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/agdg/ - Amateur Game Dev General

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Thread replies: 763
Thread images: 166

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Video game development

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

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

Helpful Links: http://tools.aggydaggy.com/# (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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for waifus
>>
>>146916948
Who are the best AGDG waifus?
>>
>>146915704
>>
Hi yesdevs, If you have a game native to GNU/Linux come and post it here
>>146913224
>>146913224
>>146913224
>>
I want to make a kinda pokemon/monster rancher type game.

Would you guys prefer variety of monsters with no templates, or a variety of monsters using a specific template/"species" but with lots of differences?
>>
JRPG:
Need a few more mechanics. I'm currently looking for status effects that stack well. There is no healing in my system, so effects must be designed to have a payoff period. Say poison stacks from 0-10, curing poison while it's under 3 would be a waste of a turn, but waiting for it to damage you while above 6 and you've lost ground.

Status effects should also be situational. If it's always beneficial to use that +25% defense boost, that's not really a choice, is it?
>>
>>146917281
the latter
>>
>>146917248
Take your freetard shit out of here
>>
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>>146917097
>>
>>146917409
>implying you can't make money selling videogames on Linux
Steam wants a word with you.
>>
>>146917461
>the image saved of his game is one with the skirt clipping
hehhhh
>>
>>146917461
Charlotte is thicc
Sunnie is dead, we need to bully the dev into deving again
>>
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Reposting from previos thread.
>>
>>146917097
Not in the picture but guess bunny-idol counts too.
>>
>>146917775
Who's the girl with the white hair?
>vampiredev hasn't posted more progress in a while
Hold me
>>
>>146917852
>vampiredev
who
>>
>>146917678
Clipping skirt is LEWD
>>
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How do I into grid-movement AI in GM? The game I'm devving is supposed to be turn based, like fire emblem except you can only make one move per turn, and it seems the pathfinding in GM is made for continuously moving objects.
>>
>>146917549
If the object is destroyed then that means that it isn't created in rm_Menu, but in rm_Jail. Do you have many objects? Delete that line I posted, make a new room and put the object there
>>
How is asesprite free if you can't even save files in the trial version?
>>
>>146917989
You need to compile it yourself if you want the full version
>>
>>146917964

Check out mp_grid.
>>
>>146917852
I'm alive, kinda. >>146897502
>>
>>146917964
https://docs.yoyogames.com/source/dadiospice/002_reference/movement%20and%20collisions/motion%20planning/mp_grid_path.html
>>
>>146918249
Good
I expect a lot of porn from this, don't let me down
>>
>>146917989
Compile it yourself using the repo they have on GitHub, buy it from the site for $15 or search for a copy someone uploaded, they're easy enough to find.
>>
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Working on a brexit wad :v
You escape demon parlement and have to kill hell night cameron and cybermerkel.
>>
Is Gamemaker any good for Turn Based stuff?
I'm thinking of making an SRPG, but I don't know if gamemaker is the right choice
>>
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todo:
polish
collision detection
>>
>>146918303
There was an anon working on rule34 of the waifu jam girls, but I never saw him again, not sure if he finished anything.
>>
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>>146897502
Anyone have April 2 and April 3 of the recap?
>>
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>>146917852
>Who's the girl with the white hair?
>>
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>>146918409
I will play this.
>>
>>146918678
Ah. Placeholder-chan.
>>
>>146918547

As a guy personally responsible for a lot of disappointment from others for dropping several SRPGs, yes. It works well.

You do have to build it all from the ground up basically, its not like RPG maker or something, but its not hard from my experience.

Stats and everything are the big pain, but thats more monotony than anything.
>>
>>146918954
thanks for the input
do you think it would be hard to implement some kind of press-turn system, kind of like the one in some SMT games?
>>
>>146918147
>>146918292
Looks useful. I'll have to read up on how paths work to get enemy units to move one cell at a time. Thanks.
>>
>>146918574
and for anyone curious of the funny numbers

every shot you take, it hits all the enemies and bullets
if you miss, your combo exponent drops to 1
if you hit, your combo exponent is increased per enemy hit
then you add 2 ^ combo for every enemy hit
then you add 1 for every bullet intercepted

this encourages accurate and well timed play (e.g.: waiting for the right angle on a group of enemies, maybe later in the level) and for the player to get intimate with the level layout

now, what the fuck do I name the enemies, does anyone have better ideas for how the particles look, and how would you guys like to make some levels?
>>
>>146916801
I hear there's a fresh hot meme around here lately. Let's see it agdg.
>>
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>>146919285
>>
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>>146919285
>>
>>146919342
My favorite thing about that crap is that the hack who was copying awful sprites from google image search... dipped into mixels as well, making them even uglier.
>>
>>146919342
The faces look like that one comic with the orange hair guy doing really weird things
>>
>steamshit sufficiently shamed
Nice.
>>
>>146918650
Can't find them on the archive. Iirc Sayaka went MIA a couple of weeks around that time.
The scrapper was implemented on early May.

We should collect all the recap pic links from the archive and add a recap section on the aggydaddy site.
>>
>>146919631
ONLY PLACE WHERE YESDEVS ARE
>>
>>146919732
I've got an archive of everything up to date, minus those two.

I haven't been assed to update the index though:

www.homph.com/recap
>>
>>146919815
BEST MEMES AND THE NICEST PEOPLE PLUS WE HAVE A JANNY
>>
>>146919161
I don't really get what you're trying to do there, care to give a brief overview of the game?
>>
I've got a jock rash on my inner thights from gamedev and sitting all day getting sweaty in my pelvis area.
>>
>>146919631
This is starting to look an awful lot like source shitposting
>>
>>146919843
Nice. I'll give it a deep look on the archive for them. I'm almost sure there was no recap at least on one of those two missing weeks.
>>
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This is the most video game I've ever created in my life. You can jump and move and die then respawn. You can even double jump and "enemy step".
>>
>>146920073
this is the most video game i've ever seen in my life. gj
>>
>>146920043
Oops. Seem June 3 is missing too.

The archive not having a search is really inconvenient...
>>
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Samurai Cat

this sword is one of many weapons, an all of them are chargeable. Game is almost a hybrid of super metroid and Megaman
>>
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Added in a little transition sprite so the crawly guys aren't just flipping around the corners. Tomorrow I need to watch a video on how crabs walk and redraw the walk cycle for these guys.

In case anyone missed it I also got some more SPACE MUSIC written, for space-y things.

https://soundcloud.com/jasozz/space-jam-space-combat-01
>>
>>146920746
Neato

I like your water effect
>>
>>146920746
Does the game have some kind of screen filter, or is that just bad webm compression?
I don't really care for this type of game. But looks cute.
>>
>>146920001
Not until it goes on for 10 months.
>>
>>146917742
his slow movement is making me really anxious
>>
>>146920846

You jumped through an enemy at 0:18 without taking damage. Otherwise I like it very much.
>>
>>146921178
No worries, damage hasn't been implemented just yet. This is the first bit of progress for enemies, since I just got the level generator working not too long ago.
>>
>>146917461
>ded games
>ded waifus
AS EXPECTED.
>>
>>146920846
Looking good.

Can you shoot up/down/diagonally?
>>
>>146920073
i like the aestethics and color choice, also nice being able to see through what is it written in?
>>
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>>146920381
This one is June 3. It says June 1 but June 2 also does. Seems both April 2 and April 3 never happened.
>>
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reposting my music from earlier in case anyone else has feedback.

https://soundcloud.com/user-795244489/aftermath-orchestal-interlude

Would this fit in a game? if yes, any ideas what sorta game or scenario it would be in?
thanks
>>
how long should it take for me to stop being a useless peice of shit and work on my game
>>
>>146921432
Up and down, yes. Its sprited but not implemented just yet. I haven't decided for sure on diagonals yet. It'll probably depend on whether or not I find during testing the player winds up in alot of situations where diagonal shooting would have been super useful.
>>
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here's the video for a clearer view
https://www.youtube.com/watch?v=XlZMuuob9io

>>146921052
thanks. This water actually makes me look forward to making a water area
>>146921067
its just bad compression. i posted the video above. thanks
>>
>>146921619
It can take from as long as it should to as long as you allow it
>>
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He's fast!
>>
>>146921619
People will meme you about discipline but the truth is without motivation you will never make it.
>>
>>146921960
That's neato, anon.

>those AW buildings in the background
Now I feel like playing Advance Wars.
>>
>>146921960
Why is B-2 as fast as jet?
>>
>>146917390

Okay.
That'd probably be easier to do anyways.

I also really like using templates to create lots of different designs.

Now to go mess with shapes and sizes!
>>
>>146919883
It's a rail shooter. You load in a level, wherein you progress on the designer's curve at a set speed (you can slow down or speed up if you want to, but you can't change direction or stop). You have to then time well placed shots against enemies (think turrets, although I plan to introduce a bunch of different ones) and their projectiles to make it through with the highest score. Lining up better shots (almost like bowling), having a greater accuracy, and finishing the level faster (to be implemented) correlate with a higher score.

I'm thinking of making it such that if your score drops below zero, you have to start again.
>>
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Morning progress before going to work

Green square can now fly up to 5 seconds before needing to go back to the ground to jump
>>
>>146922176
Because I just copied over the same stats and AI as the fighter. Same reason why it's shooting missiles and chasing planes instead of dropping bombs on ground targets. Just thought it was funny before I start working on proper stats and AI
>>
>>146921394
No. Hiatus != dead. And Charlotte isn't even on hiatus anymore
Waifus banzaaaaaai
>>
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>>146922714
>Waifus banzaaaaaai
>2/20 waifus alive
>banzai
>>
>>146922714
>Hiatus != dead
Let's be real. How many years do Charlotte need to get a basic 2D platformer level running? And the Sunny dev has been lazy as fuck. I don't mind him having virtual sex with her all the time but he should try to progress on the game.
To extend that to the CGG dev, he hasn't done anything else than art recently.

Just face it, waifu games are cursed. The only one who got away is memedora.
I'm not counting in dreaming Sarah or Catmouth because they both got rushed and are not polished enough. That's the thing with artists, they just eventually get bored of programming at some point.
>>
>>146923157
100% of my waifu's games are alive
>>
>>146923157
Weekly waifu recap when?
>>
>>146923391
When you make it
As a rule, the recap thumbnails need to be lewd
>>
>>146921960
That looks so good.
I want to play it
and dev it
i'm jealous.
>>
>>146921796
If you put a black background with some stars on it, you got an entry for space jam.
>>
>>146923283
So you're saying there are at least 3 released waifu games? That's a lot of released games by AGDG standards.
>>
>>146923482
And the background image too, of course.
>>
>>146923681
>AGDG standards
They were done by teams. Even a nodev like me could release a waifu game if I had a musician and an artist.
>>
Added a camera icon for clarity so the player knows when their camera switches, working on weather effects like rain and stuff. Though I am trying to figure out how to do rain drops on the camera or is that too much?
>>
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welp just fucking kill me already

I give up
>>
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>>146924134
Webm didnt post
>>
>>146924026
They managed to colalb on top of that? Even more amazing
>>
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I added in a drop shadow, which helps a lot with clarity.
Does it seem like it's too big or too small?
>>
>>146924352
dude I can never ever tell where the character is when you post demos. the character needs to stand out more
>>
>>146924306
what's this, an overworld map?
>>
>>>/v/343140298
Wew lad
>>
>>146924306
Is that not what would happen in space? The gravity of the big one pulls it into the smaller. You just need to check for collisions?
>>
>>146924656
God I hate lolidev. Fuck pedos.
>>
Don't forget to join the
Keepefree.tm steamchat @
http://steamcommunity.com/groups/vgamedev2/
or the Keepefree.tm discord @
https://discord.gg/qptMA
>>
>>146925046
I'm not clicking on your virus links, anon.
>>
>>146924354
Alright now you're just doing it on purpose.

>>146924306
That's because it's not what is supposed to happen. You're touching here a very complex problem m8, and this is why we have teams of scientists doing the maths for things going into space.

Long story short you shouldn't have a predefined target like you do, rather you have to calculate it according to the gravity of all entities around. The critical part is the initial direction and velocity of your ship, and then it would use his own power to make adjustments during the ride. If you fuck up that part it should not even be able to come back to Earth.
>>
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>>146921463
Construct 2. The aesthetics are just because I don't have any sprites prepared yet, and need to see what I'm doing. I wanna keep track of everything, so it's easier to just plan ahead and have everything as very well defined boxes and colors.
I'm using C2 because I tried to make a game in Unreal 4 and it was too complicated even after weeks in tutorials. After seeing someone else do some 2d hand drawn fighting game work and do a lot with a little, I've been trying out C2 and I'm kinda loving it so far. My brother's had a lot of experience in it which has been insanely helpful. Otherwise, I'd probably have been as lost here as I was in UE4. Especially since every time he's not around, I get totally lost as to what to do next and how to do it. But that's why I'm here now! So I don't have to bug him constantly, and I get to learn how to make video games.

Oh, I'd also forgotten to show that the character can also switch between two states. Red one gives 20% overall speed boost, then back to pink puts it back to normal. I'm really proud of that one I figured it out all on my own!
>>
>>146925212
;_; b-b-but gamedev chat
>>
>>146924352
Pretty unnecessary to be honest.
>>
>>146923573
Thanks mate

Devving it is hell, I find a new bug in the AI every other day
>>
>>146925308
State shouldn't affect gravity
>>
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>>146925284
it's not an orbit simulator, the gameplay isn't about reaching the other planet, I just want a nice orbit-looking ish path for the ships to follow

>>146924716
nothing like this would actually happen in space, the path is just really crooked and inconsistent and I just want it to be smooth and nice ;_;
>>
>>146925046
>- Yesterday at 8:37 PM
why do you people try to force dead splinter groups alive
>>
[code]
TSubclassOf<UBlueprint> Entity;

ACustomGameMode(const FObjectInitializer& OI):
Super(OI),
Entity(ConstructorHelpers::FClassFinder<UBlueprint>(TEXT("Blueprint'/Game/Entity.Entity'")).Class)
{}

virtual void BeginPlay() override {
Super::BeginPlay();
GetWorld()->SpawnActor<UBlueprint>(Entity);
}
[/code]

what am I doing wrong, everything compiles fine, FClassFinder retval is not null but nothing is happening at all...
>>
>>146925735
It doesn't work perfectly, I'm frankly happy it works at all right now.
But yeah, while I'm on the subject I'm completely lost as to how movement works in this thing. There were some like, premade platforming options and controls, but I don't understand how they work.
Like what the fuck is a set y vector what do you mean negative y value goes up this is bullshit.
I don't really mean specifically y vector, but there are also a lot of other movement variables and velocities and shit, but I don't understand what they all do or how they interact.
Also to be completely honest, I dont really mind state affecting gravity because if I remember correctly in DMC3, going Devil Trigger even changed your gravity. I kinda like that I guess? But the problem is I don't understand what I did or how I did it.
>>
>>146924026
Then why aren't you?
>>
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>>146924443
You always say this and I know, I am listening and I'm trying. I am taking steps to help clarity for the last few days for example the Arrow pointing at the player at the start of every level, brighting up his white fur to be super white and visible, turning down the other colors and floor grid to darker tones etc.

If you have any other suggestions for clarity let me know because I'm doing all I can think of. Someone else asked about giving him an outline but that turned out REALLY bad:
https://i.gyazo.com/7f0f0d9168fd3d16ce11386a1a5875f8.gif

So the end result is to just brighten him up to crazy white amounts:
>>
>>146926670
Holy shit this is crazy invisible. Are you married to the stationary camera?
>>
>>146926670
zoom in the camera

everything else is a crutch
>>
>>146926670
He's actually not me this time.
Though I feel like the arrows pointing to him are a result of the lack of clarity instead of a design decision.
>>
>>146926670

Maybe you should make the map itself less busy as well. The bombs are completely distracting, I'd suggest halving their tail length and reducing or removing their lighting; they're plenty visible as they are.
>>
>>146926670
It would be fine if the lighting on the bombs wasn't so incredibly bright. That and the shadows they cast on the presents makes it so they're by far the busiest part of the screen.
>>
>>146926585

Give the little guy a mild pulsating glow! It will definitely help in making it stand out
>>
>>146926670
Tone down the neon pink assets.
>>
>>146926585
No need to troll, you're well aware that finding a musician is already hard, but finding an artist is even harder.

Unless you can pay both of them but this is outside the scope of an amateur dev general.
>>
>>146927867
I've seen at least 2 artist come to AGDG and offer to work for free on anything for several threads. Musicians offering free music are even more frequent
>>
>>146927867
Also, if making a team isn't easy to do then it's even more merit for waifu devs!
>>
someone seeking music.
Give me a reference for what kind of track you want and I'll see what I can do
any youtube/sc links are welcome.

no promises though.

I really shouldn't be procrastinating but oh well
>>
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>>146916801
>this dev only posts progress in /v/
>/v/ thread is moving 3x faster
Delete yourself agony doggy.
>>
>>146928427
>bad game dev only posts on /v/
oh no
>>
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On the one hand, it took me so long to really understand how ECS is supposed to work that I feel dumb, and am a little ashamed at how much time I "wasted" on previous efforts.

On the other hand, it's really nice to be able to plow ahead adding features without stopping to refactor all the time.
>>
>>146928427
/v/ threads are literally even more idea-guys/ blogposting vs amount of actual devs.
>>
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I fixed the camera shake, now it triggers after a certain amount of time falling. Toned down the intensity a bit
>>
>>146928525
>literally everyone in /v/ is stoked on that game
>it's going to be a success
>dev wants nothing to do with agdg
>>146928612
Literally incorrect the /v/ threads now have all of agdg devs + more devs with even more hype games

Delete yourself aggro dong.
>>
>>146921550
Give me a minute and I'll fix the ones with the wrong dates.
>>
>>146928639
Also can anyone tell me what the fuck is going on with Webm for retards? When I view the webm it's slightly cropped, then when I upload it here it has a black bar
>>
>>146928740
Reddit produces many times more successdevs than /agdg/ or /v/.
>>
>>146928740
>all of agdg devs + more devs with even more hype games
I've been lurking the /v/ threads since they started springing up more frequently.
most likely from /agdg/ splinter shitters and you're wrong for the most part.
>>
>>146928427
>>146928525
>>146928740
Eh? But that dev posted here plenty of times
>>
>>146928639
>EYE art and shaking when landing
Good taste

You probably don't need to worry about having a certain fall time before the screen shakes. The shake is pretty minor, and it looks like you have to be falling a long time to get it to. You could probably just have it shake after any jump higher than one from standing still
>>
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>tfw your code is now too big to just scroll through it all and have the part you were going to edit basically jump out at you
I've been both looking forward to and slightly dreading this moment, and now that it's here I'm a little resentful, but I appreciate it
>>
>>146928165
>I've seen at least 2 artist come to AGDG and offer to work for free on anything for several threads.
Are you the one making that same post all the time? We both know why it happened and how they were not really looking to "work for free" like you're assuming in here.

For example, as much as I like what theonian does with his art, the guy wasn't looking seriously for a team. He was just mad that his coder has ditched him and was reacting to all the "artists are ____" shitposts, which is understandable.

>>146928296
Again, use the facts properly. The "teams" were teams of friends from the get-go. Getting your friend to team up on something is easy, unless you have really bad friends.

I don't know why you're both so dead-set on not accepting the facts. Getting a "team" or a "collab" is not as easy as you're trying to tell here, and agdg is a living proof of that.
>>
>>146928427
>>146928740
What are you even doing here?
You haven't even done anything. You're boasting about how someone that isn't you is making a game somewhere that isn't here.
>>
>>146928876
True. I guess they don't call this place aging dung for nothing.
>>
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HUD is now reactive and enemies blow up.
>>
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>>146928947
I had it that way before, but it was a bit too jarring. It's nothing that can't be changed anyway, just two lines of code. Here's the old version for reference
>>
>>146929282
>What are you even doing here?
Just scoping out the gamedev happenings on 4chan. Looks like /v/ is still the place to be.

Nothing personable my child.
>>
>>146929367
I actually don't think that's too bad. It definitely would be fine with the reduced shaking in the other webm

But at the same time you're the one who's presumably seen that effect a million times so maybe it does get old after a while
>>
>>146929218
>they were not really looking to "work for free" like you're assuming in here
Elaborate?
>>
>>146929367
I think you should keep the shake, as it gives a sense of heavy weight to the mecha, but the shorter the fall is the subtler the shake should be so it doesn't get too annoying.
>>
>>146929486
Let me guess. You finally got unbanned and you just couldn't help it, because you're a fucking lunatic.
>>
>>146929218
>Getting your friend to team up on something is easy
Might be, but getting him to finish something with you isn't. We're talking about released games here. Also I don't think their teams being friends invalidates the result. Why don't you team up with your friends?
>>
>>146929349
I wish your furry shota there had rad battle armor instead of underwear, but I know that's your thing.
>>
>>146929550
>Elaborate
You said "work for free" but that's incorrect, I was just reacting to that. You probably missed the later posts but they talked about commissions.
>>
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>>146920381
>>146920043
>>146919843
>>146919732

Fixed date recap for June 2
>>
>>146929803
Great job, anon.
>>
>>146929792
No they didn't. I even got free art.
>>
>>146929490
Thinking that again, what >>146929602 would have been a better option. Make the intensity scale with the height is what I'm going to test now
>>
>>146929752
>Why don't you team up with your friends?
I'm pretty sure none of us have friends who are into gamedev otherwise we probably wouldn't be here.

>>146929896
Actually they did.
>>
>>146929349
whats this garbage written in

jk its not garbage
>>
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>>146929803
Fixed date recap for June 3
>>
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starting my sprite for kaiser wilhelm
>>
>>146929769
Programmer and I were joking about having him get armor as he progresses, then it'd be like Wonder Boy in Monster Land.
>>146929994
Scala.
>>
>>146929987
>I'm pretty sure none of us have friends who are into gamedev otherwise we probably wouldn't be here.
What. You just contradicted yourself, as you said those devs were working with their friends from the get-go and now you're saying no one here has friends into gamedev
>>
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Where did the time go.
>>>/v/343140507
>>
>>146930112
Is this the purple gooey hand game?
>>
>>146929987
>Actually they did.
Can't you post proof? Because all I saw was stuff like this
https://boards.fireden.net/vg/last/50/135115845/#135172880
Art guy literally offering to work as a slave and no one needed him.
Let me quote him
>It's a "I wanna practice my art skills and offer the result of said practice for free to make other artists mad" thing
>>
>>146930272
Yes
>>
>>146930131
>get armor as he progresses
For a sprite game, that would take a fuckton of spritework but I would love that.
>>
>>146929349
You're Anubisdev, right?
Did Anubis get finished already?
>>
>>146930530
That's what's keeping me from wanting to do it. Definitely ain't doing that for the demo.
>>146930693
No, got burnt out on animating the visual scenes and wanted to do some gameplay stuff. Seeing how lackluster MN9 was was inspirational
>>
>>146930046
Thanks, dude.
>>
>>146930830
>No, got burnt out on animating the visual scenes and wanted to do some gameplay stuff
It's funny to hear about a porn artist getting tired of working on porn, but it makes sense.
>>
>>146929698
Cool game breh.
>>
>>146930182
>You just contradicted yourself
What? How is them having gamedev friends BEFORE coming into agdg contradicts what I've just said?
The dreaming Sarah team, for example, got into agdg with a prototype already running, and it's not that uncommon in places like tigsource.

I was just talking from agdg perspective, all the devs that come here without a team beforehand are not going to make one after because if they had friends into gamedev they would probably already have some sort of demo running already.

>>146930353
>Can't you post proof?
Not really. I don't really keep track of the threads, I just remember that commissions have been mentioned along the lines.
And again, let's be real here : I'm not going to ask you what you received but this is agdg, chances are they're not going to call "practice art" usable art.
>>
>>146931028
Here's your contradiction
>I'm pretty sure none of us have friends who are into gamedev
>The "teams" were teams of friends from the get-go
>>
>>146930201
looks great, very nice pixel work.
>>
>>146931028
>>146931363
Why not take this argument to /v/? Agdg is dead.
>>
>>146931385
not mine m8.
Though I'd argue the pixel art quality.
>>
>>146931447
>agdg is dead
I love this meme
>>
why would you do this?
>>>/v/343145793
>>
>>146931363
In my last post I've just explained about the teams being pre-agdg though.
>>
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Now you can be the bomber. Player controls work and I gave them some reasonable stats so they're slower, less maneuverable, and have a lot more health than fighters. No AI yet. I'd also like to make some sort of directional machine gun that can be used for defense. Like four or five of them with their own AI on each bomber

Also craters for bomb impacts
>>
>>146931761
Even if they were pre-agdg the contradiction still stands as those devs have "friends who are into gamedev"
>>
>>146931695
>dev putting himself out there and getting positive feedback
Because people actually enjoy it when devs have an ounce of self esteem.

Excellent example of what a dev can be when they don't waste time with circlejerk chatrooms and /vg/ threads.
>>
>>146932041
>i'm not wasting time by telling people they're wasting time in /vg/
sasuga
>>
>>146931862
>bomber
you're absolutely destroying that progress, yo
>>
>>146930046
Can you confirm that June Week 2 is missing? (or repost it)
>>
>>146932041
>waste time with circlejerk chatrooms and /vg/ threads.
Speaking of that. Later,
>>
>>146932147
I have a job and a life outside of 4chan. I can waste my time however I like.
>>
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BACK IT ALL UP BEFORE ITS TOO LATE
>>
>>146932330
>I waste my time by preaching on an anonymous image-board why you should use X place instead of Y place

You sound like a prime example of an omega failed normie.
>>
>>146932325
This guy gets it.
>>
>>146932334
New wallpaper.
>>
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incase anyone wants to play my shitty game I made in highschool heres a link: https://www.dropbox.com/s/6i5sir0prf8vp35/flixelchess.swf?dl=1

it controls like shit and is hard as fuck to win. glhf jump + kick to win I forget what the power bar does, there might be combos idk
>>
>>146920746
>>146921796
I imagined him meowing with each slash, just rapid fire meows (until i saw the video). nice work

>>146924352
When I saw that camera icon pop up I thought it was taking a screenshot. If you want to notify the player like that, how about a 3 frame animation of an arrow curving to show the direction it's rotating instead of a camera?

>>146926670
How about having the camera start out zoomed out like that to give a level overview, then it zooms in a bit on the player? Prob not what you're wanting to go for though, from the look of your webms.
How about decreasing the intensity of the fire trails on the spike balls? Have the closest few particles be yellow/red as if fire and the trailing ones a faded grey for smoke? Would be less color clutter.
>>
>>146932334
toot
>>
>>146932467
It's not a waste of time if I enjoy it. It's certainly a waste of time for you to argue with someone who has a job and a life outside of the internet if you yourself don't have a job or a life. You should be focusing on bigger things then getting upset at my posts, friendo.
>>
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I just want to be a famous dev like Phil Fish, but politically right leaning.
>>
>>146932626
>I have a life outside the internet and my job I swear
alri m8
>>
Enemy in an action game that stuns you and you have to mash left-right to get out of it
Yes or no?
>>
Just went through the sparky game engine series to learn how to into graphics. Are there any other good tutorials on game engines I can look at.
>>
>>146932681
So... how does that stop you?
>>
>>146932681
realistic auschwitz sim
>>
>>146932681
Start practicing to be a massive cunt right now. Don't let your dreams be dreams.

Build discipline
Get online resources
Get Feedback

You'll be there in no time.
>>
>>146932817
>he thinks having a job and a life outside the internet is so grandiose that people would lie to him about it
Strong life you got there.
>>
>>146932163
I just got done with a huge refactor that made a lot of things a lot easier so I've been breezing through some new stuff. It's been really nice, especially since refactoring took like a month
>>
>>146932860
It's fine but you have to make sure it isn't annoying
>>
Forgot to post in the recap, fug
>>
>>146930201
amazing pixel art! i will watch for your game, I want to play it.

>>146931862
nice work making progress, your game reminds me of an older windows game i used to play called Critical Mass. although your game is not turn based and it's more like the majority of other 2d air combat games. i think it's the aesthetic that takes me back. https://www.youtube.com/watch?v=6KpC0Fsm1vk
>>
>>146932997
No, but actual chads and normies aren't sitting on 4chan bragging about their social life. they're going out and actually living it.

You omegas are the cutest.
>>
>>146931695
>thread is literally exploding with positive feedback right now
>you posted it here as if to be snarky about it and expecting us to deride it
I would neck myself if I were you.
>>
>>146933193
No, I am just genuinely curious why you would risk your game like that.
>>
>>146933175
>you're still replying as if this is an argument worth "winning"
>you were triggered by someone implying that you're wasting time
>calling people "omegas"
What's really bothering you? Doesn't seem like something winning an internet slapfight is going to fix for you champ.
>>
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How's my knight looking? Its my first character sprite ever. Trying to keep it simple but stylized.
>>
>>146933670
bleh
>>
>>146933670
I just realized how hard it is to see the sword, but it just goes straight down from the hilt in white
>>
>>146925869
try using the actual base class name instead of UBlueprint and do "Blueprint'/Game/Entity.Entity_C'"
>>
>>146933296
The dev has self esteem and knows that positive feedback is worth the risk of triggering autists. It's currently paying off. The real risk would be returning to /v/ again and again fishing for the same response until he wears out his welcome which he can avoid by just posting further updates in the /v/ gamedev threads.
>>
>>146933763
Any suggestions?
>>
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I carved out a chunk of land for the forest area. There's gotta be a faster/smarter way to do this but I have no idea what I'm doing, so. Painting the mountain things took a while and it's not even good.

I only have 1 tree right now and it sucks so I dunno how I'm gonna make a forest. I tried looking for some models and they all either imported wrong or were messed up some other way. I'll figure something out, eventually.
>>
>>146933862
Don't do single "pixel" limbs.
Maybe learn to draw first so higher-res is easier.

armor is generic
colors clash.
don't use pure colors.
>>
>>146934031
>they all either imported wrong or were messed up some other way
yay gamedev
>>
>>146934129
So I shouldn't go with 16X16?
>>
>>146934339
You should not.
>>
>>146934445
Would the next logical dimension be 32X32?
>>
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>>146926865
You can rotate the camera by pressing the q, and e keys.

>>146926881
The camera is pretty close in, zooming it in farther you cant see the whole level. That would just create more un-clarity.

>>146927131
>>146927427
I took away the lights but I will keep the tail on the spike ball projectiles mainly so the player is able to realize what tile that projectile effects.

>>146927650
The pink assets are the pink goals and pink puzzle cube they need to bright for clarity.

>>146927462
I like this idea I will do this. I hope (webm related) this is enough glow but sadly any glow I add to Boku blinks with every roll he makes not sure if its going to be rejected by people or not.

>>146931447
yesdevs posting progress and responding to feedback will always keep agdg alive. Even if there is only one and we know that isn't just one.
>>
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>>146934502
Even marginally more detail can make things much more readable.
>>
>>146934551
Those limbs are pretty great compared to the one pixel ones
>>
>>146934641
Yep, and they're 25 years old.
If this was video games 25 years ago, it can be video games today.
>>
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>>146933670
>>146934502
Just realize that this is 4x as much work per sprite. Then multiply that times each frame of every animation.

On the other hand, working at 16 x 16 or smaller (pic related is 5 x 5) leaves less margin for error. Every pixel that you place at that scale matters. One pixel limbs are acceptable at very low resolutions. At higher resolutions they become a stylistic choice.
>>
>>146935116
16x16 characters sprites isn't an acceptable resolution though, so that doesn't matter
>>
>>146935116
>One pixel limbs are acceptable at very low resolutions.
Not even fucking Zelda 1 pulled the pixel shit limbs.
>>
>>146935116
Well that's something we kinda take for granted. Making something that looks better obviously takes more work and more time. But the final result is worth the effort.
>>
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>tfw no idea how to design a good ui
QUICK what are some good party-based rpg interfaces?
>>
>>146934543
why do you need to see the whole level?
>>
>>146935320
Trick question, there aren't any
>>
>>146935428
crap
>>
>>146935281
>>146935232
Historical pixel games were striving for realism and hitting the limits of the technology. Why the fuck are you using pixels today if you're not going for stylization? Very low rez is one possible style that brings out the strength of pixel art.
>>
>>146935568
if someone wants to be a lazy piece of shit and make super-lowres graphics, fine
if they're literally making something for atari hardware, fine
but don't pretend it's an artistic choice
>>
>>146935784
>it's a choice concerning the game's art
>it's somehow not an artistic choice
kek
>>
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holy shit I figured it out

F2 is the intersection of the lines produced by reflection off of two tangents
>>
>>146935784
Being a 1MA sometimes feels like working with the limitations of the past. You have this idea, but you simply can not afford all the resource it would need, so you need to be creative or cut some parts. No 3D in sight? No problem, here's raycasting, or digitized actors. No more than 3 tunes at a time? No problem, lets at least make the music as memorable as possible.

Being 1MA is just like that. No time or skill for properly animate? Here's a game about cubes or a game with very minimalist art.
>>
>>146935568
>Historical pixel games
What?
>were striving for realism
Not always. Games like Zelda were heavily stilzed too, to the point even with that low resolution they had their own and identificalbe style amongs other games.
>and hitting the limits of the technology
And even then they made the best effort to make it look nice and detailed, and that why people still love how they look today.
>Why the fuck are you using pixels today if you're not going for stylization?
Stylization != minimalism
>that brings out the strength of pixel art
Low rez can bring the strenght of pixel art, in the way I mentioned before for NES games. But now take a look at most games with I pixel limbs. How different the art looks beetween each other? Not too much, because at that low resolution, is pretty difficult to have a definided or unique art style. In 30 years no one will be able to tell one of those games apart from each other, but they will be still able to tell apart Zelda from Megaman or Contra.
>>
>>146934543
take away the rain, dull down the effects. theres just way too much shit going on man. also the dust coming off the cannons should be removed
>>
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Let's do it, aggy!
>>
>>146936604
You can barely see the rain, and R A I N.
>>
>shitting on pixel limbs
Hey faggot I know it's hard for you to understand but not everyone here is an artist. Programmer art exists for a reason.
>>
>>146936938
Oh yeah!
>>
>>146933670
>not ONE post with the sword
I'm proud of you, AGDG
>>
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>>146936391
here we go, this is it
I am a genius
>>
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>>146936391
>>146938256
I don't understand
>>
New to the thread, about to ask a stupid question that I'm sure gets asked all the time

Where the fuck do I start?

I know enough about C++ to get started, or at least pick up new concepts, but I have no clue how to implement it into game design. I've no idea how to pick an engine to start with. I'm not sure what the starting steps/required tools are for starting a project

I'm just. Geez. Don't even know what to do first
>>
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>>146938771
F2 is the intersection of reflected rays from F1 from any two given tangents

when you have F1, the sun, tangent A, planet A, tangent B, planet B you have F2

when you have F1, F2 and the sum of the distances to a point on the circumference you have an ellipse

when you have an ellipse you have an orbit

you can even specify the tangents in terms of a point on an escape trajectory from a planet, for a seamless transition
>>
>>146938876
Start with a Game Design Document, anon! The first step on the road to completion is having a map that shows you how to get there! If you're able to crystallize your thoughts into a concise and specific document, then all you need to do is follow the words!

Have you read the Torment vision statement?
http://ocw.metu.edu.tr/pluginfile.php/7939/mod_folder/content/0/Torment_Vision_Statement_1997.pdf
>>
>>146938876
>>146939135
This and start with assets, not software. #1 reason of leaving a game unfinished is an overambitious idea that fails when you realize the amount of work you're facing.
>>
>>146939391
both assets and software should be realistic

you may make assets for a game that is impossibly difficult to program, or program for a game that needs too many high quality assets

balance
>>
File: shmup2.webm (3MB, 960x640px) Image search: [Google]
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P R O G R E S S

>Fixed FPS cap mystery by moving all assets to a blank project file, still no idea what was causing the cap

>Fixed bullets despawning too early
>Juiced up explosions

>Player weapon leveling system
>>Collecting the blue shits gives weapon exp
>>Level 2 requires 2 exp, lvl 3 needs 3 ect
>>Getting hit makes you lose 1 exp or go down a level

>Player shield
>>Shield only regenerates when not firing
>>
>>146939636
unf
>>
>>146939391
I don't know, anon. Assets are the most condensed, single time consuming element of development. Once can spend days and weeks on a model; a whole grey box prototype can be made in that time.
>>
>>146939715
is that a good of a bad "unf"
>>
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These guys actually managed to make Unity lighting look decent, how the fuck did they do that.
>>
>>146939667
delete this
>>
>>146939739
it's an "i want to fuck that game" unf
>>
>>146939760
Bloom, composition, and baked lighting.

Your lighting probably looks like shit because you rely on realtime lighting. Realdevs rely on lightmapping.
>>
>>146939636
It's already juicy as fuck. Keep it up!
>>
>>146939884
It's not baked though. Hell you can even tell in that screenshot, look at the zombie dude.
>>
>>146939884
what is this 2006?
>>
>>146936401
imagine if any other artisan made this bullshit excuse

>yeah I know it's DIY but fuck you pal, I've only got this carving knife here, what, you don't like my wooden cube? you don't know how hard it is to carve and etch, shitlord!
>>
>>146939943
Zombie dude is not that impressive. That's just a little self shadowing. If you had the model and time to kill while adjusting lights, you'd be able to replicate how it looks.

The scene itself is what is impressive, and that's because it's constructed very well. The scene benefits from the baked lightmaps. Look around the scene, the soft shadows on the walls and floors from the static geometry is the stuff that's baked.
>>
>>146940217
I guess you are right.
>>
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Outside of calling it pixelshit, any criticisms on the style? I know you guy's are not a big fan of single pixel legs. Not sure how to scale it up larger across all the frames. It's a run cycle ending with him taunting with his shield.

Character is ~15 wide by 20 tall
>>
>>146940372
try posting a version we can see
>>
>>146939667
wrong thread, you're supposed to post that in /kspg/
>>
>>146939667
Nice progress you got there
>>
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>>146940410
Sorry, here. 10x size
>>
>>146938876
First you pick up an engine or library based on what kind of games you'd like to do in the future.

UE4 and Unity are great choices for 3d games. GameMaker is probably the most prominent for 2d but there's plenty of options.

Then you install whatever you chose and get acquainted with it. Do really simple shit, go through some tutorials, get used to the UI etc. After you've somewhat familiarized yourself with it you can start prototyping and planning for games but remember to still keep it small. The biggest problem of a new aspiring gamedev is scope. Everyone has these ideas of their dream games in their head but when you haven't actually made a game you have no fucking clue how much work goes into making one. People have dreams of grandeur and give up because it seems hopeless. They've failed at scoping.
>>
>>146940217
No. The carving analogy falls apart because in your example, the cube is the end product, and only uses one discipline.

A better analogy would be indie filmmaking with a very small crew. Gamedev, like filmmaking, uses several disciplines (art, game design, music, etc) together to create a work of art. You have to budget your resources when making both. It would be completely reasonable for an indie film to cut their budget on costumes to make their lighting or sound better.

Similarly, it's fine for a game developer to focus their resources on gameplay over art.
>>
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>>146939667
>>
>>146940775
holy fuck
>>
>>146939760
There's a demo out btw.

I played it and the gameplay is nothing special. Your pipe has a single melee attack, can't hold it to time it or anything. The pistol was neat with its fx but didn't make the gameplay suddenly interesting.

It does look great though.
>>
>>146940641
the plume should fly up at some point in the walk cycle, instead of only falling down
the sword doesn't read against the body, maybe try making it wider?
if you want to make it more stylized, you could exaggerate the pointed visor a bit more
>>
>>146940641
I like this a lot. The shield could definitely use a touch more detail I think.
>>
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>>146941232
>>146941547

I'll work on the plume and visor. Thanks for the words. Not sure how to make a bigger sword without making it anime big, which I already have a character doing. Part of the limitation of the sprite is its really hard making things look pointy or curved, so 1px weapons work, but 2 and 3 wide make it look blockier than I want it to.
>>
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>tfw wanna do a 3D game in Unity but too dumb for C#
>>
>>146942034
C# is pretty easy, you can't be too dumb for it
>>
>>146941761
if you put the sword in his left hand, and the shield in his right, the sword could show against the background.
>>
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is there something like this for weapons?
>>
>>146940217
Obviously someone as gregarious and personable as you can easily find a team to collab with, so I have to ask: can I see one of your games?
>>
>>146942201
That's not a bad idea, I'll get to work on animating that for a run cycle.
>>
>>146924398
make it re size when you jump and land
>>
>>146942213

>a berserker is a fighter but more wizardly

lmao what
>>
>>146942974
Berserkers can use magic, practice, or incantation to enter a rage mode. Makes sense.
>>
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>>146942201

> Longsword and shield
>>
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>>146943205

>sword longer than he is tall
>longsword
>>
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>>146943359

> Sword longer than he is tall
>>
>>146943359
>sword wider than he is tall
>>
>>146943359

> Very long wide and heavy sword
> Bastard sword / Long sword
>>
>>146942136
You'd be surprised. I have seen people failing at Python.
>>
>>146944032
I refuse to believe it. How dumb can you be to not even be able to understand basic logic?
>>
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>he gets triggered by 1 pixel limbs, even on a super short sprite
>>
>>146944227
Newsflash: some people aren't smart. Also, different people are good at different things. It's like saying "how untalented can you be not to be able to draw professionally".
Stop being a cunt.
>>
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>>146944653

> unironically using the word triggered
>>
>>146944707
triggered is always ironic
>>
>>146944707
Nice pedo reaction image.
>>
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>>146944707
>getting triggered by someone saying triggered
>>
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>>146944764

> Getting triggered by some one being triggered because of the word triggered
>>
>>146944764
someone on tumblr is probably actually triggered by triggered, because it reminds them of guns
>>
>>146944825
>triggered by frogtexting
>>
>>146944679
There's a difference between being able to do some basic Python and being a professional artist you dumb fuck.
>>
>>146944764
don't post that cat, people are going to post more porn
>>
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Trying to work on a pixel-perfect rescaling for the umpteenth time, would this work? Is there a better way? Somewhere to read about it?
>>
>>146944945

Frogtexting?
>>
>>146945161
>being this new
>>
>>146944971
One more time: for some people, being a professional artist is easier than doing basic Python.
>>
>>146945213

> Let me just shit on him instead of explaining a meme that doesn't excist

:^)
>>
>>146945161
It's green.
Like pepe, patron meme saint of 4chan.
Used to be called memearrows/memetexting.
>>
>>146945275

> Frogposting is now greentext
> Where it was meme arrows before

Can't wait for that one to be shit on.
>>
C++ and SDL devs, I would like to ask a question. Is the main game logic supposed to be really running in a simple while loop? I used the same method in Java, since the basic game making tutorials told me to use it, and now I see the same in case of SDL, but I'm skeptical if it is actually the best practice for this. requestAnimationFrame() made so much sense in JS.
>>
Man I'm getting so frustrated with Godot. I'm loving the 2D side and how incredibly intuitive the way they designed it is, but I'm trying out the 3D side and it's quite frustrating. I might just switch over to unity for it if it's come to that...
>>
Are roguelikes welcome here?
>>
>>146945967
Ya.
>>
>the past 50 posts have not had an ounce of progress

Is Australia the most worthless country that posts on agdg?
>>
>>146945967
Around February-March, there were 3 roguelikes being devved, and all of them were loved by /agdg/. From that three I'm only sure about one which is still in development.
>>
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>>146946360
I made a really shitty ui
>>
>>146946647

Good job man. I think the saturation level on the greens yellows and magentas is a bit high. Not sure if I can stare at that for more than 5 seconds
>>
>>146946717
lol, it's literally the maximum values
FF00FF
00FFFF
00FF00

i'll try some other color schemes
>>
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Good morning. So I finally fixed this overlooked dumb shit that I left stewing for such a long time

don't you ever talk to my butterfingers again

Webm in next post
>>
>>146947635

Artbro eventually wants to do custom animations for this outcome panel, based on each class
>>
>>146946918
just keep the contrast down. try making the max color 77 instead of FF and see how it goes
>>
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Let's see Paul Allen's game.
>>
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Here I am actually trying to make something good and interesting and here comes along the valhalla dev with his waifu bait visual novel and he even gets hundreds of reviews and even a successful general thread in /vg/. While my game will probably get 20 sales in a lifetime if I ever release it.
End me
the art seems breddy good and high quality though i like it, won't play it though
>>
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How much sales will a hack and slash game with a cool Guts-like male protagonist get versus a sexy female in a skimpy outfit get do you reckon?
1 to 20? 1 to 100?
>>
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>>146947906
How does this look?

The yellow at 77 didn't work, but the green and magenta did. I guess that I got used to the colors or they didn't affect me. I tried using pure cyan and I needed to turn it off immediately.

The glow looks different now, I'll have to fix that
>>
>>146948159
If you land yourself on steam it's a guaranteed ~100 sales.

If you make it actually sexy, you'll get a lot more...
>>
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>>146945072
I will post as much sakamoto as I please
>>
>>146948337
don't blame me for what happens m8
>>
>>146948014
marketing
>>
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>>146947635
>Dan
>MAG
>>
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Following unity's tutorials and they say to drag a material to a prefab.

But they're in different folders and I can't expand them any further. I can't hover over the folder with it dragged to have it open either. Halp.
>>
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>>146948313
Did this make it worse? I changed the bloom settings to compensate
>>
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>>146948480
>>
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>>146948562
Open the prefab in the inspector and change the material there.
>>
>>146948562
If you open the prefab's details, it should have a material field somewhere and you can drag it into that IIRC. I can't start unity to check right now.
>>
>>146948562
Nevermind. I figured it out.
>>
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Whelp, Im living in boxes for a month
No Tablet, No PC, No Deving
>>
>>146949086
Notebook dev, bruh.
>>
>>146949086
No friends to couch surf with?

Isn't there an online service like that...
>>
>>146949173
4chan.org
>>
>>146949173
Im still living in my house on the couch, just my room is fucking GONE, and the next room I will be going to will be free in a month
>>
>>146949361
How can your room just be gone? Did you rent it out while you were still living there?
>>
>>146947738

damn son this is looking nice

what is this? unity?
>>
>>146949479
A tree fell, and slightly caved in the wall
Its like dented in and could collapse at any moment, So yeah
>>
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>>146949513
>what is this? unity?

Yeah, it used to be XNA but I gave up on it a long time ago. Used to look like this
>>
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>>146949576
Oh shit i hope you're all right
>>
>>146949651
oh shit how'd you do that
>>
>>146949769
https://twitter.com/MercurialForge/status/747871518575648768
>>
>>146949718
Yeah nothing got really damaged, might have to replace some pillows and shit, but eh, I was out.
My only worry is one of my Roommates facefucking me in my sleep, it wont happen but I am paranoid as fuck
>>
Where do you get fonts for your games? What free font library do you use? Or are you just using whatever the the OS gives? Or do you create your own typeface?
>>
>>146949651

shiiiet that's cool
>>
>>146949961
you download fontforge and create one yourself, silly
>>
>>146939636
I would legit play this for fun, anon. Good job
>>
>>146949651
Is it dragging verticies of the model opposite the force?

Or is it an extra model or texture that appears when it's moving?
>>
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The resizer ray can now be reloaded.
Now i just need to add an indicator for the current battery charge level and it will be pretty much done
>>
>>146948159
If it has a co-op online mode I would buy it and would make some of my friends buy it too.
>>
>>146948675
>Danskjavel
>Swedish colours
>>
>>146948675
The only distinctive thing is the blue wind mill and I hate it. Every other aspect looks pretty good, anon.
>>
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>YFW neetdev's youtube favorites and lists are public
>>
>>146949576
Fuck I know that pain bro. Last month something similar happened to me, but the wall fell on top of my car. RIP car.
>>
>>146950228
literally nobody cares, stop forcing yourself here, you will never be the next hopoo meme
>>
>>146949961
I usually go to dafont for big fonts, keep in mid you need to look for those that are 100% free since some guys ask money depending on what are you going to use the font.
I usually make my own pixel art fonts, but there are a few of them on dafont too.
>>
>>146950340
Whew I'm not even him chill dude, date go bad or something?
>>
>>146949581

you're living my dream
>>
>>146940641
Not a fan of twig legs but the rest is fine.
>>
>>146940713
Nah it's a fairly solid analogy. I can neglect the quality of the wood I purchase and focus on proper form, or I can ignore part of it to focus on other parts (e.g.: compare face vs. clothing), or perhaps, like a craftsman who understands his limitations and resources, works to create something transcendent within those boundaries. I understand what you mean, but if you let your work be dictated by 'good enough' and transience on the whole, it will be painfully obvious. Now, for a prototype or a first release, that can be understood, but not excused wholeheartedly.

>>146942309
I'm currently helping with this http://forum.zdoom.org/viewtopic.php?f=19&t=50250

and >>146918574 is my personal project
>>
>>146950384
>>146950086
Thanks for the tips! Is it hard to create a typeface from scratch, by the way?
>>
>>146919161
Cool, you should probably add more mechanics though. This one is similar to the one in infinite runners like Robot Unicorn attack, but those are mobile games meant to be played with one hand only
Also, the game looks a bit slow, is that on purpose?

Good progress anon.
>>
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>Tfw making progress developing skills like music and illustration/animation
>Still barely know how to program anything more advanced than an if statement

How's the progress /agdg/?
>>
>>146950645
Guess it depends on how good at drawing letters you are, I never tried making one from scratch, I always take a font I like and start messing with it and slowly making it look a little bit different.
>>
How do I work with 3D things that are very far away? I want to have mountains in the distance, like thousands of units away. But it feels wrong to make maps that huge.
>>
>>146951168
Make them small and close up but write something to position them so they always looks as though they're far away even while moving?
Skybox?
Is it okay to have a huge map if there's just void between the play area and the mountains?
>>
>>146951168
If you are never going close to the mountains just make them very low poly, same with everything on the map, You can have a huge map without it becoming too heavy on resources. If the mountains are really far away and you won't move the camera too much you could make them with bilboards, or even as part of the skybox.
>>
>>146951290
How does Source do it? Is there any info on how the 3D Skybox technically works?
>>
>>146950989
You do move slowly, and you can go just a little bit faster (1.5x speed), but the amount of things going on can get hectic (depending on the level), and it should be so once extra enemy types and level design changes and options come into play -- so each level becomes like a cross between a shooter and a puzzle. It's not supposed to be a fast twitch shooter, as the player expresses themselves through accurate shot placement and superb timing rather than through clever positioning and damage avoidance.

>>146951506
iirc there's a 1 : 16 shrunk 'skybox' area, mapped out away from everything else in a level, like a miniature skybox, which is flagged by the designer, and the engine blows it up to scale and situates the entire map in the middle of the huge recreation.
>>
>>146951028
Im just trying to come up with a way to not use UV mapping in my game. I suck so much at it, its not even funny.
>>
>>146951028
>Tfw making progress developing skills like music and illustration/animation
Might i listen to your progress then?
>>
>>146952141
I don't know why everyone seems to hate it, it's like a puzzle where you have to design your own pieces
>>
>>146951506
A lot of source stuff is explained by the developers. https://developer.valvesoftware.com/wiki/3D_Skybox
>>
>>146951028
>making progress developing skills
>progress
Anon, please don't make the mistake I kept making for 8 years. Developing skills is fine, but you are better off working on your games at the same time instead of waiting. It took me so long to start making games because as I got better at things my standards only got higher.
>>
>>146951028
>How's the progress /agdg/?
I want to make nice simple 2D game but have no idea what to do.
>>
>>146933128
yeah me too

>>146951028
I found out that the free web host lower-cases all the top-level folders and that is why the makefile was failing
>>
>>146951028
Making a new enemy. It's a stationary cyan colored rectangle that shoots out other rectangles and grows triangles on its sides to help illustrate that it is shooting things. It's main reason for being created was due to the other colored rectangle being too annoying to jump off of when it notices the player. I take too long to draw rectangles.
>>
>>146952141
just download a video class on uvmapping. i did it on maya and i can do it properly. The thing is uvmapping needs to be praticed. and problems that you cant solve will show up. and when that happens ask for help in polycont or 3dcg.
>>
Is good screen shake possible in an FPS? Every example I can think of that I've seen is terrible. Is there a way to make it unobtrusive and less annoying while keeping it immersive?
>>
>>146953427
Small screen shake is nice
>>
>>146953427
It would be cool if the hud is from a helmet like in Metroid Prime and the helmet shakes. If you want to actually shake the player's aim then you would probably have to do it really fast like aim punching in CounterStrike (though it isn't really a shake at that point).
>>
>>146949825
Are you female or do you have a lot of gay buddies? Or are you just a really pretty guy?
>>
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So using this code to create a basic magic bolt for my player to shoot. It aims right and gets the speed right, but it's not applying the code for each bolt individually. If I fire right and then quickly turn left to fire, the first bolt I fired will turn around mid-air, and I'm not sure how to fix this.
>>
quick /agdg/ i need an idea for 3d game
moderate to low amount of assets plz
>>
>>146954202
You could do something crazy like making bolt an array instead, and having a different number for each bolt direction. So like bolt[1] goes left and bolt[2] goes right.
>>
>>146954372
Comfy gardening simulator
>>
>>146954420
Was just thinking that, and am working on implementing it. Update in a few when I get it working.
>>
>>146953573
I'd say Im a solid 7/10 if I didnt have the Bagged eyes
1 gay roommate and like 2 girls
>>
>>146954372
Zombie simulator
You are a zombie walking on a city full of zombies
>>
>>146954545
Oh wait actually now that I look at the code again, instead of having:
obj_bolt.phy_speed_x

Make it:
bolt.phy_speed_x. That way you are referring to the specific bolt you created right there instead of any previous bolts.
>>
>>146954202

you're doing "bolt = instance_create" but then you're not doing anything with the variable you just stored.

if you refer to the bolt variable it will be SPECIFIC to that one.

obj_bolt.phy_speed_x refers to uh, the object in general. it's not specific so it will just find the first object of that type in the room.

you want to use the variable you stored. so do "bolt.phy_speed_x".
>>
>>146954202
Try using a switch.

switch (direction)
{ case 0: action_create_object_motion(obj_bolt,obj_player.x+1,obj_player.y,15,0)
case 90: action_create_object_motion(obj_bolt,obj_player.x,obj_player.y+1,15,90)
case 180: action_create_object_motion(obj_bolt,obj_player.x-1,obj_player.y,15,180)
case 270: action_create_object_motion(obj_bolt,obj_player.x,obj_player.y-1,15,270)
}
>>
>>146954625
>>146954624
Oh, thanks a lot, that fixed it.
>>
>>146932860
No. This shit wears out sticks and keys. Whenever I see this in a game I just turn it off and forget about it because it's not worth destroying my hardware for.
>>
FACT: video games are art

PROOF: https://www.youtube.com/watch?v=4_Pr-bnfLps
>>
>>146932860
lmao dats the worst shit ever
>>
>>146955075
no thanks i dont want to get spoiled
i will experience this 10/10 masterpiece myself
>>
I'm starting to get messages from shills that want top spam my game in social media.
Do I politely tell them to piss off or just ignore them?

I don't want bad consequences in the long run.
>>
>>146955202
Tell them all to fuck off
>>
>>146955202
what are you talking about
don't get scammed by some paid marketers who just throw out a shitty little tweet for you every now and then.

if it's real fans who want to retweet your work, then allow them
>>
>>146955265
I'm definitely not accepting but I wonder if it's smarter to refuse them or plainly ignore them.
>>
>>146939636
looking good
tumblr?
>>
>>146939636
Where did you steal that explosion from?
>>
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Managed to refine the boss's attacks yesterday.

Now giving the wings some particle effects when they are destroyed and creating a boss energy bar

https://www.youtube.com/watch?v=WcQllS-jreY
>>
tomorrow I'm asking a VC investor to give my company a million dollars
wish me luck!
>>
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Early progress
>>
>>146956306
A million? What the hell do you need a million for? An early access indie title shouldn't cost more than 250k
>>
>>146890962
Why didnt you guys tell me that Godot can export to consoles ? Ffs
>>
>>146956406
it's not an indie game company, indie dev is my hobby
>>
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>>146956306
>>
>>146956454
So what does this have to do with gamedev at all?
>>
>>146956471
kek
>>
>>146956306

How do I get investors giving me money?
>>
>>146956676
Ask them..?

I literally got an informal offer from a CEO from an e-mail and a phone call
>>
>>146925760
I guess what it also misses is the oval shape of the whole movement. Like, the slinging effect or whatever it's called.
>>
>>146956390
>[ceases and desists internally]
>>
Question for blender fags. How do you keep the dimensions proportional between objects that you created in different files? I know it's not much of a problem as you can resize later but it kind of triggers my autismo.

>>146956306
Best of luck anon, I'm trying to get a startup off the ground and I know how hard it is. Plus, I always spill spaghetti when pitching
>>
>>146956390
>asset progress
>>
>>146957312
>progresshaming
>>
>>146957374
>telling the truth is shaming
>>
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>>146956306
One million dollars wooooooaaaowh
>>
>>146957397
Code monkey please sit down and be quiet, let the people who actually make the game work in peace
>>
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>>146957312
Assets, code, and music count as progress to me.
Writing stories and shitty game specs on paper don't, those are just ideas, they only become progress when implemented.
>>
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truly 3d levels soon
>>
>>146957710
Ideas are progress.
>>
>>146957294
You should be able to get a general idea based off the default size of primitive shapes.

You can imagine that the player character is the size of two default cubes or something, and try to stick to that.
>>
>>146951028
I've started making progress on my long-term project again, but I've put it on hold and vanished so many times that I'm too ashamed to post it here anymore. I always do my best to give other devs feedback though
>>
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>>146957782
lolno
if ideas are progress then I make progress all day every fucking day, even when I'm taking a shit or buying groceries.

An idea without execution is not progress, it's like saying you had sex with a girl because you imagined it happening.
>>
>>146957782
When it's an idea you know how to implement on the spot they are. That's the difference between devs and ideaguys. Devs get an idea and then starts thinking how to code/draw it. Ideaguy gets an idea but doesn't think about how to code/draw it, just keeps playing with the idea in his head, and adding more ideas to it.
>>
A game where you embark on a quest to save the land with a cursed king and a horse princess.
>>
http://uk.ign.com/articles/2010/08/14/why-there-are-no-ladders-in-fallout

Can someone explain how a AAA studio cannot make ladders?
How deep rooted can the issue of ladders be in an engine?
>>
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>>146957867
Yeah, that's what I've been doing, though about making all the game objects in a single file and keeping characters on independent files too, but it sounds messy as fuck.

Thanks anon.
>>
>>146958210
>Can someone explain how a AAA studio cannot make ladders?
Too much time and effort for little gain
>>
>>146958059
this all the way
>>
>>146957294
If I understood correctly what you want, you can use Ctrl+A and set the object scale to one, this way even if you scaled a box to 10x before subdividing and doing your stuff, the object scale will be exported as 1x.
>>
>>146958049
>>146958059
You can't kill my progress, code monkeys.
>>
>>146958210
Probably due to some really crappy path-finding code...
Took me a while to get it to work as well.
At the end of the day they are not all that important, the same effort can be put elsewhere for greater benefits.
>>
>>146918574
>todo:
>polish
Tłumaczę dla Ciebie
>>
>>146958408
No, but your ideas can.
>>
>>146920073
Already more of a game than Thomas was Alone, so congratulations devman.
>>
>>146958747
I'm making progress on my ideas and there is nothing you can do to stop me
>>
>>146920746
Aren't you the Squirreltopia guy? What happened to your 3D shooter?
>>
>>146957508
>Code monkey
Feels good to be able to do anything thanks to those code monkeys who did your engine? You're like a woman, can't do anything on your own.
>>
>>146959034
It feels fucking fantastic to be a creative artist. Thanks for droning over machine code though. You'll be replaced by the robots soon, so better get out there and campaign for UBI
>>
>>146959034
Ideaguys give meaning to the code monkey's existence.

Ideaguys can manifest their thoughts through a myriad of mediums, but the code monkey exists solely to serve as yet another tool at the disposal of the Ideaguy.
>>
>>146959034
>2016
>being a misogynist

back to cripplechan
>>
>>146930112
Will Franz Ferdinand be the last boss or something?
>>
>>146959212
>>146959263

>implying coders can't have ideas
You sound butthurt and retarded. Keep being irrelevant.
>>
>>146959376
>2016
>complaining about stuff on the internet
back to tumblr
>>
>>146932681
You mean like Punished Notch?
>>
>>146956676
be professional, understand your market, understand your value proposition, have a value proposition, have long-term goals, display commitment, show a road-map to profitability, make a pro forma. Make a pro forma.
>>
>>146958605
I heard it was a complex language, but I never would have got that from just looking at it.

top 10 banter / insults?
>>
>>146941061
>There's a demo out btw.
>requires GOG account
Fuck
>>
>>146958605
Why don't more people ask others to translate their game in different languages for them?

Aggydaggy is place full of both normal English people, and abnormal ones.
>>
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@googum
>>
>>146960081
>Aggydaggy is place full of both normal English people, and abnormal ones.
Eu vou foder sua porra para cima, cara.
>>
>>146939760
They have the money/manpower/skill to delve into source code, rather than taking what's available at base like bitches.
>>
>>146959930

KURWA!
russian
>>
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>>146960121
@ googum
>>
>>146960029
>He doesn't have a GOG account
You have to be at least 18 years old to post on 4chan
>>
>>146960029
It's on Steam.
>>
>>146960496
I don't have a Steam account either

Actually I'll just sign up for a GOG account
>>
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>>146960626
>I don't have a Steam account either
>>
>>146960626
Where the fuck do you get your games? Do you even play games?
>>
>>146960257
>>146960121
wow been away for like... 2 years? Dont tell me Googum is still meming here?
>>
Someone teach me to just like make a game
>>
>>146958943
yea still working on Trigger Spree. This is just one of my side projects
>>
>>146917775
hold up, is this that artist who made the tales of valoran comic?
>>
>>146960887
he comes here daily
he's still 35 years old
he's still an unsuccessful dev
>>
>>146960703
>>146960839
I don't like online stores, I like having physical copies. I hardly ever play new releases though, so it's no biggie, and when I do I yar har har it.
>>
>>146960839
>steam
>buying games
>2016
>>
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>>146960887
haha yeah
>>
I want to become a successful game dev. What it do?
>>
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Help /agdg/. I know this isn't what this general's for but I'm at my wit's end here and I've spend half a day on this shit. All I want to do is create an object at the location that the user clicks on the screen. Almost all of it works, but it needs scaling to the right place under the mouse, so I've been trying to use Camera.ScreenToWorldPoint to correct it, but the fucking thing can't seem to find the main camera or something and every goddamn tutorial is for obsolete code and unity won't run the cunting thing without updating it, breaking it and then bitching to me about a problem it created.
>>
>>146960626
Ok, this is something I would never expect to read on /vg/ Too much internet for today
>>
>>146961219
Wow, so shocking
>>
>>146961164
I think you want Camera.main but I would recommend serializing a direct reference if possible.
>>
>>146961164
>I know this isn't what this general's for
Yeah, it's for shitposting, stop posting your game development related shit here faggot.
>>
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I tried throwing together some bullet hell stuff I'm considering for combat. What I think would be cool about it is that the number and placement of enemies would depend on how the overworld positioning before the battle went, and after each attack if you sit and fight then other enemies would naturally take the place of defeated once through the overworld turn system. If I can come up with good melee enemies I think I'd like to lean towards that.
>>
>>146961164
>>146961329
Fucking hell I tried this shit at least twice. Now that I make a jackass of myself, it works perfectly, thanks though m8.

Tell me /agdg/ how do you cope with the constant burning hate that comes with making games?
>>
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Did the first pass on the spawn / save point.
>>
>>146961751
I want to murder you so bad, what a fucking retarded way of throwing away all your talent and skill.
>>
>>146961841
I was just about to post a comment like this.
>>
>>146961751
> shibe
NO
>>
>>146961841
>>146961882
Maybe the non-lewd game this is for will sell well and I can finally go clean.
>>
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>>146961751
Oh that looks coo....
Why are you pedos/sexual-deviants so open nowadays? You do realise that you are getting arrested in droves assuming you live in america/europe?

But yeah, this is not the place for fetish games, go to /d/ or /ac/ where there are actual lewd-game-making generals.

Thanks. Bye.
>>
>>146962093
There's no cleaning oneself from the taint of being a furry.
>>
>>146961164
You're clearly not trying hard enough.
- you can use tags and find the camera this way
- you can set a direct reference if that's your thing
- you can have a singleton CameraController somewhere
There are literally tons of way to do that.
>>
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>>146933794
thanks, I've tried but still nothing happens...
It prints both 1 OK and 2 OK
>>
>>146961841
>if you make art about these subjects it's good
>if you make about these it's a waste
what a stupid mindset
>>
>>146962592
You're right, DaVinci's art would not have been wasted in drawings for children's books.

Retard.
>>
What are you using to make games?

How did you get started?
>>
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Maybe you guys can enjoy watching the cute dog's death sequence instead.
Health bar bug is on the programmer's list of things.
>>
>>146962721
A computer

Making my first game
>>
>>146962093
My point is that you are ridiculously talented, but you are crippling your talent by doing the same thing over and over. Is ok if you like drawing furry, keep doing it, but you need to try different stuff too. It will not only make your talent grow, but it will also make the amount of people interested on your work grow too.
>>
>>146961729
>how do you cope with the constant burning hate that comes with making games?
ive gotten used to it by now
>>
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>>146962716
I agree that it would not be a waste you fucking pleb.
>shitting on children book's art
Fuck you m8.
>>
>>146961729
I shove things up my butt it stops the hate and turns it into love
>>
>>146963009
Yeah, I'm sure all the children will appreciate the high quality art.
>>
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>>146956390
Projectile Done. The original game made the project fall towards the ground like a ball, but since im making the combat a tiny bit deeper il be making the projectiles go straight.
>>
>>146963110
How did you make that?
>>
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>creating a mainmenu without background
>suddenly brown background
>>
>>146961729
Excessive masturbation.
>>
>>146963110
Whoaaaaa! JJsoft!
>>
Ok how do you organize your shit in Unity.

I'm thinking of moving all my scripts to a toplevel code/csharp folder, e.g. code/assets/human/camera/CameraController , and then the assets in a toplevel assets/ folder with a mirror structure to the other one.

Sick of my stuff being all over the place.
>>
>>146963105
>only children can appreciate art on children's books
Did your parents not read you bedtime stories?
>>
>>146963334
code/csharp/human/camera/CameraController*
>>
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What are the 3 things you can do in the game you're making?
>>
>>146963465
Walk
Jump
Die
>>
>>146963360
I'm sure my parents appreciated the story and art just as much as I did, it surely was not something they just did as a parental obligation.
>>
>>146963465
Woah! Look! Going left!
Digital right!
Do an acceleration! Hey this is fun!

Yeah, my game (vitomiom) is lame. And I still can't work because I still don't have internet on my computer...
>>
>>146963614
>they just did as a parental obligation.
I feel sorry for you
>>
>>146963678
I bet you believed your mom when she told you you were not ugly kek
>>
>>146963329
Street shitters? Doesnt look like they make game?

https://www.youtube.com/watch?v=OeEVpk41VdM
>>
>>146926670
Take notes from Captain Toad Treasure Tracker.
>>
The fairly standard organization is:

>normal compilation phase
Assets/YourProjectName/Scripts
>standard assets compilation phase
Assets/YourProjectName/Standard Assets/Scripts
>plugins compilation phase
Assets/YourProjectName/Plugins/Scripts
>editor compilation phase
Assets/YourProjectName/Editor/Scripts

If you prefer though you can nest the weird compilation phase folders under your regular scripts folder and I think the engine still does them correctly.
>>
>>146963761
Not that jjsoft. But I think they changed their name, I dunno what's the new one.

They also made troy 2000!
>>
>>146961164
Sounds like you need to raycast.

Remember, the camera views the world as a frustum. The screen is a flat plane in the world. CameraToWorld functions only convert a position on that flat plane to a position in the world. If you're creating a thing on that plane, it will literally overlap the camera and probably disappear because it gets clipped out and doesn't have and back-faces.

To put something out there in the world wherever your cursor is hovering, you'll need to raycast out a bit. There should be a couple of functions and reference articles on it. I'll need to move over to a desktop before I'll be able to give you links or snippets.
>>
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Damn.
>>
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The bugged cannon euler rotation it's a feature?
>>
>>146963727
Now that I understand the reason you post this, it is just so sad
>>
>>146929349
How did you learn to draw.
>>
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>>146964317
No gravity?
>>
>>146963236
Make what in this in particular?
>>
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pixel artists BTFO
https://dunin.itch.io/ptop
>>
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>>146964317
>Hyper Game Box
>>
>>146964775
well now I need to find movies that feature a character with the same clothes as mine moving in 4 directions at the same camera angle
>>
>>146964661
all of it
>>
>>146964775
I though it was automatic but it seems you still have to paint manually? How is this any better?
>>
>>146964775
Neat. Maybe we will get rid of pixel limbs now.
>>
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Testing the terrain loading and collision detection. When I'm done I will start creating my own terrain, for now I'm using the gta map.
Btw, how do you guys debug your shaders?
>>
>>146961841
Shut your fucking faggot mouth nodev, You realise there are people making MLP games with more creative talent than you.
>>
>>146964775
Now all that money that AAA wastes on motion capture can be ours with the "behind the scenes" shows they love to make.
>>
I need sounds for a large rock rolling down a hill but I'm having trouble coming up with keywords to search
>>
>>146964917
Why don't you film yourself doing the actions?
The guy doing Bannerman did exactly that.
>>
using Game Maker how the fuck do I make one object look at a variable in another object? Using a different object to look at a player's stats rather than the player object itself.

draw_text (32, 32, string(obj_player.hp) + "/" + string(obj_player.maxhp)) shows fucking nothing.
>>
>>146963110
Looks great anon, just wondering, are you the original creator of that game?
If you are:
- How did your original version do?
- Did you 1MA it?

If not:
- Are you not concerned about copyright complaints?
>>
>>146965131
https://www.youtube.com/watch?v=db5rRtOExbA
>>
>>146965346
Nope, the copyright along with the rights died back in 2009, but I'm spiritual succeeding it as a hobby not taking the name and art (think of mighty no.9 as to megaman?), but this early in development it looks more like a straight remake until I go through and balance everything, add more original enemies and traps etc.

(this has only been worked on for a few hours Anon).

I am 1MA this however.
>>
>>146965131
Just go outside, roll a rock down a hill and record it nigga.
>>
>>146965204
maybe because I'm not 50 different characters, and i have no art style on my physical being
>>
>>146965245
Haven't used Game Maker in several years but I think you want to do instance_find(obj_player, 0) to get the instance id and use that instead of the object index.
>>
>>146965104

looks interresting. Where's the gamemap from?
>>
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>>146965634
>(this has only been worked on for a few hours Anon).

Impressive. Your textures and models are excellent.

Thanks for the reply.
>>
>>146965245
use ' instead of "
draw_text(32,32,string(obj_player.hp)+'/'+string(obj_player.maxhp));
That should work, if it doesn't check the objects order of creation, obj_player should be created before the object drawing the text.
>>
>>146965805
You can use costumes, and you'll be drawing on top of the footage anyway, you can change a lot of stuff there.
>>
>>146966291
at that point its way more of a hassle, and you still have to already be good at art to make it look good, and you limit yourself to realistic poses and propotions, and no monsters or environments. A total of 0 pixel artists are gonna get btfo by a tool that makes rotoscopes slightly easier than they already were.
>>
>>146965612
why doesnt he just go under the ramp? the fuck
>>
>>146965870
GTAV
>>
>>146966124
Thanks, I've got it working now.
Now to figure out why the hell everything slides around so much on collision.
>>
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>>146965870

This is the heightmap that I'm using. I googled 'gta v heightmap' and found it. The guy who created it got the LOD from the game's files and then made the image using that. I created the terrain mesh using this image which is a lot easier than messing with the game files
>>
>>146943436
some legit claymores were 2 meters long, which is longer than your ordinary human
>>
>>146966717
The boulder would block the only way out if he did
>>
>>146964447
Please make the player bullets spawn behind the player on the Z axis
>>
>>146966004
NP senpai, I'm also BokubeDev so I tend to always reply to feedback.
>>
>>146964917
or you could model it to get the forms and lighting referencce
>>
1-4 - Start writing the script
5-9 - Work on level loading/swapping
0 - Do homework instead
>>
>>146967934
reroll
>>
How do you deal with overall progression and game state? Like characters moving around, time of day changes, etc?
>>
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>>
>>146969256
you store it in a variable
you alter the variable

gamedev is that easy
>>
>>146969448
>win10
>minecraft
>hammer
>two source related programs
>a million friend tags
>tf2
>tf2g

You are meme
>>
>>146969256
You'll often have a progress manager somewhere in the game that stores this stuff.

Look at how the Elder Scrolls games manage stuff like quest progress. They have a basic dictionary that associates an integer with a given quest ID. As you progress in the quest, you achieve a different "Quest Stage," which again is just a number.

The actual quest scripts query your quest stage and link you up with different branches based on the number you have as your quest stage.

Keeping track of character positions is sort of the same thing. You can have a "character-position-manager" that just has a dictionary of characters and their positions. Everytime they move (or every time you unload their location), you update their positions in the manager.

>>146969792
This.
>>
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>>146970116
Is that how Dark Souls does it?
>>
>>146970296
>Is that how Dark Souls does it?
this has got to be a fucking troll
>>
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Co-op recolor done, and wasp/bee enemy. Will post more on this later. My next goal is to add spike traps, and more foresty detail to this level.
>>
>>146970584
I love this so much. Are the bricks using displacement or just really good normal maps?
>>
>>146970296
No clue. However, Dark Souls has a very simple game-state persistence system.

Some things are permanent, like NPCs and bosses that you kill and doors that you open. Other things get refreshed the moment you touch a bonfire.

A lot of games use database libraries to store game state info. Like, the same sort of database libraries that websites use to keep track of users.

As you play though the game, the database gets updated. Dark Souls might have additional fields like "permanentDeath" (to indicate that the character can permanently die in a playthrough) and "initialPosition" (to indicate where a character should be spawned after a bonfire visit).

The game can keep a count of the number of bonfires that you've visited. The game might also track the number of the bonfire when you meet a particular character. To save on potentially refreshing the entire volatile character database on every bonfire visit, the game might just compare the "lastSeenBonfire" with "currentBonfire" when you enter an area to determine whether to reset a particular character or not.
>>
>>146970713
There is a bit of displacement and some normal maps actually.
>>
Why is aggy daggy so slow today?
>>
https://www.youtube.com/watch?v=f9gkt4UIFtc
>>
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>>146971904

The discussion/progress to shitpost ratio is quite good right now. Don't worry about the speed, squire
>>
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>>146971904
Everyone's making progress to show us their amazing demo for Demo Day
>>
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Is it any good?
>>
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>>146972018
>>
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Currently I'm enginedeving.
>that feel when your simulation follows the laws of physics up to 15 significant figures
To give you an idea of the level of precision if the total energy of the system were the average power consumption of the world the error would be less than the power consumption of a laptop
>>
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>>146972613
I bet you're using euler integration with variable timestep and don't even fucking snap collisions back to the exact point of contact

>precision
>>
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>>146972018
>>
>>146972613
I know exactly which ball you're inspecting and I won't say which it is.
>>
>>146963465
Walk
Attack
Get counter attacked

That's literally it. smdh @ myself, pham.
>>
>>146970061
Seems like a chill dude
>>
>>146963465
>3

oh boy I wish I had picked an idea where you could only do 3 things
>>
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My character slides around a lot on collision in Game Maker and I've adjusted nearly every physics setting I can and nothing happened. I tried to put this code into the step event, thinking it would slow the character down until it reaches 0 using the sign function, and still nothing happens.
>>
>>146973314
>= true
are you fucking retarded? its already checking if that is true. fuck, people really need to at least take highschool compsci before gamedeving.
>>
>>146949804
>>146949651
>they think that's a smear
lol
>>
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comfy grass now working.
>>
>>146973575
I have an =false statement right under it, because I plan on the character doing things if the player isn't pressing buttons and the character is standing still. Otherwise, yes I wouldn't include the =true.
>>
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>>146973575
>>146973314
also, use two == if you are going to check equality, anyone with any programming knowledge at all will think you're a fucking retard looking at that shit.
>>
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>>146973663
@googum
>>
>>146973790
wtf, just use an else you fucking retard. btw hspeed and vspeed can go into the negative.
>>
>>146973834
stop photoshopping me into steamchat
>>
>>146973775
I'm pretty sure the base of the grass shouldn't move
>>
>>146973963
stop impersonating me
>>
>>146964775
It would look a bit over animated if you use it in a cartoony game.
Probably the best thing to do in those cases is to use it for animated backgrounds, like clothes in the wind or waterfalls.
>>
>>146973963
now look at the other ones please

>>146960121
>>146960257
>>
>>146973775
too dense, looks much too busy compared to the envionment
>>
>>146974079
this is unsettling
>>
>>146920846
well... like the other guy said - either allow diagonal shooting... or at least crouch shooting. if not both.
also maybe add a medium pink transitional sprite between the white blaster blast and the red tiny blob.

also - music is amazing. is it by you ?
>>
>>146974079
>eating potato chips from the ground
>>
>>146972613
Videos like this make my dick rock hard, anon. Thank you for that!
>>
>>146974371
They are inside little plastic bags (inside the bigger plastic bag)
>>
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>>146973663
>you call that a smear
>>
>>146974496
whos on the t-shirt
>>
>>146974079
this looks so bizarre
>>
>>146974079
Why does each individual chip have its own bag? It makes no sense.
>>
>>146974496
what the fuck stop photoshopping me
>>
>>146974496
kek
>>
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why is the artist always much prettier than the programmer? Am I ugly because I'm the programmer? or the programmer because im ugly?
>>
>>146974683
To prevent the food from getting dirty when she drops the bag, it makes perfect sense
>>
>>146974797
you're not gogem
>>
>>146975078
Because programming is a thing people usually do by spending many hours straight sitting in a dark room. That's not good for your skin and muscles
>>
>>146975394
>>146974797
please stop impersonating me.
>>
>>146974797
>>146975394
>>146975475
enOUGH
>>
>>146974797
>>146975394
I'm the real googum, check twitter for confirmation
>>
>>146975548
>check twitter
>it's just a bunch of gay second amendment shit for a country he doesn't even live in

what a cuck
>>
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jesus googum go to bed
>>
>>146975732
fuck off cunt i'm an adult I sleep when I want
>>
>>146975732
literally just woke up.
it's too early for this memeing
>>
>>146975665
do you have a problem with the right to bear arms, faker?
>>
>>146975732
He probably died a year ago and people have been pretending ever since
>>
>>146975862
No, but you do
>>
#TRUMP2016
>>
just a little reminder for you that this thread is actually about making games
>>
I actually like Gogum because he actually makes games and shares his experiences

Also he hasn't bullied me yet
>>
Is there a way to list all array indexes in GML?
>>
>>146975078
Honestly I'm surprised Tommy is even alive after how terrible he looked in IGTM
>>
>>146976018
WOW
No racism in this thread, okay?
>>
>>146976051
uh yeah
im googum
a guy who makes SHIT games
>>
>>146976109
why would I want to be liked by a nodev bootlicker?
>>
>>146976109
>I actually like Gogum
>Also he hasn't bullied me yet
you're literally asking for it
>>
nodevs = out
>>
>>146976268
cannot implicitly convert type (location) to (poster)
>>
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>he's written more lines in this thread pretending to be googum than lines of code in his game today
>>
>>146963009
What if the pea is actually a tumor in her brain that is damaging her nerves and making her think the bed is uncomfortable?
>>
>>146976109
UI simulators are not games

gogem hasn't made a game since LastMan3
>>
Oh god. Focus. Don't deviate from the scope. You will kill your game again, keep to the fucking scope you retard. God fucking damn it.
>>
On a nintendo controller: A = yes, B = no
On a keyboard: Z = ???, X = ???
>>
>>146976584
my scope is unlimited
>>
>>146976584
I have no scope.
>>
>>146976217
you're not the real Gogum because that's pretty weak, those insults are not worthy of the real Gogum, who is a clever trickster.

>>146976462
Bars and stats are good and fun, but I think he needs to transform letters into art.
>>
>>146976642
It was backwards on the NES because japs are weirdos.
zx is typically yes,no.
But I hope you aren't having non-rebindable keys.
>>
>>146976642
z = yes, x= no?
>>
>>146976903
>>146976938
thanks boys
>>
>>146976642
enter = yes, esc or backspace = no
>>
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>>
>>146976704
AGDG mlg gamedevving montage when
>>
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>>146976903
Look faggot, you're going to like my controls whether they're good or not.
>>
>>146977034
I don't even know what a hemline is.
>>
>>146977034
>oggling
>balloon tits and 0 hips
Who is she kidding
>>
>>146976938
>>146976903
>>146976642
>yes on on the middle finger
>no on the index finger
wtfrudoing?
>>
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Hello guys! I hope you're having a good dev day.

I've spent the last night polishing my demo and desingning the second and third parts of it. Unity is a great tool once you learn how to find your way around it.

What I have to share today is this pic tho.

I can't draw to save my life so I just like take whatever I want (from noncopyrighted pics) and assemble it together, mess a bit with shades and curves and blur the edges a bit before aplying a filter that (hopefully) makes everything cohese.

Pic related is an attempt at creating a vertical panoramic shot for the intro. The idea is that it can be used from both extremes. The first scene scrolls from the top to the tunnel entrance while the other scene does the same but from the tracks.

It's supposed to be a horror-themed adventure/visual-novel game set during a war. I've tried to stea- to get inspiration from war and horror movies. This is the result so far.
>>
>>146977273
>z on middle finger
googem you are literally incompetent at everything you do.
>>
>>146977273
googum I bit my sister when she tried to steal my avocado
I should be ashamed!
>>
>>146977396
i dig this and the one you posted yesterday; loving the aviary attorney approach of using stock images for a VN and your setting seems sweet, keep it up
>>
In GM:S is it more efficient to make a large room background and then cut it up into 4-6 large tiles or to just create the entire room with 32x32 tiles and deactivate them when they are not in view?
>>
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When you have a list of features you need to work on how do you decide which to work on first? They're all of similar priority and dependency, I just don't know what sort of process I should go through to determine what I do next.
>>
>>146970584
This looks great. What language and libraries are you using?
>>
>>146978612
Do them all at the same time
>>
>>146978612
I'd work on the one you don't want to work on the most. That way you can save the fun stuff for later.
>>
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>>146978612
I do nothing the whole day because I couldn't decide on what to work on
>>
>>146978612
work on the hardest thing first
>>
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I got a question about contracting music out. So, I recently hired a musician to make music for my game. It's going to be sold when it's done. However, he asked if he can put the music up on his soundcloud afterwards. How do I handle music created for my game and musicians wanting to showcase their finished work? Do I just say yeah, sure?
>>
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>>146977747
I've heard this game but I didn't know it was released already. I'll sure check it out, thanks.

Also, this is a screenshot of the upcoming demo. It shows the same thing but with the characters. It's outdated, the name color and continue icon hadn't been updated and the portraits are oversized but I promise to post new ones with improved looks... Probably tonight.
>>
>>146979148
Honestly depends on your contract.
But I would request the same for bandcamp if I made music for someone. Unless you're splitting 50/50 or something.
>>
>>146979148
usually the musician owns their work and have just given you an exclusive license

tell your musicbro he's retarded
>>
>>146979148
Talk to a lawyer and get them to draft a contract stating the person can use it for portfolio purposes but that you own exclusive rights to it otherwise.

Don't ever agree to anything business-wise without talking to a lawyer first. If you make any money off your game they're going to want a piece.
>>
>>146979608
> your musicbro will never be Koji Kondo
>>
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>>
>>146979148
get a lawyer to draft up:
Assignment of works
Non-disclosure agreement
Assignment of intellectual property

tell your musician that these documents are in place to protect everyone involved. If they want to negotiate the terms, have their lawyer contact your lawyer.
>>
>>146976386
kek
>>
>>146979608
>>146979914
Why do I need a lawyer to write up a doc? Couldn't I just use a template off the internet?
>>
>spend 2 hours on a bug
>it was unity bug all along
>>
>>146980089
You could but I wouldnt. It probably isn't specific enough and doesn't cover everything
>>
>>146932681
make a 3d game that sometimes becomes 2d
>>
>>146980089
if it's an e-collab, get a lawyer. If it's an IRL friend, you're probably okay.
>>
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Fixed
>>
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>>146980090
Pajeet: the engine
>>
>>146980451
jesus christ
>>
what the fuck is serialization?
>>
>>146980692
college diploma clipart.png
>>
>>146980692
the process of creating a serial code for a pirated game
>>
>>146980824
i-im just trying to learn
>>
>>146980692
Converting an object to a string representation of it.
>>
>>146980451
What? I make custom classes all the time, it's not even possible to have a language with classes and not support custom classes
>>
>>146981095
>>146980692

Just to expand, say you have an instance of this class:

class NoDev {
private String name;
private String game;
}

And your object has name as anon and game as null, you could serialize it as json and the string representation would be something like this:

{
'name' : 'Anon',
'game' : null
}
>>
>>146981095
Wait, so what's the difference between casting and serializing?
>>
>>146973790
Doesn't Game maker automatically apply hspeed and vspeed? That's why you use your own variables for that. Also use === for comparisons and use else statements
>>
>>146981314
casting is converting between two different Classes or primitive types (int, float), serializing is converting an object instance to a string representation.

Serializing is useful when you need to send data across a network or save it as a text file, casting is converting between data types/classes during runtime. Totally different concepts.
>>
>>146981110
It's not a working/not working thing, it's just a matter of Unity using literally infinitely more memory than it should during startup which is going to result in a giant GC pause at some point.
>>
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>>146981314
One is for wizards other is for programmers
>>
>>146981474
Oh, I always thought it was a lot more complicated than that.
Neat, thanks for the help anon.
>>
how do I make a game in unity
>>
>>146981654
steal some open source shit and slap some asset store stuff on it
>>
>>146981654
buy the make game package.
>>
>>146981757
is this... legal?
>>
>>146981802
don't be a pussy
>>
>>146981802
Why wouldn't it be?
Do you know what open-source is?
>>
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>>146981654
Don't unless you want your game to be universally laughed at by normies
>>
how do I stop normies from playing my game?
>>
>>146981992
Only sell it on itch.io
>>
>>146981654
>>
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does this look good?
>>
>>146982134
as a placeholder, yes.
>>
>>146981802
Yes, but using such free assets will make sure you get single digit downloads for your game.

Fact: unless you have custom art done for your game people won't look at it.
Ugly custom art beats good looking generic free art.
>>
>>146982218
you know all about single digit downloads huh gogem
>>
>>146982338
that's not even googem you melon.
>>
>>146980436
oh yes, now we are talking
>>
>>146982338
HOLY SHIT #REKT
>>
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First of all I would like to have a real answer, i'm always trying to get more from various sources and articles, and when I read things like C++ is slow because it has virtual functions and because of this C is better, i really don't know what to say and think as an human being with a brain. So please avoid to reach this level in your answer/s.

My question is about a massive switch to C++ that was completed, more or less, with Doom 3.

The interesting thing for me is that before this milestone, most of the game engines and the games itself were written in C, just like it was since the Quake era. It's also interesting to note that the ID software decide to completely rewrite the codebase for the IdTech 4 in C++, a massive amount of work that honestly i can't understand without a really good list of reasons.

Why at a certain point in time the industry switched massively to C++ ? What are the reasons for the choice that ID made ?

The last thing that i would like to say is that the C language is much more simple to implement and provides a less number of features, because of this has much less chance to be "fragmented" in pieces unlike the C++ really often does. In simplest terms i have much more chances to find a really good C compiler rather than a good C++ compiler with all the features implemented in a good way.

For example the NDK for Android still doesn't have a good C++ support ( with the r8b release ) with all the latest and greatest features, and it's the native toolkit for the most popular mobile OS in the world!

If I had wrote my code in a modern C++ I would probably be in pain now because one of the most popular OS in the world would be off-limits for me. And like Android, many other compilers are not that great.

I should write C++ code referring to a C++ version that is 2-3 release old ?
>>
>>146982416
>you melon.
>>>/pol/
>>
>>146982673
http://gamedev.stackexchange.com/questions/34539/why-has-the-industry-switched-from-c-to-c/34540

why?
>>
>>146982720
?
>>
>>146982763
because its an interesting question
delete your post
>>
File: Moneyvanishes.jpg (72KB, 400x300px) Image search: [Google]
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JUST LIKE STEAL GAME

https://www.reddit.com/r/gamedev/comments/4qgn3g/our_game_was_stolen_on_amazon/

Remember to copyright and patent your mechanics and ideas, /agdg/. And don't forget to create an LLC.
>>
>>146982720
Stop impersonating me, you donut.
>>
>making decent progress with your game so you reward yourself by playing games
nothing feels better
>>
>>146983003
No, you're just trying to derail with c vs c++ nonsense.
>>
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>>
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>>146983158
>literally posting reddit links
Die in a fire, faggot
>>
>>146983250
>spend all day playing games and masturbating instead of trying to progress

Way ahead of you.
>>
>>146982673
C++ has useful features and the "bad features" can be avoided.

For example virtual methods are very easy to avoid. And they are based on an idiom that was already used in C anyway, so they are no slower than they would be if implemented in C.

The only disadvantage you're always going to get in C++ is slower compile times, just about everything else that's bad about the language can be avoided while still getting the niceties.

I haven't done any Android/iOS dev but surely they support C++11 at least right?
>>
>>146983193
>you donut
>>>/lgbt/
>>
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>>
>>146983480
You cunt
>>
How do I make my game easier to mod?
Do I just load all settings and asset names and such from JSONs in text files or something?
>>
>>146983540
>You cunt
>>>/vg/agdg
>>
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how do you stop playing games to make game
>>
>>146984020
Castration worked for me.
>>
>>146984020
Bank your future on making a game.
kill me
>>
>>146984020
I thought there was a rule about that
>>
0 work on game
1 to 9 go for a walk for motivation
>>
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Post progress.
>>
>>146979148
I don't see why not. If the music gets publicity that might get you some more players. win/win
>>
>>146984376
for what reason
>>
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>>146984376
>Mac
>>
>>146984420
Because he wants to sell the music (probably as GameX Soundtrack), which won't work as well if the musician has it on public display on soundcloud.
>>
>>146984714
>>146979148
Let him put up 1 or 2 tracks that he considers his best work. It's a good compromise.
>>
>>146984376
I've got a moving character, with a sprite that turns in the correct order, shoots a fireball that hits, damages, and kills an enemy, has an HP system with a display for it, will die when it runs out of HP, and can pick up objects to restore health.
I don't feel like making a webm to show off my shitty art that I haven't worked on yet I only started learning all this 3 days ago so it's a lot to me
>>
>>146984714
He made the music, he deserves to sell it and get all the profit you greedy kike.
>>
>>146984935
Not if you paid him to make it
>>
>>146984376

>Twine
>>
nu thread nu thread
>>146985101
>>146985101
>>146985101
>>
>>146985062
Most games do separate OST sales which I assume go to the musician anyway, so it's no different.
>>
>>146984935
IMO OP won't be hurt that much even if the music is freely available, I doubt many people willing to buy the soundtrack will look for free versions first.

But I may just be misinformed since I don't buy soundtracks, and in the end it's up to OP whether he wants to diminish his sales to improve his relationship with musicbro.
>>
>>146985062
To clarify here, I did pay to have the music made, so I do own it.
>>
>>146984525
best dev platform
fite me
>>
>>146921550
>that color choice
lord have mercy on me eyes
>>
>>146985258
>which I assume go to the musician anyway, so it's no different.
dont assume
Thread posts: 763
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