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/agdg/ - Amateur Game Dev General

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Thread replies: 780
Thread images: 155

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Last thread: >>146985101

> 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/
>>
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>>
>>147045814
this gif makes me angry
>>
>>147045847
>gif
I can see why
>>
CodeBlocks or Visual Studio for C++?
>>
>>147045814
make it a sphere
>>
>>147045902
Visual studio because I use it
>>
>>147045847
A real dev would use an anime girl instead of a dog.
>>
>Decide sunday night that I'm going to buckle down and get dev shit done
>Wednesday night still nothing
>>
>>147045992
Wow, I am in exactly the same situation.
Makes you think, huh?
>>
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Here's some progress, 2 days work so far, intend to submit this to Demo Day 9 as a sacrifice instead of BANCHOMANS, since that isn't ready yet.

What should I call it? Candidates:
SKULLWHIPZ
SKULLFLAILZ
SKULLBROZ
SKULLINATORZ

(The "Z" postfix and the "SKULL" prefix are necessary.)

(If you can think up something better I'm all ears, I'm fucking terrible at naming my games)
>>
>>147046129
I like the juice, but I'm not sure if it'd actually be more fun to play...

SkullycloneZ?
>>
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"""Progress"""

>Tried adding bloom, but it kills the framerate with a large number of bullets
>Simple combo mechanic

Choppy webm due to compression, shit
>>
The question of game loops and frame rates really mystifies me since the very beginning. Most tutorials just tell you to cap it at 60 FPS (so the loop runs every ~16 milliseconds) or tell you to rely on VSYNC. What do you do, /agdg/?

What I would like to have is a method, which lets the machine take as much time as needed for rendering a frame, but maybe have a minimum cap around VSYNC time (so for example at 60FPS the rendering can take longer than 16 milliseconds, but can not be faster than that). I would move my objects based on this passed time. So I would tell my entities to move X pixels per second instead of moving X pixels per frame, which means that they would move with x*passedTime. In this way, the entities would behave the same regardless of hardware.

How can I achieve this? I hope my explanation was clear. I'm using SDL2, by the way, but I think there's an overall solution which works in every environment.
>>
I am making a tile based engine for an RTS. Am i only a game dev once I have gameplay?
>>
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this is your motivation for today
>>
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Spent the last few hours modeling out a character. Hair is so goddamn hard to make by the way. I'm going to retopologize his nasty hair eventually. Going to paint the ears in as a texture rather than model them, but I do have some pre-made ears I could attach on in case the painted ears look too weird. Anyway, what do you think are some major issues with pic related? Anything in particular you like about it?

For 3d models, eye lashes are (usually) made with planes and a transparent image texture is applied to it, that's why the eyelashes are the way the are at the moment.
>>
>>147046129
I like SKULLWHIPZ - it tells you everything you need to know. You should go with that
>>
>>147046129
MIXSKULLZ
>>
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Can I get some advice on how to lay out my combat UI?

I need buttons to end the current turn, block with a shield, and attack with left-hand weapon (attacking with right hand weapon doesn't need a button, you just click on an enemy in range).

The bottom of the screen is already covered in cards, I don't know if there's room to cram a bunch of buttons there.

I was thinking of having a right-click menu that pops up? It would allow for easy targeting of block/attack skills, because you wouldn't have to push a button THEN click a tile. Another option is just having those abilities be hotkeys.

Both options are kinda unintuitive though.
>>
>>147046895
are those hearthstone cards
>>
>>147046670
Zarya is ANGERY
>>
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>>147046621
This is how I read it.
>>
>>147045902
Use CodeBlocks if you plan releasing on Linux, unless you can tell the differences between what works in VC++ and mingw.
>>
LWJGL for 3D gamgam, any tips on previous experience?
>>
>>147046309

nice
>>
>>147046895
have the cards slide out view unless they're selected/ in use. Then in place of cards have your battle ui
>>
>>147046309
Looks good even with those simple shapes. But the framerate bro, you gotta fix that shit, it's unacceptable with this amount of objects. What are you using?
>>
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>>147046946
Yes, I would have ripped a different TCG's card design off but they literally all look shit, card art notwithstanding.
>>
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>>147047118
>my soul when
>>
>>147046895
Hotkeys would be good but you probably also want something onscreen the player could click quickly during combat.
>>
>>147046895

ohh shit son looking like a legit game
>>
>>147045902

What OS are you in?

Use vim and compile from terminal. It will save you time and from further headache later on
>>
>>147046350
This is actually a lot more complicatd topic than most think. There is pretty good rundown called fix your framerate out on the internets.
>>
>>147046350
http://gafferongames.com/game-physics/fix-your-timestep/
http://www.koonsolo.com/news/dewitters-gameloop/

Read both of those.
>>
>>147047204
Do you not think only being able to see your cards when you mouse-over them would make it hard to plan your turn out? Players might forget what cards they had drawn.

>>147047242
So then do I put the buttons in the bottom left? Should they have a background behind them, or just floating buttons? There are only going to be 3 so a background feels overpowering and cluttered.
>>
some guy started telling me how hes making a 3d rpg and when i asked him what modeling program his response was that he used various programs but cant remember the name of them
>>
>>147047367
>>147047449
Thank you! I was not aware of the second article, maybe that will help. However it's somehow comforting to know that there are many different approaches to this subject, and even if someone says go with this or that, there's no actual best practice, so there's a lot of room for experimenting.
>>
>>147047558
Yeah I would probably do without a background. If these actions are important you might want to look at where rts and moba and diablo games put these things.
>>
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>>147047558
Then have cards slightly out of screen, or perhaps transparent until highlighted.
>>
>>147046129
I like SKULLWHIPZ.
Game looks fun but, how do you control the skull anyway? It looks to me like the kind of game that will feel awesome with a gamepad.
>>
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>>147046670
Don't ask me why I spent so much to make this
>>
>>147047924

cool story
>>
>>147048532
kek if it looka like that in game I'd play it.
>>
>>147047205
Game maker studio. I'll need to check if the lag is due to the bloom itself or the multiple renderings...
>>
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Listen up folks. I'm nodev.
>>
>>147048705
I'm nodev too.
>>
>>147046129
>SKULLWHIPZ
This is the best, don't forget to give it a cool subtitle like "unlive to whip another day"
>>
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>>147048705
me three. ill never make my scalefag game
>>
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>>147046129
it's not a whip breh, it's a flail

unrelated
>tfw collision detection inspires you to change primary mechanics, your level editor, and your whole level design workflow
>tfw slowly losing inspiration
>>
>>147048705
>>147048749
>>147048809
We are all nodev, wasting time (not) trying to make games instead of playing them.
>>
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>shitty loop going o 2^n
>waste three fucking hours trying to optimize it
>no longer works
>have to revert until it works again to restart optimizing

epin, just epin

kill me
>>
>>147048936
>o 2^n
the fuck does that mean?
>>
>>147048936
Maybe you should've made game instead.
>>
>>147048673
Bloom should be costly per pixel and not tied to draw calls. You might just be experiencing two performance problems at once though.
>>
>>147048961
https://en.wikipedia.org/wiki/Big_O_notation
>>
>>147048961
it means that the efficiency of the loop scales exponentially, although how one achieves a 2^n loop is beyond my understanding
>>
>>147046309
How are you implementing the bloom effect?
Are you using surfaces?
>>
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>mfw i spent 2 weeks learning Maya and the uni i'm going to uses 3ds max
>>
>>147046309
I wish my shmup was this tight.
>>
>>147048705
I am as well. My shame is eternal.
>>
>>147049325
>complaining when you get the chance to have your own student license and free learning on 3ds max
>>
>>147046969
Yea, as I was making the hair, my mind instantly went to "this is reminding me of Zarya."

>>147048532
You're at least aware of the main inspiration. Thanks for this by the way.
>>
>>147049227
I'm drawing everything I want to bloom to a surface, then draw that surface twice, once without bloom and once with a blur shader applied.
>>
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>tfw got banned for posting a lewd pic on /v/
Fuck I didn't notice that nipple! Oh well, I'm back now.

I spent these three days of vacation I made some props for the stage (I'd like to make the stage feel more alive but I don't know if I'll make it in time for DD9).
Also started mapping out the song I received from my musicbro, it's hard as fuck to get the timings right.
As you can see from the webm, I suck at my own game.

I tried implementing various short animations the idol will do almost at every note the player hits. Now they're completely random, and i don't really like how it came out honestly. I'll work on this some more but I might scrap it and go back to how it was before.
>>
>>147050149
>Project Idol Bunny
>Available soon on your "demo day"
I like it.
>>
>>147050149
Your main problem is that the animation is delayed, so she does something off-beat. It would be better to have a build up animation and then the payoff when you hit the button, or her slipping up and looking foolish if you miss the right button.
>>
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does the guy who made 9th dawn 2 come here?
he posted some gift codes in a geame dev thread on /v/ and i really like it so far
>>
>>147045902
Cmake
>>
>>147050361
DELETE THIS

I MEAN IT
>>
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it's a lot of hard work
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>>147050590
okay
>>
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so is 6dof witching dead
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>>147050383
I've been playing that game a bit too. It's pretty fun.
>>
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>>147049620
If you are drawing what you want to bloom to the surface on the step event, you'll get a lot of lag there. Do it on the End Step event instead.
If is not that, try deactivating the blur shader, if you don't get fps drops then, you can make the blur effect with the same surfaces.

Create two surfaces, set interpolation on and draw screen scaled to a smaller size (I'm using 0.5) to one surface Then draw that surface to the other scaled the double to the previous one scalled again (you get the screen drawn on a surface at 0.25 of its size) Turn interpolation off
On the draw event turn interpolation on again , set blend mode to add and draw that surface stretched to the screen full size (in my case x4). Mess with the alpha or the amount of draw calls to get more or less bloom. Turn interpolation off and set blend mode to normal at the end.

That what I'm doing for this effect, just using surfaces no shaders at all, and while my game is way simpler than yours I can run it on a toaster with 1GB of RAM without any FPS drops.
>>
>>147050149
Looking really cute.
>>
>>147050753
do you know what the different stats do? especially int and wis?
i tried checking the game site but theres like no info there and the steam forum doesnt have anything usefull either
>>
>>147050383
I wish this was me, but I can't get past the Roses and Wine phase it seems.
>>
>>147050149
The stage is a nice addition. Will you create models for the audience or stay with these featureless figurines?

>>147050590
Fan arts are nice.
>>
>>147050383
He used to.
>>
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>>147050149
You could make the satege feel more alive with lights like this (not even real lights, just a couple of layers on top of everything) Even better if the lights change color randomly. Audience could move up and down randomly too.
>>
>>147051471
he should make the audience wave glowsticks to react to good timing and stop waving when you mess up
>>
Post the uncensored version on imgur please
>>
>>147051471
>>147051260
I really like the idea of moving and color-changing spotlights.
I'm already planning on making actual models for the audience who will move and jump and shit during the game.

>>147051557
Fuck off dogposter.
>>
>>147050361
10/10 agdg needs more lewds
>>
>>147051471
Are you the guy who made that chair spinning game last year by any chance?
>>
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>>147051551
This
>>
>>147051643
Nope. Why?
>>
>>147046670
looks like a disney dude.
>>
>>147049325
max is better for modelling. you are going to enjoy it.
>>
>>147051557
>>147051723
delet these
>>
>>147050149
If you want the dancing to ever look good you're going to have to work on some sort of procedural animation system.
>>
>>147051983
and fix up the model
>>
C# let me switch on a reference goddamnit I know its just a pointer on the inside.
>>
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>>147051940
Whoa, do you have super powers?

>>147051830
And its a FREE max to boot. He is blessed. All I got was free Windows 7, and now that pirates get free Windows 10 I feel even that wasn't worth it.
>>
>>147052123

How did this autist even make it through? I thought sperm banks were heavily regulated and didn't take any random retard's spunk.
>>
>>147052123
wait what? did he receive a free comercial license to use max?
>>
>>147052335
go to sleep shitposter.
>>
>>147052487

When I get my answer.
>>
my sperm all have university degrees
>>
>>147046309
Feels pretty nice. Definitely on the right track. Take a break from juice and work on your performance.

Some ideas:
-Are the projectiles actually low polly 3D? Its hard to tell. If so, I'd revert them to a sprites. Visually there shouldn't be much differnece.

-Same for explosions. A lot of older games did this sort of thing with their projectiles & effects. Diablo2 is a good example.

-Do some testing with the trail. Does disabling it improve frame rate by a significant margin?
>>
>>147050923
WHERE'S BOKU
>>
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Spaceship decapitation progress-- ZIP ZILCH NADA in the way of memeables, but I'm feeling good.

- I got a personal SVN repository hosted because botnet drive was choking on all the Unity build files. Committing changes feels so neckbeardy.

- My guns now have aiming tracers. I think I'll have piddly guns be hitscan and really solid ones be projectile-based. Haven't even gotten them to fire yet because I spent my few free hours on the next one.

- I managed to call Lp_solve from Unity. I'm going to use it for balancing thrusters on damaged ships. It actually wasn't hard, but I bounced for a few hours between using Google's optimization library, a crappy C# Simplex I found on Github, or doing some illegal "shut one eye" shit with the free edition of Alglib (wouldn't have worked anyway, it's really slow for linear optimization). I fucking love these C-style underscores. They remind me of my time spent battling libcurl in uni.

Thankfully, tomorrow is my last day of work before le ebin mudslime holiday. I'm going to have to fight to get a minimum-viable tech demo out the door to properly showcase my dorffort-ass damage system, so you may not see ship welding on Demo Day 9.
>>
>>147052123
how does this even happen
>>
>>147052393
Students get a free license, I doubt its commercial, but you can produce and publish.
>>
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>>147052863
wrong screenshot, wanted to show the tracers too
>>
Thinking about going the Minecraft route and selling my game as an early alpha, then continue working on it, and raising the price as it gets better.

Has anyone tried this? Is it a dumb idea unless your game is as popular as Minecraft? I don't expect to make much money, if I can cover a month's gym dues I'd be totally happy with that.
>>
>>147051687
Similar art style.
>>
>>147053241
Yes, It's called early access.
>>
>>147053347
Oh yeah, I guess that was kind of a dumb question but I don't really use Steam so I forgot about how popular Early Access is. Thanks, anon.
>>
>>147053241
It's good if your game has potentially infinite content.
Otherwise forget about it.
>>
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I understand building 2d games from scratch, it's relatively easy and you just draw images to your window, but what's the benefit of doing 3d from scratch? With things like Unreal or blender already existing, why does a dev want to kill themselves with the progress of 3d rendering?

I'm not knocking it, if there's any benefits I'd definitely give it a shot myself. So I'm just curious.
>>
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>>147053852
Depends on what you need, doesn't it? Indie games generally don't need photorealistic rendering and a small indie team can't create the high quality assets for a full scale photorealistic game in any case. Low poly 3d is not difficult to do in your own engine or in a pure graphics engine like ogre.
>>
>>147053852
>what's the benefit of doing 3d from scratch

None, unless you want to sell the engine yourself, like Unreal crew do.
>>
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>>147046895

Ever considered something less traditional?

Make it a pile of clickable gear the person would actually wear.
When you mouse over the piece glows and the 'name' of the action is displayed. This serves to give the character some extra personality as well.

It doesn't really matter if i.e. the person doesn't have a shield equipped. It'd still work and get the point across.
>>
>>147053980
you loose time to get freedom. its all about time in the end.
>>
>>147046129
skullchainz
skullarizerz
>>
>>147046129
Skull Ball Z
>>
>>147046129
2cool4zkull
>>
>>147046129
Cool juice mate.
>>
>>147046895
shit looks like a good idea. im dying to see some gameplay.
>>
>>147052950
Are those ships from the Battleships Forever forums?
>>
>>147054103
This looks good. With that much stuff covering the bottom of the screen there should probably be a UI background for a consistent appearance
>>
Is GM a bad idea to use for detailed tycoon games? Either I'm doing something wrong (too many objects perhaps), or it turns into a bit of a clusterfuck
>>
>>147055227
GM is kinda alright, you just have to be hypervigilant to organize your shit well if you're going to have a large project.
>>
>>147055283
not him, but could you elaborate on what you mean by that? new to GM here
>>
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I tried throwing together a radial menu for combat shortcuts as well as visualizing the turn in place functionality.
>>
>>147055417
As a programmer, I found it really easy to make a huge goddamn mess with Game Maker. My code is generally very neat, but with Game Maker I was up to my eyeballs in spaghetti in no time.

Perhaps I should chalk it up to my inexperience (several months) with Game Maker, though.
>>
>>147055227
What kind of tycoon game?
Tycoon games are just a subgenre of simulation games. You shouldn't need that many objects unless you are doing something like TTD.
I've coded a couple of those in the past, give us more details and maybe we can help you optimize it.
>>
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>>147046129
call it Hammerfight
>>
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>>147055514
>that intense zoom while the two characters headbutt each other
I love it
>>
fuck ... i will try to make a procedural dungeon generation thing again. wish me luck, also any matrial on the subject would be nice. thanks (i use C# by the way).
>>
>>147055514
>another waifu game
Don't let us down like all the others now.
>>
>>147050794
>>147046309

I just found out about surfaces in game maker. Are there any good guides/tutorials on them? I want to understand them and how they're used instead of copying someone's effects.

>>147052950
Specifically inspired by this dev's ship destruction. I want to know if it's possible to capture small sprite images and distort them for limb dismemberment.
>>
>>147054991
Yes. I made both of them and have posted them in the past, but the links are dead because I uploaded them to Majhost or some stupid shit like that.
>>
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Well, are you, /agdg/?
>>
>>147056173
wow Nicky Minaj lost a lot of weight.
>>
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>>147056173
@googum
>>
>>147056173
When's that again mate
>>
>>147056173
I was hoping to get a cute 2or3D girl from the collab or free artists agdg posts but I got nothing so can't make demo.

That's the only thing I need to get motivated I swear.
>>
Russian enginedevs have gone with Rust as their weapon of choice

https://www.youtube.com/watch?v=40DGf1eKb_Y

Why are you still fucking around with C/C++?
>>
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>Learning art
>Drawings look like shit
>Spend a week doing nothing but legs and hips
>Come out looking marginly better
>Try to do the rest of the body
>The upper body looks way worse than it did before
>Have hardly any experience with faces and hair
This is going to be a never ending cycle of trying to get better at art and nodeving
>>
>>147056046
This one is the most complete I have seen so far.
forums.tigsource.com/index.php?topic=7441.0

>>147056173
Almost!
>>
>>147056580
Because rust is a meme language, russian devs could make an engine out of bits of strings so it doesn't count.
>>
>>147056889
Thanks for the resource anon.
>>
>>147056580
Holy keks
They run as if they had shat their pants
More like ShartBringer amiright?
>>
Starting to work on an idea for a game and so far have someone doing character art for me. I have written down ideas for the plot and characters and relised I have no idea how to put together a design document?
>>
>>147057164
The secret is to replace all the characters with cute manga girls.
>>
>>147057164
>tripfag
>ideasguy
>wanting to make a dumb design doc
Off to TIG you nodev fag
>>
>>147057313
You forgot
>facebook image filename
>>
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>>147057363
you have a problem with facebook image filenames?
>>
>>147057313
I've actually made some gameplay demo's in unity, also whats wrong with making a design document
I forgot to drop the trip from another thread
>>147057363
My friend sent me his latest sketch over messanger
>>
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I guess that tedious refactor of the event scheduler I did earlier today is finally going to start paying off.
>>
>>147057573
Can you react in time to dodge the trap?
>>
>>147057573
lul
>>
>>147057126
Reminds me of the Morrowind walk cycle. I can't play that game vanilla anymore without breaking out laughing.
>>
>>147057639
No, the scheduler will wait until any events of this kind are finished before proceeding. To make it dodgeable I would need to let it run outside the event system during its animation. For this game that wouldn't really make sense right now since it does the roguelike thing where everything pauses while the player is taking their turn.
>>
>>147047207
check out the heartstone art talk on GDC, it covers how blizz made TCG appealing to plebs
>>
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This was dumb
>>
>>147056580

Sick of hearing about this language

It has ONE feature (safety) where it's stronger than C, it's weaker everywhere else
- Runs slow
- Compiles slow
- No numbers in templates
- No implicit casts
- No polymorphism
- Interface system is worse than Go with all the same drawbacks
- None of the libraries work on Windows

Nobody will ever sell a game made in this language, nobody will ever use it at work
>>
>>147057915
Fits Strangely well desu
>>
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>>147057876
I like it still. I was just curious as the text read watch out. Looks good anon.

Can someone critique my arms. It looks like he's swimming I think.
>>
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You're making progress on your game for once when this nodev comes up from behind and slaps your ass. What do you do?
>>
>>147056580
>physics
they ddidnt actually write that in rust they just made used c bindings to some phycisc engine,
come on,
>>
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Back to show my progress.
Basically just beefing up my one character then doing the same for the rest.
Right now he has a melee attack, a ranged skill that shoots 2 rockets, one knockback/escape, one an ultimate that fires a barrage of rockets.
>>
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>>147058060
shit that was meant for ants
>>
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>>147058060
Wait, I think I have it now.

On the arms I think they are going a bit high.
>>
>>147058289
Yeah I like that. If you want the trap to be avoidable that definitely works.

I'll lower the arms and see how it looks.
>>
>>147058246
why is there a frame where his head becomes disconnected
>>
>>147058479
The character is canadian
>>
Someone give a weird game to make.
>>
>>147058576
I don't get it
>>
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Progress Time
>Tweaking difficulty to adapt it to the new level design
>Still messing with hitboxes
>Added a couple of options the player can mess with. Will add an actual options menu eventually
>Added auto-saving and loading said configuration.
>Testing new title screen, still needs polishing
>Cleaned some code.
>Fixed a couple of bugs, and found a couple of new ones
As soon as I finish the new title screen, and fix the new bugs I'll be ready for Demo Day.
>>
>>147058245
Damn
This is the mecha game AGDG needs.

>>147058246
What's with the transparent pixels on the legs?
Also, the character throws his arms way too far up, it looks silly.

>>147058613
Just take two weird concept and smush them together. Here: INCREMENTAL PONG.
It'll be weird. Can't guarantee it'll be good, of course.
>>
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>>147058613
a card game
>>
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>>147058665
South Park reference.
>>
>>147058613
You run a shopping trolley repair shack

You have to painstakingly inspect every bit of metal lattice making sure they are all straight, realign and oil the wheels, repaint the parts that need painting
You expand your operation, hiring employees, and discover a secret underground trolley mafia who doesn't like what you're doing
It becomes a racing game where you must now sit in your repaired trolleys and do sick drifts in order to take over the mafia
>>
>>147052863
>SVN
>>
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>>
https://www.youtube.com/watch?v=KxGRhd_iWuE
You're going to make it, anon
>>
>>147058479
I hastily ask for criticism before I'm done and kek.
>>147058753
Time to get his arms lowered.
>>
>>147058871
Dead waifu
>>
>>147059004
The best kind
>>
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>>147058871
>another ded waifu game
>>
>>147058753
How should I progress though, I'm thinking of team based arena brawl with secondary objectives like power ups so the gameplay won't be that one dimensional.
>>
>>147056802
I know your feeling man
tfw is more easy for you to draw an ass than the hands
anyway you never stop learning, so keep it up!
>>
>>147055168
Yeah, why not. Give it a dark marble/stone background with some gothic stonework. I got the idea from the old Commandos games UI.
>>
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any games that inspire you fellas?
Mega Man Legends for me
>>
>>147058130
>>147059210
Stop trying to derail the thread.
>>
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Does the arm curl look stupid?
>>
>>147056075
man i KNEW i recognized that style from somewhere

godspeed on your 2D spess ships
>>
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so what happened to that kobold faggot
>>
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>>147059045
>>
>>147059673
bullied to suicide
>>
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>>147057403
>>
>>147059210
Crash Bandicoot 3: Warped
>>
>/dangeru/ - VA-11 HALL-A General
Wow I just noticed that this agdg game has it own vg general.
>>
>>147059578
can you please post a bigger gif?
>>
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>>
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>>147060094
Sorry I've got my screen super zoomed and I forget all the time.
>>
>>147059906
>they never gave us keys
Betrayed us just like hopoo
>>
>>147060158
what are you talking about? hopoo gave all of steamchat keys
>>
>>147060158
this thread should be called /beggars/, because you beg for all the fucking keys when game hit steam, instead of just like make game.
>>
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>>147059090
Yeah but its just really REALLY frustrating
The satisfaction of getting shit done is nice, but the idea that its just a looooong battle with myself can get to you
I think Im past that depressing stage of thinking I'll never get better, but I have also started to drink more, might be a part of that
>>
>>147060094
How difficult could be making a custom CSS/or browser extension to add a zoom feature like the one on pixelation?
Would be really usefull for /vr/ and /agdg/
>>
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>>
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So I'm trying to be a good kid and use modern OpenGL instead of using all the deprecated shit and I'm currently bashing my head against a wall just trying to get textures to render properly. I thought I'd start by testing it out with my FBO and then moving on to the rest of my rendering code.

This is my vertex shader
http://pastebin.com/vaL5h029

I'm handing over the projection and modelview matrices as uniforms and I think the vertices in my VBO correct.

Pic related has working old version on the left and broken new version on the right. I'm also using an orthographic projection from glOrtho, since this is a 2D game. I know I've fucked up somewhere. I just don't know where yet. I hope someone who understands this hell will pity me and give me a nudge in the right direction.
>>
>>147060253
>steamchat
Steamchat isn't agdg
Look at those fucking members, 1% of them even post here.
>>
>>147060154
I really like it
>>147060158
>It's bad if you come here to shill but It's good if you give free shit
Fuck you, people deserve some money for they work.
>>
>>147050383
he still does, he posted about a weapon breakdown/combination system a couple days ago
>>
>>147060478
Friggen sweet. Now I can do some touch up.
>>
>>147060154
It looks better. I think at this point I'd want to see it moving, especially if you can do it without much foot sliding.
>>
>>147060385

Are you using glfw and glew?
>>
>>147059578
looks like he finna punch a nigga
>>
>>147060923
>finna
What
>>
Engindevs, how have you handled state management in your engine? Do you have a state object that encapsulates the input, updating, and rendering of gameplay, and option screens, main menus etc?

How do you handle transitions? I began my engine with no thought into this, now I have to refactor my update loop and associated code somehow
>>
>>147059075
But that game isn't dead, anon. It became this which I'll admit is not very good.
https://squaredev.itch.io/the-witch-and-the-dragon
>>
>>147047153
yeah. just use unity you fucking faggot
>>
>>147061013
Cmon man, this your first type
G next to the F and the I is near the O
It shouldnt be difficult
>>
>>147060862
I'm using GLEW, but SDL instead of GLFW. I'm using OpenGL directly for rendering.
>>
>>147061086
Finna isn't a typo, it's a shortening of "fixing to"
>>
>>147061108

So you're using SDL2 and using OpenGL directly within it? (which is fine, as it gives facilities for that).

I'm using SDL2 for my engine, I'm the same guy as here
>>147061029


I haven't dived into the opengl purely yet, my recommendation would be to check out

http://learnopengl.com/

or www.open.gl
>>
>>147061295
Wow I never thought to read a basic guide before coming here! I have no troubles with OpenGL and SDL, but a problem moving to the modern pipeline because 90% of information out there is the old way of doing it and I fucked up and followed that first.

I must be fucking up though because I followed a guide similar to this and it's not rendering textures right. I really feel like I'm not giving the right matrices to the vertex shader and that's it. Some less generalized help would be more valuable. Thanks for the reply though.
>>
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Where the cute mecha games at?
>>
I'm making an RPG where you can carry NPCs inside your inventory
>>
>>147061564

These guides are the modern way of doing it. I don't think you can possible mean you're using the fixed function pipeline
>>
>>147061837
>have NPCs battle other NPCs pokemon style

fucking
genius
>>
>>147062089
I was thinking more of making a human zoo kind of thing.

Actually the idea came to me from a glitch in the pickpocket system that caused the entire character to be put inside the inventory.
>>
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can someone give me critique on the facial proportions?
how do I make it more animu/appealing?
>>
>>147061851
I mean other guides use the old pipeline and that I followed a guide like this using the modern version and it's not working right. I really believe that it's the orthographic projection fucking me.
>>
>>147062376
I'm pretty shit tier when it comes to art but I think the neck needs to be a bit bigger.
>>
>>147062464

Are you actually using orthographic then? Why not perspective?
>>
>>147062376
That's already pretty animu anon, can you add a skin tone?
>>
>>147061837
>Kidnap every NPC from a town
>Leave them on another town
>Watch them get confused as fuck
>>
Why do games always have a shitload of texture filtering options even though the results and respective performance impacts between 'slightly high' and 'slightly higher' are often negligible?

Why don't they just have Off, some, and lots, like any other setting.
>>
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>>147061062
Don't mind me actually I'm just extremely jelly because I always see the large possibilities when you have a ready 3D character.

I wish artists would at least try to sell the girls. ... or wait, that sounded awkward.
>>
>>147062528
I said in my first post that I was using an orthographic matrix from glOrtho. It's a 2D game and using the coordinates I already had made more sense at the time. I'm not sure how to use a perspective matrix to that effect.
>>
>>147051471

Good idea. I'm glad people are actually helping each other in AGDG
>>
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>>147061802
WHERE THE MONSTER GIRLS AT
>>
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>>147062376
The edge loops around those eyes are all kinds of messed up. You can't deform the eyes properly like that.

Also don't put ngons in your model, stick to quads and tris if you have to.
>>
>>147062746
i should start modeling a lizard girl with some added t-t-thicker
>>
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>>147061295
>>147062829
Well I followed the guide more exactly and got pic related. It's a start. I think I know where I messed up now.
>>
>>147063491
well I'm not really going to move it around
the eyes and the face are actually separate
>>
sorry guys, i need to leave
>>
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J U S T
U
S
T
>>
Do you think there is merit to keeping the minimap off the main HUD and requiring a button press to access it? (like stick it in the inventory screen)

Increased immersion would be the reason. a less cluttered HUD too.

in witcher 3 and other open world games (ubisoft games and elder scrolls) sometimes you just play by staring at the minimap while moving. seems like a major fuck up of modern game design.
>>
>>147063769
You told him to go forward, and with his indomitable force of will, he did exactly that.
>>
>>147063863
In castlevania dawn of sorrow they stick the minimap on the second Nintendo DS screen which is kinda funny. Solution via nintendo gimmicks.
>>
>>147064031
I love your way of thinking.
>>
>have an idea for a game with a witch and her tagalong
>witch runs a shop in town and sells herbs
>draw circles as to sketch the witch
>stop

I had the idea that the witch lives innawoods with her tagalong and sells things to people who know her or those who pass on through, but then I'm not sure if I want her in a small town selling to the townsfolk
>>
>>147064031
Funny enough, the issue is somewhere in the pathfinding code. If I literally make it move in that direction, it moves up the ramp completely fine.
>>
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I need some references for metallic environments like a giant ship interior. I don't know what kind of details to add

Any anime recommendations? Vidya is fine too
>>
>>147064610
Why don't you just look at real ship interiors?
>>
>>147062829

>>147063568

Good I guess. If you want it to be 2d just keep everything locked to the same coordinate on the z axis (but you probably know that already)

anyways, good job on figuring stuff out i guess. perspective is just more flexible
>>
>>147064610
try Alien or Sunshine

They never put details inside anime spaceships, the backgrounds are always bare.
>>
>>147045987

> real is the new pedo
>>
It's just me or is 4chan working kinda weird? it gives me a lot of connection problems.
>>
>>147064748
Something game-y is easier to copy
But I found some nice stuff on google images

>>147064846
Okay thanks
>>
>>147063463
I want to make a monster girl RPG
Where the monster girls are your party members
And you build a non-lewd harem while fighting evil
>>
>>147065263
>non-lewd
>monster girls
Dropped and refunded
>>
>>147065029
Is doing the same for me. Gives me a lot of connection erros everytime I try to post nand can't open any image or webm.
>>
>>147064835
I'm working it out still. Can I use my 2D world coordinates with a perspective matrix?
>>
>>147065029
Same 'ere.
>>
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Today's progress:
- component messaging system
- sprite rendering manager
- attacks and weapons with cooldowns

Nothing to show yet for the component messaging but the red box (which is supposed to be the attack hit box for now) works under the sprite manager
>>
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War is necessary.
>>
>>147065545

Yes, just pay attention that you're not transforming things to foreshorten them for example where you don't need it. I think if you just keep your Z coordinate at 1 during all of your matrix transformations you should be fine.

I'm not sure if that helps at all, but I don't know what else to suggest
>>
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>>147066286
That looks like a depressing game.
>>
>>147066286
Wow, I remember this from like 2 years ago. Good to see you are still working on it anon.

What's your goal? Are you planning on having something commercial or is it just a hobby to pass the time for you?
>>
Aphasia:
I need to make an interactive map as an android native app. . Is this possible with GameMaker? All it needs is clickable or touchable names on the map itself so it shows the data for each entry on map fo example if you touch or click the name of Aristotle a speech bubble shows up with his birth date and information in it. Can you guys help me find the best tool to make this interactive app without coding? It would be best if it had the ability to get updated online too. Thank you very much.
>>
>>147066882
That doesn't sound like a game.
It looks like homework.

Anyways, if the map is real life then use google maps, you can have markers in there.

You will need to code, but it might be super easy to do if you follow a tutorial (there's tons of tuts about maps).
>>
>>147058748
May I ask what is the mechanism behind the vampire hunter's movement? It looks kinda odd that he runs up and down next to the river. He clearly wants to catch you, but it looks like he is too hesitant to decide which bridge he should take. Is it intentional?
>>
>>147066882
sweet homework jew
>>
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>>147066739
You have no idea

>>147066846
Hobby - but if the game ever got enough interest and support to go commercial it would be great.
>>
>>147059804
Really? Which kobold dev are we talking about?
>>
>>147067375
Wow that's fucking creepy.
>>
>>147066286
>>147067375
Wow, it looks amazing.
>>
>>147055514
What engine is that in, how'd you do that zoom?
>>
>>147067375
>Everything you care about is destroyed in front of you and you don't even have the time to react
Would make a good concept for a standalone game. Maybe.

Anyway, this is looking great. I'm particularly fond of the auto-tiling. But maybe you should make the cursor black with a white outline, so it doesn't get lost on the game's sea of white aesthetic.

Keep going!
>>
>>147067375
What is it, a graph paper world?
>>
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I've been thinking about this for a long time now. What makes a good lewd game?

You could just have a QT MC, but will she be the source of all lewdness? Wouldn't you get tired of just a single type of lewdness?
Is it weird to fap to something that represents you?

A mainstay of any harem is variety of lewd, whether its titty monsters, DFCs, or any monstergirl species. But do multiple sources of lewdness have to come from a "Harem"?
Could the lewd be simple grunt enemies you go through without a second thought?
Does an emotional investment, even a small one, strengthen the lewd?
Is an emotional investment ALL you need?
Do game mechanics add to the lewdness, or are VNs the purest form of the medium?

Or does none of this matter, and you just need T&A and people will buy it?

Give me lewd game ideas. I'm ready to cash in.
>>
>>147067191
its not homeowork and it not a real map. its a timeline and which is already published in physical form and i need to make an app version. it needs to be interactive. can this be done in GameMakler?
>>
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>>147067375
>that planet worth going down
Jesus christ how horrifying
>>
>>147068340
Doesn't matter
>>
>>147068340
Emotions strengthen the lewd
>>
>>147067436
The one who was spamming every thread with his shitty art of the characters from his non-existent game
>>
>>147066481
I get it now. Also, I finally have things rendering with the new method so fuck year to that. I still have to get it working with my FBO, but it's progress. I just have to remember that rendering a texture now requires the shader. I'm not sure whether I should be calling glUseProgram in the texture render method, or outside of it, but I'll figure that out later.
>>
>>147069358

Good job. After my adventures with sdl2 for my 2d game engine, I'll move to glfw and glew and give 3d a go myself
>>
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Hmm, not quite, but at least it's binding to the the proper locations now, sort of.
>>
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Improved the hud and increased HP and MP numbers. Now the values show on hud raises and lowers gradually and you can see how much hp you lost from last hit.

Also new blood particle effects. You get these from corpses you sacrifice and they increase hp. There's relic system now and one particular relics lets you get these every time you hit enemy.

The level system is also changed. There's no longer this traditional leveling system, but blood levels instead which depends on your current hp (not maximum hp). Killing bosses gives you more maximum hp and thus you can get access to higher levels and those levels affects how relics works as their potential increases by every blood level.

I also added resistances to status effects. As you can see, player can take one hit from fire before it sets player on fire. I haven't planned how to increase resistances for player yet.

So far fire effect ticks not too often and deals 5 damage every time it ticks. I might make it tick more often, but not set player/enemies on hurt state.

Feel free to give some feedback as demo day is soon™ and I don't want to rush it like last time.
>>
>>147069663

whacha doin
>>
how do you guys know if you want your game to have 3d models or just use pixel art?
>>
>>147069794
Trying to bind a texture I generate, but I'm not very familiar with opengl so shit gets a bit borked.
>>
>>147069945
Welcome to my hell >>147060385

Follow the reply chain and maybe you'll figure it out.
>>
>>147069932
Flip a coin.
>>
>>147055514
i'd play your game, anon

keep the good work
>>
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Okay, I think I'm done optimizing for now.

1200 spudros moving around at 60 fps.

Can't record a gif cause it immediately grows to several megabytes due to the number of pixels changing
>>
>>147070076

webm?
>>
>spent all afternoon modeling
>now my ass hurts
Fug
>>
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Holy shit, are all of the Lazyfoo tutorials written under just a single main.cpp file? Why doesn't he separate his classes under different header files?

I mean, I know I'm still a engine dev pleb, but jesus it's difficult to scan through the sample code sometimes.
>>
>>147069770
God your game looks so good (and more importantly, fun). You deserve better than agdg.

Also, what are you making it with?
>>
>>147068340
Good art and game mechanics centered around the lewdness is all that matters. Im trying to make a lewd rhythm game with that in mind.
>>
>>147069770
your HUD is good but personally I think I'm starting to favor a more minimalist approach (for my own game).

it doesn't matter, it's very nitpicky, but there aren't a lot of games with bars that go in different directions. they stick them parallel because it looks clean.
>>
>>147069770
I remember that I've said maybe two demo days ago that controlling your game felt awful. However since then I've started Castlevania Circle of the Moon, and now I totally understand where you get those "weird" ideas for certain movements and combos. I really want to love your game because it looks incredible and you've put a lot of work into it which clearly shows, yet without a proper controller, I don't know how it can be played as intended. I'm still looking forward to Demo Day (hope I won't miss it this time), and I hope I won't suck at your game. Maybe more in game tooltips would be helpful.
>>
NEW GAMEDEV CHAT @:
http://steamcommunity.com/groups/vgamedev2/
(the other group died so we're making a new one)
>>
>>147070662
>no discord
enjoy you're shit chat
>>
>>147070350
What are you talking about? Every lesson has a different zip. Just copy the content and paste it to the editor. If there are additional assets, then you also have to copy that, but that's it.
>>
>>147070662
> admins:
> kratos aurion
> framk
> slow

cool so it'll be an even bigger circlejerk than steamchat
>>
>>147070502
>God your game looks so good (and more importantly, fun). You deserve better than agdg.
Aggydaggy has been helpful lots of times. I don't think the game would look this good if you didn't tell me my game has shit colors and forced me to learn hue shifting and color theory.

>Also, what are you making it with?
GM:S.

>>147070540
Yeah. I've been thinking about doing something with the mana bar.

>>147070575
I have changed the gameplay a lot from the previous demo. The controls are lots more responsive and animations are better.

I don't think the demo will be having shorter swords or spears, because I don't have moveset for them yet and they look too funky with animations meant for huge swords. I hope the demo will satisfy you.
>>
>>147069770
I kinda liked the spinning thing in the corner you had before.
>>
>>147070995
It's still in the game code. I just commented it out.

I could add it back any time.
>>
>>147070980
i think i played a demo recently and it harder than it was previously. careful with that difficulty
>>
>>147070076
>Finland Simulator 2016

>>147070662
For what purpose? Did you get banned from the main steamchat or something?
>>
Game idea:
Like shift, but instead of switching between black and white, you switch between male and female.
Staring /agdg/ success story Vine.
Y/N?
>>
>>147070662

>the other group died

Looks up to me.

https://steamcommunity.com/groups/vgamedevcrew
>>
>>147071217
call it "public bathroom simulator"
>>
>>147071192
>>147071263
becuase memes. also keepee banned evryone for brexit REE
>>
>>147071263

>Vine asking to be unbanned
>the only person who would have the power to do this is Slow

>he banned Vine and started his own group

What a traitorous fucker.
>>
>>147057573
>Just a prank, bro.
>>
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>>
>>147070662
>>147071351
>>147071406
> steamchat drama
cool now when are they going to make games
>>
>>147071406
Probably was framk, that jew
>>
>>147062746
Most 3D artists don't go much anywhere. It's why you don't see their works in titles. Most of the time, they get hired to do something they don't want to do. You have all of these awesome looking models and rigs, and none of them are used in sellable games.

>>147063491
>>147062376
It's fine. I can already see what you're going for. Though, you should fix the two pentagons above the eyes. You can do this easily by splitting them into Tris or reworking them into quads. Although you won't be moving them, it helps keeps things uniformed when you export the model into other engines.

Proper edgeflow are just guidelines, not the rule. In the end, no one is going to be looking at the wireframe as long as the end result looks good. At the same time, you might want to look into lowpoly modeling since your current model has too many faces.
>>
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>tfw GM:S doesn't let one object to draw to several depths
>>
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Added colliders and stuff.
>>
>>147071636
But why
>>
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Character designing for shit I'll never use is so much fun
>>
>>147070795
Yeah, I get that the lessons are contained under one file, it's just rough digging through 300 lines of code and trying to figure out what everything does. I'm just whining.
>>
>>147071351
>banning people for not being cucks

Honestly, how many tens of millions of people do you want to cram onto an island smaller than Colorado?
>>
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I was watching a Snatcher playthrough and I had an idea

Would a (2D) game set in the same world, where you are a junker running around the city trying to find snatchers, be fun?

You'd be able to talk to every person in crowds and try to find which one is a Snatcher, while also having other equips to detect one. If you suspected that someone is a Snatcher, you could try to execute it (and maybe accidently execute a human) or attempt to arrest it. If you tried to arrest a Snatcher, it could either try to run away or attack you and take humans as hostages.

I know C# and am currently learning art, so it would be possible. Just not open-world.
>>
>>147071581

i don't think moderators can ban admins

only vine and slow are admins, and vine is banned
>>
>>147071493
nice progress m8
>>
>>147070076
>spudro
Ebin
>>
hello friends
>>
>>147051830
>max is better for modelling
what about blender
>>
>>147072604
hey hun
>>
>>147072604
you ain't my friend, slick
>>
>>147072781
you're my friend though
>>
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>>147071646

Here is some "glitch" I have encountered before but atleast you can see my loopy level script(even though it is set too small so it doesnt fade out nicely)
>>
There goes all my motivation for ever making a sidescroller mech game.
https://youtu.be/0QvEZOU_xj4
>>
>>147072906
>my loopy level script
How does it work senpai?
>>
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Is there a place where I can just download finished game projects?
>>
>>147072907
jesus fucking christ that looks ridiculously awesome

looks like the thunderforce IV team made the art, just fucking WOW
>>
>>147071984
I think his lessons are quite good. He only takes for granted that you have some basic C++ skills, but describes pretty much everything, even not SDL related stuff.

>figure out what everything does
However I agree with this one. Even thou I love his stuff, he does many things in a way which I prefer to do differently, so I have to find out how can I translate his method to my taste.
>>
>>147072906
How does your loopy level thing work?
Also, are you flying away from the ISS or is it?
>>
>>147073102
Did we watch the same trailer
>>
>>147073076
Yes, it's called Steam.
>>
>>147073013
>>147073145
Not him but if I had to guess, it would work by setting setting the bounds of the world and if something goes out of it changes the position to the opposite place within the bounds.
>>
>>147073236
>steam
>finished projects
It's 2016
>>
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>making a simple shmup in GMS
>no background, sprites are literally just squares and circles
>give enemies a simple explosion animation to play when they die
>minimum framerate drops from 900 to 700
>>
>>147073305
It's funny because it's true.
>>
>>147069770
> I haven't planned how to increase resistances for player yet.

Depending on level design you can have them behind false and/or breakable walls. Have the player find a "Crest of Fire" and it just shows a little "Fire Resist +" text, maybe play a little animation. Hide the various ones trough the levels.

Resistances don't seem super important, but they do help, so its a perfect thing to reward inquisitive players that explore a lot with.
>>
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>>147069945
>>147070032
Success, stride of my position attrib pointer was wrong.
>>
>>147073660
Remember to learn to batch things if you want more than 20 sprites on screen.
>>
>>147073128
Is it worth doing every tutorial? Or should I jump around and learn what I currently want to do?
>>
>>147073860
>Is it worth doing every tutorial?
At least read through all of them
Some stuff builds upon previous tutorials while others are their own thing.

His examples are all in one file because it's a tutorial, it's pretty common to do this. You're not downloading a large project here, it's a small tutorial.
>>
>>147072906
that happens in most games when you walk into a wall and rotate you(r hitbox) at the same time. it'd be nice if you could fix that but otherwise many games didn't bother fixing it.
>>
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>>147073013
>>147073145

Yes as the other guy said of an object goes beyond the, lets say x1000 it gets teleported to -x1000 and so on with x,z. Also if an object is in the near range of the player when he gets teleported to the other side of the level the objects gets teleported with the player so you dont notice getting sent to the other side of the scene because all the objects in your proximity are still there. The player got bounced off the station. Here a webm of the station with a rigidbody and low mass just because.
>>
>>147069932
3d modelling is too hard and time consuming to look nice so it's pixel art all the way
>>
>>147073860
It depends. I just wanted to understand SDL, so after I've set up my window and understand how to render images and handle input, I've just scrolled trough the rest just in case to know where can I find something if I need it.
>>
>>147074103
low poly
>>
>>147074323
good low poly is harder than high poly though...
>>
>>147074394
medium poly
>>
>>147074006
>>147074274
Sounds good to me. I hate the learning part in the beginning of making anything because I'm extremely impatient. Hopefully a month I'll have a game started and look back and be glad I stuck it out.
>>
>>147074394
Depends if you're better at modelling or texturing
>>
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Melt-Banana - Fetch

What are you listening to while not making video games when you should be?
>>
Probably asked a lot, but what's a good engine to make an android 2d game?
>>
>>147075215
I suggest to check out the SDL related variables and functions in the SDL wiki in order to fully understand them. I know I've just praised the tutorial because it explains so many things, but there are also some stuff which is not explained, and the wiki helps to lighten up those parts.
https://wiki.libsdl.org/
>>
>>147075897
Also preferably c++/c#.
>>
Can you give me some feedback about my MC Aggydaggy? I'm going to start a little project but first I want to see if she is good enough.
>>
>>147076136
She looks like a ragdoll anon.
>>
>>147076136
fix the proportions
>>
>>147076136
Sprite looks like a monkey

I like it, but is she supposed to be a monkey?
>>
>>147076136
I'm no artist, so these are really just my two cents.

The design is interesting, goofy, almost like a caricature. I assume you don't want to go for the traditional anime style, so it's ok. However the sprite is just weird. The shape of her face reminds me of a monkey.
>>
>>147076136
The big one looks cute. The small one is a bit wonk
>>
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found a font that doesn't suck donkey dick. now to stop procrastinating and prepare for demo day
>>
What's a decent engine I can use for OSX that is similar to Gamemaker? I just finished CS and want to try making a game.
>>
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>having a dense grassy field just isn't feasible
Why does all the technology development go into water physics when this is clearly more important
>>
>>147076136
Honestly the hands aren't the worst thing. The upper body is way too little, the face is very bland, you should hide the feet.


The sprite is flat out bad. The face isn't even rotated together with the rest of the body
>>
>>147076686
>having a dense grassy field just isn't feasible

Why not? Just make it really dense around the player and then fake it in the distance. What is even the issue?
>>
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>>147076623
>he doesn't draw his own font
Anon pls.
May I ask, what's its name?
>>
>>147076297
T-thanks
>>147076375
It's not going to have a realistic style tho, what's the thing that is bothering you?
>>147076403
>>147076437
>>147076458
Actually I don't really know how to do pixel art, that's why I want to practice that making a character in a tiny game.
>>
>>147076686

obviously you can, you just gotta fake it like almost everything "more complicated" in gamedev.
>>
>>147076838
Why do you want to do pixel art then? Can't you just draw everything in the size of the big one and then just scale it down?
>>
>>147046621
Thanks Cirno.
>>
>>147076136
She is worthy of wielding the legendary snow globe pixel sword.
>>
>A game where you get summoned to a different world to defeat the Demon Lord but it's actually just a reality show.
>>
>>147076686
Using camera facing billboards you can make some fucking dense foliage

But it looks like shit if you look down
>>
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>>147076136
>>
>>147076953
If I did that it will end up looking really blurry I think
>>
>>147076795
04b03, i like 6 different pixelshit fonts but all of them were either unreadable garbage, or too stylized making it unreadable garbage at least this ones readable.
>>
>>147077353
>>147076795
I tried like 6* I don't like them. fuck.
>>
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>>147068340
>that picture
>>
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What would you do if you were him?
>>
>>147065263
>non-lewd
>monster girls
Yes!
>>
>>147077729

Wait I allways though the voice was just an act/pretend.
>>
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The dark levels from the old prototype with the mechanics of using your mouse cursor as a flashlight are still here.
>>
>>147077729
googs?
Kill myself.
>>
>>147077729
>Windows 10
>>
>>147077729
kms
>>
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I'm don't think I'm getting this whole Xml thing. How do I use it to hold all my dialogue and load it from the file?
Using Monogame btw.
>>
Might use this for the death tune in my lewd game but at this point its all just practice

https://clyp.it/30mknuy0
>>
>>147076623
>mixels
>>
>>147078335
Is this the mixels of music
>>
>>147078481
I spent ages fucking around with instruments then I just settled on square wave im sorry it sounds horrible right now I know.
>>
>>147078335
I like that scream
The music seems too happy
>>
>>147078335
>https://clyp.it/30mknuy0

nice scream post game
>>
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I'm working on an RPG.
Any thoughts on this pic, aggy daggy?
>>
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>>147078335
>that hnggg
Have you recorded that?
>>147078481
>mixels
>>
>>147078335
Where did you get that scream?
>>
>>147078335
The scream gets all the attention.
>>
>>147078929
Its me, I recorded it.
>>
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>>147076686
you literally just suck mate
>>
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>Still working on navmesh generation.
>Can't understand shit with already existing algorithm, so decided to reinvent the wheel
>Spend the afternoon on it
>Holy shit it's working
>Closer look...
Well, that's enough for today... Tiny progress is still progress, right?
>>
>>147050794
Hey, thanks for the tips. I was using the Draw event to draw the bloomed things to the surface, but moving the actions to the End step event actually sped things up.

I also tried your bloom method, but it seems using a shader is more effective.

Also simplifying the effects helps.
>>
>>147079072
Nice what microphone are you using?
>>
>>147076680
If you have a CS degree then you can program well enough to use a real language instead of GML.

LibGDX works with any JVM language. Or maybe check out something with C++ if you prefer.
>>
>>147079157
Except that isn't a video game and doesn't run great
>>
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>>147079413
:^)
>>
>>147079660
I can assure you blacksmithing was prestigious for a reason
>>
>>147079748
>We achieve real-time frame rates with a Pentium D 3 GHz processor and a GeForce 7800 GTX video card, 1024x768 resolution and 4X antialiasing. We obtain 10 to 55 frames per second for the park scene, 20 to 250 frames per second for the football field.
>>
>>147079921
I don't know about you but I prefer my games not to be 10fps
>>
>>147080048
>He has a GTX 7800 in 2016
>>
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Would you play my comfy card game, /agdg/? It's going to be a minigame in my rpg. Let me know if any pixels look out of place - I'm working with a fairly low base resolution.
>>
>>147080190
nice gwent clone
>>
>>147078834
I've already seen these assets
>>
>>147080190
Did you invent the card game?
>>
>>147080313

suck my dick you fucking cunt
>>
GM question: is there any way to prevent multiple collisions from a certain type of object in the same frame? For example, my character loses heath when he touches spikes. I have spikes tiled all over the room in rows in a 32x32 grid, and if he happens to touch them in a place where he collides with two spike hitboxes, he takes double damage. Should I try experimenting with having GM only take damage from the nearest instance, or is there an easier method that I'm missing?
>>
What engine for my 2d multiplayer strategy game (without buildings)? I'm used to Unity but their approach seems a bit half-hearted. If it's the best anyway I'll stick with it though, asking because I don't know how good the alternatives are.
>>
>>147080495
Or should I say nice Fable clone since that came first.
>>
>>147080530
Bigger spikes obviously
>>
Are there any reasons to use C over C++?
>>
>>147080635
I thought of that, but I was hoping there'd be an easier method to creating bigass spike strips for every differently sized pit. I might have to roll with that though.
>>
>>147080340
Where?
>>
>>147080640
no
>>
>>147080640
If you're writing for Embedded Systems
If you want better potential performance
>>
>>147080640
Because your game is open source and you want it's code to be compatible with more languages
>>
>>147080640
Not really
You may as well take advantage of c++ compilers with some of the features and still write C.
No default arguments or templates? C a shit
>>
>>147080763
Here probably
>>
>>147080640
Faster compile times

>>147080824
C does not perform better unless you're using wack features from C++ badly. Any performance you can get in C you can also achieve in C++.
>>
>>147080590

suck

my dick
>>
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>>147080828
>Because your game is open source
>>
>>147080991
OOP has very bad performance
>>
>>147080530
>>147080721
Most games use a cooldown timer for how often you can get hurt.
>>
>>147081065
I don't get it.
>>
>>147081065
Because your game is closed source and you ant it's code to be compatible with more languages
>>
>>147081084
No only bad OOP has bad performance.
>>
>>147080313
kek

>>147080495
not me

>>147080376
I came up with a game that I hope is original. You basically need higher value cards to beat your opponent's cards in a majority of the six matchups. To have an element of interaction both players can swap two of their cards, which means you need to anticipate what your opponent will do. It's still mostly a game of chance, but most card games seem to be anyway.
>>
>>147080991
Depends on the compiler
>>
>>147081084
Only if you're really good at C.
>>
>>147081118
Yeah, I have iframes and such. It's just when a damage collision happens on the same frame that's the issue.
>>
who /Includes.hpp/ here?
>>
>>147080530
Just check if the character is already colliding with spikes before you apply the spike collision damage.
>>
>>147081084
And C++ does not force you to use the bad performing parts of OOP. You don't have to use inheritance, but as a matter of fact people already have been implementing vtables in C anyway in the same way that they work in C++. It's used in the Linux kernel, for example. So again, you only pay for what you use, and many of the features C++ implements are things that people were already doing in C in more convoluted ways.
>>
>>147081313
I don't understand what you're asking but my header files have the .hpp extension.
>>
>>147081261
Or bad at C++.

I freely admit that I'm bad at C++, but then again about 99% of C++ programmers are bad at C++
>>
>>147081270
You should be setting "player.isInvul" or whatever in the same block as when you apply the damage. So it should not be possible for it not to be flagged by the time the secon spike is processed.
>>
>>147081389
all your includes in a header
>>
And progress posts vanish
>>
How do I pathfind in Unity2D
>>
>>147081442
I don't. Including only what I needs helps me remember what depends on what.
>>
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>>147081432
>>147081374
Solved the issue, thank you very much anons.
>>
>>147080538
shit I'll just make it in unity 3d but with ortographic camera
>>
https://www.freesound.org/people/valent/sounds/173617/
>99.7% sure this dude ilegally ripped this from porn
>any audio file from that website could have been uploaded illegaly
>you could end up unknowingly using them essentially turning distributing your game in a crime
Are there any laws that protect us from this?
>>
>>147080538
>>147082012
use game maker you retard.
>>
>>147082145
I am so wanting some dirty pussy pic's right now
>>
>>147082145
>porn
>giving a shit about anything but direct video rips
>>
>>147082358
You don't understand ANY audio file could be illegal. They could have content ripped from the music industry which will sue anyone for any reason
>>
>>147082878
it's not illegal if you can demonstrate good faith

freesound presenting its files as belonging to the uploaders is a pretty good basis
>>
>>147082878
Why would you even use a freesounds sample in your final game?
>>
File: your host the man they call.webm (2MB, 1920x1080px) Image search: [Google]
your host the man they call.webm
2MB, 1920x1080px
how to not have terrible ghosting on the run animation? no black outline? 120fps animations? 1 pixel wide arms?
i worked pretty hard on these animations but it looks i'm gonna have to trash them.
>>
File: kyouko channels googum.png (1MB, 1179x1059px) Image search: [Google]
kyouko channels googum.png
1MB, 1179x1059px
Object-oriented programming.
>>
>>147082145
Generally speaking, most companies don't want a lawsuit because of the time/money/effort it'll take. They'd rather send you a notice or DMCA claim before jumping into the court system. See the recent claim Activision had against that Orion shithead.

And if you did use something they own, apologize and remove the offending clip
>>
>>147083521
i need to finish the yuries
>>
>>147083213
Why not
>>
>>147083213
Because they are free as in freedom and free beer and easily accessible
>>
>>147083701
>Why not
So many reasons.
>>147083715
Audacity is free.
And mics aren't that expensive.
>>
File: 56wt.jpg (64KB, 600x736px) Image search: [Google]
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How do you know what a good game is when you don't enjoy games anymore
what are the kids into these days
>>
>>147083820
Yeah, let me just go down to my local lava flow and record some sounds
>>
>>147083895
>what is sound design
You think people actually break literal bones to get the sound?
>>
>>147083832
dark souls
>>
>>147083487
It's something in your rendering, not the sprite
>>
>>147083895
Boil some jam and record that?
>>
>>147083983
>he doesn't break his own bones to get sound
>he doesn't dig to the earth's mantle for his lava sounds

Never gonna make it
>>
>>147083832
>when you don't enjoy games anymore
What's the last game you played and enjoyed?
>>
>>147083820
>And mics aren't that expensive.
But they aren't FREE. And good mics are in fact expensive. You also need other stuff like that thing you use so your plosives don't fuck up everything, not to mention my street is noisy as fuck so I'd have to find somewhere else to record or pay for a studio, which again is not very cheap
Female voice actors also aren't free and aren't easily available in my basement though I wish they were
>>
>>147084070
Or you could download a lava sound and actually finish a game
>>
>he doesn't make sounds by drawing the waveforms
???
>>
>>147084139
Meh, you can get away with a shitty mic these days if you're good with post.
I still use my old rockband mic for vocals sometimes.
>>
>>147084018
I've got Dark Souls on this Steam sale to see what the hype is about and I can not play it. I don't know what I'm doing wrong, but I'm just unable to control it. Every tooltip uses console lingo which I don't understand, and the usual Windows mouse is visible trough the entire game play. I don't know if I need a patch or anything, but it feels like a port where they weren't even trying, and just changed the exporting target from console to PC, and were glad that it worked.
>>
>He doesn't make all the sounds in his game with silly mouth noises
BAKA.
>>
File: progess.png (41KB, 816x638px) Image search: [Google]
progess.png
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Slight progess
>>
>>147084380
It's an awful port. Play it with a controller or don't at all.

DS2 and 3 are much better ports.
>>
>>147084430
How did you learn opengl?
>>
>>147084380
DSMfix
>>
>>147084067
what could possibly be wrong with it
>>
>>147084414
(Huh, last time I tested baka didn't get filtered with that trick. Oh well.)
>>
File: chestlarge.gif (10KB, 128x128px) Image search: [Google]
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do YOU need a song?
>>
>>147084380
move the mouse to the bottom corner and then center everything with your gamepad.

But you got Dsfix right?
>>
>>147084509
Will try that, thanks!
>>147084461
I'm glad at least I'm not the only one who sees this.
>>
>>147084380
>>147084509
But yes,
>it feels like a port where they weren't even trying, and just changed the exporting target from console to PC, and were glad that it worked
is accurate.
>>
Any good resource I can read up on for randomly generating maps? I'm gonna have 4 different kinds of tiles and maybe rivers as well.
>>
cringe
>>
>>147084495
http://learnopengl.com
Most of the code is from there(except from the perlin generation), but I've putt things into classes.

Working on an obj loader right now.
>>
>>147084565
How about you tell what the fuck you're using? Could be software vertex processing, color interpolation, post-processing...
>>
File: Unity 2016-06-30 22-48-20-15.webm (195KB, 1920x988px) Image search: [Google]
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Does this more or less look like a portal?
>>
>>147084647
Actually I'm not sure that DSMfix helps with the tooltips. There are some keyboard icon texture mods on Nexus, though.
>>
>>147084632
I like that animation
>>
http://www.strawpoll.me/10632485
http://www.strawpoll.me/10632485
http://www.strawpoll.me/10632485
>>
>>147084461
>DS3
>Good port
Fuck off Miyazaki
>>
>>147084632
As it happens I could do with a little jingle/fanfare for opening chests
>>
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>>147084825
thanx

unfortunately the rest of the game is shit
>>
>>147085002
It ran fine for me.
Blame Nvidia if you had an older card.
>>
>>147085002
>better is good
>>
>>147085002
Better than 1 and 2. It's actually pretty good as far as ports go, not even limited to the series.
>>
File: smug frog.png (468KB, 1024x1024px) Image search: [Google]
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Can someone hook me up with a game idea I can steal and earn big bux from?
>>
>>147084764
i'm just rendering an image to x and y cordinates with sdl
is my guy running too fast
>>
>>147084810
>>147084643
Thanks again, will look into that!
>>
>>147085163
Ship sinking simulator. You play as a passenger and have to escape as it floods.
>>
>>147085163
yandere simulator
>>
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protection.png
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How do you get rid of this?
>>
>>147045902
I use codeblocks because that's the compiler some other guy used in a video tutorial.

also I don't like the way visual studios look.
>>
>>147085279
I'd play the fuck outta this.
>>
>>147085163
Viva Pinata SS
Kameo Reboot with more in depth mechanics.
Modern Battletoads
>>
>>147085168
No.
>>
>>147085163

Forgot to add, it should primarily be a mobile game.
>>
>>147085163
skyrim meets minecraft and you can do anything
>>
>>147085448
What are you even doing to get that?
>>
I wonder what it's like to make a game that not a single person plays
>>
>>147085163
Dating sim with lots of cute girls
>>
>>147085502
kys
>>
>>147084668
Roguebasin has some good information on using noise for roguelikes and such.

>>147084805
It looks more like a forcefield. Maybe if the waves converged inwards?

>>147085054
This is really cute. Looking forwards to you making that game not-shit, anon.

>>147085279
That's actually pretty interesting, do other games use it?
>>
>>147085448
Disable Windows SmartScreen
>>
>>147085448
Delete and install win 7, or disable smartscreen
>>
>>147085618

M8 mobile is where the big money is for little guys like us.
>>
>>147085601
Not even yourself?
>>
>>147085601
Ask the battleborn devs
>>
>>147085813
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
>>
>>147085558
Every time I run a game made by you, anons. Seriously, every single time I run a Demo Day executable, it asks me this. What's worse is that it even asks if I run my own exe (which was compiled by C::B) and I don't know how will I get rid of it.
>>147085675
>>147085690
Are you telling me that it's only my machine? So if I put out my stuff I won't get angry letters telling me that Windows blocked the game?
>>
>>147085813
>>>/biz/pgdg
>>
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>post progress
>only get heckled
>>
>>147085901
>Every time I run a game made by you, anons.
Can you be specific which ones?
>>
>>147085279
It's already been made
https://www.roblox.com/games/4458424/ROBLOX-Titanic-Classic
>>
>>147085901
>Are you telling me that it's only my machine?

No
Everyone that has SmartScreen enabled gets that box on random exes.
>>
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Does she still looks like a monkey guys?
>>
>>147086009
i-it's because I'm jealous, anon.
>>
>>147086009
Toughen up
AGDG prepares you for the ruthless world.
>>
>>147086143
This is better.
>>
>>147086042
Like I said: every single one. I thought first that it's because the game is not finished and was made with a free version of Unity or GM and until you don't get the seal of approval or something your game won't be trusted, but now I'm having doubts since I get the same results from a simple compiled exe.
>>147086137
That's the question. How do you make your random exe trusted?
>>
>>147086143
this is so much better but her nose seem a bit big
>>
behavior trees are cool
>>
>have a million ideas
>mediocre at 2D art
>terrible at 3D art
>mediocre at programming
this is suffering, I just want to make like game.
>>
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>>147085836
wew
>>
>>147086143
That nose is much better, legs look a bit iffy, and over all i'd say its a very weird resolution to make sprites in, but youre making progress
>>
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>>147086143
Better. Especially the legs and feet. However…
>>
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>>147084135
Sonic 2, back in 1995
>>
>>147086009
Hang in there Senpai
>>
>>147086369
>Like I said: every single one.
SDL2 used to trigger my antivirus some time ago.

What are you people using?
>>
>>147086369
Pay to get your public key on the Microsoft Store server.
>>
>>147086369
>That's the question. How do you make your random exe trusted?
https://msdn.microsoft.com/en-us/library/ms537361%28v=vs.85%29.aspx
>>
>>147086565
Alright, what are some recent games you've tried playing but couldn't get into?
What types of games do you generally prefer and not prefer?
>>
>>147085627
>Roguebasin has some good information on using noise for roguelikes and such.

That sounds good, thanks.
>>
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so when do I go from mindlessly following tutorials on YouTube to being able to competently know the syntax of GML
>>
>more progress posted in /v/'s gamedev thread than in /agdg/
Get it together you goddamn nodevs.
>>
>>147085054

I like its
>>
>>147086471
IKTF
>tfw ideas start competing inside your head
>>
>>147083832
How can you write when you no longer read?

What are YOU into these days, anon?
>>
>>147086724
My antivirus only cries if it's a simple console application. SDL2 with C::B only triggers Windows for me.
>>
>>147086816
Syntax is fucking easy, just hammer at it.
>>
File: intro4.webm (3MB, 768x432px) Image search: [Google]
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intro thing as for now, obviously still wip.
>>
>>147086817
the /v/ thread is dedicated to shilling. There's no discussion, there's no mingling, there's no community. So of course it has more "progress" posts.
>>
>>147086816
When you stop being a skiddie and actually write original code yourself.
>>
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>>147086351
>>147086391
Thanks! I'll take note about the nose
>>147086510
The original is like 100x100 aprox, is she too small? please don't say that It's too big, this is already very difficult ;_;
>>
>>147087050
>GML
>ever not being a skiddie
Nice one anon. If you want to not be a skiddie you have to learn C++
>>
>>147086781
Thanks!
>>
>>147087162
>you have to learn C++
Good thing I did/am
too bad I'm still an incompetent hack
>>
>>147086816
For me it was
-Follow tutorials and make tutorial game
-Poke around the code of open source Game Maker game to try and understand what they're doing
-Mod them a little
-Read the manual at every opportunity
-Try to make a tiny first game as best as I can (you can clone arcade games, if you're not confident you'll come up with something simple enough)
-Finish tiny game
And then I knew the basics. After that you can move on to a regular project and learn as you go.
>>
File: 7buwxsf.jpg (95KB, 685x1023px) Image search: [Google]
7buwxsf.jpg
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>>147086563
Yes?
>>
>code::blocks autosaves on build&run and can't be turned off
nice, epic, i fucking hate it
>>
>>147087158
It's better to stay in around areas of 16x15, 32x32, 64x64, things like that, if you're already at 100x100 you might aswell make the sprite bigger just to make it closer to hand drawn and less of a sprite. Honestly i could easily see that sprite being compressed a bit to fit in 64x64 if pixel art is your intention.
>>
>>147087418
I wanted to say that her nose reminds me of Goofy's.
>>
>>147087314
Seconding >>147086816
Checking out open source projects was one of the best ways I learned
>>
>Spend hour refactoring code so it's better
>It's finished
>Launch it
>It still just works

This feel right here.
>>
>>147086064
Like that's stopped people before
>>
>>147087471
What's the issue exactly?
You running this off an SSD?
>>
>using an IDE
>>
>>147087623
>not writing unit tests
>>
>>147087928
>not using butterflies
>>
>>147087997
>he likes wasting time
>>
>>147087910
i don't want to save my changes that were just me screwing around for fun. now i have to hold down ctrl+z for an hour.
>>
>>147087471
>He doesn't Ctrl + S after every word

!?!?!
>>
>>147088214
Then why not keep an experimental build and a regular build?

Seems kind of careless and time-wasting only having one build.
>>
File: icon.jpg (21KB, 260x260px) Image search: [Google]
icon.jpg
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>>147087501
Ooh I see, I will take a look at that.
>>147087580
>Now it looks like a dog
>>
>>147088534
i wouldn't have to worry about that if code::blocks wasn't a nigger
>>
>>147088762
Or if you just learned to version control properly.
You could even just save myproject2, tick save workspace and then both will be right there and you can fuck around simultaneously.
>>
Making MonRanch/PocketMon ripoff prototype test thing.

Would you guys rather have an option between a small list of 'Mons to pick like "starters", or one specific 'Mon that serves as the mascot
>>
File: image_1.jpg (48KB, 469x505px) Image search: [Google]
image_1.jpg
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GIVE ME A GAME IDEA OR ELSE
>>
>>147086471
>no ideas
>no motivation
this is suffering, i want just make to game like.
>>
File: RedoBoku.png (37KB, 808x619px) Image search: [Google]
RedoBoku.png
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Redo Boku in the works. Hoping if I edit his character a bit I can go with lighter tiles to not have dull or muddy colors.
>>
>>147089047

procedurally-generated visual novel
>>
>>147089047
Read Only Memories but good.
>>
>>147089047
Make a stupid and boring RPG game and include one computer with access to in-game internet and make it as interesting and developed as possible
>>
>>147089064
What kind of animal was Boku again?
>>
>>147089047
A game where you shoot people while dressed as a Teletubby.
>>
>>147089047
Make a rhythm game, the world needs more of those.
>>
>>147087623
>When you fix a template error
But really, who thought these error messages were fine?
>>
>>147089515
A bunny. A white grey spotted bunny now with a white tail etc.
>>
File: miningstation.png (17KB, 500x380px) Image search: [Google]
miningstation.png
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>>
>>147089937
nice style
>>
>>147089064
don't like it
>>
>>147089064
looks like a mouse
>>
>>147089937
Reminds me a bit of Luftrausers, I like it.
>>
>>147090542
At least tell me why?
>>
>>147089064
are you rotate by any chance? because you have the same character flaw of immediately incorporating every single minor complaint without thinking
>>
>>147089047
NO I'm done. You guys never like my ideas
>>
Idea guy here:

Rhythm card game MOBA
>>
>>147090674
>listening to complaints and trying to address them to better your game.

welcome to yesdev.
>>
>>147089047
Rhythm game with permadeath.
>>
>>147089937
You're alive? I missed you.
Love you game.
>>
File: BokuRemodelInaction.webm (1MB, 800x434px) Image search: [Google]
BokuRemodelInaction.webm
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BokuRedo In action.
>>
>>147090465
>>147090628
>>147091084

thanks guys

Also, what would you think about having the game be more structured instead of free roam.

For example, instead of having it be more like a space sim it would be a bit more like a roguelike where you go from system to system to clear each sector of enemy ships. There would still be stations to buy stuff but this would make it have a clear end goal.
>>
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>>147091292
Those shorts in boku really help to find where is he.
>>
>>147091292
Try red, red and white go good together even before Mario.
>>
>>147090815
But does it include multiplayer Rock Paper Scissors?
>>
>>147091463
So sort of like how FTL is structured but with direct control over the ship instead of managing the individual systems/crew?

Could be cool yeah.
>>
File: generic sword.jpg (39KB, 1364x682px) Image search: [Google]
generic sword.jpg
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i'm tired of never doing anything, so i figured i'll finally learn blender and make some models and shit and post my progress here daily so i have some reason to actually do something

my prior experience with making 3d shit has been limited to map editors and such, so i'm completely new to this shit

todays ""progress"":
>opened up blender
>figured out the important shit like extrude, subdivide, hotkeys for different transforms
>looked up how to insert a reference picture in blender
>made a couple models from reference: a 9mm bullet, a nunchaku, and this generic sword
>learned a little about how UV unwrapping works
>learned a little about object constraints
i'll figure out how to properly UV unwrap tomorrow, for now i just projected the source picture on the sword and the stretched parts are transparent because of that
i think i'm getting the hang of making shapes and using tools, but i'll have to look into making clean topology because there are a lot of places where the topology feels a bit crowded or wonky (the hilt, the start of the blade, the pommel)
>>
>>147092004

Yes, like that
>>
>>147091292
Your game looks creepy. The sort of cutesy-creepy you see in horror movies. I think it has to do with the humongous eyes.
>>
>>147092087
good job m8
>>
>>147091292
I can actually see what's happening this time.
>>
>>147091292

Could you, like, find another place to post your game? Like reddit or tigsource... I'm kinda tired of seeing it here everyday.
>>
>>147090949
design by whining is how shit games are made
>>
>>147091292
don't like it, looked more pleasing and cute before
>>
>>147090949
>letting other people dictate the direction of your game

welcome to shitgame
>>
>>147093067
Nah, his game is going to benefit from my and other peoples' nagging.
>>
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bocube.png
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>>147091292
It's much better than what you had before but I think you can improve it.
You have too many saturated colors and the dirt looks kinda like vomit colored.
>>
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Would this work for a boss fight or something?

https://a.pomf.cat/puahjv.mp3

tfw forgot to include moan at the start of the song for those extra (you)
>>
>>147093318
Nice 2hoe ripoff tbqh desu.
>>
>>147093318
What are you using
>>
>>147080640
designated initializer lists
ffi-compatibility (no-name mangling)
VLAs
>>
>>147093508
Program? FL Studio
>>
>>147089389
This sounds like a worse version of The Talos Principle: Gehenna
>>
>>147093318
Cute
>>
>>147092857
You don't have to browse AGDG every day
>>
>>147093318
It's nice.
>>
>>147093318
Mmmmm baby what sounds are you using there I like how it sounds.
>>
>147093318
Not giving you one unless you include a female moan
>>
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>>147093687
>You don't have to browse AGDG every day
If it was that simple, everyone would have a finished game and AGDG would be dead
>>
>>147092857
>don't post progress
>shitpost instead
>>
>>147093940
It is that simple
>>
>>147085163
Waifu Keeper Solid, the player covertly manages a slave trading business and must fight through randomly generated dungeons to save and acquire waifus to sell. Monsters also breed lost maidens to become stronger and invade the town, killing potential clients. The player must also breed captives to create rare Pepes then tame them to avoid crashing the waifu market. If the operation is discovered the militia or king's army will come and the player must go to war with monster girl minions.
>>
Everything I want to do has already been done.
>>
>>147072091
SD Snatcher already exists
>>
>>147094334
Who cares?
>>
>>147094334
Is the phrase I will say before my death, after I have finished countless games
>>
>>147094334
do it better
>>
>>147094334
There are a lot of survival games and even the new ones get a lot of attention, so who cares.
>>
>>147094513
this, or do it 'your way'
Everyone has had a different life experience and different exposure to media, so your have an inherently unique, curated viewpoint that people haven't experienced.
>>
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MayhemLeagueRecent.webm
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I'm still working on the Big Jim boss fight; the walking and rotating are ALMOST tuned correctly (all of the positioning is now correct, there's occasionally frame hiccups in the root motion though), and he now uses a full IK system to prevent weird foot-through-ground clipping.

He can also actually DIE, though this does nothing yet (he just stays knee-toppled and won't get back up), eventually I think I'll just have him vanish in an ocean of explosions.

There's still a couple key bugs, though; for one, it seems like he occasionally forgets his "walk loop place" and doesn't turn around when he should. That's a big issue, as it breaks subsequent walking and causes him to aim attacks outside the arena. Also, when he falls, his platform/shield drops, and looks cool, but he doesn't recover them the way he should. This makes him too easy to kill (shooting him from the ground) and too hard to kill (climbing him is nigh impossible)

But what I'm showing here is just some retuning. Movement system now has walking physics; you skid to a stop, and your run from slopes (which you can accelerate INFINITELY down; hi pannenkoek!) self-slows with its own transitional animation. Also the aiming reticle is simplified and shrunken to avoid visual clutter. When bonus time is awarded, there's a little indicator juice to make it more obvious. Also, clearing Tiers now provides an additional time bonus that Tier-scales (I think it's 7 seconds x Tier number cleared) to encourage arena-clearing play.

Also, you can see here, the auto-aim is still a touch funky; it sometimes locks on to dead enemies, causing bullets to register "hits" on their old collision capsule location. I'm looking into it.
>>
File: Fixed desu.jpg (24KB, 301x267px) Image search: [Google]
Fixed desu.jpg
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New and improved

https://a.pomf.cat/rzsymg.ogg
>>
>>147095271
(You)/10
>>
>>147070575
>yet without a proper controller, I don't know how it can be played as intended.
Well of course. How many complex 2D games are going to play well on a keyboard?
>>
>>147095271
(you)
>>
>>147095271
(You)
>>
>>147095271
(bad)
>>
Does a visual novel count as a game or a book?
>>
>>147095240
There better be a kickflip button in this game.
>>
>>147079921
>1024x768 resolution
>10 fps

Neat.
>>
>>147095828
Does it matter?
>>
(Me)
>>
>>147095901
Sort of.

There's a taunt button (the default controller config has it be the reload button when gun mode is inactive). But taunting in air does tricks. You can see me do one at the end of the video. So far I have 5 in, but tricks (and taunts) will be unique per weapon (so, taunt, and then taunt + each of 4 directions, in air)

Interestingly, tricks, when completed, award score, combo mult, and combo time/energy just like attacks do, so they're a great way to sustain a combo between fights. That was sort of the idea. (Taunts do too, but they only function in enemy vicinity; their advantage is they trigger preset AI response patterns, allowing you to manipulate the AI in the presence of environmental hazards or to set up combos).
>>
>>147095240
you're an inspiration MLD.
>>
>>147096046
Well I don't want to indirectly shit post by posting progress on a book
>>
>>147095828
A game.
>>
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>>147079157
>mesh grass

How horrifying.

NVIDIA Turf was legit cool though, shame it didn't go anywhere.
>>
Post an idea of a genre fusion/innovation.

A top-down Super Monkey Ball style ball rolling game with Smash TV/Binding of Isaac style shooting.
>>
>>147085029
there's a few since I didn't know about your setting or mood

preview
https://clyp.it/bxehtir0

https://a.uguu.se/cu4MVvkMvajK_agdgchestfanfare.wav
>>
>>147096319
Neat, it looks good
>>
>>147096359
People that don't read the rules before posting are disgusting
>>
>>147096339
Thanks, anon.

I'm feeling sort of burnt out, actually, because between Nier Automata hype and playing the Doom reboot I have this excellent idea for a complete overhaul of the gun system but I refuse to do it (since it would involve separating guns and melee weapons, and gunblades are a staple of ML)

And it's a bit of a bummer to me, to have this idea cooking for the core combat system to a sequel/spiritual successor to a game that's not even gonna be done for 3 years.

I think getting Magplate Stadium and Big Jim done, releasing the damn demo, and moving on to the second level, will get me back into a "joy of creation" mindset again.
>>
>>147096487
nvidia didn't invent procedural geometry shader grass

www.youtube.com/watch?v=27bATwiLlV8

but I'm sure they invented a version of it that will crap itself on amd cards
>>
>>147096646
What about just using it for your next game?
No reason why you can't get its dd together while you continue on ML.
>>
>>147094334
This is what happens when people who play games try to make them, stop being complacent, there is so much potential for games to be more than what they currently are (fucking shit for the most part). You're the current equivalent of a filmmaker in 1940 thinking all the movies he wants to make have already been done.
>>
>>147096982
Eh. I will use it for my next game Dixie, the sequel to Mayhem League, but I really want to focus on ML right now.

So it's the exclusive realm of daydreams at the moment.

That's okay, it's just weird having a gameplay idea and saying to myself "no, you will NOT add this to Mayhem League". It's really the first time I've ever done that, and I miss the satisfaction of making my imagination a reality.
>>
>>147097054
playing games =/= lacking imagination
>>
How do I make a nice $5 2d platformer that will sell well on Steam while having good production values and innovations?

What could I do with the 2d platformer genre?
>>
File: swordConcept.png (695KB, 1212x494px) Image search: [Google]
swordConcept.png
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King's Field Dev here
Back on my original project.
Today's progress is a sword.
>>
>>147097492
That looks gorgeous but I have doubts on a whole game at that fidelity.
>>
>>147097492
Why is everybody posting swords? is this some kind of meme?
Also pretty good anon.
>>
>>147097492
Looks nice. The far edge doesn't look very sharp though
>>
>>147097492
Is this sword real or just a 3D model? I honestly can't tell.
>>
>>147097591
It took about 6 hours to make, from concept to final.

>>147097657
T-thanks anon-senpai.

>>147097795
mostly bad lighting, but yeah kinda

>>147097813
it's real life. it was all a ruse
>>
>>147097657
Because a sword is one of the first post-tutorials models you do.


I
>>
File: swordConcept1.png (1MB, 1121x825px) Image search: [Google]
swordConcept1.png
1MB, 1121x825px
>>147097492
Also Closeup
>>
in my game two players control dozens of units in real time, in a large 3d map. on their minimap they can see their units, and what their units can see.

whats the best way to handle the "can see" check? sending out traces ever second? I thought about attaching a collision radius to every unit and doing the check when they overlap. not sure if it's better to constantly do a bunch of traces or have this one object that is always there listening for an overlaps

unreal btw
>>
>>147097347
Make it a $15 dollar game but regularly sell it discounted for $5 dollars.

I'm not even joking, people will think your average ass platformer is worth a lot more than it really is. Enjoy.
>>
>>147098427
look at your level of detail now imagine a situation where the camera would be that close
>>
>>147098579
How do you know his game isn't brass polishing simulator 2016?
>>
>>147098509
use a sphere overlap check so the physics engine can optimize it

better yet calculate the fog of war separately and simply do a comparison to whether or not a unit is under the fog
>>
>>147098579
>now imagine a situation where the camera would be that close

When /v/ shitposts about graphics by placing the camera as close to an object as possible
>>
>>147098675
Best game, would buy a season pass.
>>
>>147098527
Hoyl shit, stealing this idea.
>>
>>147098579
Well it's a first person melee game.
>>
>>147098818
>stealing this idea.
If you make a generic platformer, price kikery is going to get me to buy it.
If it looks mildly interesting and isn't a dollar or less I'll pirate it.
>>
>>147098825
oh ok, I thought it was gonna be a third person model or something
>>
>>147098992
is not going*
>>
>>147098527
Wow that's actually true
>see a game that cost $1
>automatically think that it sucks and never buy it
>>
Programming seems like so much fun. Problem-solving things into existence is something I really should get into.
>>
>>147098992
I don't care I'm making a Luxury Game for high rollers. I'm making the Fiji Water of pixelshit.

>Select all the images with boats.
>that good feel when in a year from now I'll be able to post from my $team-powered yacht
>>
>want to listen to space music while making space game jam
>it's all creepy ambient drone music
Why does it have to be creepy?
>>
>>147099323
It's mostly a headache, but the 1% where you feel in control makes it worth it.
>>
>>147099449
Just listen to Quad City DJs.
>>
>>147099449
literally asking for it
https://www.youtube.com/watch?v=lWKQiZVBtu4
>>
>>147099449
I gotcha m8.
https://www.youtube.com/watch?v=7PhFrfIDlD8

Have most of their albums as well if you want a local copy.
>>
File: snaats.gif (1MB, 806x324px) Image search: [Google]
snaats.gif
1MB, 806x324px
The dawn of a new game!
>>
>>147099449
https://www.youtube.com/watch?v=Admk8D5lqnw
>>
>>147098719
not doing a fog of war, this is just to add blips to the minimap.

so a sphere overlap check on a timer would be more performant than attaching a sphere component with an on-overlap event to every actor?
>>
>>147099707
>Orcdev's SS
my heart
>>
File: 47063_front.jpg (28KB, 475x347px) Image search: [Google]
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>>147099594
I want to make an indie spiritual successor of Barkley Shut Up and Jam.
>>
>>147099956
how about Barkley's Peanut Butter and Jam? A sandwhich making puzzle game starring Charles Barkley.
>>
Why do people call hopoo a 1MA when when there was another dev?
>>
>>147099449
nigger literally what

https://www.youtube.com/watch?v=rzHw3W_7Ft8
https://www.youtube.com/watch?v=-1U9LNsfMTI
https://www.youtube.com/watch?v=vWKN98cNDxo
https://www.youtube.com/watch?v=TnLAC5AJPuM
https://www.youtube.com/watch?v=y8ga23Xdw7k
https://www.youtube.com/watch?v=ECCuv2HqQWQ
>>
>>147100276
because 1ma is a meme term spread by googum that means literally nothing.
>>
>>147099323
yeah it is. building stuff can be pretty inspiring.
>>
>>147099884
probably, but only because you're doing the check less times, the actual collision detection should be the same
>>
>>147100276
I've never seen anyone call him a 1MA
>>
>>147100276
because 2 teenagers = 1 man
>>
>>147100276
hippo actually had two other people technically
>>
>>147099892
What?
>>
>>147099892
What?
>>
File: sad-frog[1].jpg (13KB, 227x222px) Image search: [Google]
sad-frog[1].jpg
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>>147100398
>films will never have overtures and intermissions again
>theaters no longer have red curtains
>>
>>147100776
old dev here who was making a game about orcs and used that exact perspective.
>>
>>147099449
www.youtube.com/playlist?list=PL6vxDT3zhu_hkuHz5-wm-iT4ZfcHUE1Mn
>>
>>147100925
That perspective is used in tons of games anon
>>
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>>147100398
>Thunder Force
My nigga
>>
>>147101046
I know, but it just reminded me of orc-dev ;-;
>>
>>147101046
and it sucks in every single one
>>
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>>147100402
>means literally nothing.
it means one man army
>a meme term spread by googum
the US army are the ones that spread the meme term "one man army" and it was popular in AGDG culture before i arrived, although it used to be initialized as "OMA". i found that a potentially confusing initialization and went with "1MA" and that gained traction.

i also didnt invent "yesdev" i just jumped on it early because i liked it... we went for years with "nodev" before someone clever thought up "yesdev"
>>
>>147101193
Tell me the history of agdg wise gogem

You've been here since before I was born.
>>
>>147071192
>Finland Simulator 2016
top kek. You better use that name dev.
>>
>>147101193
dont try to take credit away from my meme inventions, impostor.
>>
>>147098173
>It took about 6 hours to make, from concept to final.
Sure, but swords are also the easiest asset to make of all assets, hence >>147097657
>>
>>147100890
there are art house cinemas that do man
>>
>>147101491
honestly the worst part is 2-3 hour long mainstream movies without intermissions, at that point it serves a very practical purpose
>>
>>147101453
gogem imposters weren't the first to pretend to be devs. it used to be all the devs were pretending to be devs.
>>
>>147099449
https://www.youtube.com/watch?v=Td2C9D0ciKU
>>
>>147101193
>it means one man army
that's the literal meaning but games aren't developed by armies
>>
>>147101625
it some countrys they stop the movie to sell food and drinks, atleast they use to in Italy and Spain
>>
>>147099707

Is this a game about staying in formation with the others? Looks like it could be a fun little game.
>>
>>147102117
also turns out when you join the army, you have to work with other people.... false advertising if you ask me.
>>
>>147102117
what about America's Army.
>>
>>147102403
we've reached critical bump, someone make a new thread before I try and fuck up the OP
>>
>>147101625
You know intermissions were only made for stupidly long pieces right?
Like operas and other performances lasting 5+ hours

Even then, I've vidyas for far longer than that without even a bathroom break.
>>
>>147045902
CMake + gnome-terminal
>>
>>147102117
One Man Business doesn't have the same ring to it!!!
>>
>>147099449
https://www.youtube.com/watch?v=VTkugWahBEc

This guys whole channel is a goldmine if you can bear with the moon vocals.
>>
>>147069770
1000 times better than Bloodstained/10
>>
>>147102497
kek
>>
did a new
>>147102921
>>147102921
>>147102921
>>
>>147102948
beat me to it
>>
File: orc.gif (905KB, 390x252px) Image search: [Google]
orc.gif
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>>147100776
>>
>>147053980
The feel of the game will be different + you can potentially get better FPS + you get to code in your own favorite language (even if C++/C#, your own coding conventions).
>>
>>147102497
i mean they don't inherently develop games
>>
>>147099707
>creating a necessarily aesthetically boring game by making it direct overhead perspective
okay...
>>
>>147102609
pooop sock
>>
1-5-7 Work on game
2-4-8 Watch anime for inspiration
3-6-9 Practice art
0 Go full autism
>>
>>147103993
1-3 - Work on combat
4-6 - Watch Eyes Wide Shut
7-9 - Make a trello
0 - Play Ass Creed Black flag
>>
File: RedoBoku2.png (30KB, 842x654px) Image search: [Google]
RedoBoku2.png
30KB, 842x654px
More changes going forward.

>>147091292
>>
>>147104586
4-6 fap to Eyes Wide Shut

arty fap
>>
>>147104957
I'm so sorry anon
>>
>>147102609
lord of the rings had intermissions
>>
>>147105249
thats weird, king kong was only 20 minutes shorter and it didn't.
guess it depends on the theater
>>
>>147085448
Can't you hit "More Info" then click "Run Anyway"? (I've never used Win10, but that popup resembles Win8 one)
>>
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>>
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641KB, 1021x574px
>>147105515
Man I was discipline yesdevving hard, took a break to watch Kaiji, saw that scene, and for some reason got really goddamn pumped to eat snacks and piss off the rest of the week watching shit...
>>
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>>147105876
>>
Unity , Unreal or Godot?

For 2D AND 3D games.
>>
>>147108626
see
>>147102921
Thread posts: 780
Thread images: 155


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