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/agdg/ - Amateur Game Dev General

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Thread replies: 785
Thread images: 148

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> 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/

Sudden Announcement edition

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
too much 2h anime and not enough normal anime posters
>>
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> cutting content from your games
>>
Don't forget to join the
Keepefree.tm steamchat @
http://steamcommunity.com/groups/vgamedev2/
>>
>>146985324
>not releasing your game with a season pass
>>
>>146985334
>I did pay to have the music made, so I do own it.

Any musician who doesn't retain ownership of his work is a dummy.
gj though
>>
http://www.strawpoll.me/10623306
>>
>>146985561
kill yourself.
>>
>>146985561
I'd pick yahtzee only because I have respect for him for making his own (shitty) games. He knows how much work this hobby is
>>
>>146985462
I don't believe it works like that. For instance, Uematsu doesn't own the music for any of the FF games. It belongs to Square.
>>
>>146985760
I meant more towards indie/free-lancers.
Working for the AAA is a little different and he pretty much has tenure so it's not a big deal.
>>
>>146985956
I guess it's a matter of morality at that point. However, I spent quite a good chunk of money on it. I don't mind having him showcase his music for portfolio purposes, but I do want to keep ownership of that for exclusive use. Which is the point of getting a contract. I'll have that written up today.
>>
>>146986172
Well it's not like anyone else is going to use it for a commercial project.
But yeah, I understand.
>>
>>146985462
Musicians usually establish that from the start, so if someone doesn't like that idea they just go and look for another one.
>>
>>146985760
That's because he signs a contract that transfers ownership over to Square.
>>
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Now I need to learn how to fix my fps.
It runs at 60 on small screen devices, but because of the way I'm scaling the resolution it does not run well on big screen devices.
>>
>>146987394
>unity
>>
>>146987443
It's no unity, it's an android game and I'm not using anything but java.
>>
>>146987394
>on big screen devices.
Because mobile phones are dumb and don't have the proper scaled hardware vs screen resolution.
why are you killing yourself with mobile shit anyway?
>>
>>146987708
I thought it would be fun to make a mobile game.
I was wrong
>>
>>146985417
We got 4 memebers. 4!
>>
>>146987520
>java
>>
>>146988128
atleast you learned your lesson
>>
>>146988189
It's easy to make android apps in java, that's why.
>>
anyone need any models for their game?
>>
Man, Monogame has the worst emptiest deadest documentation.
>>
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>>146988370
>people that go 'anyone need an X?' without posting their portfolio or examples of their work
Why do you do this
>>
>Unity getting real 2d features soon

RIP GM
>>
>>146988662
>soon(TM)(c)
its been a year since they first said "soon"
>>
>>146988662
>unity catching up to every other engine and with more bloat
Wow, can't wait to give all my money to ravioli.
Unity for 2D is a joke, it's not worth it when there's already better engines suited for 2D.
>>
>>146988662
>haven't even fixed their 3D engine yet
>adding more 2D shit
RIPIP Unity users' sanity.
>>
>>146988630
people here complain a lot about not having any art, but i guess beggars can be chosers
>>
>>146988591
use the xna docs

and get that extension that fixes the creators club redirects so you can actually find helpful results on google
>>
>>146988662
>>146988738
Reminder that it took Unity 5 years and 2 releases to get out their GUI system and it was still a broken mess.
>>
>>146988987
Perfection takes time.

>inb4 hurr durr unity shite

Indie games before Unity: Newgrounds flash shit.
Indie games after Unity: a new one published every hour, huge industry full of award winning games.
>>
>>146985561
>TB has the most votes

Can you imagine TotalBiscuit playing any of these shitty 2d pixel platformers?
>>
>>146988987
>you will never make an engine like unity but good

they got a really good base, but it's just lacking too many basic features and whenever they add something new it's less flexible than the old
>>
>>146989304
>Perfection takes time.
You could give the unity devs 10 years and it'll still be a mediocre engine only used because it's accessible, not because it's good.
>>
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http://www.strawpoll.me/10623763
>>
>Using GameMaker when it cant even go on Nintendo systems
>>
>>146989304
Most award winning inddie games are not made with Unity though.

And flooding the game industry with shit is not something great.

Not hating on Unity, but most people are just using it to make cheap game trying to make cheap money.
>>
>>146988591
Hey, someone else using Monogame. Have you figured out how to get MediaPlayer working? It seems likea busted piece of shit whenever I try, so I've resorted to playing my background music as SoundEffects.
>>
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Made a little change to my simulation. You can now see that in binary only the 4 least significant bits change. Isn't that amazing?
>>
>>146988987
When is GameMaker 2 coming out again?
>>
>>146989304
>people used nothing but Flash before Unity
>nevermind construct
>or allegro
>or sdl
>or even raw win32
>or any other obscure framework/library

Bong pls
>>
>>146989535
I am only "using" Mongogame, as in I am doing the most basic text on screen, press left to move box things.
Call me again in a month, then we'll complain and bitch together.
>>
>>146988987
And UE4 had UMG out within 4 months
>>
>>146989472
Why would you want your game on Nintendo systems?
>>
>>146989472
I'll just homebrew my game and release the .cia if I want to dev on the 3ds.

Have no interest otherwise unless they really do a 180 with the NX.
>>
>>146989791
where else am I going to play all these unique pixel platformers?
>>
>>146989972
Castle In The Darkness is on Steam though.
>>
>>146989542
amazing and totally useless for games, you want performance and gamefeel, not accuracy

also why aren't the balls losing energy to the impacts? do you even entropy?
>>
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>>146988370
Do you want to make abstract geometric shapes?
>>
>>146988370
how good are you with characters?
>>
>>146990069
This game is a shining example of bad game design.
>locked routes; requires backtracking
>no map
>>
>>146987394
I recognize that art package!
>>
>>146989618
Is that a thing? Should I wait until it came out to start working on something big?
>>
>>146987394
get the screen dimensions, scale your assets appropriately and create buffered versions of them at startup. You are probably resizing all the sprites at every frame, buffering the resized assets will solve that.
>>
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>>146989542
>>
>>146990345
>I have never played a NES game in my entire life
we know
>>
>>146990351
I'm using a CC0 art pack from opengameart.
>>
>>146989542
This makes me happy
>>
>>146990072
>conservation of energy isn't vital for physics games
>>
>>146990132
I would, but it looks like you have a pretty cohesive aesthetic already

>>146990206
ok i guess, probably a little worse than the anon working on the 3d tactics games. i stay away from realistic proportions because its easier to pick apart and harder to animate. mostly looking to practice and if it helps someone else out along the way, even with mediocre placeholders, then all the better.
>>
>>146990979
honestly I don't really need anything right now, but I have a project on hold where the major art roadblock for me is probably going to be characters
>>
>>146990761
>invisible heat isn't a form of energy
>>
What game would make me a ton of money?
>>
>>146991313
I wasn't commenting on the entropy part.
>>
>>146991494
H game
You don't even need to make the game, just bait people with concept art and delay demos for years and enjoy the dosh.
>>
>>146990979
The shapes I have now are basic af. I also have ideas for several other kinds of units, and each one is going to need different shapes.

I could use models if you want to make some.
>>
>>146991494
i game where you develop websites
>>
>>146990431
there is no excuse in the current year - 3
>>
>>146991559
That requires art
>>
>>146991808
>games shouldn't have mystery or force you to explore
>Everything should be right there on a straight path
>backtracking is objectively bad
ok
>>
>>146991494
A crafting game with a lot of content that doesn't even have any use.
>>
reminder that someone on /v/ shitting on your game could be this guy
>>>/v/343163685
>>
>>146992047
>my only complaint was a lack of map
>he must hate exploration
>>
what's the program that randomly generates bleepy-bloopy sounds effects that's actually pretty decent? i remember there being browser-variants too
>>
>>146992407
sfxr, bfxr?
>>
>>146992407
sfxr?
>>
>>146992407
bfxr and chriplab
>>
>>146992407
They are placeholder-tier.
Everyone has used them thoroughly.
>>
>>146990072
For now I'm kind of interested in the physics engine and "low level" aspects of game programming. When I get bored with how slow I'm progressing I might focus in the game making part.
>>
I want to make a game using flash, should I?
>>
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Does anyone here keeps a blog where you write about the progress daily?
I do, keeps me motivated and I get to keep track of my progress.

>>146992407
Sfxr.
>>
>>146991625
web dev tycoon?
>>
>>146992651
Only if it's porn[/spoiler}
>>
>>146992671
what blog?
>>
>>146992407
jfxr
>>
>>146992758
I try to make a game every other week and post progress about it.
http://1week1game.wordpress.com/

On my second game right now, but it might as well be the first one, considering how shit the first one is.
>>
>>146992740
It might be.
I'm not even completely decided on what kind of game I want to make.
>>
>>146992964
Make a tumblr like all the other agdg devs
People will actually know your blog exists and like/reblog your work.
>>
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Added a boss energy bar and detached the wings when they get shot off.

The energy bar is working and will probably stay that style for the demo day.
But I may change it later.

https://www.youtube.com/watch?v=WcQllS-jreY
>>
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so do people just import preexisting lines of code and then modify it to their liking or do they write every single line themselves?

i cant see any advantages to writing every line by yourself for something basic when the code already exists elsewhere
>>
What can I put in my cyberpunk platformer to make it interesting in terms of level design ? What hazards, puzzles, etc? I have a pretty bitchin combat system designed and can program it all, but everything else is in the design dumps atm
>>
>>146993103
By the time you find that code, you might have written it yourself, and because you are the one who wrote it, you know exactly how it works.
>>
>>146993181
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
Watch all these videos
>>
>>146993226
>knowing how my own code works
kek
>>
>>146993103
You'll constantly be rewriting because you learn better and more efficient ways of doing things as you're making your game. I've revamped my game's movement/collision system at least 3 times since starting a year ago.
>>
>Unity getting tilemaps, masks, and pallettes

Is this real life?
>>
>>146993103
you actually don't need much code to implement an specific feature / mechanic other than rendering/sound-management/physics that are engine-provided for a very good reason.
>>
>>146993068
I'll try. Tumblr felt clunky when I first tried it a year ago.

>>146993181
An unstable steam pipe that blows up when you or enemies step on it. Will be super fun to throw enemies on top of it.
>>
>>146993354
No it's unity being 5 years late as always.
I bet half of that won't work properly
>>
>>146993354
>Generic Platformer beta released!
>1gb download
>three short levels
>>
>>146987394
speed the bullets up, increase movement speed, double the fire rate, and double the object spawn rate
>>
Why do people use GameMaker when you can use C# and get a job with it in Unity?

>>146993262
Thanks those look good
>>
>>146993354
>masks

Gogem will be happy. He bitched about that shit for 2 threads when he swapped ot Unity
>>
>>146993103
False dichotomy.
>>
>>146993440
Cool idea for my combo multipliers
>>
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Got the basic layout and movement controls done for this demo day game. The blocks stop on collision with the ground, as in Tetris, but collision with more complex shapes is harder for me to figure out.
>>
>>146993650
but does it have vive support
>>
>>146993440
Seconding getting a tumblr. Look at the monday recap images and you'll find other dev's tumblrs to follow.

It's better suited for posting at least once a day, instead of weekly.
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=713079938
>>
>>146993650
It's the exact same logic as per-pixel collision, just in 3D.
>>
>>146993440
>>146993729
You can get a lot of followers if you refollow everyone who follows you, post every day and post in relevant hashtags.
>>
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>>146993768
>that description
>>
>>146993650
smooth that motion out bro
>>
>>146993859
>refollowing everyone
feels slutty, plus i don't want all their posts cluttering my feed
>>
>>146993768
>people would spend money to ask something like this to be greenlight
>>
Hey /agdg/ do you like the word Indie?

Pls respond
>>
>>146993493
I don't want to change the fire rate because I will add power ups.
I will change the movement speed and add more enemies.
>>
>>146994271
The word is fine but people started using it incorrectly, like roguelike
>>
>>146994410
I don't want to start a war here but what's the correct term for those games with permadeath and randomly generated levels with platforming then?
>>
>>146994619
Roguelite
>>
>>146994410
if it has random generation like rouge, and trying over and over like rouge, and random loot like rouge

then it is like rouge

it is a rougelike
>>
>>146994619
Procedural Death Labyrinth
>>
>>146994619
rougelike

if you want an autistic recreation of rouge what you'd call it is rouge clone
>>
>>146994663
"Roguelike" is defined by the Berlin Interpretation and anyone who disagrees is a fag.
>>
>>146994663
And Counter strike is an RTS because it has strategy and is real time
>>
>>146994808
nobody cares about special snowflake definitions of words
>>
>>146994271
Indie feels too big now. There are indie studios with multimillion dollar budgets.
There should be term for the really indie stuff, with no funding and no team. Amateur, but successful.

>>146994782
>>146994663
>rouge
I can't wait until this is in the dictionary as a real spelling. It'll be like literally all over again.
>>
>>146994907
>The 2008 International Roguelike Development Conference produced a definition of the roguelike genre called the "Berlin Interpretation".
>>
>>146994827
counter strike does not in fact have strategy
>>
>>146994936
Notch is still an amateur
Money does not dictate amateur status.
>>
>>146994782
>>146994663
You don't even know what the first part of the word is.
>>
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>>
>>146995010
>bunch of fags getting together means something
>>
>>146995137
It's that the trump game?
>>
>>146995137
What game?
>>
>>146995137
What's a good ratio for a game? How brutal are people with their votes?

Is it a 'I will buy this' or is it a 'This doesn't look like a piece of shit' vote?
>>
>>146995254
>>146995220
https://steamcommunity.com/sharedfiles/filedetails/?id=674834406
>>
>>146995137
Pugdev?
>>
>>146995330
:(
>>
>>146995275
The top 50% of games on greenlight are about a 53% yes/47% no
>>
>>146995330
>it's splosion man
>>
>Arguing about roguelikes and indies at the same time
It's a continuum. At one end is the "pure" interpretation, but as the general public learns about it the definition becomes looser and looser. A term that originally pointed to a specific group of developers or games becomes more about broad aspects of those things that are imitated
>>
>>146995330
Change everything to cute girls. There, granted success and if it doesn't work, I assure you bullying a girl will grant you some Hatred tier controversy
>>
>>146995590
I understand this, but I don't have to like it.
>>
>>146995605
Oh shit. Should be easy enough to reskin. What kind of waifus would people want to explode?
>>
>>146995330
the biggest issue I can see is it looks bare instead of minimal.
After that for a "Crazy" game, your trailer had a lot of dull moments. there just doesn't look like there's a lot to do.

And then nitpicky things is the name and logo are meh.

Learning experience m8, maybe don't be so quick to jump to GL next time.
>>
>>146995330
The only thing that it needed were textures.
>>
So what is the division for games then?
I was thinking in games for Normies and games for Hipsters
>>
>>146994936
Not exactly much better but I've heard the term 'Triple I' to describe indie devs who have bigger than normal budges or larger studios beyond a handful of people, or just generally make 'AAA quality' games
>>
>>146995775
>>146995779
All valid criticisms. Graphics are definitely a struggle, it was a good learning experience.
>>
>>146995330
>youtube bait uncontrollable physics game
nah
>>
>>146995745
I'm not a certified Ideaguy, but maybe some anthropomorphized explosives? Or missiles? Just put them a cute hat that looks like a missile tip and you're gold. Come on guy, let's beat the japanese in their game.
>>
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Uh oh, it seems like I'm making a game which will take a lifetime to finish, time to drop it.
>>
>>146990565
Kenney does good work
>>
>>146995745
A japanese schoolgirl, people love them.
Actually if you make everything cute but lethal it'll get a lot more of points.
>>
Would you guys bully me for using the Kenneynl sprites for my placeholder art?
>>
>finally done refactoring and you can finally recompile to see all the changes
>now a new batch of bugs have risen

gamedev is fun.
>>
>>146996416
Alright, maybe it's worth revisiting the idea then.

>>146996492
>placeholder
Who cares what you use for a placeholder?
>>
>>146995330
I thought this was supposed to be a mobile game.
>>
>>146996595
I was running into some issues getting a good mobile version working. Maybe I'll reskin it and optimize it and try again.
>>
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Space station as for now. I am going to add a second part + big solar panels.
>>
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trying out some new fonts, can't find any that don't suck donkey dick. atleast its not blurry.
>>
>>146997207
oops
>>
Aggy daggy, I am an idea guy posting in this thread and there is nothing you can do about it. How does that make you feel?
>>
>146997548
The lower class are important too.
>>
>>146997548
Most of us are idea guys lol
>>
how do i make sprites not look like dog shit

this is my first sprite

pls respond
>>
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>>146997548
angry
>>
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>>146989470
stop making platformers
pls
>>
>>146996903
don't forget radiators
>>
>>146997207
It's kinda hard to read.
>>
>>146997207
i dont like it

the letter sizing looks to be all over the place making it annoying to read
>>
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>>146998084
try something more like this
>>
>>146998084

I like it, its kinda cute in a retarded way.
>>
>>146998084
Don't use that absolute black tone for the outline, try to use a darker tone of that specific thing's color
>>
>>146989470
>platformer
>shoot 'em up

AHAHAHA
>>
>>146998426
You fucker
>>
>>146998426
DELETE THIS

>>146998448
yea but how do i make it cute in a cute way

>>146998539
like this?
>>
>>146998084
try changing the black into different dark colours of blue
>>
>>146999031
Get rid of the nose (´・ω・`)
>>
>>146997207
Why not use a pixel font?

http://www.dafont.com/nintendo-ds-bios.font
http://www.dafont.com/04b-03.font

Pretty much guaranteed to look right as long as you're using the font's proper size, or some factor of it.
>>
>>146999031
Yeah that's fucking professional now, but you should stop using black at all.
>>
>>146989535
Im using it too! Its nice but im considering using an actual engine, the amount of work needed to do simple things is killing me. Im learning a lot tho...
>>
>>146999412
even for stuff like the eyes and mouth?
>>
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Rate my 3d waifu
is it obvious that I started making models two days ago?
>>
>>146999507
That's very fucking good for 2 days of modeling.
>>
>>146999507
Not bad, it shows a good understanding of topology and proper edge loops.
>>
>>146999507
pretty good mate
>>
>>146999507
nice edge flow nerd

very obvious, but at least she's not all deformed, so you got a good start
>>
Who /business sim games/ here?
>>
>>146999507
Tomb Raider / 10
looks pretty cool though, you could easily stylize that
>>
>>146999507
You have a knack for 3d modeling that's for sure.
>>
>>146999604
>>146999616
>>146999651
>>146999669
>>146999794
aw geez thanks, Im pretty proud of it myself
>>
A game where you have to learn a made-up language.
>>
>>146999507
Ok which tutorials did you follow? I don't even know where to start.

I tried following a guy modeling an AK-47, tried learning to model basic shapes, tried to follow written tutorials...

I think I'm more confused now than when I first started.
>>
>>146992573
Kero Blaster is basically just sfxr sounds
>>
>>147000004
programming sims exist.
>>
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>>146999662
Did a shipping company simulator for the PS Vita last year, was cool, never released (Pic related).
Also made a stock market simulator in js a couple of months ago. Never finished it, but I'm going to incorporate the stock trading in my new project.
What are you working on?
>>
>>147000004
No Man's Sky is already doing this.
>>
>>147000004
It wasn't the central mechanic but Fez and Hyper Light Drifter already did that. For Fez at least you needed to learn the language or look up a guide in order to 100% it. Like the other anon said No Man's Sky is doing it as well.
>>
>>146999472
Well, is okay if it's for something very tiny, like that black dot in the eyes, but for the other thinks you should use a darker tones than the color that is next to that line, you will get a more harmonic result with that.
>>
I want good sound effects that are consistent in quality. Most indie games are all over the place with their SFX because they lift them from FreeSound.

What's a good resource for that? Paid or free.
>>
>>147000230
>>147000285
Runescape also did it a few times for various quests.
>>
>>147000143
GM:S? How did you get the SDK?
>>
>>147000367
me desu
>>
>>147000143
Wait can you use your Vita as a dev device, or is there some catch where you've gotta have a clean memory stick or something?

Doubt I'd ever actually release anything on it but it might be fun to mess around with it for a bit.
>>
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>>146999662
government is a business right?
>>
>>146997207
needs spaces between words m8
>>
>>147000506
I feel like your giraffe men should have more detail on the necks
>>
>>147000367
>inconsistent because of the source
your sound design is gonna be inconsistent too until you learn how sound design works
>>
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>>147000076
Tbh I just started making stuff. I have some buddies that do 3d modelling, so I knew that bevel tool and extrude tool was very useful when making stuff from the ground up, so if you havent checked those out, I recommend you do that. I decided to make some rachet and clank style space shuttles just to try the tools out, and just experiment with other tools that I sumbled upon as well. Pic related was the first thing I made.
>>
>>147000629
teach me wise gogem

And I'm talking about echoes, background noise, etc
>>
>>146999662
>>147000143
>>147000506
how do i into that genre?
>>
>>147000367
https://www.youtube.com/watch?v=xFWtIcAKFlY
>>
>>147000707
Step 1: Open Microsoft Excel
>>
>>147000689
>And I'm talking about echoes, background noise, etc
yeah, sound design...
theres an ep on sound design in yesdev
https://www.youtube.com/playlist?list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR
>>
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>>147000430
PS mobile framework, they discontinued it last year, that's why I can't release it anymore.

Also, I think I did that game in 2014, last year I only wrote shitty minigames.

>>147000489
You can't anymore unless you get their SDK, which you ain't getting unless you can prove that you have published games with some sales.
>>
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>>147000004
>>
>>147000629
Dumb goog, if you use the same tools and methods for making the sounds then it will sound more consistent even if it's shit.
>>
>>147000913
>freesounds
>USB mic
Oh googem
>>
>>147000979
>>147001064
>more consistent
sounds more consistent with each other because you recorded in your bedroom isn't going to magically be the consistent that actually matters..... consistent with your game's world and visuals and concept.
>>
>>147000707
I think you need to like maths and be a bit obsessed with systems in general.
Try playing Open Transport Tycoon deluxe, if you like it you'll probably enjoy devving simulation games.
>>
>>147000367
I bought Universal Sound FX when I got given some Unreal bux, it's pretty useful.
>>
>>147001293
You are the personification of Mt. Stupid.
>>
>>147000143
is the ps API nice?
>>
>>147000506
>>147000506
DELETE THIS!!!!!!!!!!!!!!!!
>>
>>147001404
The one I was using doesn't exist anymore they discontinued it last year. It was an alright SDK yeah.

The one that the big players use is a different one though, and I have no clue.
>>
>>147000506
>so much style for such a boring game
>>
>>147001310
i actually have been playing openttd on and off for about three to four years on leddit server
>>
>>147001293
How is something that YOU made going to be less consistent with YOUR vision for the game?
You are confusing consistency with technical quality.
>>
>>147001310
>Try playing
>if you like it you'll probably enjoy devving
that doesnt even make sense

>>147000707
take a conceptual system, simulate it, have actions to modify the simulation.
>>
>>147001716
>YOU
>YOUR

>>>/v/
>>
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>>147001784
how does he know his game is good if he didn't play it?
>>
>>147001716
>You are confusing consistency with technical quality.
im not. you can have the best equipment there is and record all the sounds yourself and they're still not going to be consistent with your game because you stupidly think the audio source is more important than the audio processing because you haven't even done any sound design and think you know what's making other things sound bad from up on.... >>147001389
no nevermind about mount stupid, yall just stupid
>>
>>147002265
See:
>>147000807
>>
>>147002138
no one knows if their games are good from "playing it" (correct term is "testing").
>>
>googem getting so triggered he posted space invaders man again
wew
>>
>>147002354
see
>>147000913
>>
>>147001784
I hate that guy for his face already, saying such bullshit just makes it worse.
>>
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>>147000913
>>147002564
>>
>>147002265
I have extensive experience with audio and I can tell that you are retarded.
Sure knowing sound design is important but you don't need to know it to keep things "consistent", if it's all terrible then it's consistently terrible.
You are simply arguing semantics, original anon was talking about consistency in quality between sounds and then you changed the subject to game-sound relationship which is barely relevant.
>>
>>147002956
>You are simply arguing semantics
That's all he ever does.
Shitpost semantics, and misinfo.
>>
What happened to that game about kidnapping lolis?
>>
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>>
>>147002941
>if it's all terrible then it's consistently terrible.
that's not even close to how anyone would use the term
>You are simply arguing semantics
you motherfucker

>original anon was talking about consistency in quality between sounds and then you changed the subject to game-sound relationship which is barely relevant.
>>147000807 isnt inconsistent because of "quality" it's inconsistent because all the sounds were just been plopped in with zero processing and no thought to the sound design.
now fuck off with your bullshit and come back when your semantics has a correct definition of SOUND DESIGN
>>
>>147003316
I think the dev made bail
>>
>>147003316
He triggers reddittors who shitpost and spam report him into oblivion.
I think he might be posting on /jp/ or something.
>>
Any resources or tips to start making enemy AI in GM? I could handle it on my own, but I don't want to avoid fucking it up and having to refactor everything
>>
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>"damn my game is so bad it cant even get onto steam greenlight"
>"which game man is it game X"
>X is your game
>>
>>147002941
dont bother making anything idiot proof, they'll just make a better idiot
>>
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>>147000363
does it look like he's dashing in this one?
tried to implement your advice on this other sprite i just made
>>
>>147003627
>in with zero processing
googum, I honestly don't think you know what mix/mastering actually are.
You can make everything sound cohesive.but not really because they're all from different sources so things will still be a little off
but it's still going to sound like shit for the reason you mentioned.
>>
>>147003802
He looks more like he's swimming.
>>
>take a few weeks break
>forget everything
not again...
>>
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>>147003829
>googum, I honestly don't think you know what mix/mastering actually are.
here's my thoughts on what you think
>>
>>147004069
Ah yes, another excellent refute for our number 1 faildev.
>>
What's your indie idol?
>>
>>147003967
>a few weeks break
where'd you go for your holiday?
>>
>>147003802
It looks pretty cool.
>>147003956
probably because is some kind of liquid monster.
>>
>>147003802
You're using some kind of gradient in your sprites.
Don't.
Use as few colors and tones as you can, the way you're doing gives the sprite a dirty aspect.
>>
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Can anyone tell me some pros and cons they came across when working with LWJGL to just like make game?
>>
>>147004368
Can we meet up if I ever come to Australia?

No homo
>>
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>>147003956
>>147004405
tried to fix it by giving it a taper

>>147004432
noted, will revise the two sprites that i did to make them a lot cleaner
>>
So is there any reason for using a basic if/else over a conditional/ternary?

Things look so much cleaner now.
>>
>>147004846
If you abuse ternaries you'll end up with something that's just harder to read.
Don't use them like a retard and you're good.
>>
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>Want to gamedev
>Skills not good enough to make assets
>High standards so I won't let myself make anything mediocre
>>
>>147004582
>expecting me to meet up with an anonymous stranger who could potentially be a dangerous nodev
no thanks
>>
>>147004354
The guy from Cave Story, I still don't get how he made everything right by himself and in a time where indie games weren't really a thing.
>>
>>147004734
Looks better now.
>>
>>147004734
I think you should pick a better palette, those colors just don't match.
Find something here and stick to it: http://www.colourlovers.com/
>>
>>147005106
What colors, it's just blue and red.
>>
>>147004997
>Skills not good enough to make assets
>High standards so I won't let myself make anything mediocre

If you do nothing you ARE mediocre. Think about that and start getting good anon.
>>
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>>147005302
Nigga, what the fuck do you think I'm doing?
>>
>>147004997
Get a team, you can be the ideas guy.
>>
>>147005446
bitching, mostly.
>>
Hey /agdg/, I made something. Tell me what you think:
https://clyp.it/qedli3b3
>>
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>>147005547
I already spent like four hours drawing today. I'm taking a break for the rest of the night.
>>
>>147005578
not wicked enough for a harpsichord duo, i'd recommend speeding it up a bit, and maybe giving the higher one a bit more vibrato on the long notes.
>>
>>147005241
No it fucking isn't. Your blue cumshot with a face thing has gradients and other colors that don't match at all, you can't just mix colors up like that. Read some color theory, and most importantly, copy color patterns similar to the ones you have in mind, that way you'll learn faster.
>>
>>147004354
Tynan Sylvester
>>
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>>147005679
Alright, good job then!
>>
>>147005830
Then it's not a color but a tone, also I not him nerd calm down.
>>
>>147005578
I'm not a musician expert but it doesn't sound like you knew what you wanted to do.
>>
>>147006305
Sounds like what I wanted to do. Mind elaborating anon? Are the lengths of each section too short? Tonality issues, too many voices?

>>147005821
I might change the instruments later on, or make it so the third voice is played by another instrument. Or i can just cop out and say that this is played with a pedal harpsichord.
>>
>>147006046
you shut your whore mouth nerd
>>
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Would anyone be interested in reading the design stuff I wrote for the card battling RPG I want to make? I have it everything written down in a notebook but I haven't typed anything up.
>>
What programming languages y'all using?
>>
>>147004734
Anon that other guy was right. Minimize your colors. Right now it looks jpg'ed
>>
You have two things

One thing has to be no and the other yes
Or one thing be yes and the other yes too

How to do it on single conditional
>>
>>147007067
C++
>>
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>>147007067
A real man's language
>>
>>147007067
C++
>>
>>147007150
nevermind I'm retarded, if (thing2) && (thing || thing2)
>>
>>147006565
In my personal opinion it doesn't sound like a videogame music, the kind of music that loops and you get how it goes when you listen to it 2 or 3 times.
If you wanted to sound different than that then is okay, I'm not saying that it's bad.
>>
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post your workstation /agdg/
>>
>>147007473
That doesn't look comfortable at all.
>>
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>>147007473
>shaved just the neck
now no one will ever know
>>
>>147007473
>that posture
>those weird ass jason pics
>le feel face
I know this is b8 but still holy kek.
>>
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yeah, games aren't dead
>>
>>147008060
agdg is gonna make games great again
>>
>>147008060
>solid tycoon game about a newish and popular job
I don't see the problem here.
>>
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Started working on the long abandoned overworld game state again. Now that I have items, I have a reason to implement shops, money and towns. My major motivator though is to avoid working on lighting.

>>147007067
C#
>>
>>147008293
"""""""""""""""""""""""""""""""""""""""""""""""""""""""job""""""""""""""""""""""""""""""""""""""""""""""""""""
>>
>>147008060
Yes meta-games are mostly shit.
Somehow The Stanley Parable got praised by even people on /v/.
>>
>>147008462
If they make money doing it then it's a job, your personal opinions on it are irrelevant.

A YouTube channel is basically an indie TV show, why do you mock your fellow indies?
>>
>>147007282
>>147007238
>>147007213
Would you advise against making a game in a mixture of C and Haskell?
>>
>>147008836
Highly. unless you have years and years of experience in both.
>>
>>147007067
blueprints
>>
>>147004354
Derek Yu (Spelunky dev)

His book about the game's development was pretty good and inspirational, plus I just like Spelunky.

Mostly from an art perspective but the Hyper Light Drifter devs too, that game is super pretty looking though I know I'll never be good enough at art to make something even close.
>>
>>147008718
because they're making more money than me
>>
>>147008906
I have some experience using both, but very little of C++.
>>
>>147005679
Show something then.
>>
>>147004354
Hopoo.
>>
Is there any point in getting a publisher? The only places that matter are steam, gog, humble and the consoles and you don't need a publisher to enter those.
>>
>>147004354
obviously googum
>>
>>147008060
>>147008293
Youtuber's Life Game Dev Simulator
pls donut steal
>>
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>>147009109
I'm too lazy to take pictures of anything I did today, but here are a couple five minute figures I did yesterday.
>>
>>147008963
shame HLD is locked at 30fps and it ruins the gameplay.
>>
>>147009381
*not googum
>>
>>147008718
>If they make money doing it then it's a job
if you are paid for shitting in a can, is it a job too?
>>
>>147009632
Sure as long as it's not a one-time thing, why not?
>>
>>147009440
not that guy but that's pretty fucking impressive anon
>>
>>147007067
C and Python
>>
>>147009362
Not really. The only reasons I could think of where you'd do it is if someone like Devolver (or another well-known/reputable publisher) made you an offer and they're willing to help fund development, or if you just suck at marketing/promoting your game and they're capable of doing it for you.

Judging by some horror stories I've seen it seems like most people think they need a publisher when really you just need to make sure you try and get your game out there and network with the "influencers."
>>
>>147009632
My dad was a can-shitter. It was a very valuable profession in those days, when there was a fertilizer shortage.
>>
>>147009362
afaik they can help with marketing so you can reach a broader audience (watch out for scammers here). I bet they could help you with things like QA and voice acting if needed, at least the competent publishers
>>
>>147009362
Do you really think that you are going to get your first little game in a console just going by yourself to the company?
>>
>>147009440
But you are really good, why are you complaining?
>>
>>147003680
Know where I could find the game? Screencap on /pol/ sent me on a quest.
>>
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Now that I failed even at having fun, I can dedicate myself to learning to dev.
>>
>>147010218
I honestly can't remember if he ever released a demo.
If he's not on /jp/ or /g/, see if 8c/agdg is still alive.
>>
>>147009768
>>147010116
Those were just figure studies. Drawing anything without reference is a weak point of mine. I also have a hard time doing anything stylized.
>>
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I guess its Sprite Night tonight. Working on some basic effects. Explosions and some laser hits/sparks
>>
>>147003739
You are not going to do it with your trump game.
>>
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>using singletons
>googum shitposting
>anime shitposting

i fucking love game dev
>>
>>147010485
is that pixel art editor UI drawn using pixel art?

that seems very dumb
>>
>>147010827
It looks really comfy for me.
>>
>>147010671
This is why I'll never leave this plae
>>
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Do I panic?
>>
>>147011276
they can smell fear, just walk away quietly

and whats your blog senpai
>>
>>147011276
I don't get it.
>>
>>147011765
BSM is an [/agdg/] known fake marketer group that does fuck all and just takes your money.

They most likely lurk here.
>>
>>147005074
This
>>
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pokemon but with trading cards
>>146998084
>>
>>147011276
Now that you posted it here they won't try to contact you. You should be glad.

Also, anyone else getting these annoying "Connection Error" messages when trying to post?
>>
>>147012071
That's a Digimon.
>>
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>>147012071
That looks like a digimon honestly
>>
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>>146997548
>>
>>147012071
That's a blue dildo.
>>
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Huzzah, its done! Explosions are such a pain in the ass. Pretty pleased with how this one turned out though.
>>
>>147011441
I'm maid dev, we might already be following each other since I follow most aggys that don't reblog random things all the time.

>>147012172
I'd probably wouldn't reply if they did
>>
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>>147012290
>>
>>147012685
Ah i already follow you, but i have 0 followers cus i dont have any progress posted yet, I like your compositions.
>>
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>>147012728
>>
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What does everyone use for making SFX? I was thinking of using Famitracker since I have some experience with it, but it may be a bit odd considering the game graphics.
>>
>>147012603
That's pretty good. Which is your game?
>>
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>>146999031
hey kid want some candies??
>>
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>>147013308
>>
>>147013773
What happened to anubis?
>>
>>147008718
>Fellow indie
>Doesn't create shit
>Is nothing more than a clown for their audience
>Has free reign to shit all over your game, despite retardation on their own part
Fuck you, don't speak for us.
>>
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>>147013924
Thanks man!

Its this one here
>>
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>>147014032
>>
>>147014359
Nice, looks pretty aesthetic and fluid so far, I'm looking forward to playing a demo one day.
>>
>>147014035
He's taking a nap.
>>
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æææheæææ
æisæææææ
ææbackæææ
>>
>>147008958

>blueprints

are you memeing or are you for real?
>>
Hey /agdg/, what software do you use for drawing 2d sprites?
>>
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>>147014391
>>147014032
>>147012728
why are you doing?
>>
>>147014676
My tears
>>
>>147014246
>complaining about FREE marketing and FREE speech
wew
>>
>>147014676
FireAlpaca
>>
>>147014676
SAI
>>
>>147014391
>>147014616
Is this some kind of earthbound final boss?
>>
>>147014676
Aseprite for things that are animated, PyxelEdit for BG tilesets.
>>
I want to make a 4X game so bad, but I feel like it's entirely out of my scope even if I have a pretty good idea of how the systems would work and interact with each other.

Should I even try, AGDG?
>>
How complex of a game can I expect to 1MA?

Feasibility seems to be a huge stumbling block
>>
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549B, 50x80px
>>
>>147014675
for real, though not exclusively blueprints
>>
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>>
>>147014936
>>147014941
>>147015183

Thanks.
>>
>>147012834
Thanks anon, it's never too early to start posting progress to get followers
>>
Is there anyway to load a new palette in Aesprite and not change the current sprite. I fucked up and saved a file to a gif and I'm trying to salvage it.
>>
>>147015226
Don't make a 4X, it's out of scope.. Demake a 4X. Find one aspect of the genre that interests you, and make a game that focuses on that alone.

As an example, if it's the tech tree that's cool, you could make a game where all of movement, expolration, strategy is completely abstracted away. The only decisions are what to tech in what order.
>>
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>>147015419
>>
>>147015858
This looks like the silhouette of that one AGDG's game.
The bird one that's on greenlight, way of the something.
>>
Is the Steam version of GM up to date?
>>
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Can I get some criticism on this.
>>
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>>147015858
>>
>>147016282
try to run like this in real life.

rip spine.

that being said, its nice if youre trying to go for a stylistic thing
>>
>>147016282
torso should move during a walk cycle!
arms too short
head could bob up and down or rotate at the neck
the run looks odd but that could be style
good job
>>
Notice how hes so noticeable please dear god its not too busy, I swear not busy. I'm not going crazy, its just not busy,. Its clear, its noticeable, its clean, its see-able.
>>
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>>147016371
>>
>>147016042
Yeah I think, but it crash a lot.

>>147016282
The arms are too short and they look stiff, and you need to curve the character a bit. The legs look pretty good.
>>
>>147015579
For me I guess it's the expansion aspect itself, but I'm not sure if I can make a good game based solely on that... I'll try anyways. Thanks anon.
>>
>>147016398
yeah I really didn't want to go super minimal despite my shortcomings.

>>147016465
Thanks I'll probably make the head go up and down cause I want to add masks and I don't know if I could rotate em side to side well.
I'll lengthen the arms and look at some vids of running to try and tweak the torso. Thanks for the feedback anons
>>
>>147002420
it's the only way to know
>>
>>147016580
Is this whole visibility thing bait? It seems like you know what the problem is and keep fishing for criticism.
>>
>>147013773
are you the anubisdev or another one? got any blog?
>>
>>147016801
No senpai its completely visible to me but not to others. Going crazy trying to figure out why.
>>
>>147016620
Ridley?
>>
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>>147008836
c and lua is the real dream team
>>
>>147016580
Your problem is that you don't know how palletes work. You make the cube white to make it stand out, yet go and use white everywhere (lamps, bright explosion trails, top of the pink cubes, effects) and you do that in every level I've seen so far
>>
>>147016801
Also I'm very confused why you still can't notice him after the visibility fixes iv been doing.
>>
>>147016282
Needs a sword.
>>
>>147016580
Those clouds that come from the cannons are really confusing.
>>
>>147017018
>liking boys
>>
>>147016580
I think your problem is a white character against a very saturated background. The trail would help when he moves, except that you also have trails on the cannonballs.

One solution would be to everything but boku and the interactive elements. Desaturate the ground, the sky, the background. And make boku have a color.
>>
>>147016580
It would probably look better if the background color was different from the ground color.
It does look much less busy, though
>>
>>147016962
>Going crazy trying to figure out why.
Because on some levels you just throw every bright color in there without any consideration m8.

But the contrast between bok and the floor on this level is good.
>>
>>147017102
lua is not a boy, lua is just petite
>>
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filthy disgusting enginedev here.

today's progress:
-scene switching works great
-spritesheets load properly
-Persistent data system for inter-scene communication and save-data. working great.
-Map loads random data, but works as expected

almost reading to start making a game
>>
>>146997207
this is really cute desu
>>
>>147016580
Can't see shit senpai
You put too much saturation in the background and nothing pops out on top of all the stuff going on
>>
>>147016962
consider that you are looking at the full game but these people are seeing a tiny webm

post a 1080p screenshot
>>
>>147016962
>No senpai its completely visible to me but not to others
You're the dev. It's like when you made a really hard section but you've gone through it so many times it looks easy to you.
>>
>>147017086
He'll have equipment drawn on him later like books,swords, or ranged weapons. I really want to try and get the 4 way basic run down. Are anime tier greatswords over doing it?
>>
>>147016786
you cannot test your game and tell if its "good" or not. you can tell if it works as intended. you can have your own personal subjective views of whether you think it may be "good" or not. but you absolutely cannot know it's "good" because "good" is a subjective audience appraisement and you are A) not the audience and B) heavily biased (note that biased doesnt just mean that you're overconfident, it can also mean youre underconfident)
>>
>>147017368
>like when you made a really hard section but you've gone through it so many times it looks

I know this is the exact problem I realize but its making it so I can't fucking make acceptable colors to everyone else.

I may have to get a fucking pallet checker to approve of every goddamn level at this rate.
>>
>>147017408
(...also bias extends to things like the fact that you know exactly how the game works so you have an experience bias that means your assessment wont match new players)
>>
>>147017408
>good is subjective

which is why you are the only person who can say if it's good, you simply cannot get useful information from other subjective opinions
>>
>>147012071
I don't know what to say
>>
>listening to gogem at all
How much can you learn from a man that does not learn from his own mistakes?
>>
>>147017615
why would you arbitrarily trust yourself over critical consensus?
>>
>>147017584
it's literally not hard to place yourself in the shoes of a noob

only retarded people who have not yet developed the ability to see things from a third person perspective (normies gain this ability at age 5~) are unable to do so
>>
>>147017615
you man "you" as in me? Ryan Jake Lambourn, creator of many games and the informative yesdev video series?
sure i'll buy that, only gogem knows what's good.
>>
Anyone use Unity's networking UNET recently?
Is it still buggy as hell?
>>
>>147017741
why would you arbitrarily trust consensus over your own senses?

>>147017794
>this much delusion
holy shit
>>
>>147017793
empathy doesnt extend well to ignorance. you cant un-know what you know.
>>
>>147017018
I want to use Haskell to reduce the number of bugs I create.
>>
>>147017497
Are you dead set on a white character?
Look at what plokdev is doing with his palette
>>
>>147017925
>he doesn't know what he knows
>he can't separate what he sees from what he knows

no wonder your games are shitty menu crawlers
>>
>>147017925
>you cant un-know what you know.
But you can use what you know to grossly estimate how people who don't know will react and play.

I understand you having a hard time with this because you've never actually made anything that requires playtesting.
>>
>>147018062
STOP PUSHING FOR WHITE GENOCIDE
>>
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what are some good resources for someone who wants to learn GML, but has no prior programming experience
>>
>>147018062
>Are you dead set on a white character?
Literal SJW
>>
>>147018050
in C you reduce bugs with clear thinking and well defined principles

it simply lets you make mistakes, that's all
>>
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>>147017497
really shit awful image that shows some of what you could do
(dont go this far)

even here there is only so much to do, because your death traps are the same color as your ground
>>
>>147018050
Then use Rust, at least it's close to C performance.
>>
>>147018151
>But you can use what you know to grossly estimate how people who don't know will react and play.
you've apparently never seen someone play your game for the first time. ignorant people are surprisingly adept and being stupid in ways you never imagined were possible.
>>
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>>146985101
What are some essential links/books/tutorials for a C++/SDL dev? Also, is game programming patterns worth buying?
>>
>>147018298
you can't blame the game for idiots

if you watch those people play you will also notice that they actively ignore information being presented to them, you can take the idiot to the tutorial but you can't make them play it

waste of time to cater to such a person
>>
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>decide to make a shmup for space jam
>get core mechanics set up
>mfw realizing I have no idea how to level design for shmups
>>
>getting marketing advice from the guy who tried to sell LITERALLY rock paper scissors
>>
>>147018298
>Am I out of touch? No, it's the players!
This is worse than the Blub Paradox by Paul Graham
>>
>>147018275
Change the smoke trail to gray and the lights to yellow
>>
>>147018407
No need to buy anything, everything you need is already available for free online. And I don't even mean pirating.

Learn C++ decently before touching SDL, otherwise you'll come here crying about compile and linker errors in 2 days. Then check out lazyfoo's tutorials
>>
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>>147018424
good thing steam sale is up.
also gradius
and all the other nes/snes shmups.
>>
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>>147018062
Yes I am dead set on Boku being a white cube bunny,.

His bestfriend and co-op partner/player 2 is a brown one however
>>
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>all titles you can think of for your game are already taken or there's something similar out there, unless it's a ridiculous 3+ word title with an madeup word somewhere in it for good measure
>>
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Guess it's sort of progress, perlin noise implementation, guess I'll use it for something, tomorrow
>>
>>147018546
I got about 6-8 months of C++ experience and I've already dug into Lazyfoo's stuff a bit. I was just wondering if there was any other sources of information that could benefit me.
>>
>>147018648
>Boku
What an unfortunate name. The jokes literally write themselves.
>le what game is this xd
>le what was he called again xd
>>
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>>147016580

People are saying the saturation is the problem. I'm not sure if that's it; take away the colors and it's still pretty hard to see your character. I think the explosions are the real culprit.

Can you post a high-res screenshot of your game, with the character? I want to see if me playing around with the colors will give a better result.

>>147018062

It's not a good comparison because Plok is way closer to the camera and is centered on it.
>>
>>147018675
http://www.giantbomb.com/same-name-different-game/3015-5521/

as long as you don't have the same name as a current AAA nobody gives a shit
>>
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>>147016580
Wow I tried to fix it with photoshop and I couldn't, what the hell did You did to get those weird colors?
The problem is not just that the player is barely visible, is that You have a lot of tiny things in the map, and besides that You choose the less harmonic set of colors possible, You should really study that and try to make the map a bit simple too.
>>
>>147018753
Well there's nothing else you really need dude.
Lazyfoo covers the basics of setting up SDL and using it. The SDL docs will cover any info and details you need. If you're doing 2D, I highly HIGHLY recommend learning OpenGL and using it because SDL2's renderer is garbage. It's not hard to set it up for that.

After that, the rest is not specific to any language, you need to learn the basics of game loops and 2D graphics (or 3D if that's what you want).
>>
>>147018793
>boku no picube

>>147018823
wtf no
you desaturate selectively
>>
>>147018638
nigga i have played shmups for like 10 years and making one made me realize i dont have a clue about how to design one
>>
>>147018202
Think of programming as a way to make your game think like you want him to, press F1 and check the syntax of GML, then translate your logic to the game
>>
>>147019024
you're hopeless then mang.
>>
>>147017018
Are there any guides for making these? You know like with the OS-tans bust being larger the larger amount of ram needs and stuff like that.
I kinda want to make one for GML.
>>
>>147018520
i think you meant to reply to >>147018151 >>147017793 who has convinced himself he can understand ignorance.
>>
>>147018823
>>147018648
>centering
Have you tried centering the camera on the protagonist?
>>
>>147018202
I would either recommend building some small examples and then taking the knowledge you've gained and apply it to the direction you want to go in. That way you can do some tutorials, do a little bit of progress and rinse repeat.

on youtube:
Heartbeast's tutorials are nice, Rm2kdev, and Making games 101. Don't just copy paste though.

Try to at least get a feel for why the code does what it does. But don't be afraid to do something you have no clue about.
>>
>>147018967
I'm just 2D for now, and thanks man! I'll look into OpengGL once I have my footing with SDL2.
>>
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>>147019024
Play them and at the same time write things down, try to study how they work.
>>
>>147019347
Lazyfoo has a tutorial on SDL and GL too btw, if you have any questions later ask here.
There's really not many things you need to do to properly set up GL for 2D rendering, then you never need to touch the GL part again.
>>
>googum literally ignorant of the concept of understanding ignorance
wew
>>
Anyone know whats causing this? It happens only from left to right, it collides more than one time and it reacts like its hiting a wall, just inverts the direction.

This is the relevant part
http://pastebin.com/2ZTVvhZH
(please dont bully im just starting, i accept valid criticism tho)
>>
>>147018648
>>147019240
I agree with this anon. Centering the camera on Boku or zooming it in way more would probably help a lot.

If anything you could give two alternate views so you could have it as it is now to see the whole level, and then when you hit a button it zooms in on the character in a closer view where you only see a the current platform you're on and a little beyond it.

I would also agree that your colors could use some more tweaking, but I'm a shit artist so I won't bother making suggestions there.
>>
>>147018793
That is the point because I like the jokes. Word of mouth will spread because jokes.
>>
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Whew, finally finished making textures and mapping this bitch. Now I just gotta decide if I wanna go for the cutesy look or not.

Also made a tumblr @ http://jasonpkgames.tumblr.com/

I don't have anything on it since I literally just made it a few hours ago, but hopefully I'll update it everyday with stuff I'm working on and talking about working in unity n stuff.
>>
Friendly reminder that you're chasing a dream that will never come true.
>>
>>147019558
but so are you lad
>>
>>147019748

>the cutesy look or not.

You can't make it "cutesy" just by making the head bigger. It doesn't match the rest of the body.
>>
>>147019749
Nah, every day I'm just a fraction of a fraction less shit. And eventually it will magnify as I get to a certain level.
>>
>>147019748
I'd keep the proportions as is - is that character meant to have gold armor, though? It feels like it should be bronze.
>>
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>tfw game I want to make also has very few competitors
>>
>>147019278
>>147019068
thank you
>>
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>>147019749
thanks, senpai
>>
anybody like me pixel art?
>>
>>147020040
And what if that's because it has a very little public?
>>
>>147020204
too detailed

make it 16x16 and come back
>>
>147020204
kill yourself
>>
>>147020224
it doesn't :P
>>
>>147019496
Neat! Thanks again!
>>
>>147020337
>:P
fuck off
>>
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>perfect game idea with solid gameplay hook
>a very interesting spin on an established but currently neglected genre
>guaranteed shekels
>I'm still a lazy fucking ADHD idiot that will never ever make it
>>
>>147018905
There is only like 4-6 things on the map. Present bombs, spikey projectiles 2 puzzle cubes and two checkpoints for the cubes.

How do you play COD or some AAA games with so much more busy?
>>
>>147020204
"You" fucked up on the black outlines. Also, that would be hell to animate because of the indiscriminate use of colors.
>>
>>147020563
With a good camera so it doesn't look like items for ants.
>>
ahahahahahahahahahahahahaha
>>
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>>147020457
>tfw you realize the last greentext sentence you wrote was the key to achieving the self loathing necessary to persevere
>>
Is there anything that would be useful to me on Plural Sight? I incidentally have a year's worth of subscription and wonder if I could put it to use
>>
Whats a good screen capturing prog? I use camtasia but before converting the .webm a 20 second video is over 150megs. And it's still shit quality. Preferably one where I can capture only a certain part of the screen
>>
>>147022102
pls no
>>
>>147010347
This is working out for me. I've played all my favorite game to death, watched all my favorite films too many times and all my shows are done for now. I have nothing left but work, my gf, fitness, and dev.
>>
>>147022193
nvidia masterrace
>>
>>147022193
OBS lets you capture a specific window
>>
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>>147020457
>>147022142
what kind of game is it?
>>
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If I plan to start a moderately ambitious first project, would it benefit more from the simplicity of Lua with Love2D or the (relative) efficiency of C# with Monogame?

I know this is probably a retarded question but after looking into Lua it looks like it encourages bad habits for the sake ease and simplicity.
>>
>>147020457
Let me guess, it's a beat 'em up?
>>
>>147023131
I wasn't the op but I encourage the encouragement of the op.
>>
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finally, first person controls on a 3d track, like a rollercoaster

the answer was stupidly obvious as well
>>
>>147023532
rollercoaster tycoon in space! for space jam?
>>
Anyone here use GameMaker? Currently following HeartBeast's tutorial on a simple RPG and this looks promising.
>>
>>147023331
I Can't Answer That Without More Information
>>
>>147024026
I don't use it but I really like HeartBeast from the few vids I've seen by him
>>
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>>147018202
spend a month doing a bunch of simple programming problems in C

if you apply yourself you'll be set
>>
>>147024026
Heartbeast and Shaun Spaulding's tutorials are good.
>>
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>>147023901
unlikely, but maybe in future

>>147024026
heartbeast pls go
>>
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>>147024120
>>
>>147019701
I don't think it is colliding twice anon, the ball speed only increases from 300 to 310, and scrubbing through the webm it looks like the collision happens on the left most edge of the paddle, which without actually seeing the collision mesh on the paddle makes me think that your code has the ball go back upwards every time you hit, but the part that hits it is the left flat side of the paddle.


ball hits here =>*[_paddle__]
>>
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>>147024026
I was following Shaun's tutorials, thanks to that I made a little box run jump and die by falling, but then I realised that I didn't really understand how the code works.
If you are following tutorials that's okay, but pay attention to the code, don't just copy it, or you will face problems in the future.
>>
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The clams shoot. I was considering making the pearls react to light the same way everything else does but it wouldn't be fair if in a dark area you got hit by something you couldn't really see.
>>
>>147023331
just pick whatever you feel It would take you less effort to get the job done, I'd pick love2d
>>
>>147024903
The pearls look off due to the fact that they aren't affected by lighting - maybe have them glow a bit to have it make more sense?
>>
If you're the only programmer on a game, is there any reason to not have everything public? Every time I leave something private I end up wanting to see what it's doing for bug-checking purposes and just make it public
>>
>>147024567
well, i posted the code there ,it uses a simple formula to reflect the ball.

direction.X = paddleRelativeBallColNormalized;
direction.Y = -(float)Math.Sqrt(1 - paddleRelativeBallColNormalized * paddleRelativeBallColNormalized);
>>
>>147024903
personal preference here:
the pearls should only launch when the payer gets nearby
>>
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How the hell do you render a transparent texture on a 3D rectangle using openGL? Pic is two rectangular models with textures on them. Using libgdx.

I tried using a FloatAttribute and AlphaTest 0.5 but that just cuts it off at a certain alpha and is completely aliased.
>>
>>147025190
Maybe try commenting out bits of the code and trying to reproduce the error. You have a bunch of debugging messages, what are they saying?
>>
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>>147025297

They do. once the clams are off screen they stop shooting.

>>147025035
Do you mean glowing like this where they have their own light source?
>>
>>147025549
i meant that when the player crosses above them, they shoot
>>
>>147025123

Are you for reals fampai?
>>
>>147025549
Yeah, that seems a lot more fitting in my opinion.
>>
>>147024147
Very nice.
Why the 3 KB on the merge sort, though? I can't see it being bigger than a tic tac toe.
>>
>>147025491
the only strange thing is, when that situation happens : i go too fast and hit the ball , i dont get any of the , hit top, left or right messages, only a collision. Maybe its a precision problem and it cant compute the collision with the paddle moving so fast like that
>>
>>147024903
Going that fast seems really satisfying.
>>
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>>147025406
ALSO it renders correctly only if the model instances are both at the exact same position eg 0,0,0.
>>
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>>147025742
I tried a few alternatives.

>>147025897
It's fun but it makes it hard to stop which has been a problem since day one. although when charging you don't take damage from enemies (only immovable ones and bullets) so maybe it isn't too bad.
>>
>>147025897
>Going that fast seems really satisfying.

That's funny, I was thinking how it's weird that I find it oddly satisfying when he goes fast. Watched it twice for dem good feels.
>>
>>147025649
yes
Is it bad for performance or something? I have a basic understanding of scope, but I don't see any reasons to not let everything see everything.
I was taught (I think) that you make variables private so that the user can't see them and so people you pass your code to don't try to fuck with internal variables they aren't supposed to.
>>
>>147025756
many comments
>>
>>147026174
>That's funny, I was thinking how it's weird that I find it oddly satisfying when he goes fast. Watched it twice for dem good feels.
Are you me? I felt incredibly good when he dashed away the first time. Then I watched 2 more times to pay attention to the other stuff on the screen.

>>147026112
The way the bullets suddenly disappear is quite jarring, but I think you're aware of that.
>>
>>147026112
That first one looks best in my opinion, I'd love to see it in motion.
>>
>tfw a couple of good game ideas but you're not skilled enough to realize them to their full potential
>>
>>147026195
if you're solo, you still want to reduce coupling between different parts of your code, so if you change how one class works internally, you don't have to change too much else. Restricting public variables is one way to do that.
>>
Still waiting for a simple 2D game suggestion.
>>
>>147026195
Its to your code from caring about the internals of other classes. Its for your own benefit.

Any decent debugger should be able to inspect private variables or if you are using Unity you can turn on debug inspectors if you want to see them in the editor.
>>
>>147026341

I think I might have the bullets fade their opacity before they die.

>>147026342
I've heard a mix of opinions regarding how bright they should be I might keep them rather subdued for now.

I will hopefully have a demo for you to play on the demo day event which I think is in about 8 days.
>>
>>147026471
Well that's fine, I can't wait to try your game regardless. It looks wonderful.
>>
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>>147018823
Here is a screenshot with better quality alone with removing the cannon/tank smoke, adding a spot light that brightens up the playing space but darkens the background, and I changed the colors similar to:

>>147018905
though I used less white fog and no bloom like it looked that in that picture.
>>
Would anyone like to watch a podcast of our team talking about our game, and then a video showing the current state of the game?

https://www.youtube.com/watch?v=bKO1Xzzfl08
https://www.youtube.com/watch?v=IHuZiO1k1wk
>>
>>147026410
>debug inspector
neat, that basically solves the problem right there.
thanks mate

>>147026553
Could you just give him some kind of dark outline to contrast his brightness? Maybe you could make the tile he's on change to a currently unused color, or something.
if there is one
>>
>>147026553
those are great colors on the tiles. the whole level is clear except for boku. what if boku's brother was the main mouse?
>>
>>147026719
you've got a husbando tier voice


o and nice game btw
>>
>>146985101
>>>>>>>>>>>>>>>>easy money
>>
>>147026969
>you've got a husbando tier voice
I keep hearing that. Every time it makes me smile. And giggle.

>o and nice game btw
Thanks! www.remproject.wordpress.com If you're interested in that sort of thing.
>>
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>>147026804
>unused color
>>
>>147027481
>not making it a .gif gradient pattern that spasmodically goes through EVERY color at an extremely high rate
Its like you don't want to see the character, anon.
>>
>>147026553
Where the fuck is B- oh there he is.
>Mark him with an arrow
>Is the same color as the background
You are going to kill me.
>>
>>147026719
are you looking to sell on steam marketplace or own website? looks really cool, needs me a 3d space game
>>
>>146995352
Pugdev's new game is already greenlit, friend.
>>
Got called a girl today. Not even wearing girly clothes. I can feel my dev powers increasing already.
>>
Coffee isn't working. I'm behind on a deadline and I really need to work tonight. What do I do, agdg?
>>
>>147027646
And every cannon should shot a thunder that illuminates the entire level, saturating every color so you can pinpoint Boku's position from his shadow.
>>
>>147028229
Go to /gif/ and watch some porn, that really helps me, also listen to some strong music like eurobeat.
>>
After months of not working I have been staying over at my friend's house to advance on our game, we finally will have a demo we been telling everyone we know we are making.
>>
>>146993079
Looking better all the time.
>>
>no replies
OK THEN.
>>
>>147028768
here's one, friend
>>
>>146996903
For some reason the space station looks like a small model that is very close to the viewer. Was that the idea or is there something weird going on with the model?
>>
>>147028517
agdg is not a place to shill your game whodev.
>>
>>147028768
Try again but with:

A picture
or
Being more clear
or
Not being a bitch
or
Being shorter and more to the point
>>
>>147028918
but I am a dev working on a game, why im not agdg material.
>>
>>147028517
why aren't you psoting progress
>>
>>147028517
Hope it goes well, how is it to work with a friend?
>>
>>147028994
AGDG gets booty blasted about people coming around with finished games.

If this is just early dev, keep postin'
>>
>>147028460
Porn is helping a little. Thanks
>>
>>147029084

I was here so long ago, we stopped working on it because we didnt like what we had

https://www.youtube.com/watch?v=91ipjmtf4BE
>>
>>147026553
Anon can you please try something? can you put only one color on the floor and another on the bridges? like deactivating that floor tile effect, if it's posible only left the darker tiles. Just to see how that helps.
>>
>>147028073
>sell
We aint sellin' nuttin until we have a product to sell. If you'd like to donate and speed development along a little, that'd be cool.

https://remproject.wordpress.com/donations/

Honestly, steam isn't all that great of a platforum for this kind of game anyway. Too many memegamers.

Once there's something playable, like say, a demo, we'll just hand it out for free.
>>
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I have no idea why this doesn't work. I'm telling it to draw a GUI, to check to see if the object exists, if it does to draw a simple "Hello" text at the physics x and y coordinates of itself, but instead it gives me the "Hello" text smack in the middle of my screen, just left of my character.
>>
>>147030124
delete this
>>
>>147030072
I don't understand how physics works in game maker, but could you simply do obj_dialogue.x instead?
>>
>>147030487
I've done obj_dialog.x and the same for y, I've done x = obj_dialog.x, x = obj_dialog.phy_position_x, and every iteration of the same, which is why I'm stumped.
>>
>>147030124
cool art style
>>
>>147028768
Include anime in your progress post if you want instant (you)s
>>
>>147030593
hmmm, I don't know then. that's really odd. maybe there's something funky with the object itself?
>>
>>147028229
dude, just fucking do it.

JUST. FUCKING. DO. IT.

open up your editing program, blast some rad music, close the internet browser, and do it.
>>
>>147030921
>close the documentation
>>
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Goddam it, haven't been able to dev anything this week due to work and afterwork stuff. Just been thinking of improvements to the code without actually having time to do them.

I'll get something to show on the weekend though. Thanks again to anon for providing the sprite.
>>
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>>147029561
I did this for you Anon. No more Nintendo Tier checkers :( Is it better?

>>147027763
I had to finish making code that allows me to change the color based on the background without needing make separate UI objects.


>>147027646
>>147027481
don't bully!!

>>147026864
Look here you SJW

1) Bokube=Bunny and Cube. Not mouse. Though there are lab rats and lab mice that will be Cube animal characters you meet later kinda like the cube cats at the games opening.

2) Brown bunnies are cute but not cuter than white bunnies the superior color of rabbit beauty. Boku the MAIN character must hold that beauty with his BESTFRIEND being brown as not to overtake the main character in looks.

>>147026804
I showed off yesterday how bad outlines look on bokube no matter what outline solution solution I use/shaders or camera outlining effects.
>>
>>147031124
Nop prob, m8.
Let me know if you need Big-Mario Spurdos later.
>>
>>147031357
Already way clearer, bokube just needs to be easier to find without the arrow there, or make the arrow a bit less glaringly out of place
>>
Is anyone working on a game in the same vein as Kings Field or Shadow Tower? A polygonal POV dungeon crawler, in other words...

I absolutely love the feeling those games give. I'm especially a fan of Morrowind in 1st person and many FPSs with a strong story.

Is there anyone I can follow who is developing games like this?
I would be interested in beginning my own project as I have a collection of story ideas.

Which platform would be best for developing a game like this? I have experience in 3D modeling, and I've been screwing around with blender.
>>
how do i make myself make game
i want to but it wont happen
like i'd just watch youtube videos and eat nutella instead
how to make me make you a game
fug
>>
>>147031504
reminder the arrow only spawns at the start of the level and goes away after 3 seconds. Its glaring and out of place so you notice it, if I had it fit, it would blend in and not be noticeable.
>>
>>147031357
I think boku would look good with a little red bow on his head.
>>
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Space station mostly done. I can expand the living quarters sometime later anyway because its modular pieces.
>>
>>147031558
You won't make it, your attitude is way off and you have no drive
>>
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>>147031556
With Legend of Grimrock 1 and 2 existing, this genre is kind of full.
I'm making a story based one instead. Good writing is 905 of a good game. Gameplay is optional.
>>
>>147031556
My current prototype is supposed to be a roguelite game in the same genre though I'm trying to make the melee combat a bit more interesting. I haven't started posting about it anywhere yet but once I actually have something I want to show it will be here and probably on twitter.

>>147031707
Grimrock is quite different from what he means. The games he mentioned all have you control only one character and they're not tile based.
>>
>>147031357
It looks like ten times better now! now I can clearly see bokunopico, also if you get a tone in between the darker and light tiles that you used before it'll will fix the gray effect that they have now, and you should try to make another webm then.
>>
>>147031707
I'm not looking to make a on-rail game like Grimrock. I dont see how one franchise means a genre is full... I don't see how a genre can be full at all... lol.

What do you mean about "905"?
>>
>>147032110
press shift + 5
>>
>>147031357
Also how hard would it be to make the tiles glow when you move boku on top of them? like, right now you only have the darker tiles, what if you change them to the lighter tiles (for a second) when he step on them?
>>
>put a bit of indecipherable text on a wall in a hidden room in my game for a laugh
>decades from now, nerds will be writing thesis' on what it could mean
>>
>>147031357
>>147031357

try checkers with reduced contrast, same brightness, different hue, and boku having his own standout brightness
>>
>>147031970
Cool man, I'll keep an eye out! Melee is fairly important, keep it up.
>>
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>>147032256
I love those weird easter eggs.
>>
>>147031683
how do things
help me
>>
>>147032256

Only if your game's actually good and get enough of a lasting fanbase and people actually care.
>>
>>147032429
Focus
>>
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If i lurk /agdg/ but once in a while (two months) post progress, am i a dev or a whodev?
>>
>>147032614
Got to bed Alexey
>>
>>147032614
If you don't shill then you're a dev.
>>
>>147031668
looks bigger than ISS, and aren't those radiators a bit excessive? what are you cooling a nuclear reactor?
>>
>>147032718
So if I complete a game I can't say anything about it because it'll be considered shilling?
>>
>>147032614
There's always someone calling you a who dev, even if you post progress. Your only chance not being a who is to make your game very recognizable. This could be achieved by waifus or fun looking gameplay.
>>
>>147032853
just don't post kickstarters, greenlights, store pages or other money begging sites
>>
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>>147031357

It's way easier to see him now. Good work. One last thing you may want to try is highlighting the block directly under Boku, like this.

Also, the cannon particles might look better if you replaced the billboards with solid "cloud" meshes, like the ones in Super Mario 3D World. You're already going for a similar art style to it.
>>
>>147032429
Adderall
>>
I can't do it. Each time I try to get back to dev the lack of arts just makes me close the editor.
>>
>>147033228
then work on art
>>
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Was writing some code earlier today for combining / renormalizing / modifying normal maps, had a typo in one script that managed to turn my test images into stuff like this.

I'm not even mad.
>>
>>147033228
Git gud
or get money
>>
>>147033228
Just do boxes, super meat boy started with a little red box.
>>147033256
I want to have errors like that.
>>
>>147033256

Amazing, looks like oil light diffusion
>>
So apparently I learned OpenGL "wrong" and I should be doing my draw calls with glDrawArrays. I keep trying to draw a textured triangle strip (GL_QUADS is supposedly deprecated) but it only comes out as a polygon colored with a color from the texture.

Using glBegin/glEnd I can get a textured quad fine.

I just want to fix it and get a Gaussian blur shader working so I can learn a damn thing. I just figured out how to use VAOs/VBOs too. Seeing something work would be nice.
>>
>>147033570
>Seeing something work would be nice.
Welcome to graphics programming.
Enjoy your black screens with no initial clue as to what's causing that.
>>
>>147033228
I know the struggle, anon. I know there's nothing I can cheer you up with, I just wanted to let you know that you are not alone with your problem.

However, the only thing you can do, is what the other anons said: git gud or get money.

I've told myself, that, after all, there's nothing to lose. I'm in no rush, it's my pass time activity which I do for pleasure. So if it requires art, then I have to learn how to do art, at least on a basic level. I suggest to try out drawabox.com. Most of the time he explain things in a way that even programmers understand how the fuck art works.

Think about it this way: if you want to have an ice cream, what do you do? You say this: I want an ice cream. You have learned how to express your inner feelings and desires trough verbal communication. Now you have to learn how to communicate with a visual medium. You have to tell the viewer with the right lines and shades that what's on your paper is a pair of tits and not two circles.
>>
Any enginedevs here not using OOP?
>>
>>147033256
Use it to generate trippy textures for your game.
>>
>>147033892
Stop with this meme, thank you. Sincerely, everyone.
>>
>>147033725
I can't even debug it without having to install stupid horseshit programs. I hate it. Maybe I have to write a shader to map the texture to the polygon but I don't even know. I liked the "old" way better but it doesn't seem to play nice with new shader stuff I'm looking at applying.
>>
>>147033958

What meme?
>>
>>147032726

> what are you cooling a nuclear reactor?

Well it doesn't actually orbit earth and its some place very far away so that would make sense I guess.
>>
>>147034036
>Maybe I have to write a shader to map the texture to the polygon but I don't even know. I liked the "old" way better but it doesn't seem to play nice with new shader stuff I'm looking at applying.

Just saying but you CAN use the old way and shaders and it works, I've done it before but there's no point. Ditch the deprecated code.

You need make an array of texture coordinates and colors as well as vertex data to send, and don't forget to bind the texture you want.

Jumping from deprecated GL to modern GL has a lot of functions that you need to check out now.

http://www.opengl-tutorial.org/beginners-tutorials/tutorial-5-a-textured-cube/
>>
is 80k polygons per tree too much to make a forest out of? technically it's only 80k when you're about 5 feet away from it, it's around 5k polygons at lower LODs
>>
>>147034642

>80k poly tree

what the fuck man?
>>
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>>147032020
Ty familia. I made this pic so you can compare with inbetween darker and light tiles but darker tones so you still notice the white.

To kill the grey/mudding effect I made it so the shadows get a mix of the background color. So this levels background color is red, the shadows get a hint of red instead of being super black.

>>147032232
I have to figure out how to code this but I love this idea I will try this!

>>147032370
There checkers with reduced contrast the dark blue is the same darkness level as all the color tiles. I will make sure in future and past levels to go back and make all colors really reduced in brightness and contrast like this. Boku's white fur has been made whiter but I have to try this >>147032232

>>147032967
Will do I love your example picture I'd like to make just like that I just have to figure out how to code so. I do want solid cloud meshes but I'd have to figure out how to code 3D particle effects to be putted out since its very easy do that with 2D particle effects. I want to try and see if there is a possibility to make the ones here doable. I already have reduced their size compared to the clarity posts above.
>>147031357
Here is the next pic with these changes if this one is good enough I will post a webm of it in motion to fully understand it.
>>
>>147034465
I'm just doing 2D sprites and nothing else. I was binding a vertex buffer with vertex and texture coordinates. Maybe it's the lack of colors? I guess if I have to write a texture mapping shader it shouldn't be difficult. I just have to figure out how to send over my orthographic matrix too, since I expect that I'll need that.

The weird part is, right it picks up different pixel colors from the texture and colors the whole polygon that way, but not the texture. I just don't get it. It may take me a bit, but it ought to be worth it.
>>
>>147034642
>80k poly tree
post one
>>
>>147034642
Most characters aren't even half that lol. I'd say a tree shouldn't even exceed 10k polys.
>>
>>147033256
Sine + Perlin?
>>
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>>147034870
as far as free trees goes, most of them are like 300k polys. it's crazy. I can't find any good ones

epic has a bunch for free like this with their kite demo, and they're great but the high-res versions are too big. I'd love if I could just delete lod0 but there doesn't seem to be a way to either delete it or export LODs, so I'd have to export the high-res version, then decimate, then re-import and that's way too hard for me (textures/uvs and stuff would have to be fixed after decimating)
>>
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is phpBattle dev here? what's up dude? your site is down.
>>
>>147035108

>as far as free trees goes, most of them are like 300k polys.

When you have trees for offline rendering maybe , but most game game model grade trees dont have such polycount unless they might be single center scene pieces. Aside from that I cant imagine anyone using something like this
>>
What are some cool UI designs?
>>
>>147035352
I know, I'm saying there aren't any decent realistic free trees for games and I'm not about to pay for speedtree for a non-commercial demo
>>
>>147030785
I just figured this shit out
Draw GUI event in Game Maker draws on the application surface only.
Had to switch it to a Draw event. But then, it wouldn't draw the damn sprite, only the text. Made it draw the sprite, then nothing was centered or lined up right. Had to go in and manually change the X and Y coordinates of both, to make them line up reasonably well, before it all worked. threw on a line of code to make it disappear after a few seconds, and I'm done for today.

Third day making my first ever game, 22 hour work day, spent the last 5 hours on this god damn bug. I'm ready to kill a man.
>>
>>147034964
Nope. The test image was already just smooth RGB 'noise': the typo was that, while the script was supposed to use a normalized value (with magnitude 1) to generate the new 32 bit colour code, it was instead grabbing the original colour channel values and doing all the multiplying and bit-shifting to those values instead. Still not clear on how it ended up generating something even moderately coherent from that.
>>
>>147019278

What's wrong with copy paste? As long as he thoroughly understands why the logic works it shouldn't be a problem should it?
>>
>>147033892
Yes
>>
>>147035903
>What's wrong with copy paste?
It's the same as artists giving base models but who don't want you to use it.
>>
>>147035903
you don't know if you thoroughly understand the logic or not until you can write it yourself
>>
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>>147034642
I'm making trees right now!

I've always made them ~5-8k at max, then 500-1000 triangles at lowest, with a 2D billboard to replace ultra far distance. Maybe 10k for a special tree now and then, but with the same rigorous LODing.
>>
I'm making a game based on The Purge.

Give me ideas for how the game should work.
>>
>>147034438
what are the solar panels for then?
>>
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>>147036593
oh, nice man, I'll definitely use those

I managed to find these speedtree models which were free to download but I have no idea if I'm actually allowed to redistribute htem without a license? I dunno, they're fine placeholders for now
>>
>>147036634
youre given a thing you hate

you gotta find someone who likes thing a blast him


like the ship but dumber
>>
>>147035663
it's not a bug per se

if you override GM's draw event, you disable the default drawing function (sprite index w/ image index at position etc.)
>>
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>>146995137
>>146995352
>>147028095

if anyone's curious
>>
>>147037407
congratz pugdev!
>>
>>147037407

How many yes votes do you need
>>
>>147037407
It's a shame you're a steamchat fag who barely posts progress here anymore. But that doesn't change the fact that I've always liked you. Eurocuck.
>>
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Progress time:
>Small level redesign based on the received feedback. Now the stone paths that lead to the house mark were the two doors are.
>Fixed some hitboxes that were a little bit off. Still working more on them.
>Now I'm reworking the title screen since I had to change the font used there.
>>
>>147037407
>average top 50
>54% positive
I remember back when steam's voting system was just positive/negative; you'd need a positive rating of around 97% and hundreds of votes to even stay near the top of TF2's workshop, and that was just for virtual hats.

It's crazy how big the difference is when you have people sift through a queue instead.
>>
>>147037848
>implying he even has much progress to post
Nigga leave uncles alone. He sucks.
>>
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>>146985101
>new system shock is made in unity
Don't forget to literally stick a steak knife through your throat if you've ever shitposted about Unity.
>>
>>147038176
I thought he did pretty well as a 1MA, I was confused that he actually needed help and someone else to program the game for him though. I don't believe you should be allowed to strut around as a yesdev if you can't make games on your own. Maybe I was wrong. Either way his game is going to succeed due to his art and animations. Good for him.
>>
>tfw you lack the discipline to stick to a project
>>
>>147038264
>turns out you can actually make pretty pictures with a bucket of paint instead of chugging it and shitting the ruined mess of your digestive system onto the nearest wall
>>
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alright so, how do you actually intersect two lines

everyone on google is just posting a bunch of equations and saying
>solve for t, it's ez :^)

I don't understand any of that shit, what do I need to put on the right side of the equals sign to get t?
>>
>>147038537
are you asking us to do your algebra homework?
>>
>>147038521
>turns out it doesn't matter what brand of paint you use
>enginedevs and shitposters have literally been projecting their own insecurity every time they shitpost about x brand of paint
Steak knives. Through the throat. Grinding motion if possible.
>>
>>147038537
>sakamoto image
>tumblr.png name
>:^) ironical quote
You're not really helping your case here.

>how do you intersect two lines?
Just intersect them.
>>
>>147037407
>41% no
Why?
>>
>>147038537
if you posted the equations you're supposed to solve, someone will do it
>>
>>147037778
There's no set amount to get greenlit.
>>
>>147037869
Now it's clear where they can go in and come out. Thanks for the change! Keep it up!
>>
>game reads your inputs
>enemy actions are dictated by the game
>enemies know your every move
>enemy is unbeatable
>enemy needs to to dumbed down with advanced AI to make it beatable
do I have that right?
>>
>>147039023
so long as you can win every time by going directly toward the player and spamming attacks
>>
>>147039023
Well yeah if you make it so that the enemy knows what the player is doing and make them have a counter to everything the player can do.

Very few games go that far with enemy AI.
>>
>>147039023
You don't need to dumb it down if you want to be a Mortal Kombat type game.
>beat the player with impossible 'skill' the first time around
>lower your skill to beatable levels the second time around
>double your quarter intake even though you're on a console and don't take quarters anymore
>>
>>147038906

The trailer drags on and doesn't really show anything impressive
The animations are good but the graphics themselves are very bland
Not everyone is interested in playing a spoopy lemmings clone
>>
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C L A R I T Y
>>
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>>147038643
I just want to know a formula that says given line A and line B, here is the point (x, y) where they intersect (they are guaranteed not parallel)
>>
>>147039221
now the stage looks dull and drab
>>
>>147039221

Why don't you have the camera pan around the stage and then zoom in and focus on the character, with an option always available to zoom out? Is there really a need for the entire arena to be displayed at all times?

And I still think the cannonball trail is too long, but you're dead set on keeping it so I guess there's no point in talking about it.
>>
>>147039238
lines
y = a * x + b
z = c * x + d

X coordinate of interscetion is
(b - d) / (a - c)

Y coordinate is
a * ((b - d) / (a - c)) + b

Note that if a = c, the lines are parallel or collinear and have no or infinite intersections, and you'll get a division by 0. I can't be fucked to simplify the y-coordinate equation.
>>
Anybody know some youtube channels where people just record making assets with Blender/GIMP or other stuff?

All I'm finding are loads of tutorials, which is nice but I just want something to leave on while I work.
>>
>>147039217
I thought there's an audience for Lovecraft games. Do you remember the RPG Cthulhu saves the world? That even got to the front page when released back then.

I don't understand how can a puzzle game can be represented in an impressive way. Okay, I know how it can be, but I admire the dev for his honesty. He showed the gameplay instead of flashing the screen, fading to black once in a while and cutting to something else after every two seconds.

But yes, not everyone can be interested in anything.
>>
>>147039581
oh, this is slope-intercept form right?

t-thank you now to construct slope-intercept lines from vectors ;_;
>>
>>147039305
But you can see Boku now!

>>147039308
The whole point of the game is similar to captain toad. You can see the whole level because the puzzles require you to think about where you can position the camera. Not to mention THE CURSOR mechanics of bokube wont play out well if you cant see the whole level.

I made the trails on the cannons smaller, smaller than ever if you compare the earlier posts but il make them even smaller I guess if that helps. They are needed for clarity as well.

The camera following bokube would be disgusting and wouldn't be able to rotate as well so people would complain about it because you wouldn't be able to look at the game from any angle for CLARITY. I'm sure you will understand when you play the game on demo day 9.

Now that clarity has been solved I can go back to focusing on working on a demo for day 9.
>>
>>147039017
Thanks you for the feedback! Couldn't have made it without your help.
>>
>>147039647
I think you are looking for artists who stream their working sessions. What you need is either a currently running stream, or a recording of the previous session. I can not name any in particular, but maybe these are the right keywords for your search.
>>
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Say I want to make games, and I already have some idea of how programming works, having done webdev with PHP and JavaScript.
However I write those in a plain text editor, typing in a few lines of code, hitting refresh, seeing what happens, and proceeding.
This way of doing things simply doesn't work with Unity or Unreal. I don't get immediate feedback, they are too big, too bloated, too complex for me to get going. They seem to be tools for artists, not for programmers.
What are the tools for programmers? I have zero knowledge of vidya dev, by the way, per frame updates, game loop, saving states, I've done none of them or I didn't recognize them if I did something similar.
I want a "for dummies" program to get into gamedev that is meant for programmers, and not for artists.
What language do I go with, what framework or engine, which tutorials or books to I follow for a while, what projects do I aim at early on?
>>
>>147039695
Are players still impressed by non gameplay footage in a trailer? I always skip to halfway through to get to gameplay. Players aren't that stupid are they?
>>147039731
If you have vector form I think you're supposed to use matrices to solve it
>>
>>147039846
cramers rule? I did read a bit about that but I didn't really understand it

they're most technically rays I guess, start point and direction vector
>>
>>147039023
I reckon fighting game npcs should have detection lag. But that would require the npc to have predictions programmed in depending on what you do like if you sprint right at them or spam projectiles and such.
>>
>>147039647
You can find people streaming that kind of stuff on twitch all the time. Check tags on there like #gamedev, #3d, #modeling, etc
>>
>>147039843
I'd recommend LibGDX, a Java game framework. It's much lighter weight, lower level of abstraction than Unity and gives you a greater degree of control.

There are a load of tutorials for LibGDX that cover the absolute basics from a programming perspective, try this one: http://www.gamefromscratch.com/page/LibGDX-Tutorial-series.aspx
>>
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>>147037848
>>147038176


heres some progress just for you, 2 of the old gods Nodevitath and Gullaros.
>>
>>147039846
The mass of the player base were always amazed by shiny graphics and shiny things. As I know Romero was sort of devastated when Quake ended up as another generic shooter, but the graphics sold it anyway.

With the increase of the casual players, this just gets worse and worse.

To be honest, I don't even care about game play videos. There's a certain feel how the game plays, and you can not show that via a video. You need to play it. I usually just wait 1-2 years after something gets released, and if there's still hype and talk about it, I might take a look. It wouldn't be the case if there still would be demos or trials like 10-15 years ago.
>>
>>147039695

>I don't understand how can a puzzle game can be represented in an impressive way.

By solving a puzzle in a clever way or showing off more. As it is, the only thing the audience knows is that the followers can turn into certain monsters, but their functions and the puzzles seem overly simplistic. It'd be fine if it was a video going into detail about the mechanics, but trailers are supposed to be exciting and interesting. This is how virtually ever good trailer goes. Dark Souls didn't have ads with players slowly exploring the Undead Burg, they showed some of the high points to intrigue players.
>>
>>147039735

If that's how your game really works, then fine, but why exactly are the trails needed if the entire stage will always be shown? They're large moving objects coming out of rotating tanks in a rhythmic fashion in a single direction, the trails are unnecessary at best because it's abundantly clear within the first few seconds of starting a stage how they work. If bomb clarity is really an issue, then you should make them (along with other dangerous objects) contrast the environment highly by making them a stronger shade than black and gray.
>>
>>147039843
Well, maybe it'll be a big leap from PHP and JS, but you might want to take a look at C++ with SDL. If you follow this tutorial, you'll get a basic understanding on game loops and controls and input.
http://lazyfoo.net/tutorials/SDL/index.php
However, to be honest, game loops might seem to be trivial, yet if you think about it, it's a very complex question. When you get your basics, you might want to read this:
http://gafferongames.com/game-physics/fix-your-timestep/

If C++ looks too scary, then go for C# and Monogame/XNA.
>>
>>147040434
Don't get me wrong, I'm still a slut for good graphics, but they have to be gameplay graphics. I just don't really understand how a two minute movie released alongside a game sells the game.

Actually, putting it that way, it makes sense.
>>
>>147040864
really? you don't understand what a trailer does? like, at all?

how autistic?
>>
>>147040949
I get what a trailer is supposed to do.

But as a potential buyer of the game, anything that is gameplay or gamplay facts (50 classes! 600 guns! 2000 hours of gameplay!) gives me 0 information about the game itself. All the concept art, prerendered video, dramatic narration, is completely unrelated to how the game plays.

What I meant by two minute movie was all that other crap.
>>
>Cyberpunk Bartender Action VA-11 HALL-A finally on free websites
Finally a chance to try out that game.
>>
>>147040864
Don't forget, that you are not arguing with me. I understand your point, but you have to understand how basic human beings work. Simply put: they are lazy and stupid. If you can not catch their attention in 2 seconds, they won't care about the rest. At this moment, we can create better looking movies than game play. So you either start with some pre-rendered movie which describes the awesomeness of your game or you show actual people getting hyped for your game (like they do in Japan). There's a saying: you can sell everything with boobs, kids and puppies. Pre-rendered videos showing badass and epic stuff are the boobs of video game marketing.

Other than this, the masses don't have taste and they don't like to think. They just don't. There's a reason why Michael Bay still has a job.
>>
>Make basic 3d models that are in the shape of the character you want, but without their details
>Use these to make poses and animations
>Draw over still images of these 3d models to make 2d sprites out of them

Has anyone done this? Any good examples of it? It feels like it would be a lot of work, but it would help keep proportions consistent and all that shit.
>>
>>147041375
>It feels like it would be a lot of work
More like it requires very good artists and modelers at the same time. Clearly not amateur.
>>
>>147041267
We appealing to the masses now?

The only thing indies have going for them is uniqueness of gameplay (excluding all the meta indie-hipster trash). If I'm getting an indie game I want to see what's unique about it in the trailer - if I don't I'll likely disregard it as a clone of some other popular game, or very rarely, look up the gameplay on youtube. It's a shit trailer if I have to do the latter for basic gameplay.
>>
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>2011 was 10 years ago
>>
>>147041375
kof xiii
almost went out of business thanks to that
>>
>>147041887
Aw but man, it is so fucking pretty.
>>
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>>147041775
>1970 was 2 days ago
>>
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>>147041775
>>147041994
>15 yeas ago was 20 years ago
>>
>>147041375

use NPR shaders/renderer instead tbqh

Or do like that one Guilty Gear game and go high poly + simple color shaders only
>>
>>147041730
We don't. I'm just trying to understand the reason behind the ~40% no on God's Gift.
>>
>>147042113
Maybe 40% of people are just answering the question truthfully?
>>
>>147040384
>>147040762
I'll consider these answers lads, and I'll check your suggestions out once I get home. Cheers.
>>
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>>147041375
King of Fighters XIII is a great example of that, but yeah, the quality of the final sprites will always will be good only if the modeler is good, the animator is good and the artist is good. The model should have all the details to make the artist job a little bit easier, but even then he would have to redraw a really high amount of frames and know when to deviate from the model and when not.
As >>147041458 said is no way something doable for an amateur team, even less for a 1MA.

Depending n what kind of graphics you were aiming for, you could have more amateur friendly alternatives to get a similar (but of course not identical) look.
>>
>>147040762
I'd recommend against XNA. I love C# but in my experience XNA is a really awkward framework and there's surprisingly little tutorialisation/documentation for it.
>>
>>147042250
Are there any examples of the technique being done badly?
Or any examples of an indie game doing it?
>>
>>147042320
>surprisingly little tutorialisation/documentation for it

nigga what? you've got msdn, all the creators club shit, and like 7 trillion helpful blog posts second only to unity
>>
>>147042320
I've never had an issue finding good tutorials for XNA - this is a good resource:
http://rbwhitaker.wikidot.com/xna-tutorials
>>
>>147042320
the benefit of XNA is it literally hasn't changed in 5 years, so every tutorial written since then applies
>>
If I wanted to make model with rigged swappable body parts how would I do so?
>>
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Aspiring 2D & 3D-artists, post what you have been working on!
This is a Maxim machinegun I made yesterday.
https://sketchfab.com/models/26a6601e10274309940941210761aa8b
>>
>>147024687
What are you a doofus?
>>
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>>147042451
They are very rare, because the high amount of work and time that approach takes.
Only one I can think so far are a couple of MUGEN characters made in a similar way. The guys rip the models from the games, animate them, and then edit the frames a little so they don't clash too much amongst the other characters. Doesn't look that bad, but here you can see how if the animator is not really good your animations will end looking pretty stiff.

For an amateur game I would say go for high poly models with celshading or baked shadows, like most anime-looking games do. Or maybe you could work a mix of 3D and 3D, like Tree of Savior does. Characters bodies are 3D models and their heads are sprites.
>>
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>>147043201
This is how Tree of Savior Charactes look in-game
>>
>>147037869
Are there lights inside their faces or what
>>
>>146960626


My Unity dev loop:

>choose a feature you need to add to your game
>script a mangled but (at least semi-) functional implementation
>search Unity Answers, Unity Forums and the rest of the web
>find a streamlined version of the feature coded by someone obviously more capable than you
>copy and add to your game
>drink
>20 goto 10

Where will it end?
I actually feel like I understand Unity fairly well. Maybe I'm just a shit programmer.
>>
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>>147042962
I think this is cool.
>>
>>147043338
that seems fine? you at least understand enough to code your own in the first place
>>
>>147043338
Oops, ignore the accidental quote from the previous thread
>>
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>>147043319
And this is how the models look like.
>>
>>146985561
>http://www.strawpoll.me/10623306
Pewdiepie if you're aiming for money.
Real talk.
>>
>>147043413
I guess I shouldn't sell myself short, I guess I just feel like I'm caught in a version of the Stackoverflow dependency loop that a lot of beginner/intermediate programmers claim to find themselves in.
>>
>>147043330
Is the light on their faces too bright? Guess I could tone it down a little bit. I have plans to make some tweaks to the sprites anyway.
>>
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>>147043428
lol

I mean I know it's fine, but it's funny seeing fucked full up models.

Like motherfucking pic related.
>>
>>147043338
>Where will it end?
a few more years of experience should make it mostly go away

not really any shortcuts
>>
>>147043623
Those highlights on their faces are just about the brightest thing on the scene. It's just a little weird.
>>
>>147043428
And this is a model with baked shadows. In my opinion the approach that looks closer to being handdrawn (after guilty gear of course).
Then again, the final result's quality will depend a lot on how good the model, texturing and animation is.
>>
>>147043537
Is your game really groundbreaking gameplay wise? If not, it doesn't need much bespoke code. Once you have a game idea that doesn't exist, you need to have a lot of skill coding the unique systems.

Remember that making a game as a 1MA or a small team is not about perfect code. It's about shitting out just enough code to last until you need to upgrade a feature. It seems like you're learning about how to code the features but not wasting your time optimizing them. That's good!
>>
>>147043534
this guy gets it
>>
>>147038264
>new system shock is just bioshock
>>
>>147043428

that's ingenious
>>
>>147043803
>>147043803
>>147043537

To put it more succinctly:

You're worried about not knowing how to reinvent the wheel, when your goal as a game designer is to invent a brand new car.
>>
>>147043725
Good point, I'll tone them down a little bit as soon as I get to retouch the graphics.
>>
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>tfw yesdeving and actually having fun

How long has it been...?
>>
File: short level test.webm (1MB, 770x457px) Image search: [Google]
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I made a short test level after I fixed a bunch of issues that happened when an item ended your turn.
>>
>>147043774
this is shit and doesn't look drawn at all
>>
>>147043651
>>147043857
It is. And works really good in-game.
Is pretty amazing to find about this kind of tricks
>>
>>147044021
is this an rpg or more of a pure combat thing?
>>
>>147044119
It has some rpg elements but I don't intend for the focus to be on character building. I want to either shift towards more of a resource management thing (items and powerups) or to make the combat more actiony somehow.
>>
>>147044252
>make the combat more actiony somehow
painted yourself into a corner using a tile based system
>>
>>147044374
tile based systems can be "actiony"

just copy paper mario
>>
the way you recorded the webm seemed very actiony, but you were moving fast because you knew the controls, right?

i liked the feel of combat when you weren't stopping to think. you could keep the encounter combat and still make it faster. you could reduce it to less than 10 possible move choices, so there is less menu navigation, have the moves based on powerups or items, and have a time limit per turn.
>>
>>147044374
I'm considering transitioning into a separate battle screen with a fight that changes depending on how you engaged.

>>147044440
Yeah in the webm I was rushing because I thought the filesize would be huge if I didn't. I might do something like forcing you to go through turns quickly during battles and moving the more passive interactions into another menu. On the other hand I kind of like giving the player time to think at least once in a while and have one of those turns like in a roguelike where it takes you 10 minutes to decide what to do.
>>
>>147044590
please don't move the encounters into a separate battle screen though
>>
>>147044670
I'm not sure how else I can make boss fights long lasting and memorable though.
>>
>>147044723
you just need to find your gimmick like crypt of the necrodancer
>>
>>147044723
you have four tiles around the player.
the boss could spawn goons on those tiles. you have to fight through all four before reaching the boss

or the boss could step back and put up a barrier that you have to fight through

visually, the integrated combat is the best part of your game so far. you should explore it.
>>
>>147044021
Combat looks like shit senpai. Instead of selecting attack all the time you should make your guy attack automatically with a slight pause before the next one so you can do something else if you want.
>>
>>147004354
Tom Francis
>>
>>147043956
nerd
>>
>>147004354
Michael Brough
>>
>>147045067
>calling people nerd on the internet
Though internet guy you are.
>>
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>>147044863
Yeah I probably should have just kept it with the classic roguelike move to attack but I was trying out a bunch of different control schemes.
>>
Damn it's pretty much impossible to create some cool google account name anymore. Literally everything is taken and i have to use numbers and shit
>>
>>147045175
make up a seven letter word
>>
>>147045165
>being that big of a nerd that you get triggered by being called a nerd

lol nerd
>>
>>147045175
I absolutely despise creating new accounts for this reason.
>>
CodeBlocks or Visual Studio for C++?
>>
>>147045239
Yeah, i mean even shit like aaa123456g is taken what the fuck
>>
>>147045175
composite names
>>
start a new thread already
>>
>>147045490
you have that power
>>
Before this thread dies thanks for the feedback guys.
>>
>>147045590
your not welcome
>>
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>>147045590
>Before this thread dies thanks for the feedback guys.
>>
>>147045776

new thread
Thread posts: 785
Thread images: 148


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