and business strategies
>>
>>146903545
RL/lite is a bad genre though.
Besides that one game, no one ever tries anything different or creative.
>>
>>146870427
Congratulations pugdev, I've always believed in you. Cheesiness aside, I'm serious.
>>
>>146903767
That's cool anon, what's going to be step number one?
>>
>>146903913

I have the same desire, I sure would like to know where to start
>>
>>146875381
Looks good but what's the red blob supposed to be?
>>
File: asteroids.webm (2MB, 1280x720px) Image search: [Google]
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Working on meatball dodging music. Trying to stick with the SNES-vibe, so I've been building on my custom soundfont. Everything except for the guitar that is, which I'm borrowing until I get a decent sounding one put together.

Also messing with JBMSpacer to try and nail down that SNES-echo effect.

Now to start working on a wall-crawling enemy that properly adheres to surfaces.
>>
>>146877998
Yes. It reminds me of those old amiga games the demoscene guys would make.
>>
>>146897502
My game Pulse is missing from the high scores :'(
>>
>>146903991
Start writing about the game, anon! If you can imagine it, you can put it in a Game Development Document! If you can put it in a GDD, then maybe you'll actually do it!
>>
File: pewpewspacehud.png (82KB, 1920x1080px) Image search: [Google]
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>>146904116
It might've been worthwhile to actually include the music link to meatball dodging music

https://soundcloud.com/jasozz/space-jam-space-combat-01
>>
I want to make a text based flash game.
Where do I start?
I have no experience.
>>
>>146899628
Looks pretty good. Can you actually animate them?

please tell me you ain't making a platformer.
>>
>>146901420
This could look okay if the normalmap was pixelated and not smooth. Like if it tried to actually simulate what the sprite would look if it had been drawn to be lit from different directions.
>>
>>146903913
For now assessing what engine/framework/language I'm going to use for this, as well as write an initial concept for the game and its systems.
>>146903991
Do whatever feels comfortable to you, I'll try to be emulating the spirit of the people who made those games, they did at as a hobby, so don't take it as a work that needs to be completed but rather as something you'd do for fun.
>>
File: Untitled.webm (2MB, 392x292px) Image search: [Google]
Untitled.webm
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Making a 3D game with sprite characters
>>
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This sword sprite is very useful for testing complex geometry. Before I was just using a simple rectangle, and wasn't aware of several bugs. Thank you agdg.
>>
>>146904740
Looks nice, what engine?
>>
>>146904740
dont
>>
>>146904740
That sword (?) needs to be angled differently.
It looks like he's carrying a two by four.
>>
>>146904687
All engines, frameworks, and langauges are appropriate, anon! Just use what you know!

Get that idea down on paper! Make sure you can play the game in your head! Make sure that anyone who reads your document can do the same!

Get it down before it gets away!
>>
>>146904320
It sounds like some sphess inspired take on FF battle music. Not that its a bad thing
>>
>>146904805
I'd be upset with the memes if this wasn't so cool. How'd you accomplish it?
>>
>have 3 kinda games I wanna do
>one's gonna be a pain to program
>one's gonna be a pain to do the assets for
>one's gonna be a pain to program and do assets for
>>
>>146904547
The software I use was designed to do just what you said. Guess I've developed bad habits since I never actually used it in pixelart.
>>
File: sword3.png (650KB, 720x450px) Image search: [Google]
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>>146904805
Looks cool, what is this made in?

>>146904740
Looks interesting, you should switch out the sword though, looks ridiculous as is. Try something more like pic related.
>>
>>146904740
You don't hold swords that way.
>>
>>146904740
Why can't the plants and the trees be like the tree trunk and the rocks? The latter look a lot better.
>>
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>>146904805
Are you fucking kidding me
>>
>>146904805
cool sword, did you make it yourself?
>>
>>146904740
Those are the silliest trees I've seen from this place yet!

Also, for a brief moment I thought the characters face in the upper left was a streamer and I got triggered, what is your plan for why it's there, animate the face when hit or under effects of a status ailment or something?
>>
File: sword9.jpg (171KB, 319x374px) Image search: [Google]
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Any new swordposts? My library could really use some work.
>>
>>146904874
I will, anon. Thanks.

In fact, now that I think about it, lately I've been playing more games in my head than I've been playing actual physical games. Pathetic as fuck heh
>>
>>146904975
Can you try a pixelated version then?
>>
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>>146905294
fuck it
>>
This shit is more forced than /v/'s jokes.
>>
>>146904943
>>146904993
It's in the Unity engine and uses primarily this: https://github.com/thgil/Unity-Destructible-Sprite
I added my own stuff for shadows and added threading to help performance though.
>>
>>146905442
What game is this? From the unedited picture.
>>
>>146905525
Still less forced than the "post progess" meme.
>>
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>>146904740

Kind of wolfenstine like sprites, the normals are baked so they can be lit

+ multiple sheets are generated with depth / mask info so they can be composited

you get a 3 man team like JRPGs but I'm thinking of dropping the allies since its hard to manage that much stuff.

Are there games that do real-timish allies well? Kingdom hearts I guess

Also looking for collab, I think others in AGDG just made similar games
>>
>>146904823
Thnx, its just Unity + Gimp + Blender
>>
>>146905294
I'd like to request you bestow your creative talents on an artisting recomposition of The third of May 1808 by Jacques-Louis David, or for a challenge, something clever with any of Albert Bierstadt's paintings.
>>
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>>146905294
here ya go

>>146899628
why isn't he maining with a sword?
>>
>>146904838
why not m8
>>
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I added a screen shake when landing at terminal velocity, it's only activated when inside the mech to give it more weight. Is it annoying? Would you take it out?

Sorry for the shit webm quality
>>
>>146905776
>those fucking lines popping up from texture bleeding or whatever
goddamn
>>
>>146905776
>Are there games that do real-timish allies well?
Final Fantasy XI, mostly because you can pause the battle to give them orders and the gambit system is really good.
>>
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>>146904975
you need to hand draw normals for this kind of thing mate

it's basically not hard, just imagine you are shading with three lights, one from above, one from the right, and one from below
>>
>>146904847
Yeah true, plan on redoing all the weapon animations soon, they all look shit desu
>>
>>146906132
People almost always jump on screenshake here because in small screenshots in isolation of everything else, it seems too much.
>>
>>146906132
Bangai-o?
>>
>>146906132
>metal warriors
My fucking nigger
>>
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>>146906038
Eww, yuck, get that garbage out of my face.

This is the real sword. Look at the difference.
>>
a space game being made here.
Here's the dev's tumblr http://gamedev-neoncity.tumblr.com/
>>
>>146906369
literally who
>>
>>146906369
>not even posting a screenshot
fuck off mate
>>
>>146906349
It's a mount of ashes inside a glass container on a side table.
>>
>>146906223
>XI
Meant to say XII. My bad.
>>
>>146906369
meant for>>146905442
>>
>>146906349
>in case of dragon dildo, break glass
>>
>>146906132
Everything looks too light and floaty for me to get the impression that the mech is heavy at all. If when the mech lands fast enough to trigger it, there was an additional sprite of the mech sinking/crouching taking the force where the player movement was halted I think the weight thing would be conveyed better and justify the screen shake.

But, I also wouldn't like to see the screenshake if the movement stays so zippy (which looks fun) and the shake might distract from it.
>>
>>146905036
Trying to keep some of the vegitation and rocks billboard for retro sake,

They need to be redone

Might replace some of the trees then, but i want at least some of the trees billboard
and some of the vegitation to rotate with the camera all shitty like
>>
>>146906369
You meant to reply to >>146905694

>>146906438
>>146906461
He's been here for months at least
>>
Is it possible to find a bunch of strangers here to dev with on one game together?
If not, where? How to stay together and make progress?

I wanna dev on a project, but many times I am reminded that I can't do this alone. I need help.
>>
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>>146906249
sorry hurr durr the blue channel needs to be pillow shaded
>>
>>146906249
I know this dude, it's just that pixelart is a more artisanal craft since each pixel counts. You have to kinda shade them individually or by very small gorups to achieve a decent result and not look blurry. At least that's what I know, I'm still learning.
>>
>>146902710
sorry, I wasn't. I am now tho. Are you still here?
>>
>>146859539
to make it more original and far more challenging, you should make it top down.
>>
>>146906687
You don't need to be friends with the people you dev with, but you should at least know them enough to know what to expect from them. Devving blind with some stranger is a recipe for disaster.
>>
>>146905227
damn good idea, I should do the face animations during damage

Its there because there are 2 other characters in a party, so the icon tells you which character you are using,

since you can set the camera to first person you need some sort of indication, the other character portraits will eventually be shown underneath for status

good point, will add this item to the schedule thnx.
>>
>>146906612
I agree with what you're saying. I've been trying to get the landing sprite to work without hardcoding it, but it's hard because I set the sprites when running the state code and the landing state lasts only a single frame
>>
>>146861473
I dye my pubic hair paink
>>
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>>146906958
>>
>>146906958
>paink
Why am I laughing?
>>
>>146906958
Can I see?
>>
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we multi-directional now.
>>
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>>146906032
only for you
>>
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>>
>>146907030
You should make a 2d Viva Pinata, anon.
>>
>>146906614
>for retro sake
That's fucking stupid man. They don't look good and you can obviously do better so why wouldn't you? And they don't look good because they are billboards.
>>
>>146907130
Hah I get it.
>>
>>146904993
yep will include a parody version of this sword
>>
>>146904365
??
>>
In Gamemaker, how the hell do I get my object to spawn in a certain room for example a main menu. All it does is go to another room that I don't want too.
>>
>>146907236
I'm serious too
>>
>>146905294
>>
>>146904365
Do you at least know how to use ActionScript? Why did you pick Flash?
>>
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>>146907098
Edit this one please
>>146907309
How are you creating the object?
>>
>>146904740
Not a fan of the portrait, and you need to change the sword position, but this looks beautiful.
>>
>>146904365
>text based flash game
using flash automatically means it's a flash game

why would you want to do that?
>>
>>146907098
Thank, would hang in gallery/10
>>
>>146906758
Were the songs on your profile made for specific games or are they 'up for grabs' as it were?
>>
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Fixed some bugs and made a new level.
>>
I found a website that sells windchimes and they have noise samples for each one (hundreds of them)
Do you think I could just use them as sound effects?
>>
>>146907394
>>146907549
I assume its piss easy, fast and easier to distribute as a swf.
Its going to be just a hobby thing I work on for the fuck of it.
>>
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>>146907446
If you are wiling to do another after that could you also try pic related
>>
>>146907232

Well might give it a try then, maybe next week to a side by side and see which is better or if a mix is ok

Still want some of the environment to reflect the fact that the characters are 2D, not just the characters

Billboards looked alright in Delver at least.
Maybe if some tree branches were added, or if the trunk was 3d and the leaves and branches were all a jumble of quads

still need to experiment
>>
>>146907815
audio design is fun.
You'd be surprised what you can make with a little tweaking.
>>
>>146907535
Thnx!
>>
>>146888196
There are some old dlls that allow you to reskin then window anyway.

>>146888415
Fuck I want to learn to model cuties like those

>>146889458
Making an 8bit looking Castlevania clone? I love those.
>>
>>146904365
>text based game in an engine designed for visual artists
>willingly picking up a dying engine

text based is cool though
look into something that exports to html5
>>
>>146907834

Something in HTML5 and Java might be more worth trying. But if it's just a text based game you could even use Ren'py which is designed for that kind of thing.
>>
>>146907446
I just wanted the character to spawn in the main menu, but he spawns in a different room no matter what I do. There's only three rooms, but I'm trying my best to make him spawn in the main menu which is rm_Menu but goes to rm_Jail instead.
>>
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>>
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>>146908409
>Fuck I want to learn to model cuties like those
Same here anon. Here's the texture btw
>>
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>>146908662
>>
So whatever happened to that one anon making the neon FPS with the bug in UE4?
>>
>>146908662
Took me a while to even realize what I was looking at

Well played
>>
>>146908631
Yes, but how are you creating the object? Did you place it using the room editor?

I honestly don't know what the problem could be. Try spawning it in the room creation code and see if it works
>>
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>>146907446
kek i have vision for multiple of this scene
>>
>>146866167
>this only happened yesterday
wew
>>
>>146905294
>>146905442
>>146906038
>>146906349
>>146907369
>>146907098

I legit laugh out loud every time i see that sword. Thanks AGDG
>>
>>146901813
>>146902003
>>146902225
I'm trying to ween myself off using the GUI and trying to learn coding myself. Still, any help is appreciated. Thanks guys. Teaching myself has been fun to say the least...mostly because I keep getting distracted.
>>
>>146909089
why are you talking to yourself?
>>
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It was a discarded masterpiece, too many steps ahead of its time to be appreciated...
>>
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>make parent class Foo
>make child class Bar
>declare variable in Foo
>change variable in Bar's constructor
>variable is now undefined
>>
>>146908726
Thanks. Someday we will learn its secrets, anon.
>>
>>146908662
DELETE THIS!
>>
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>>146908662
>>
Everyone should game dev using Java it is the best choice for game deving
>>
>>146908662
>>146909263
Gold
>>
>>146909306
Use blueprints m8
>>
>>146908726
This is radical. I would love to be able to low poly. Too bad I started a pixel shit game.
>>
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r8 my old sem-racist highschool media project game
>>
>>146909616
more complete than many AGDG games / 10
>>
>>146877412
you already posted this
>>
>>146909616
9/11
>>
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>>146907873
don't let em take our swords!
>>
Why do you guys never finish a game with 20 levels?
>>
>>146909616
white/supremacy
>>
>>146909616
That guy making the awful SF-clone could learn a few things from this.
>>
>>146909843
I made has an unlimited number of levels but it was impossible to get past the 7th
>>
>>146909843
i dont know how to code. dont know if i should use unreal4 or unity5 for low poly 3rd person
>>
>>
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i call her, the sworda lisa
>>
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>>146910090
legit good asset
>>
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>>146905776

last update, generating heads w/ facial expressions viewed from different angles,

+ along with turning the head to look at other characters

Shitty example, but with a good model and some cleanup it could be ok.
>>
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I know how to code. I love coding. I'm not using some drag and drop shit. I also don't have the time to make an engine myself. What engine should I use for a 2d platformer with procedular generation?
>>
>>146910360
Any of them.
>>
Huh, thanks GPU shitflinging threads.
Didn't know this happened.
https://github.com/NVIDIAGameWorks
>>
>>
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>>146909181
dunno
>>
>>146910090
the sword of the stars?
>>
>>146907627
they weren't made for any specific game. I was just attempting to make game music.
what do you mean by up for grabs?
>>
>>146910573
isn't that just the same shit you could already get from nvidia's site? I don't think they open sourced the dll's
>>
>>146910709
You sure took your time editing out the (You)s.
>>
>>146908662
This meme has gone too far.
>>
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>>146908662
Majestic/10
Made a small edit for future threads' OP
>>
>>146911009
this sword meme is stupid

Summer please go
>>
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This guy can pass through walls.
His bullets can't, though.
>>
>>146908808
Yeah I'm using room editor, I just put the character there and boom. But it just doesn't want to fucking spawn there. Sorry if I'm not helping to the 100%
>>
>>146908662
Please take a high res screenshot at this moment >>146911009

Wallpaper material
>>
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Need to smooth the movement out quite a bit, but the wall-crawling code works. These guys can follow inner/outer corners and ramps. Hurray!
>>
>>146911375
What are you doing inside the object? Is it persistent? If it is, disable it and see what happens

>>146906284
>>146906612
I got some more feedback and I agree that it's a bit excessive. I'll make it so it activates after falling for a certain amount of time
>>
>>146911773
Looks nice, reminds me of the first Star Wars game on NES
>>
>>146911234
This is easily as embarrassing to watch as the progressman shit and dogposter w/ his disgust.jpg posting.
>>
>>146905776
It's interesting anon, but try to keep consistency in the style, the big spider and the humans have multiple perspectives and some smaller enemies and objects have only one perspective and move in a paper marioish way.
If you are planning on having multiple perspectives for everything and those are just placeholders then great though.
>>
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>>146911234
>>146912202
>salty that they weren't there when it was started.
>>
>>146912293
It has literally been two days and most of the edits are by one guy, probably you since you claimed that one with the first round.
>>
>>146911773
This looks so good. I like this style of pixel art. Minimalist but not super low res. One autistic complaint I have is the laser is firing one pixel too low.
>>
>>146912114
That's prooobably because the player sprites are inspired by the Han sprites from Super Return of the Jedi :)
>>
>>146911773
>that sick back jump
>>
>>146912293
>AM I MEMES YET!?
potato tier pathetic
>>
>>146912460
Haha yeah I just gave it a baseline to fire from. I need to go through and measure where the blaster is in each frame and assign some offsets so the muzzle flash and such appears in the correct spot.
>>
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https://www.youtube.com/watch?v=4d_SbC7abDY

Bokube is clearly a HOPMON clone.
>>
>>146912202
I don't get the hate for progressman, that video was legit impressive for a shitpost
>>
>>146912268
yeah everything will be replaced with multiple perspective models eventually

They're just placeholders until the models/animations are ready
>>
Can anyone recommend a good tutorial for proper game proggaming design?
Like if I have a game board and units on the board and each unit has a list of special moves, how should of all of that be represented in OOP?
What methods should the units have, how do the units, map and special moves communicate, etc.
Trying to figure this out is driving me up the wall
>>
>>146911937
No it's not persistent, I checked. The character is a object who has collisions like when the character collides with the sewer door, he then goes to rm_Menu. But that doesn't do anything for some reason.
>>
anyone got an easy way to replicate sleep() in gms?
>>
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>>
>>146911773
looks good man, the camera is nice too
>>
>>146912736
What video? No idea what you're talking about but I bet it has something to do with steamchat.
>>
>>146912705
delet
>>
>>146913082
A fucking classic, as relevant today as it was when I first saw it.
>>
>>146913123
I'm talking about this one
https://www.youtube.com/watch?v=7IPbGfDfGcI

Isn't progressman him? I'm not a steamchat shitter, just saw it posted here.
>>
>>146912949
you can make a list of the moves as enums

then you could make virtual functions with overrides to implement each units version of each move.

but we probably need more information, not sure about tutorial
>>
>>146913082
>fighting forced memes with forced memes
>>
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Half tempted to edit my sprite sheets and replace the weapon by the agdg meme sword
>>
>146913082
>146913280
No one cared when you first posted it, and then you proceeded to spam it for the next few weeks.

If you want shitty OC (You)s, theres a dozen different sites.
>>
>>146912569
Yep! You can maintain your current facing direction in the air while your weapon is raised and you're firing.

>>146913091
Thanks! It's just a super simple lerped camera.
>>
>>146913346
>steamchat faggotry
Called it.
>>
>>146912962
Maybe the object is colliding with the door as soon as the room starts. Check the door's code
>>
>>146913445
Do it. The only people triggered by it are autistic nodevs.
>>
>>146912705
oh shit it's exactly like bokube except you can tell what's going on
>>
>>146912293
>literally acting like your day old shitpost "meme" is oldfag shit
Having serious flashbacks right now.
>>
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>>146908662
How hard would it be something with this level of polish?
How hard would it be to make an mmorpg? I heard they're usually low budget.
How easy is it to get models, textures and stuff?
I'd like to start by focusing on making comfy landscapes and may be learn a thing or two about modelling.
>>
>complain about anime
>complain about anonymity
>complain about neets, weebs, and other weirdos
>complain about a community having some harmless fun with a new meme
>What website should I go to if I hate all this stuff.... hmm.. I know... 4chan!

~Literally~ why are you here?
>>
Fuck sword meme!

Bring back:
Dogposting
Mothman Dan literally insane shitposting
Circumcision shaming
Source engine shaming
>>
>>146913346
I don't see anything wrong with that
>>
>>146913784
>some harmless fun with a new meme
ironic embrace of this shit turning into post-ironic embrace because moot kept s4s is what killed this site.
>>
>>146913524
>/agdg/ is now steamchat
Calm down lad, not my fault their autism leaks here
>>
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>>146913784
Indeed
>>
>>146913785
When all that shit all suddenly disappeared, it was a good few weeks on AGDG
>>
>0-2 bosses
>3-5 new enemies
>6-8 weapons
>9 kill self
>>
>>146913957
I usually try to not meme in AGDG and ignore all the low effort stuff, but this picture accurately sums up how I feel about the people complaining.

How hard is it to just ignore a post? We all know the meme will die in less than a week.
>>
>>146913784
>>146913957
Stop excusing yourself under the umbrella of 4chan. Other boards don't have this pathetic inbred circle jerking and attempt at forcing memes. If you can't handle being ridiculed anonymously you shouldn't be on the internet.
>>
>>146913785
Lets not.
>>
>>146914098
>keep quiet
>don't complain
>stop having an opinion different than mine
literally kill yourself
>>
>>146913957
Made me chuckly, but maybe we also hate circlejerking and accounts? 4chan is supposed to be the sanctuary of those things.
>>
Gogem is the best meme
>>
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>>146913894
>>
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>not gamedev
>not even gamedev memes
>AGDG is for deciding how to use 4chan
>>
>>146913979
>dogposter still dogposts
>dogposter was also circumcision poster and got shamed along with his shitty game
>sourcefaggot finally either killed himself or burned out after 10 months of daily shitposting
>is probably also the dogposter
Pretty fun to watch desu.
>>
>>146913005
I don't think I really get what you are trying to do. You wan't to replicate GM's sleep() in another engine? Because most languajes have a wait/sleep function. Or for some reason you are tryng to replicate sleep() in GM?
>>
>>146914257
>
>>
>>146859018
can you use it on women? this is important.
>>
>>146914663
I think it's the latter
>>
>>146914098
>We all know the meme will die in less than a week.
It's not a meme just because some faggot is pushing it on a small community I don't know why autismos can never understand this. Also forced memes tend to carry on for months not weeks because the people who undertake them are next level pathetic and have no lives.
>>
>>146910295
So you're generating 2d shit from 3d. Why not just make it entirely in 3d? It would just look better.
>>
>>146913785
No thanks, at least people actually make some effort making the memesword shops, instead of just lazily posting dog pictures from facebook or reposting the crow on the boat picture over and over and over.
>>
>>146914870
>same person
>a handful of people with engines that no one else has access to have participated
ok
>>
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How about we dev instead of meme?
>>
>>146914997
>>146914970
Disconnect from the internet.
>>
>>146914834
Don't really understand why would he want to do that if he already has sleep().

Easy way: draw screen to a surface, draw surface, deactive all instances except the one drawing the surface.
Stop drawing the surface and reactivate all the instances when you want stuff to move again.
>>
>>146913556
Okay update. I checked the rm_Menu persistent and now when the character collides with the sewer door it goes to the menu. Good progress but now how do I make sure he spawns at rm_Menu instead of rm_Jail?
>>
>>146914874
Because that's not the style he's going for, nodev. Look through the chain.
>>
>>146915114
I am deving right now
>>
>>146915185
t. dogposter
>>
>>146913784
>>146913957
>>146914568
These are literally the exact same posts from a year ago.

Get a fucking job.
>>
>>146915237
sleep() was removed in studio
>>
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>>146915114
no fuck u
>>
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>>146914090
I had an idea that all my bosses should look like flowers. I started making one, but I ended up with this. I honestly think it looks kinda cool.
>>
>>146915773
Didn't knew that. Why would they do that?
>>
>>146914874

the feel of it, the snapping between directions, its reminiscent of some older games

also I'm not good at modeling, and not fast enough to get everything done on time, those models look really bad up close, so its a way of hiding some flaws, while still having a style that stands out

The generated sprites can be cleaned up after and made to look more like sprites too, there are some images process/shaders steps added already to add dark edges and limit the colors to look more sprite like. but more work needs to be done there.
>>
>>146914332
>keep quiet
>don't complain
>stop having an opinion different than mine
The steamchat pledge.
>>
>>146915893
>These functions cannot be used any more due to changes in the underlying runner that GameMaker: Studio uses and the fact that most of them are no longer relevant to any other device except Windows.
source: https://docs.yoyogames.com/source/dadiospice/002_reference/017_obsolete%20functions/obsolete%20miscellaneous%20functions.html
>>
>>146915872
If you smake the petals fatter and shorter it could be a decent logo
>>
>>146915816
can I kick ur ass but w8 is dat undertail? undertail.... undertail.... UNDERTAILLLLLLLLLLLLLLLL PAOHGAWAEGOP
>>
>>146916024
Makes sense, but is weird they didn't replace them with a similar function.
>>
>>146916258
4 real m8
>>
>>146915401
It's hard to tell what's wrong without looking at your code. If you placed the object at rm_Menu, then there's something that's teleporting it elsewhere.

Try running this in the object's create event and see if it's still there when you run the game

if (room != rm_Menu) instance_destroy();
>>
>>146915896
actually this all started with animated 2d sprites,

but the sprite animations took way too long

and each time an animation needed to be added it would take days of work for each sprite
>>
Best program for making pixel art? Is photoshop good? Any decent tutorials?
>>
>>146916491
i use pyxel edit
>>
>>146916491
GraphicsGale or Aseprite
>>
>>146916491
aseprite
>>
>>146916491
Asesprite is free if you're not a baka artist that can't compile.
>>
>>146916491
Aseprite IMO
Yes
http://pixeljoint.com/forum/forum_posts.asp?TID=11299
>>
>>146916491
Photoshop works. But I prefer Aseprite because it's made specifically for pixel art.
>>
>>146916491
Aseprite
>>
>ridicule the meme cucks and their precious babysitter faggot
>thread suddenly resumes talking about gamedev
Almost too easy.
>>
new thread
>>146916801
>>146916801
>>146916801
for yesdevs and progress posting
>>
>>146916825
your whining is more annoying than meme posts.
>>
>>146916983
>ruining the fun of meme cucks
>whining
Get back on topic or else.
>>
>>146917065
>bitching and moaning about people posting memes
>somehow this is more okay than memes
Maybe post some progress instead of whining.
>>
Making a good game is too hard

WHY LIVE!!
>>
>>146916825
>thread suddenly resumes talking about gamedev
Yeah, until you started crybabing about the post content again.
>>
Wait, do people really leave out one of the >'s when replying to a post they dislike, just to avoid giving them a (You)?

Jesus christ.
>>
>>146917216
>stop ruining our ebin memes and post progress like us
Okay steamchat.
>>
>146917341
ya
>>
>>146917384
I love this meme where you pretend like I said something I didn't say.
>>
>>146916318
Did that and all that did was just getting rid of the character in rm_Jail and can't move around in the screen. Any ideas or am I screwed?
>>
@146917341
Some of them do this shit too.

But it's still a response... and it makes other people waste their time to check who the reply is to.
>>
@146917341
No (You) for you
>>
>>146917480
>>146917216
>>146917328
I love this meme where you whine at people and accuse them of whining.
>>
<<146917341
How do I (You)s?
>>
>/agdg/ has embraced (You) denying for shitters
I'm so proud.
>>
File: Cute_Piper.jpg (81KB, 689x455px) Image search: [Google]
Cute_Piper.jpg
81KB, 689x455px
HEY GUYS I WANNA MAKE A FANMAKE OF UNDERTAIL!
>>
I am currently writing the programming logic and different classes for a 2d dark souls game
>>
>>146918315
That's cool anon! What's your first step?
>>
File: Spherical.gif (924KB, 296x163px) Image search: [Google]
Spherical.gif
924KB, 296x163px
>>146918489
I'M GONNA FAP FOR ETERNITY TO SANS RULE 34 AND SHOOTUP A UNDERTAIL SCHOOL

THIS WILL BE THE BEST PLAN EVARRRRRRRRRRR
>>
>>146919220
That's not a good idea, anon! You'll forget your ideas if you don't write them down!

But, you should do what you need to do in order to not get distracted!
>>
>>146916491
photoshop, tick the button in the setting for closest neighbor and you are good to go
Thread posts: 795
Thread images: 181


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