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/agdg/ - Amateur Game Dev General

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Thread replies: 799
Thread images: 182

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Thursday Evening Edition

Last thread: >>147045776

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

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

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

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

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

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for I don't know which will come first: my game or my suicide
>>
second...
post...
nigga....
>>
>>147103026
it'll be an interesting day regardless
>>
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Starting a boss.

Now I just need to make a few dozen massive frames of animation and I really don't know how to even store them.
>>
There's a decent chance he'll give me half a million at the same evaluation and lead our 10m round ( :
>>
>>147103204

an array
>>
>>147102921
Thank you for posting best girl
>>
>>147103204
That doesn't look really good for your PC's resources anon.
>>
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I've been procrastinating writing code by making music instead.

Thoughts?
https://soundcloud.com/user-857086809/theme1-01
>>
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Some new lighting changes. Actors can now be knocked down by force, they can also get back up.
>>
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Kaboom! This was yesterday's progress. Now I'm gonna try to make some simple "enemy death" explosions.
>>
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>>147103271
>knowing I'll have to do manual lookups and animation management instead of having nicely auto-animated spritesheets

>>147103306
It probably isn't. But my goal is to become a one-man vanillaware and that means massive sprites.
>>
Okay, I give up. Any idea why this doesn't work? You can go up slopes just fine, but when you try to go down you end up airborne.

Using GML
http://hastebin.com/uhakucucok.pl
>>
Anybody publicly hosting jam entries code (github, gitlab, etc)?
I wanna read some code.
>>
>>147103576

You don't have to do lookups. If the boss object has an array of its own frames you just loop through them.

If you have all of your sprites for everything in one giant static data structure, then you could still use an array because they have constant access time which is good for reading arbitrary elements quickly.

If you need to insert, remove, or delete, then an array isn't optimal because you have to use another array big enough for the old and new stuff. A linked list would be better in that case, but a linked list doesn't have fast access times for any given element you need to access
>>
>>147103408
>youwotm8.webm
hahah
good progress
>>
>>147103576
But they don't have a native 4k resolution on their games! you can make your game with a 256x224 resolution and if you use half of that in a boss that would be massive, and it'll look cool too.
>>
>>147103408
nice dark souls clone
>>
>>147103943
>you can make your game with a 256x224 resolution
I'm done with pixel art. It feels way too limiting. Freely drawing huge shit is fun.
>>
>>147104096
Nice shitpost clone.
>>
>>147103406
You had a nice beginning until you went off track with what I thought was gonna be a build-up to the main melody.
Your panning is also off center to the right until ~0:25. Takes way too long to get to the second part. Shorten it way down so it breaks out at ~0:40. And maybe try pitching it down or adding a variation instead of just repeating it.
not bad for a WIP.
>>
>>147103427
got any tips/resources on making any kind of particle effect pixel art?
>>
>>147103408
This looks promising?

What's the game purpose? What do you do in it?
>>
>>147102921
iim getting SICK AND TIRED OF SEEING THIS FUCKING IMAGE FUCKING FUCK AJHAIOSHJIOPAEWFPOWIEAJGAWEGIOE RGIRHOTGO JOIGTIPWE
>>
>>147103408

Is this Mount & Souls?
>>
>>147104319

Clone clone clone.
>>
>>147104453
Oh not particularly. I don't deal much with particles, although what I do know is the best results I've gotten with particles are when the edge colors of the particles are similar, so the particles can blend together. For example, a round smoke particle looks alot better without a black outline, because its able to blend into other particles, giving the illusion of one large cloud. Same goes for explosions and fire. That's about all I've got I'm afraid.
>>
Remember to patent and copyright your LLCs!

https://www.reddit.com/r/gamedev/comments/4qkiks/the_game_was_stolen_on_google/
>>
>>147102921
>>147104609
Unfortunately the pedo happens to also have OCD and/or autism.
>>
>>147105701
>mobile shit
who cares
>>
>>147104609
>>147105725
There's no need to be upset
>>
>>147104410
Thanks for the tips.You're right about the panning in the first half, I need to change that.

As for the second part; I agree that it should be expanded upon. It comes in at ~42 seconds, so I don't really have a problem with that though. If anything I'll probably end up extending the first part too, and pushing the transition back a bit.
>>
>>147105956
ignore and report
>>
>>147105956
Repetition is really grating when you're not profoundly stupid.
>>
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>>147103918
>>147104096
Thanks
>>147104530
Dungeon crawler with melee combat and an emphasis on retarded AI.
>>147104823
>comparison to M&B&souls
The best
>>
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>>147104609
>>
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>>147105701
Friendly reminder that if you can't execute your own ideas better than the competition, you don't deserve to call them your own.

Additional friendly reminder that if someone can permanently steal the wind from your game just by releasing a stolen version, your game probably sucks anyway.
>>
>>147106210
is this Mount & Dark Messiah?
>>
>>147105820
Are they really borrowed assets though?

If so, there's literally nothing to comment on.
>>
>>147104116
But you can make that giant sprite half of the size and it's still going to look great, you don't really need to go that big.

>>147105820
The trees should have one more tone of shadow, they look kinda bland.
>>
>>147105820
Your characters seem way too okay with the fact that Death is just hanging out under their tree
>>
>>147105996
Also should probably edit the other VST that comes in at ~:28,
sounds a little too stock for my taste.

And I also forgot to say that at ~:58, when your first melody comes back in it needs to be either higher than your other one or have it twinkle across right-left. As they just sound awkwardly on-top of eachother.
>>
>>147103204
Use sprite sheets and break each sheet into specific animations. Using arrays is pretty dumb and counter-intuitive.

>>147103576
Vanillaware still uses a mix of 3D, puppets, and traditional animation. Actual amount of unique frames, that aren't just moved with 3D or puppetry, is actually quite small. They are then baked into a sheet. They aren't the gospel of huge sprites, that's Skull Girls department.
>>
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>>
>>147106328
>if someone can permanently steal the wind from your game
What does that mean?
>>
>>147106558
Lose the red highlights or add another one on his forehead.
Not a fan of the bow-tie.
>>
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>>147106682
Because I don't want to get sued for ripping off a popular game
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>>147106558
Boku has bigger ears!
>>
>>147103408
Dark Souls: PSX Version?
>>
>>147106682
>>147105701
>>
>>147106682
Don't have a phone.
>>
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>>147106558
Here is he in action. Along with more clarity work.
>>
>>147106682
>A lot of competition
>People get bored of them easily and they just go to other mobile games
>You don't really get a lot of money with them if it isn't popular.
>>
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>>147105820
I would work on the style a bit more. Some things appear to be shaded but some things do not. The faces of the characters and the colors themselves could be better.
>>
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Does anyone have idea how to make the HP bar look more interesting?
>>
>>147106958
>That arrow rotating
It looks really cool anon, also the colors of the level are great, it's really harmonic.
>>
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>>147106340
FUCK. I love that game, but I can't think about it else regret not making my game for first person perspective.
>>
>>147107179
blood drips off when you lose health
>>
>>147107179
Perhaps when you get hit, each pixel of health lost "bleeds" off of the health bar? Essentially becomes a single-pixel particle that falls down off the HUD bar, stretching or dissolving in whatever way you think would resemble a droplet.
>>
>>147107179
The bar's texture
Add pulse aura effect to it
Add fancy detail
>>
>>147106210
You should label one of them 'Yesdev' and the other 'Nodev' (Doesn't matter which) and then pop an AGDG logo in the bottom corner.
>>
>>147107179
I'd say it's very interesting already, nice work. Maybe give it some minimal animation or maybe a shatter effect on HP loss. The main problem with your game is every element seems to posses a similar shade, so details can often be lost in a samey blur with no contrast, but with your game in particular it's no so bad. I've seen worse.
>>
>>147106958
Holy shit this is so much better
>>
>>147107263
what engine?
>>
>>147106465
you seem to be an expert of sorts, so i'll go ahead and ask. where the heck do i learn how to make music? i know nothing about it, but i've already got a launchkey for ableton, if that helps.
>>
>>147107378
>The bar's texture
Meant to say animate the bar's texture.
>>
>>147107432
Custom (openGL+bullet physics)
>>
>>147107179
The part that is subtracted on damage should flash white or explode outwards or drip down or something. Anything but shrinking.
>>
>>147107179
The middle color of the mana bar dips below the bottom shade after the third throw
>>
>>147107542
Cool beans, keep it up. I love seeing more 3d games here.
>>
>>147107449
>Expert
Nope, just a hack who has been doing this for a long-ish time.

But the logical and less-painful answer is to study theory and know how to properly compose. There's plenty of sites for it.

The way I and many other new "internet producers" "learn" is to just listen to a shit ton of music, and slowly do everything by ear.

But learn Ableton, and then look at some sample projects. That's how I familizied myself with FL Studio and a Launchpad years ago.
>>
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>>147107251
Thanks, the arrow rotates because the player moved so i thought if it rotates with the player it will help the player notice the arrow even more until it despawns after 2 seconds or so at the start of every level.

I'm proud of the art now and Boku's redesign, and it only took 48 hours of straight negative feedback from /agdg railing on my stress for me to pound my keyboard each time to make the art better. You guys are the best.

Though the comments from the thread were completely the opposite of the comments in the steam chat, as one sides says go up, the other says down. You all need to work on that. Get some harmony between you too chat and thread jesus.
>>
>>147107795
Also /mu/ has a newish general for composing.
>>>/mu/66027921

There's also >>>/mu/prod for WIP critiques. They use https://clyp.it/ to share stuff.
>>
How to write story?
>>
>>147107179
Axes travel way too fast
>>
>>147107179
Give me a day
>>
>>147107795
>>147107940
alright, i'll lurk more and see those example projects.
>>
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Reminder that your game better be ready to ship in a week, agdg!
>>
>>147107876
>took 48 hours of straight negative feedback
Sorry anon we were just trying to help you, hope you feel better now.
>>
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I'm having a good day
>>
>>147108514
I'm still refactoring my engine, sorry.
>>
>>147108537
Post more TSF
>>
Give me weird game ideas.
>>
>>147107273
>>147107375
Maybe I should do that dripping thing. With my question, I was pretty much referring to the texture, which is boring as shit as it is now.

>>147107619
Yeah I know. I'm going to fix it when I get time. I'll probably make it shorter anyways.

>>147108257
How so?
>>
>>147107962
you don't need one
>>
>>147108514
I still need to make my MC to not look like an animal.
>>
>tfw can barely read my own code that I just wrote minutes ago
>>
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>>147108663
A reverse platformer where you are an entity in the platforms trying to stop the adventurer.

A tower defense game with people or machines where you are the medic/engineer.

Katamari Damacy, but there's dozens of them and you have to sprinkle certain things on all the stuff in order to deter them.
>>
>>147108672
Compare their movement to the player's. Try reducing their image speed and gravity
>>
Im using monogame but im getting tired of having to do a lot of stuff to make simple progress, i think i'll continue using it as a learning tool but not to make games.

If i want to make 2D and 3D games what would you guys recommend?

Godot,Unity or Unreal?
>>
>>147109128
>I don't want to put in the work
find a new hobby
>>
>>147109271
Did you even read the post?
>>
>>147109331
Nope, just completely guessed what it was about and made a comment in response hoping it was relevant.
>>
>>147109331
>replying to bait
>>
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>>147109128
unreal
>>
>>147109685
one of these days they'll actually emulate smears and i will be disgusted, this trail effect is just mediocre and everyone who thinks it's a smear is cute.
>>
how do I make it so that certain objects do or do not spawn depending on where the MC is on the screen?
>>
>>147109963
it's literally a smear in 3D
>>
>>147108672
I'm not sure on what texture to apply since its such a small bar, but what you could do is give it a "heartbeat"

Basically you have the bar fade between its current color and a slightly lighter/darker color either rhythmically or in a pattern, such as a heartbeat. Have it be slow and subtle when you're at full health, but when your health is low its faster and more intense. Could also make it temporarily speed up when you get hit.

Check out a good HD gameplay video of Resident Evil 4 and pay attention to the radial health bar, it has this same effect. Its super subtle, but interesting. Its a heartbeat rhythm in RE4.
>>
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Got turn counter display working. Need to go back to working on the Overworld shop now.

>>147107179
I agree with everyone that says to have health bleed off. Fits the motif of the game quite well.
>>
>>147110000
that's not how smears work, no.
>>
>>147109963
Googum when you make posts like these, what kind of responses do you expect?
>>
I'm fucking retarded how do rpgs do hit and misses? Like if i attacked an enemy and missed how would I program that?
>>
>>147110264
First you need the hardest part which is the ruleset, then you just code it.
>>
>>147110117
It's that a Disgaealike game?
>>
>>147110236
>>147110124
>>147110000
googs would know a lot about smears you little shits
he's been running a very successful smear campaign on himself for years so fuck off
>>
>>147110117
Is this a custom engine? How do you handle tile height?
>>
>>147110430
That's pretty funny
>>
>>147110264
var roll = random_range(0, 100);
if (roll < hit_chance) miss();
else if (roll < crit_chance) attack();
else crit();

You could also do an individual roll for each option and it's probably better to do it that way, but this is simpler
>>
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Reposting muh intro thing.

I have already thought about quite much, I will show it tomorrow. The introduction I will show tomorrow.
>>
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>>147110430
here's a cunt explaining smears btw https://www.youtube.com/watch?v=a71-rmYCqMU
you can easily tell >>147109685 a smear right from the most obvious fact that it's moving at the full framerate but it's also not forming like a smear (stretching the shape that's moving) or a multiple (duplicating the shape that's moving).
>>
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>>147110407
Yes, it'll be a tactical RPG. Will play more closely to final fantasy tactics than Disgaea though.

>>147110490
Yes, it is a custom engine. As for tile height, the game's in 3D.
>>
>>147111284
What do you code your engine in?
>>
>>147110858
Wow, it was that simple? I'm over thinking this way too much.Thanks.
>>
>>147111018
Could you elaborate a little more on the game? Is it a space simulator? Spooks in space?
>>
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>>147111284
>>
>>147111479
What
>>
>>147111562
wrong pic lol
>>
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>it's a gogem tries to talk about stuff despite his games selling like shit episode
>>
What's the best resolution for a pixelshit game?
>>
>>147111896
320x240
>>
>>147111896
480x270
>>
>>147111896
1920x1080
>>
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>>147111361
C# with OpenGL for graphics.

The battle game state is mostly functional with only a few minor things missing such as equipment for units.

The Overworld game state has random encounters working, but not much else.

It can actually handle 2D sprites as well for units, but it's not been a major focus.
>>
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I wrote a blog post just now about how I created my first game...It's more like a story about how I came to the point that I developed my first game, but maybe it will inspire some others here.

http://jasonpkgames.tumblr.com/post/146729367382/how-it-all-came-to-be-so-far

Also a little video of my new games mechanics. I know it all looks like shit so far and it's really simple...but it my head it's gonna look pretty awesome. A very simple game where you press and hold down, and depending on how long you hold, is how far you jump. Gonna have dif lvls with dif environments and everything.
>>
>>147112296
Anon with ginormous sprites please go home.
>>
>>147112314
>mobile shit
nty
>>
I'm using game maker
how do I make it so that object 1 randomly spawns object 2 in random places on the y-axis

I already have object 2's hspeed set, I just need to know how to get it to spawn in the room randomly...
>>
>>147112901
instance_create(0, random(room_height), object)

???

I haven't used GM in 10 years
>>
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Progress because. Attempting to get the ocean and art looking like how it used to, (and how it's supposed to.) Thought this was funny.
>>
>>147113056
that's correct for what he's askin
>>
>>147111895
The problem with jew cum is that the majority of his posts are just him giving his opinion which nobody wants to hear, and usually it's about the same thing.
>steam is bad
>smears are bad
>my yesdev videos are not shit
>>
>>147112879
I'll probably do a release on steam with this one too
>>
>>147112314
It's probably going to look cool when you add some animations.

>>147113184
For some reason it reminds me to ROR.
>>
>>147113184
I wish more people would use banding for A E S
>>
>>147113056
ty
>>
>>147113184
I haven't seen this in a year. Jesus man
>>
>>147112314
Everything always looks cool in your head. I can't imagine playing a game like this longer than a minute.
>>
>>147113557
mobile games on steam are twice as bad
>>
>>147113751
Games are also always more impressive to you than to anyone else. That time you spent programming the protagonist's eyes to actually look at objects and focus their iris based on incoming light was wasted on 99% of people.
>>
>>147113916
I can assure you people notice if there is a death stare rather than naturally looking around, why do you think hl2 was so praised?
>>
>>147113592
Might be the pixels.
>>147113627
Honestly can't figure out what A E S means, but I assume it has to do with the banding in the parallax ocean.
>>147113662
I'm a filthy nodev.
>>
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How do I get the (x,y) coordinates of the edges of a rotated triangle?
>>
>>147113184
needs more layers of parallax on that water to make ullillia proud
>>
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>>147111449

Its about space spooks.

I just had hot cooking fat all over my hand, I'll see the consequences tomorrow. I'll take a nap and I hape I wont die because of frying fat. I cant jidge because I am slightly intoxicated.
>>
>>147114093
aesthetic.
>>
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i'm trying to get inspiration for my game AGDG. does anybody else know of cool games about 2d open world space exploration like destination sol, and reassembly?
>>
>>147113821
Why
>>
>>147114138
rotate around the center. otherwise it's too hard lol.
>>
>>147114253
99% of the time they're not designed for PC, so they're either clunky or work awful. Just look up any mobile FPS ported to PC, and you'll see them adapt the touch screen controls directly to the mouse and game screen.
>>
>>147114138
read them? presumably your triangle is composed of three points and you rotate it by rotating the three points
>>
>>147114138
trig and using the right angle triangles that happen when you draw a rectangle around it
>>
>>147114373
Well I'm not sure about big teams who do that...I think an indie dev is less likely to do a shit port job since I think in general they care more about the users experience. I don't plan to do a shitty job with mine, anyway. If it doesn't work from mobile to PC as I have planned, I'll change it until it does work properly.
>>
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>>147114138
tfw when programmers think they don't need maths.
>>
>>147114210
are you looking specifically for the exploration, or for the top down space ships?

i remember playing loads of old top down space shooters with exploration elements, but the names always escape me.
>>
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here is my first game with graphics and actual gameplay here is a picture

you shoot pizza at pictures of a girl from an anime and that fat actor who is known only as a guy with a fedora and who sat down at a restaurant to eat a plate of chicken tenders
>>
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>>147114173
drunkfags everyone
>>
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>>147114863

here is the menu to the game

pls leav good comments and likes and +1 thank you
>>
>>147114783
any would do, i am still in the brain storming stage
>>
>>147115017
I select the one that says not to select it
>>
>>147114898

Show game.
>>
>>147115017
first thing i would do is select the last one
>>
>>147115043
>>147115158
>>
m!!Pno!!! no!! it says not to select is

if i post to demo day 9 you will be sorry
>>
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Well I was going for just spriting an enemy deathsplosion, but I wound up implementing aiming up/down as well. Still need to do frame-by-frame offsets so the laser appears in the right spot, but this will do for now.
>>
>>147115137
code progress right now
>>
>>147114775
>asked my teachers all the time when i would ever be expected to use all that fancy shit in any practical application
>always got calmly told that eventually you're gonna be glad you know how to do it
>stuck in my 2 kool 4 skool attitude, finish school with Ds in math, quickly forget how any math works
>can barely do multiplication in my head now
>try to get into programming
>the despair mounts as i realize these are problems that i was supposed to solve almost a decade ago

yes hello i'd like to order some algebra implants, thank you
>>
save files are go niggas
>>
>>147115353
I always wonder why they don't give the example of the problem that particular concept was initially invented to solve
>>
Even Carmack admitted to not giving a shit about math. The real aptitude you need is strong logic comprehension. This allows a person to create their own solutions in the event that calculations or asking google isn't enough. You can tell which gamedevs and programmers don't have this ability because they never do anything original or progress beyond the basics.
>>
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My shmup needs a gimmick. Any ideas?
>>
>>147115265
Nice, now do crouch shooting so there's a sane way to kill these stupid crabs.
>>
>>147115760
You use a bow and you have only 10 arrows that get stuck to the wall after you shoot them, you have to get them back or keep using them.
>>
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>>147115909
>>
>>147115353
To be fair many countries' math education is just bad. In the US it's particularly worthless. They can't figure out how to engage the students so they immediately resort to authoritarian sentiment in a feeble attempt to motivate them with fear.
>>
>>147115760
Your bullets reflect at the border of the screen and get stronger and stronger with it. It's your main way to taking down most enemies due to their huge HP.
>>
>>147115898
Haha yeah its on my to do list
>>
>>147115760
bullet orbit other bullets
>>
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>>147115293

Dont know what that means, but show your code progress.
>>
>>147116203
your hand writing is awful, that's unintelligible
>>
>>147115760
Katamari Damacy shmup.
When you activate your special power you can fuse with any enemy on screen by touching them.
They will shot for you (from the direction where they touched you) but you will become slower.
They also serve as shields.
(This is actually neat, I'm stealing this.)
>>
Note: when making and animating sprites make sure they have the same fucking proportions as the other directions of the sprite
>>
>>147115760
as you destroy enemies you get resources to evolve your battleship (in the middle of the game, of course)
>>
Note: when making and animating sprites make sure to have a box of tissues so you're ready to cry
>>
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>>
>>147116369

Where is your thing?
>>
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Should I keep the bullets as circles, or should I change them to long, thin lines?
>>
>learning some opengl bullshit with glew/etc for the sake of it since i don't have any game ideas to make

i've never really had to deal with oop/high-level abstraction before and i'm having trouble getting accustomed to working with it. I never really feel like I know exactly what I'm doing or that I fully understand what can be done. working in contexts and binding shit just feels really disconnected. I can't form a visual/geometric image of what exactly I'm doing like I can with most other things, which is the main way i understand things. Anyone have any resources that help with this side of understanding it?
>>
>>147114210
You should make a simple graphics space explorer where the ship is some form of rectangle and the point is to go to other solar systems and sell insurance.
>>
>>147115353
>>can barely do multiplication in my head now
I can't do that either but I can do calc 1-3 ez
>>
>>147116918
I'm just a shitty wannabe dev but i would say thin lines are better, because the hitbox will be more precise
>>
>>147117046
It uses circle collisions, so as a circle, most of the collisions are very precise. I would lose a bit of precision by changing them to thin lines, which is really the only reason I'm hesitant.
>>
>>147116685
>That's what I really wrote?
I should go to bed.
>>
>>147117149
so just put a tiny collision sphere at the tip of the projectile
>>
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>>147117387
Hey, that's a neat idea. I've never thought of that before. Thanks anon.
>>
>>147116939
You seem to be asking a couple questions and I'm not sure what any of them mean. I'll just make a wild guess and assume it'll help you somehow.

First of all, do you understand how the GPU pipeline works? Like, why you're drawing triangles instead of whatever else? There's a few good articles about this and I can't find the one I like most but here's another: http://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation
>>
>>147116821
I don't have one.
>>
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>>147117476
the little yellow thing in the middle is my collision sphere on my arrow

it's inwards a little bit so that when I parent it to the thing that it hits, it looks stuck inside them. but same general concept
>>
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>>147116685
don't remember me about that, anon
>>
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>>147117046
Better?
>>
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>>147116939
>>147117516
I found a much better link (though still not the one I was looking for)
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html

Pic related
>>
>>147117929
you need a backgroud that isn't a solid color. a grid would be 100 times better because i have no fucking idea where you are moving
>>
>>147117929
I didn't think the difference would be noticeable but yes, actually
>>
How do I 3D model a mech?
Nothing I do looks right, I thought mechanical stuff was supposed to be easier in 3D.
>>
>>147118404
post what you've been working on
>>
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>>147118162
but what about the bullets
>>
>>147118404
post some pics of what you have been trying to do
>>
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>>147118459
>>147118474
pls send help, I've deleted my attempts
>>
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>>147118462
GRID
R
I
D
>>
Godot is really nice.
Anyone know if i can port my games to a console later? I know they are getting C# support and the company that develops it gave it exporting to consoles but it isn't available to the public.
>>
>>147118958
native console support probably won't come for a while, it's not really a focus. but hey it's open source so you can always do it yourself
>>
>>147118958
You might need to talk to the devs about that. It has to do with consoles needing licenses to work with, so it's not easy to just have it public.
The devs and people who know the engine well are regularly on their IRC.
>>
>>147118958
>console
Hahahaha
You can't get a console license you nodev
>>
>>147118462
the bullets need to be really big
>>
give me a million dollar mobile game idea
>>
>>147115760
a shmup where you play an RPG to attack
>>
>>147119406
a shitty mini-game from the past
>>
>>147119406
bejewled
>>
>>147119127
>>147119237
Thanks guys, i'll talk to them and see what can be done.

>>147119274
Im no nodev, i make breakouts for a living.
webm related
>>
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>>147119406
harvest moon simulator
>>
>>147119406
Flappy Bird except there are enemies you can shoot.
Be sure to drop a few million in my PayPal after you become rich.
>>
>>147119532
a mobile farming game that forces people to login everyday to save their crops
>>
>>147119527
Worry about getting art before thinking about consoles.
>>
>>147119734
I can do art, im just using placeholders till im satisfied with the gameplay
>>
>>147119819
Fair enough
I hope you're gonna do more than breakout at least
>>
Hissure Blon Blon Te
>>
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does aggy d gee like my star cluster
>>
>>147120038
Im planning to get some rpg elements in this and replace bricks for enemies .
>>
>>147120151
>unity
No.
>>
>>147120151
not bad / 10
>>
Some conceptualization:

>game title(fades out)
>radio chatter: tells you the mission
>interstellar music/space music

http://webm.land/media/D9fW.webm
>>
>>147120363
Maximum spookage.
>>
>>147112302
How long did it take for you to actually be proficient enough at coding (in general and with openGL) to actually start building your game?
>>
>>147120363
That's great.
>>
>>147120626
He hasn't done anything complex GL wise, you can learn to do this easily within a month.
Not only that, he's using C# which makes things ez modo.
>>
>>147120151

nice parallax
>>
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Added a power up that spawns a shitload of bullets behind you as you move.
>>
>>147120814

Personally I've found myself completely inable to learn how to code
>>
>>147120363
good stuff, makes me want to stop nodeving and pick up my space spook simulator back up

fuck you
>>
>>147121668

Movement should be solely based on launching yourself with bullets/rockets
>>
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>>147120716
At coding, maybe a year. For OpenGL, a month or two. For OpenGL, the most important part is understanding the math and how variables are stored in memory. For the programming, it's being smart enough to write your code so it's flexible.

>>147120814
As this anon stated, nothing I've done is difficult on its own. I suppose you'll have to excuse me for picking an "ez modo" language that's perfect for the job.
>>
>>147121916

Why so mean? do you have a thing?
>>
>>147122232
Why did you chose 3d for an iso game?
>>
>>147118117
>>147117516

Yeah sorry if my question is badly worded. You can ignore the visual learning part for now. I mostly think I understand the pipeline, my big issue is that I just have this feeling that there's a lot of shit going on that I need to know, but don't. For example, binding points. I don't fully understand what I can and cannot do when I bind to some specific target, I just don't have a complete understanding of what I can or should be doing. If I didn't have some book/etc to read I'd never be able to figure this out or make anything that functions, but I don't get that feeling with anything else in programming. I always feel like I know my tools and their limitations.

This probably just comes from just how much shit I still have to learn though, so when I finally get through all of whatever I'm learning from I'll see the big picture and connect all these things that I don't fully understand yet. I think the initial jump into opengl is just such a steep learning curve that it's creating this problem and it's overwhelming.
>>
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>>147122390
sorry friend, I'm a bit frustrated. yeah this is the last I have

https://a.uguu.se/7Ge75sw06ioN.webm
>>
>>147115265
This actually looks really nice. I'd play this, as long as the levels were well designed. Good work, anon.
>>
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>>147122505
Far fewer assets to create and far more flexibility. Instead of drawing an animation from at least two different angles for each frame, I model the unit once, rig it then create the necessary animations. Same applies to the stages/levels.
>>
>>147122691
2spooky
>>
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>>147116203
>>
Someone teach me to get good at making games
>>
>>147123246
Build discipline (a knowledge issue not a willpower issue).
Self study.
Seek constructive criticism.

Problem solved.
>>
What the fuck happened to that guy making the engine that shall not be named-like FPS?

I remember him having a fairly large white-boxed map,inventory, and basic dialogue going.
>>
>>147123397
How?
>>
>>147123532
?
>>
>>147122085
I don't know if I like that idea. I think it should be possible to move without shooting and vice-versa.
>>
>>147122232
C# is great, i'm just saying it's 200% less hassle than dealing with gl and c/c++.
Finish your game nerd, it's been like what 4 years?
>>
>>147120151
parallax stars are a dumb meme
>>
>>147123960
How would you do a scrolling space background, anon?
>>
>>147124032
not him but I'd do slight but uniform movement on distant stars and then include spacedust in the near plane
>>
Where do I get programmer friends that know how to code?
>>
>>147118612
https://www.youtube.com/watch?v=_3rX5zC9mu4
>>
>>147124187
You know you could always ask here.What do you need help with, friend?
>>
>>147124215
that is the shittiest catapult i have ever seen
>>
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yey
>>
>>147124187
Indi-
>that know how to code?
Oh
>>
>>147106958
FINALLY

Please never use max-saturated solid-colored blocks again.
>>
In a faux world war setting, would it better to use:

>Actual real world nations
>Fantasy nations with clear real nation counterparts
>New fantasy nations
>>
>>147124346
>catapult
Is this some mech terminology i don't know?
>>
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>>147122691

Oh, no need to be frustrated, thats really good. I also wanted to make a spoopy planet. I was thinking about having my space station orbiting around jupiter and turning the red dot into an eye.

I really like it,
system shock/10
>>
>>147124558
it's the name of a mech from mechwarrior/battletech that that mech is obviously based off of
>>
>>147124561
why does jupiter look like someone painted it and then spilled a glass of water on it
>>
>>147114210
>cool games about 2d open world space exploration

Star control 2.

It is THE game of 2D open world space exploration.
>>
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>>147123690
Not reached 2 years yet, but you're right, I should probably have more done. I think a majority of the hard part is done though. I'm almost at the point where the bottleneck will be content.

I'd briefly played with the idea of using C++, but then remembered how great C# is. I'm a bit more limited on platforms, but the game seems to run fine on Linux through Mono. Not tried OSX.
>>
>>147107179
You should be making enemies not polishing graphics that you'll probably end up changing again later :^)
>>
>>147124534
top tier:
Complete OC

Good/fine tier:
OC mirroring real world

okay tier:
Satire real world

If you're a shitty writer then just stick with remixing the real world a bit
>>
>>147124710
>I'm almost at the point where the bottleneck will be content.
Welcome to hell
>>
>>147124750
you should be working on your game not shitposting
>>
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>>147124695

Because its made by the devil and hell is inside.
>>
>>147124635
oh, well I don't know mechs.
>>
>>147120363
that is the least safe looking spacewalk I have ever seen
>>
>>147124829
*jupiter
>>
>>147125014
If we had the technology to survive on Jupiter, I think it'd be comfy to be in the middle of an extreme perpetual storm.
>>
>>147125239
falling off the edge would be anything but comfy

the top layers are nice, the deeper ones may just as well be hell
>>
>>147125325
Well having the technology did imply we'd solve any pesky physics problems, but yeah.
>>
>>147125014
What the fug.
>>
>>147124335
Well nothing in particular right now. Probably general stuff like lighting and writing shaders to do cool effects (2D game).
>>
>>147125239
>>147125325

https://www.youtube.com/watch?v=ph_sR51KBi8

reminds me of this
>>
>>147125141

Well, he'll get a SAFER Unity later. I mean its not realistic but whatever.
>>
>>147122691

Holy shit spooky as hell. Amazing job
>>
>>147122691

I would buy your game based on that video alone.
>>
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I just realized that I have been using the same test background for about a month now, does anyone have any tips for doing backgrounds?
>>
>>147125479
Man that's pretty well done.
Shame SCP went to shit.
>>
>>147125869
You can learn by copying how other games do backgrounds.
Most of the time you can get away with multiple parallax layers of solid colors
>>
>>147122691
This is fucking great. Got any more?
>>
>>147125869
Use parallax, keep it less saturated and detailed than the foreground, do lots of trial and error to see how best to balance readability with beauty.
>>
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Does anyone have that big collection of low poly references that's been floating around? I think the original uploader was manadev(?) or something
>>
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>manually adding collision boxes to someone else's mesh
I just want to code

this is 1 building out of 7
>>
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>>147126342
Manabutt is dead
DEAD
>>
Speaking of low poly, has anyone release a free waifu yet?
>>
>>147124815
>If you're a shitty writer then just stick with remixing the real world a bit

Whelp, that hit a little close
>>
>>147126957
Don't let my shitty opinion deter you m8. Keep practicing and we'll both get out of RPGM-tier hackery.
>>
>>147124815
your tier list is completely upside down.
>>
>>147127113
>implying I've not been trapped in a procrastination hell for years already

I'm not sure I'm going to make it famalam
>>
>>147127389
How ironic, you opting for the least amount of imagination.
>>
>>147103408
isat little cube to know who you are locked on to?
>>
>>147122616
Ah, yeah, OpenGL is unnecessarily fucked up and overcomplicated. The thing to realize is that only some of the function calls will actually dispatch an instruction to the GPU, and all the other shit is about setting up parameters for those instructions. In some other language, this would all be optional arguments with default values, like how in Python you can call "print('tits')" or "print('tits', file=stderr)".
>>
>>147127463
>implying I haven't either
Having too many hobbies is hell.
>>
need some late night game devving music, yall got sum to share?
>>
>>147126797
>implying anyone would ever release art
would be cool if someone did though
>>
>>147127576
gotcha ant-kun.
bleep bloops
https://www.youtube.com/watch?v=UTZi7VBKfWQ

instrumental beats
https://switchy.bandcamp.com/
>>
>>147127465
writing itself takes imagination to make meaning out of events in sequence. weaving fiction through reality, takes imagination and skill.
pulling whatever dumb shit you want out of your ass because you're making high fantasy with zero rules does not take skill and would only take imagination if there was already a thousand years of high fantasy ideas to source from.
>>
>>147127845
>satire is hard
Not really, it's low-tier writing, which is why you also tend to go for it.

>all OC is tolkien-shit
alright
>>
>>147122691
finish it so i can play it
>>
>>147127567
I've finally been weaning myself off the useless shot over the past few months. Feels good man
>>
>>147127576
May I ask how what do you mean by deving? I can not imagine listening to anything while writing code. Or are you drawing?
>>
>>147127720
a thank you, thats soothing
time for progress
>>
>>147127948
>historical fiction is easy
>satire is easy
have fun with that.

>i dont know what high fantasy means
it means you put everything in a new universe because you dont want to stick to the rules the current one has for you.
>>
>>147105701
>https://www.reddit.com/r/gamedev/comments/4qkiks/the_game_was_stolen_on_google/

if you read that you'll see that nobody stole anything from anyone. the games in question both came from the free unity asset store.

looks like a troll
>>
>>147128091
Yeah Esbe's stuff is pretty solid, only a few bad tracks in all of LNHP.
I have all of LNHP and Never Say die as well.
>>147128173
>stop having an imagination
>stop being unrealistic

I'm convinced you're a literal autist googs.
>>
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>>147107876
2
>>
>>147103408
is that 3d Qbert?
>>
>>147128330
i didnt say stop anything
i said the tiers were wrong. 100% OC is garbage fantasy that belongs in the trash.
>>
>2 hours 'till I can dev again
>mfw I'm going to end up working for ~3 hours before falling asleep
>>
>>147106682
Angry Clash of Candy Strike Empires has already been trademarked.
>>
>>147128423
Well I think you've now hit all the fields of irrelevant opinions.
Art
Music/audio
programming
and now writing.

gz
>>
>>147107179
instead of a health bar, make it a health staircase
>>
>>147126342
found it
if anyone wants it it's in here
http://alloyed.github.io/agdg-links/
>>
>>147127465
>>147127948
>>147128330
>>147128613
>he cant try to debate anything without resorting immediately and constantly to ad hominem
you'll get over your depression and terrible opinions someday, anon
>>
>>147111896
1x1
>>
https://www.reddit.com/r/gamedev/comments/4qpij5/the_wall_trump_inspired_3d_game_alpha_footage/
>>
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>>147128337
3
>>
>>147129108
neetdev is an attention-whore, more news at 11.
>>
>>147129187
???
The point of making games is so other people play them.
>>
>>147129187

You got to promote your games somewhere and reddit is probably a better promotional platform than 4chan agdg

t. not Neetdev
>>
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One of the things I'm trying to do with Bokube is having objects obstructing some of the levels view to the camera.

So you have to rotate the camera into the right position to get a better angle.
>>
>>147129352
>pop culture gimmick game
>early access
Yeah nah, definitely not cashing in on trump-hype.
>>
>>147116712
okay strange question, but why is the mouse cursor in that tiny webm the exact same size as the mouse cursor on my 24 inch monitor?

also, does anyone else try to make your mouse cursor fuck the other mouse cursor when you're watching a tutorial or let's play? I can't help but pretend the mouse cursors are flies and it's mating time.
>>
>>147129446
why
not
both
>>
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Bad Artist here, what do you guys think of my DJ Ghost / Blue Condom singing out of its head nipples?

On a off note, I just realized I have been lurking here for like 2 years but have only marginally improved since I started posting. I think I need to start actually working on a real project soon so I am more then just a idea guy making CK2 mods on the side.
>>
>making games for free
why are you wasting your abilities?
>>
>>147129551
Because it's LCD shit.
I truly hope he proves me wrong and actually develops it into a full game though.
>>
>>147128337
>>147129128
boku stands out more now which is good, but your particles, color, and overall art direction still need a lot of work
>>147129396
on paper this sounds good, but it looks more like a dumb mistake you made in practice
>>
>>147129587
It looks more like a jellyfish. Cute regardless.
>>
>>147128482

>having a job
>ever

On a serious sidenote I am very sorry you have to work and can't just get unemployment money.
>>
>>147129587
tentacool
>>
>>147129754

Do you know how I can get on autism welfare?
>>
>>147129825
You don't.
Slave away for a year or two and save up your devbux like I did.
>>
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>>147129638
What about the colors or art direction bother so? I can't try to address them if you don't state it. The current changes you see are based to responding to feedback so lay it on me familia.

There are heavy color changes I did here like the tiles, contrast and added assets like the tree, fence and bridges so I need more feedback than you need to work on colors and art direction. (even more so when others have been praising it lately).

Also >dumb mistake you made in practice
seems more like a personal issue than something EVERYONE any many will assume. Its very similar to captain toad which got away with that.


>>147129396
>>147129128
>>147128337
>>147107876
4
>>
>>147129883

But I've given up on being a dev I can't do it

I need money though and I want to live as a NEET
>>
>>147130042
>I can't do it
Yes you can, stop giving up.
>>
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How does this background look? I think I should change the colors around possibly and maybe add more variation.
>>
>>147130236
I'd make the closest treeline darker, as it is now it's blending into the grass
>>
>>147130236
Pretty boring senpai.
Go play some old Megaman/mmx.
>>
>>147127595
We have released code and engines for free though so why won't they release art?
>>
>>147130703
Because artists are self important tossers
>>
>>147130236
I like it, but it feels like there's so much unused space on that picture. I think you should just zoom on the hero more, or give some detail to those trees and the ground. Take a look at Super Meatboy, for example. The character is very small compared to the size of the screen, yet everything feels alive.
>>
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I added a temple which is currently the only way to revive characters. Fixing up a bug now where their turn timer wasn't re-activated after reviving. It costs 1 gold per health restored - double that if unconscious and quadrouple if dead. The temple also has a multiplier so as you advance into later zones, the cost will go up.

I have the tavern almost done too, just have to add 1 more thing.
>>
>>147130902

For me, the classic example of this kinda genre is Castle of the Winds

Ever play that?
>>
>>147131062
That's the super old roguelike, right? I'm vaguely familiar with it but never played it. I have played a lot of ADOM though.
>>
>>147126342
>>147128965
I saved a few.
https://1drv.ms/f/s!ArdiMPwFCbN-kOkcQ8hqO2TC8_cy-w
>>
I'm working on new lighting options in case you don't want to look at the moire lines. The biggest hurdle so far is knowing when a block starts and when it ends and if the light is in the range in between.
>inb4 use primitives
>>
>>147129979
i'm not a color expert lmao it's just you're combining these earthtone tiles with neon pinks and bright reds and whites and blues and it looks offputting to me, as does the giant tree obstacle, which is a good idea but just looks poorly executed
i'm not gonna write an essay's worth of info on my opinion of 4 pictures because you're too fucking dense to entertain or consider any criticism that isn't given to you repeatedly by 50 people in one thread
>>
>>147131305
I think he's just frustrated and a tad burnt out m8.
>>
>>147131179
if you want to kind of hack it instead of using math, you could basically create something like a z-buffer where enemies are at 0, light is at x (where x is light intensity), and the background is at 9999999
>>
>>147130828
You're right about the more detail, yet the game is supposed to have a sort of emptiness feeling to it.

I think if I were to zoom I would zoom out because like meat boy I want it to be very fast paced.

We'll find out what works on demoday
>>
>>147131412
If it's intentional then it's okay. However then you have to make it clear to the player that it was intentional. Yet that can not be judged by a webm, so I'm looking forward to Demo Day. I remember I enjoyed your game on the 7th, if I'm correct, wonder how much it changed since.
>>
>>147130236
When you have a big game area like that, you really have to try harder to fill everything up.

Anyhow, the background makes your grass look a bit dumb since the colors are too close.

That and the trees feel too repetitive.
>>
>>147131370
then he can choose to just walk away from the computer instead of trying to make himself the focus of drama and discussion in every thread
>>
>>147131648
Nothing wrong with seeking help.
If he was blogposting every five minutes with inane shit, it'd be different.
>>
>>147131392
My current hacking of it is assigning the coordinates onto whatever it finds, and continuing the lines off a single corner. Optimally it'd do this on the relevant corners but right now I just want a complete outline of even a portion of the light from a single direction. This isn't a permanent solution because what if there's layered blocks in the way and it makes a more dynamic shape. The previous lighting option which is the default skips all this hurdle by just stopping when it hits a square and that's the end of it. This version requires the ability to effectively see the future in the cycle and plan accordingly without just doing N+1 throughout, and just shitting up the screen with a bunch of lines that shouldn't exist. Optimally the output would be K * corners, where K is how many blocks the light comes in contact with.
>>
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What if there was an enemy that shot enemies at you

pardon the programmer art on the boss
>>
>>147132048
those are called homing missiles, you just used a different sprite
>>
>>147131648
>>147131305
Sounds like you're the one who wants the attention m8.

>>147129979
Looking good/great overall now. I'd say focus on the gameplay now and you can go back to nitpicking the art later if you want to.
>>
>>147132243
what if the enemies that the enemy shot at you...

shot bullets as well
>>
I need to learn a good methodology for realizing my game ideas, wat do?
>>
>>14713191
JUST
>>
>>147131648
>then he can choose to just walk away from the compute
>>147131305
>>147131648

Where are your games? Are you even Agaggy daggy's? You're suppose to post progress here and get positive/negative feedback, or shitposts, etc.

Shitposting about a yesdev trying to get feedback on art progress is NO GOOD of you attention seeking nodevs. We can all tell you want attention when you bully a dev posting his daily progress and you don't even have games to shill here.
>>
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>>147131370
Only a little bit but its all worth it. Asking for help while progress posting and getting tons of negative and positive feedback ether way was great, and it helped improve the art of Bokube massively.
>>
>>147132987
Fuck the haters. I usually don't comment on your game because it's not my thing but I've always fucking love how colorful it is.
>>
>>147106583
if you can lose traction to a competitor you're a poor businessman
>>
>>147107179
>stylised HUD
>babby's first CSS gradient tier healthbar
you've got to make it consistent bruv
>>
What's better for a literal beginner Game Maker or LÖVE if i want to make a 2D game?
>>
>>147133330
Game maker by far.
>>
>>147108663
reverse infinite runner; you must place obstacles
>>
>>147133330
Game Maker.
but you should use Lua or some other language, gm is gross
>>
>>147133404
I don't know how to program tho
>>
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>>147112314
make it faster, and with jumping combos so you can charge additional jumps in midair, this allows you to add timers and competitive elements, perhaps a race against time where some amorphous blob chases you

also, procedural animation (i.e.: blending)

you've got a winner anon, this could be like that shitty push a ragdoll down a staircase game, but tons better
>>
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game is like final fantasy tactics:

i would like your thoughts on my take for traits/skills/quirks, something that is placed into a character permanently that provides attributes, abilities, or triggers effects. they can do anything really

so: character does stuff, gets xp, levels up, and gets a 'dormant trait'/'potential' or whatever you want to call it

that dormant trait then has a positive outcome, neutral outcome, or negative outcome:
doing stuff that dormant trait explicitly states are good counts towards the positive outcome, doing stuff that is forbidden counts towards the negative outcome, and not reaching either positive or negative by some amount of turns/game time will result in a neutral outcome

for example:
Vampiric [Dormant]
Positive Outcome[0/10]:
(do x to increase)
"Gains health every time they deal direct damage to another unit"

Negative Outcome[0/10]:
do y to increase
"At the end of this unit's turn, if this unit has not dealt direct damage, this unit is damaged."

Neutral Outcome[10 Turns Remaining]:
"Gains health every time they deal direct [melee] damage to another [hostile] unit"

thoughts?
>>
>>147133515
that's why you learn
>>
>>147133545
Nigga i'm just an artfag tried to learn but i'm too dumb to program
>>
>>147108663
You fall in a dark cave.

You can hardly see anything, you escape from the cave listening to the sounds with binaural headphones.
>>
>>147133598
nah, you're just a quitter
>>
>>147133598
No one is too dumb to learn how to program, if you can draw you can sure as hell program. Programming is the very application of reasoning so if you've got any knowledge of logic then you're gonna be ok. It's scary at first but once you get used to it it's all groovy.
>>
Can you stop with the surprise boxes please?
>>
>>147133643
This could work well if it had more forms of feedback than just audio.
>>
>>147133781
We're bringing smell-o-vision back.
>>
>>147133763
possibly
>>
>>147133667
>>147133676
My memory is shit and i just can't remember all the different functions, i always forget them the day afterwards
>>
>>147133943
That's why you do it everyday
>>
>>147133781
Portions of the wall you collide with become visible.

You feel air currents and smells. Similar to the damage indicators fro
>>
>>147133943
Spoiler alert anon: No one remembers all the functions. Java has over 300 fuctions built in. You just need to familiarize yourself with the ones you need and look up the rest.
>>
>>147133542
Sounds interesting, but something is not clear to me: these outcomes. Are they affected in a single battle or throughout the whole game?

For example: with your vampire, you have only killed 2 people and not 10, so the counter goes in the negative direction. Once it's maxed, the negative effect will be a passive effect for that character forever.

Or is the counter affected in a single battle? Like: you haven't attacked anyone in this turn, so +1 in the negative counter. When maxed, the negative effect takes place until the end of the battle.

This is also a question: Is it like a counter or a meter? Let me ask it another way: if one attribute is unlocked, will the others be blocked, or you can gain all of them? Like imagine a line, where one side is the positive and the other end is the negative outcome, with the neutral in the middle. So whatever you do, you move in one of the directions or staying in place and based on your position on said meter one of the said effects takes place. Maybe you should consider a meter, where you don't have to reach the end, but depending on how far away you are from said end, the effect's strength varies. Like if you have +1 point toward the negative, you lose only 1 life per turn, however if you are at the end with 10 points, you lose 10. Maybe a bar like this could be shown at the status screen of each character, so it is clear to the player which attributes that character obtains at the moment and at which rank.
>>
>>147103584
Maybe the coordinate you check for slopes is too high.
>>
thank god for stackoverflow and people also experiencing my overly specific shitter mistake.
>>
>>147134082
I guess that reassuring
>>147134012
I don't know if i can bash my head against code every single day to learn it
>>
>>147133598
>Nigga i'm just an artfag tried to learn but i'm too dumb to program

I had a hard time learning the syntax for programming. So I found alternatives instead. You don't need programming to do stuff in game maker (I think, that's what Ive heard), in UE4 you can use nodes, in unity you can use playmaker

Knowing how to program isn't required anymore. You need need to learn the logic behind each action though and how they work together with other actions.
>>
>>147133943
Most engines and apis have autocompleters anyway
>>
>>147134249
If you have an hour to shitpost, you have an hour to study and practice.
>>
>>147134303
I'm setting everything up
>>
>>147134386
oh cool, what'd you decide on?
>>
>>147134416
Game Maker, i saw a lot of games i like have been made with it, so i'm gonna give it a go
>>
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The tavern is all done I think. It was crashing a lot but it should be mostly good now. Every time I add a new building I end up refactoring a bunch of stuff in my HUD code and inevitably I end up missing a few variable renames or something. Anyway this is all the buildings I'll have in the demo I think: NPCs, shops, tavern,s temples. I could add a level up place, but right now you just auto-level when you get enough exp.

The tavern lets you heal everyone to full for a modest price (though it won't cure status effects or death). The tavern is also an NPC, so it can give dialog or quests or whatever.
>>
haven't been here for weeks
whats new?
>>
>>147134129
likely throughout the whole game, with neutral progression ticking every 10 battle turns, and at the end of every new battle. positive/negative stuff would be tracked across battles.

i like the meter idea with granular magnitude.

i could possibly make it a threshold thing?
[X---a---[]---b---O]
for example, if X is 100% negative, you would need to increase the meter to threshold b to bring the effects back to neutral
>>
>>147134702
Not him but, it seems like it's going to be more trouble than it's worth but I'd like to see it implemented.
>>
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Could someone help me find a way to see a list of all non-Japanese Visual novels through vndb please? https://vndb.org/ Sorry for being autistic but I can't seem to find a way to.

I'd like to have a global view on what's been made and how popular it got, a friend of mine is working on a VN so I want to have an idea of how a Western VN dev could make it into the medium. I know about big titles like Katawa Shoujo or Juniper's Knot but that's it. Links like this one https://en.wikipedia.org/wiki/Category:Western_visual_novels aren't exactly useful because incomplete.
>>
6 days til demo day 9
better be ready this time you shit, you always say to yourself "i will definitely make the next demoday, even though i said that for the past 3 demo days" and then you don't, fucking loser!
>>
>>147135250
I'm not gonna make it
>>
>>147135205
>Steam
>Visual Novel
>sort by user review/relevance
>>
>>147135381
Not all VNs are released on steam though. If anything Steam is pretty shit to release your VN on since you'd need to censor it and then release a patch via your blog, so confusing computer illiterate people aka 75% of your audience.
>>
>>147135496
VN != eroge
>>
>>147135531
Only purity fags care about the difference between the two; eroge are VNs.
>>
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>>147122691
Your game looks great.
If you ever need any first person animations (perhaps stuff like opening that panel, doing the sliders, weapons, whatever), contact me on whatever method you prefer through my portfolio.
I'd be glad to help you, free of charge.
http://troy.design/
>>
Want to do a top-down Zelda-like game in 3D. Is there any sort of guide or resource that helps suggest the best camera perspective and stuff?
>>
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>>147135205
>80s anime girls
Good tastes.
>>
>>147134702
I think if you are going for long battles like FFT, then maybe these effects would be better to take place in a single match. Like I said, it moves based on the characters actions each turn, then takes affect in the next.

Like imagine a warrior, who gets +strength (rage) every time he hits someone, so if you can keep him alive, he'll be a total destroyer near the end of the battle. The player would have more things to make decisions about in a given turn.

The threshold thing is a very good idea.

However I have to admit, if you want to go for more of the RPG aspect, then calculating these values at the end of the battle, then putting them into action in the next is better. This would be more like FFT I guess. So if you want to have a said destroyer warrior, you have to keep him in good stance as much as you can. So it would be like a class or a profession, but instead of getting X amount of XP to unlock it, you can only have that profession if you posses the requirements throughout the entire game, so if you don't have it, you loose it.
>>
>>147135665
Can't you guys just fucking google simple questions like that holy shit
>>
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>>147135667
>>
>>147134023
Ok well that kind of defeats the purpose of a game that relies on engaging your other senses when you're showing things visually.
>>
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""""Progress""""


>Bloom now working (FPS drop mainly due to OBS recording, I swear)
>Added player missiles
>>
>>147135724
I can but there's so much shit to wade through, I figure It would be easier to just ask you guys for a simple point in the right direction. There's likely people here who have already been and done this and found the best result, even if it's just a website recommendation.

At least it's fucking game dev related and not off-topic shit-posting.
>>
>>147135884
man if you don't already know what engine to use, there is 0 chance you're making a 3d zelda-like game any time in the next decade
>>
>>147135665
depending how close the camera is
the closer the camera the more you will have to change the angels
nintendo games got good camera you can learn from it
>>
>>147135646
Because there is no best.
Just implement or use one, and then change it until you like it/fits your game.
>>
>>147136031
I know what engine I'm using, I just want a suggestion on the fucking camera angle and perspective that people prefer.
>>
>>147135835
I like the combo meter but I'm worried that it could break combos simply because at some points there will be no enemies on screen and the timer would run out.
>>
>>147136107
camera angel is a preference, your preference at that.
you don't need advice on things you what things you prefer because that's a feature unique to your own game
>>
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>>147136107
Here's my suggestion: experiment with different angles. Find what you like best. Make a picture with four different angles, ask what people like best.

There is no way to tell you what the best camera angle is without having some references/examples. It varies from game to game. So without examples, we can't tell you what looks best for YOUR game.
>>
>>147136227
He can still asks what others use to get some ideas.
>>
>>147136269
there is no point in asking ideas since you have full autonomy on your game and you only insert what you prefer the most
>>
>>147136227
It's just a bit hard to have a preference when I haven't seen many examples. Most top-down games I've seen or played have been in 2D, so it's not really transferable to what I'm doing.

>>147136261
I'll give that a go then. Cheers.

>>147136340
What I wasn't isn't necessarily what everyone else wants. I don't really feel strongly about what the camera should be like exactly, but for all I know there's a right way and a wrong way to do top-down cameras in 3D space.
>>
>>147136187
You're right, but that can be remedied by spawning "popcorn" enemies at convenient times.
>>
>>147136415
i feel like camera should be at 45 degree angel, tracking the player either slowly or only change once the player reach a new location.
the camera could be parented to the player and track it. some topdown games have swift camera changes if the player goes into a tunnel or downwards location for example.
good camera control is essential but shouldn't worry too much in top down perspective, 3rd person view should be more difficult to control
>>
>>147136543
Noted, thanks.
>>
>>147135754
i drive
>>
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I don't understand, I'm finding the second focus alright, but when I calculate the properties the resulting curve doesn't pass through the initial points???

a2 = |PF1 - PF2|

meaning a is half of the absolute value of the difference between the distance between a point P and F1, and P and F2, right?

2c = F1-F2, meaning c is half the distance between f1 and f2, right?

with a and c you can get b with some simple pythagoran magic

b = sqrt(c^2 + a^2)
right?

and then e is defined as
e = sqrt(a^2 + b^2) / a

so if all this is correct, and we get a correct reading of the value of c and a from F1 and F2

why isn't the curve passing through the initial points????

send help, I'm going to fucking go insane
>>
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Are you exited?
>>
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>>147135758
It's not like we have stuff other than sound and visuals to show things for now and a black screen with sound wouldn't be very interesting.

The whole idea is to convey the informations you can get as a blind person.

Pic related. You know you are walking on something, the step sound may give you extra informations (walking on sand, on rocks, on grass, etc..) You collide with the wall in front and it's shown as a white shadow. You hear water to the left and the blue indicator tells you that you feel a cool air from that direction.

Later on you get a piece of wood you can carve to make a map of what you explored.

I actually kinda feel like making a demo for this now.
>>
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>>147136879
Holy fug what went wrong
>>
>>147136879
I hope you furfags will be exiting this thread asap.
>>
>tfw endlessly scouring the internet for the right book/tutorial series/whatever that will finally make things click for you
>>
>>147129587
>DJ Ghost
Nice undertale clone
>>
>>147137892
Please, stop with this meme.
>>
>>147138065
This whole thread's existence revolves around memes.
>>
>>147137892
Thanks.
>>
>>147132374
What if the enemies that the enemy shot at you shot enemies at you that shoot enemies at you?
>>
>>147138065
The correct answer is "thanks"
>>
>>147129979
alright that looks nice
>>
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>>147137892
This is my biggest fear when doing character concepts
I have scrapped like fucking 8 characters because its kinda like something else
>>
Do you use sprite sheets, /agdg/, or do you store each frame of animation in a different file? I always fear that clipping eats a lot of resource.
>>
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Progres

>Made a quick lowpoly ship

yes, that's it
>>
I'm mentally deficient apparently and can't find what I'm looking for. I need an algorithm to generate my game world. It's gonna be 2d using tiles.It's going to have islands/continents surrounded by water, with mountain and forest tiles, maybe even rivers.

Can someone point me in the right direction?
>>
>>147139662
the most common approach is to layer noise at various scales
>>
>>147139229
T-THICC
>>
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This demo day...

my game...

will have...

an actual end!
>>
>>147139965
spoiler!
>>
>>147132987
I haven't regularly been visiting AGDG in a couple of years so I haven't seen any of this game or your progression but I have to say it looks awesome, definitely something I would play. Keep it up friend.
If you want my feedback I would be wanting this game to ramp up in difficulty a lot toward the end, like really complex levels, since you can get away with that when it's all presented in a relatively small area.
Like I said I don't know anything about this game so you may have that planned already.
Also do you plan on making the skyboxes any more detailed? I would like to see that too
>>
>>147106767
For you.
>>
>>147107876
Steamchat is a hugbox, consider the fact that people always filter their opinions when under a name, anonimity gives you the benefit of genuine criticism with some eventual trolling of course.
>>
>>147111943
>TFW this is my game's actual resolution
I am going to regret this so badly.

>>147139229
Are... Are you using a 3D ship model in 2D mode Game Maker?
Or have you been using 3D mode from the beginning?
>>
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>>147111896
>>
Shilling for this guy
http://store.steampowered.com/app/386160/

He's not going to make any money whatsoever if you buy at that price
>>
>>147111896
0x0
>>
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REMEMBER TO GET YOUR DEMOS READY FOR DD9

HARD
WORK

AND

GUTS
>>
>>147141217
worst place to shill
>>
>>147141217
>-90%

finally a broken man
>>
>>147141217
I'm going to wait for the next sale where he will show up and give me money to play it
>>
>>147141260
He's an aggy dev, so not exactly.

>>147141286
He also sold his soul to a "publisher" so he's not even getting paid directly for that.
>>
>>147116369
American detected.
>>
>>147141461
what's the advantage of getting a publisher?
>>
Did the collab anon vanish?
>>
>>147122691
Holy shit my anon, you've got a buy in me.
>>
>>147141707
Naturally.
>>
>>147141532
Ideally a real publisher would handle all things relating to distribution and marketing. In this case, he's probably just paying half his profits to stick a lame games brand name on his game.

>>147122691
Hey it's you. That was like a year ago.
>>
>>147141903
I feel violated.
>>
>>147122691
I saw this a year ago and was really looking forward to seeing more from you man. There's room for two good quality space spook games in this thread.
>>
>>147142104
30%
>>
>>147142259
so a third of the profit, is it worth it though?
>>
hi am from poor country can make game
>>
>>147143062
am poor country too
can make game with you
>>
>>147140885
It's 3d. The camera is just set up in a way that makes things look "flat", the camera angle is actually just 10 degrees and the viewpoint is far away from the 0-plane.

With 3d I can easily change perspectives and making assets is rather easy.
>>
>>147141217

Publisher: Black Shell Media

lel
the absolute madman
>>
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>wanted to make a game about a powerful swordsman
>decide to watch Berserk for the first time 2 days ago
>almost identical story and setting to my non-existent game and the Guts is 99% the same as my character
>>
>>147114173
Get well soon!

Also you must make your game for VR and cardboard in particular. Considering how little controls you need (cardboard has 1 button).
And sell it or make free in android market.
But your concept has great VR potential. Just forget about flatscreen, that shit becomes archaic.
>>
Someone please make a game like Bastard Bonds, I had too much fun with it and crave for more.
>>
>>147144628
>watching berserk
>not reading it
What are you doing?
>>
How do I model elbows?
>>
>>147145282
Very carefully.
>>
>>147145329
I meant for bending purposes.
>>
>>147145282
polycount wiki has lots of tutorial on proper topologies
>>
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>>147145365
>>
>>147145425
>>147145430

Thanks early morning Agdg
>>
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>>147145575
No prob bob.
>>
>>147145260
I watched it first and then read most of the manga
>>
rip boat
>>
>fell asleep at the PC so no progress at all
I hate days like these.
>>
If I try to do everything myself (programming, 2d art, 3d modelling, sound, etc), will I just end up with a project I can never finish?
>>
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>>147144628
>not making a berserk fan game
>>
>>147146732
I want money not a lawsuit
>>
>>147146687
probably but i don't know your situation
>>
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>>147147015
>fan games need to be 100% clones
>not making a parody inspired game or simply something new
>>
>>147147237
the gods of progress have spoken
>>
>>147147237
DO IT
>>
>>147147279
>>147147354
Alright!
>>
>>147147237
Rollin'
>>
>>147147504
You better make lots of progress with that inspiration
>>
>>147147578
You know it.
>>
>>147136187
That's part of the challenge.
If you want to keep the combo then leave at least one enemy alive at all times, so when your meter gets low you just kill it.
>>
>>147147237
Curious what the "go full autism" entry entails...
>>
>>147147930
you're about to find out
>>
>>147146687
Depends on you and the kind of game you're trying to make.

I believe the word is Scope.
>>
>>147148057
lol
>>
I am loosing track of my bools
>>
>>147148280
You should tight your track.
>>
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Before I make a proper explosion and/or death animation for these guys, here they are trying to make the world a more colorful place! :)
>>
>>147148340
I work alone, but yeah. I'm sketching my lines on paper right now to avoid putting them into the game and being too lazy to optimize later. Better to write them down and optimize them once they make sense before putting them in.
>>
>>147148509
do a halo and have a secret powerup that activates this effect
>>
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It's time boyzzz
>>
>>147107449
first and foremost i reccomend picking up a musical instrument. learn the technique for that instrument, and dont rush. try to have a good set of repertoire before you try to make anything serious. the more difficult songs you can play, the better compositions you can write
>>
Just downloaded a bunch of good 3d character models from popular 3d games. Every single one of those has like 6000 to 40000 tris.
Why did you fall for the low poly meme?
>>
>>147147930
Neigh pointless self-indulgent work, in my case it would be ideaguying story.
It could also be needlessly optimizing or implementing useless but cool features on the developer side, overly polishing spritework or the like.
>>
>worried about how many DLLs I am linking right now
>not worried about moving my particle systems to GPU
Priorities in order.

Speaking of the latter, would the best way to do that to batch all the currently living particles from an emitter and then push them all to the GPU with DrawElements? They all share the same sprite so I shouldn't even have to change the texture. And instead of having the emitter or particle type determine how to transform the particle over it's life, I could just use the fragment shader for that? I'm really quite awful at OpenGL still, so I'm not sure of best practices.
>>
>>147148814
Ah, right.

I'm guilty of that from time to time.
>>
>>147148770
flippin epin m8
>>
>>147148806
My game is terribly unperforming and I have no artistic skill
>>
>>147148846
if you're pushing shit down the pipe you're doing it wrong, the whole point of moving shit to the gpu is getting rid of the pcie/API bottleneck

I doubt you have enough particles for it to make a difference anyway
>>
>>147148770
>already shitposting a new jam
>collab guy vanished
>space jam will probably fail
As expected. I know it'd happen but it's still amazing.
>>
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>>147149023
>collab guy vanished
>>
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>>147148770
I propose we make a counter jam: Eric Jam.
>>
>>147149443
Who is Eric?
>>
>>147149582
https://www.youtube.com/watch?v=1TGpi_i0bvY
>>
>>147149023
I'm not that guy though, I'm just a dude who missed out on Ludum dare so I've been hyped for the next "big" jam ever since
>>
who here has given up on the industry and gamers and the press and all that BS.
>>
Question about GM:S.

How can I have object with gravity applied to it bounce off ground in correct angle? The ground is not flat all the times so there should be some way to check the angle of ground.
>>
With the collab guy gone what will be of collab jam? Is it kill? Will there never be AGDG collabs?
>>
>>147136861
I have NO idea. But I love these updates on your math adventures
>>
>>147149924
>Is it kill?
What do you think? The main purpose of the collab was to find artists so of course it'd fail. You people need to accept that you can't get free art.
>>
>>147150420
Wtf are you saying the main purpose was to get programmers. You don't need art of space games
>>
what up my famicoms
>>
>>147139229
>low poly

HNNGGG
>>
Can you guys explain how you got started and what you use?

I have about a year and half programming experience with different programming languages. I want to make a 2d mobile game.

I want to know where do I get started?
>>
>>147150613
nothin much famitsu
>>
>>147150665
i never got started
im just shitposting 3 years straight now
>>
>>147150420
>can't get free art
if you can get free code, free tools, and free music, then why can't you get free art?
if the art was made to be generic (not specially designed for a particular project) then i don't see the problem with giving it away for free
>>
>>147149924
I'm sorry guys but I took a huge break from this site but I am back lurking

Lets all collab guys everyday on everything
>>
>>147151657
Groups when?
>>
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as an INTP autist, the "architect", isn't gamedev the choice for me?

>>147148509
i really, really like this
>>
>>147148509
It's just like I'm playing Team Fortress 2!
>>
>>147152008
July 14
>>
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>>147136415
Keep in mind that in Zelda games the camera perspective is nonsensical/impossible since different sprites have different camera projections. In this picture you can see four sides of a wall, yet only the front side of Link. This enemy is shown from a top-down perspective. This isn't straightforward in a 3D engine. In the 3DS Zelda game, the Nintendo made Link and most other characters walk around with their backs bent like they're doing limbo.
>>
>>147150549
>the main purpose was to get programmers
This is a flat out lie and you're perfectly aware of it.

>>147151101
Define 'generic'. And the amount of free art is not the real problem but the fact that all free art is shit and not usable in any kind of game, unlike code, engine or musics.
>>
>>147152484
>This is a flat out lie and you're perfectly aware of it.
This is a flat out lie and you're perfectly aware of it.
>>
>>147103408
that camera is giving me motion sickness
up that fov and put it a bit further away from the character
>>
>>147152484
generic, as in assets not specially designed for a particular project that can be used in a multitude of different types of games.

and saying that free art is unusable in any kind of game is like saying there are things you can't make into a game. you can make anything into a game just like how you can draw anything or write anything. just because they aren't useful to you doesn't mean they can't be useful to someone else
>>
Is there a name for that effect when an object moves and leaves behind copies of itself which fade away?
>>
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>>147132987
I don't think I've said it before, but your game is, by far, the best-looking game I've seen on /agdg/. I can definitely seeing it being a success.
>>
>>147132987
Teach me to make games like you please
>>
>"Most people said they could do some art or were okay at art. There were a bunch that are strong artists as well." -Collab Anon, Jun 2016
>Most people said they could do some art or were okay at art.
>implying they were looking for artists and not looking for programmers when they said themselves they can do art
>>
>>147153550
afterimages?
>>
How pointless is it to make a low poly/detail game in Unreal4? i would use Unity5 but i dont know a free 3rd person action cam script
>>
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>>147153693
>afterimages
that's the one, thanks
>>
>>147153669
Let him. This is hilarious how there is always that guy trying to start shit about how artists supposedly have problems to find teams.
>>
>>147153797
i'd imagine the water would be a little clearer, but this looks pretty neato
>>
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>>147150618
yeah nigga


Made another ship, also added glowing parts to it.

Trying out some modded camera angles, too
>>
>>147153887
its not mine. its a reference im going for
>>
>>147153797
not pointless at all, UE4 is pretty scalable. go for it anon, Unreal owns.
>>
>>147153921
i want to make some 3d low poly assets but i find im overwhelmed by it
>>
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Why aren't you studying from the masters, anon?
Downloaded character models from recent games and it's pretty interesting see how different everybody works to be honest.
>>
>>147153881
This. The main purpose of the collab was obviously to get programmers.
>>
>>147111284
Dude, is this your own texturing?

I don't know much about texturing 3D objects, but if you need a serious artbro id be willing to jump in on this. You 1MA on this? Blog? How long have you worked on this?
>>
>>147154209
I want to violently stick it between aphrodites tits as I am pecked by her countless white doves
>>
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>>147154209
i learned from wow vanilla models when i decided to make a low poly model. 8 faces around the body. 6 on each limb
>>
>>147132987
You need to watch this
https://www.youtube.com/watch?v=alx-H_Rmpvw
>>
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>>147154115
It ain't hard

believe in urself

i believe in u
>>
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Finally got this thing working!
Now to implement the actual pathfinding algorithm...
>>
>>147154719
do you draw ideas on paper before hand or just go balls to the wall in the studio?
>>
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>tfw no artbro to make my game not look like shit
I asked an irl friend to make me a butterfly, and he did. I animated it and shit but in the process I managed to make it so when I export it the body of the butterflies doesn't show up.

just fuck my shit right up
>>
>>147141217
90%? why not just give it out for free? he will amke like one cent on each sale and get like 10 sales so 10 cents.. if he went free he could at lest build some userbase which is more important that making literally pennies
>>
>>147155080
I don't think you can make your game free, there are games that did it but only for one day, and I don't think that would really help.
>>
is there a way to export a character with multiple animations from blender to ue4?

it works with unity, but ue4 only sees the first animation.
>>
>>147155264
You export the animations as their own separate files
>>
>>147155067
What do you need? I can do a couple of thing while I'm free.
>>
>>147142104
>>147142243
>a year ago

holy shit. since that time I started a porn blog, had some substantial success then quit updating that too because I can't do anything right.

I will kill myself eventually, but until then I'm going to work on space spook game some more. thanks friends
>>
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Still learning level design. Later on I may want trigger brushes to also spawn monsters in like when you're trapped here. However, it may be easier to just open doors to monster closets.

Lighting func_doors might be tricky. I may need to use a separate shader to use fragment lighting on entity brushes that never receive lightmap lighting, like the door that closed.
>>
>>147155434

I wanted to avoid that since it works in unity.
>>
>>147141217
>http://store.steampowered.com/app/386160/
but how much did he lose
>>
>>147155515
Then use unity m8
>>
>>147134571
GMS is really easy. Look at Shaun spaldings tutorials on YouTube, I had no idea about syntax or coding and just following along with that taught it to me
>>
>>147155560
>but how much did he lose
just ten years of his life and all self-respect he's close buddies with googum
>>
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>>147155460
i could use some rocks, fishes, plants and a shop exterior/interior if you could do any of those

artstyle i'm going for is cute and cartoony

give http://nacidev.tumblr.com/ a look, there's some art posted in previous posts

hmu on the tumblr private messaging thing if you want to talk
>>
>>147155067
There are some nice butterflies in the 'Blueprints' example project (the one with a wooden floor and a tree in the middle) if you don't want to bother
>>
>>147155647
He's gogem's partner for RRPS

I consider him the good half
>>
>>147155039
just do it, of course I have a generic idea of what I want to accomplish but I just go with the flow
>>
>>147155710
whoa, really? i don't want to borrow even more assets, but i'll be sure to give that a look for inspiration
>>
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do you think I could get away with murder if I changed the topo, proportions, textures and hair
>>
>>147155979
No, Tomas.
>>
>>147155979
if you did change enough, yes
>>
>>147155979
Hello Orion: Prelude Dev
>>
>>147155979
Just use it as reference. Don't copy anything directly.

You will get caught if your game is succesful
>>
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Made some placeholder audience models (well I made one and reskinned it to add a bit of variety).
I will try to animate them and make them respond to how the player performs but I give priority to finishing the song map out. It's pretty hard to get the timings right. I have to listen to the same part over and over to tweak them.
>>
>>147155979
Don't worry, you will never get caught.
>>
>>147155464
post porn
>>
>>147155979
If your game will be free fuck it why not
>>
>>147155979
This >>147156162

You don't want to become the next ORION dev do you?
>>
>>147156227
>bunny moves along with what you're doing

this is looking good lad
>>
>>147156162
Who cares if he copies directly? Unless the topology is very unique nobody is going to notice.
>>
>>147156162
>You will get caught if your game is succesful
Well that's something I won't have to worry about
>>147156145
>>147156310
Orion dev was stupid though, he just directly copied shit and glued it together. Changing topology, proportions, textures is pretty much creating a new model from a reference.
>>
>>147156446
Yeah okay
>>
>>147156227
haha nice keep up the progress :)
>>
>>147156227
Cute
The audience looks like Miis
>>
>>147156684
Fuck off dogposter
>>
>>147156227
Why is the audience full of woodcutters?
>>
>>147157124
>Why is the audience full of canadians?

ftfy
>>
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>>147157124
I was going for the stereotypical otaku image.

Btw is capcha fucking up with you too?
>>
>>147153921
juicy as fuck. Would play. What are you making this with? Gonna have demo for demoday?
>>
>>147157409
Doesn't the usual otaku image feature about 10 times more fat?
>>
>>147157409
Give them a headband and glow sticks
Also put an anime image on the back of the shirt
>>
>>147157602
I will give them all glow sticks and the next model I make will have an headband.
They do have Bunny-chan hats though, does that count?.
>>
>>147155067
Did you made that huanoid model yourself or did you dowload it somewhere ?

I could use it for some test if you could share it with me.
>>
>>147157882
Not him but that's the default UE4 model.
>>
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I actually didn't realize that there's so much mesh segmentation in models. I guess it makes sense though.
>>
>>147157409
Yes, since yesterday, it do weird things.
>>
>>147157869
There is no point if you only see the backside of their heads.
>>
>>147157869
Wait, but the perspective shows only the back of their heads. Unless you're going to move the camera around, isn't it pointless with the symbol being in the front?
>>
>>147157409
Oh I get it, and yes, I get this weird doble captcha thing since yesterday.
>>147155560
If I recall correctly steam gives you the 70% of the sales, probably publishers work that way too, so in this sales he will end up with 40% of $0.49 and that's $0.19
Anyway he probably didn't sell anything since 17 jul. 2015, because usually the old games with no sales get the higher percent of discount.
>>
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>>147157869
haha cool :)
>>
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>>147158184
>no soy un robot
>>
>>147158184
This is also not the first time his publisher has fucked him with the 90% discount.
>>
>>147158184
That shit is happening to me too
>>
>>147158490
I miss capturas de pantalla
>>
>>147158184
>>147158562
>Not using legacy captcha
baka desu senpai
>>
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>>147158548
Publishers are a dick then.
>>147158490
>>
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Since the main character is a dog, I thought it'd be cute to have the small health pickup be a bone and the large one a cartoon meat-on-a-bone.
>>
>>147158134
>>147158161
Well yeah but uh

Okay you're right.
>>
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Anybody know where this guy's from?
>>
>>147158827
Now give them axes.
>>
>>147158827
haha wow
>>
>>147158638
How?
>>
>>147131572
You're 100% right
This was just a test to see if I can make actually make a background and didn't take me long.

I'll make it better.
>>
>>147156227
>Performing in front of a dozen heavy breathing lumberjacks.

This is how gangbangs start.

Good progress anon. Looking good.
>>
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>>147159146
was wondering the same but found it myself
>>
>>147158184
I was starting to think this was only happening to me since nobody was saying anything about it.
>>
>>147160343
Thanks
>>
>>147160543
I think everyone was in the same situation.
>>147160343
That's nice, thank you.
>>
>>147160343
Wow. An anon in this thread actually just helped for free. I'm impressed.
>>
>>147159831
DONT SEXUALIZE THE BUNNY
>>
>>147158856
are there normals or its all hand painted tex?
>>
Why has there never been a successful low-poly indie game? There are about 5000 pixel-art games for every low-poly one.
>>
>>147161106
>>147159831
Someone make the porn.
>tfw no more artists to make Rule34 of agdg waifus anymore
>>
>>147161106
It's too late porn R34 of her was already drawn
>>
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>>147156278
I guess here's something that can't be reverse googled I want to keep my failures separate

I also added a shitton of hanging wires and tubes a la Brazil to the ship scene and it's looking a lot less empty
>>
>>147161250
>>147161193
perverts should burn in hell
post link
>>
>>147161106
love the pure waifu nice hope the game gets successful and lots of people play it
haven't seen many popular rhythm games in a long time anon your game is gonna go far
>>
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>>147161256
Niiicee
>>
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>>147161256
I regret half assing this in three.js and not just doing it in unity
>>
>>147161193
Sorry I'm actually making progress to draw porn.
>>147161256
Give us the damn link to your blog!
>>
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>>147161106
No need to because bunnies usually just sexualize themselves.
>>
>>147161554
STOP, DELETE THIS

continue
>>
>>147161554
HNNGH
>>
>>147157428
Thanks. It's GM:S and anim8or :^)
I try to have something playable for DD9.
>>
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>>147161554
Fucking bunnies
>>
Good progress guys
>>
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I may be coming up to some performance issues with the damage system, but I've made some easy fixes and compounded them by halving the resolution of the HP texture. Don't really feel like fucking with it any more right now. I want to do the thrust balancing and fix whatever manner of /egg/ CLANG that caused the brown ship to spit out its core in the webm.
>>
>>147161891
>you can literally cut a ship in two

sign me the fuck up
>>
>>147161830
since when did this get coloured?
>>
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Wow, a game dev thread. I didn't know there was one.
I am working on an atari inspired rpg for Wii U to fill the void on all 3 of those things... also PC.
I will post progress over time, and try to help other devs... unless I learn my content is shit, and this place isn't any better than /b/ or /v/.
>>
>>147162086
haha yeah fuck off danny
>>
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Starting doing BG tilesets.
>>
>>147162086
This is an amateur thread. People who have enough money to buy a nintendo dev license are not really welcomed here.

Try the indie general instead or /v/.
>>
>>147161891
what kind of game is this going to be?

judging by the sprites i thought you were making a battleships forever style RTS, but you're clearly controlling the ship first hand
>>
>>147162086
I see, so you're THAT guy from /v/. I'd stop posting right now, for your own sake.
>>
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>>147161149
no normals, just textures for the weapon and body.
Looks so good though, I'd like to know where it's from.
>>
>>147162216
why a furry
>>
>>147162219
It's free. I'm making a gamemaker game for Wii U on gas station part time job money. :/ don't really fit there either.
>>
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>>147161869
All my progress has been boring and nonvisual today because its just been refactoring so that I can start doing more level scripting. I guess I could post concept art or something instead.

>>147161973
DELETE THIS
>>
>>147162350
how did you get WiiU export for gamemaker?
>>
>>147161973
NOOOOOOOO

SHE IS PURE! PURE!!
>>
>>147162230
That guy?
>>
>>147162330
Animal a cute.
>>
>>147162451
I had do it myself. It is possible with HTML5 export module.
>>
>>147162474
THAT guy
>>
>>147162547
>you'll never be both retarded and have an ugly game
sometimes not having a game isn't so bad
>>
>>147134576
is this might and magic
>>
>>147162330
the world is a cruel place and talent is wasted on the worst people
>>
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>>147162220
It's going to be a sort of sandbox space shooter where you can freely stick pieces of enemy ships to your own, including all the weapons and engines attached to them. Rather than having any kind of fleet tactics at all, I imagine it as a kind of "one man army" experience where the player quickly grows in notoriety and attracts bigger and badder enemies.
>>
>>147162832
you must be very talented
>>
>>147162706
I'm almost a complete lurker on /v/, so probebly not that guy.
>>
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I've started to make some assets and create the atmosphere of the prototype (which is probably too foggy right now)
>>
>>147122691
Anon pls post more
>>
>>147162890
What is it made with?
>>
>>147162976
woah, looks like china
>>
>>147162953
i am the talentedest
>>
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>>
>>147162976
I miss super foggy games like Morrowind and Silent Hill. Please keep it, and also replace your player character with a cute girl.
>>
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>>147163032
the worst damn engine
>>
>>147161830
S-sauce
>>
>>147163221
By the way did that guy who said he would take over the translation of the unity chan manga actually do anything yet?
>>
>>147161891
your game looks scarily similar to star sector
>>
>>147156227
add mosh pits functionality

serious: nice work anon
>>
I am a completely ignorant of coding for the most part. What (free) engine would be best for a noob like me to build this lewd game?

https://youtu.be/QxWNcTyhqlE
>>
>>147163563
Game maker
>>
>>147163563
look at those mixels and strixels
>>
>>147161164
minecraft. and again its not about the art, art is important but its not what define if your game will be fun or not.
>>
>>147163417
I've gotten that a couple of times, but the weird thing is I've actually never played it.
>>
>>147161164
Megabyte Punch did really well.
>>
>>147164003
thats what they all say
>>
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Made a quick main menu. nothing fancy, but now I can focus on the song until DD9.
I do need to make a pause and game over screen though.
>>
>>147106328
That's dumb
Just because Jimi Hendrix did the best version of All Along The Watchtower does not mean that Bob Dylan's original isn't important, good, or his own song.

Just because Three Dog Night made "One is the loneliest number" popular does not mean it is better than Harry Nilsson's original and should not be credited.

Politics aside, I finished my html "game" last night and will be releasing it around 3pm pacific today.

Tho the game isn't particularly impressive by today's standards, it did however teach me a lot about the development process of a project.
>>
>>147164257
nice
can't wait to play this game at DD9
>>
>>147164257
one thing i noticed. the title name is blocked by bunny girl
>>
>>147163854
Thanks!
>>
>>147164257
I read that as Tool Comm@nder
>>
File: thebridge.gif (3MB, 632x354px) Image search: [Google]
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Almost done with the first level now. Here's the bridge section redone from last time.
Also, checkpoints heal you now! This is so you don't just kill yourself as soon as you reach a checkpoint to recover your health.
>>
>>147164581
cute/girl
>>
>>147164581
kawaii af senpai
>>
>>147164257
That looks like tool commanter
>>
>>147164581
holy shit you're alive
>>
>>147164581
cute!!!
>>
>>147164581
Cuuuute. Love that uppercut effect.
>>
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Doubt it'll be ready for demo day, but I've got a mosquito mantid. Going to change the proportions a bit and restructure the head to be more mosquito like.

This gives me the opportunity to implement a fly/float status and gives me a quick unit to use in the swamp. Unit will always have the float status, so I only need to animate it in air.
>>
>Charlotte alive
Where is the new rule 34
Have you all forgotten about her E cups?
>>
>>147164581
>segno checkpoint
Nice
>>
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>>147164848
Yeah, I've been a live for a while now! Or if you mean my silence recently I've just been busy but I've been plinking away at things, I just haven't really had much to show since it's all been level design.
>>147164686
>>147164793
>>147164848
>>147164874
Thanks anons! Glad you like it
>>147165001
Yup, keepin with the musical theme and all that.
>>
>>147164581
I've heard legends about your game, now it's good to see you finally showing up. I always wanted to ask, however, why is her face so pale?
>>
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>>147161106
This is exactly why I like to make strange characters that are impossible or stupid to rule 34 be the player

Who the fuck is going to make a rule 34 for a cube bunny? Nobody.
>>
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>>147164341
That's intentional. I might change it though.

>>147164456
Fuck you're right. Better?
>>
Which virtual A E S is better; the oldschool green monochrome from the 80's or the cool blue theme?
>>
>>147165502
> no rule 34
> no extra people checkin out your game
> no extra publicity
okay then
>>
>>147165502
I know an attempt at reverse psychology when I see it.
>>
>>147165502
>Who the fuck is going to make a rule 34 for a cube bunny
Are you forgetting what the actual rule 34 is?
>>
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Any software in the steam sale worth getting?

Aseprite?
>>
>>147165626
For some reason at a glance I tend to see it without the o and the first m as just a u.
>>
>>147165760
>>147165790
>>147165741
Say what you will but Boku is PURE.
>>
>>147165502
Yeah, way better

Now fix the fact that you can see her panties or w/e she's wearing under the skirt

>>147165502
I've seen less obvious reverse psychology in chinese cartoons.

I'd make you some if i was know how to draw
>>
>>147165878
DELETE THIS
>>
>>147164257 (you)
fuck off rabbitposter
>>
>>147166032
fuck off nodev
>>
>>147165196
Charlotte's socially anxious so she tends to stay inside. Or something like that.
>>
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>>147166032
>Shitting on progress posters
>>
>>147166032
>>147165834
>For some reason at a glance I tend to see it without the o and the first m as just a u.
FUCK YOUUUUUUUUUUUU LEWD ANON


>>147166032
Very funny, faggot.
>>
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>>147165502
>>
>>147165502
Cube bunny onahole
>>
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>>147166284
>>147165928
>>147165878
>>147165741
>>147165760
>>147165790
No.
>>
>>147166385
Now you are really asking for it.
>>
>>147166385
it's gonna happen now and its all your fault
>>
>>147166385
Your reverse psychology won't work when you're trying this hard
>>
Why le fug do we keep starting threads with that ugly cartoon girl?
>>
>>147166474
>>147166479
I want you fags to know that dialogue is going into the game and staying there officially and it will be your fault.

>>147166506
see

>>147166353
>>147166284
>>147165878
and think again.
>>
A lot of you are doing really well!
I can't wait for demo day.
>>
>>147164581
Almost 1 year and that jump animation still always gets me.
Also you never replied to me so I don't like you anymore.
>>
How do we keep weebs on their containment boards?
>>
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I managed to duplicate vagrant story's cheap-o rim lighting using shaders but it looks so ugly, I'll probably trash it if I can't get it to look better
>>
>>147166669
This entire site except a few boards is the containment board you fucking redditor.
>>
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>>147166669
>>
>>147166648
This is going to be a really good demo day if everyone lately makes it.
>>
>>147166669
The same way we keep you on reddit.
>>
>>147166687
I kinda like it
>>
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>>147166687
I think the guy's face is too detailed and clashes with the low res textures
>>
>>147166993
i see the problem as well, that's actually my second attempt, the first one was too low res and this one's too high

>>147166918
looks a lot worse in motion though, i guess there's a reason why the technique isn't used in any other game
>>
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>>147165502
>>
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>>147166687
I think it looks nice.

I don't think it works in all atmospheres though. It'd look weird on a sunny day.
>>
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>>147166650
Sorry anon, I try to reply to everyone but I must've just missed you.
The jump animation's here to stay though. I made it take longer before and it just looked weird. Maybe I've grown too attached to it. But then again I finally changed the dopey walking animation so maybe one day...
>>
>>147166215
but anon the lewd has only just begun
>>
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>>147167153
anon...
>>
>>147166862
>>147166710
Anime doesn't belong on the non-anime boards

I bet you faggots were in pre-k when I joined
>>
>>147167176
>>147166918

wew lad i think I may end up keeping it if some people like it after all, maybe tweak it some more

>>147167176
nice reference thanks
>>
>>147167153
NO STOP
DELETE THIS
>>
>>147167280
You weren't even born when I joined.
>>
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>>147167280
>Complaining about anime on a site founded to discuss anime
>>
new bread when
>>
>>147167443
>4chan is a simple image-based bulletin board where anyone can post comments and share images. 4chan's collaborative-community format was inspired by one of the most popular forums in Japan, Futaba Channel. Different boards are dedicated to different topics, from Japanese anime, manga, and culture to videogames, music, and photography. Users do not need to register an account before participating in the community.
> Different boards are dedicated to different topics
You need to leave this site
>>
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>>147167153
nice progress guys
>>
>>147167584
Mate, just, stop. You're embarrassing yourself.
>>
>>147167584
How new are you? Honest question.
>>
>>147155979
There are enough ways to acquire high-detail anatomical models legally so if you're going to change everything anyways why don't you just do that?
>>
did another new
>>147167791
>>147167791
>>147167791
>>
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>>147167280
>>
>>147167584
wew
>>
>>147167764
I joined in 2006, way before cuckposting and gaymergate ruined this site forever
>>
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>>147167153
>>
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>>147167904
>>147167706
>>147167153
>>
>>147162216
Nice progress, are all your sprites 64 x 64? Been trying to decide what size I should use for my platformer.
>>
>>147162216
>Knockback + Vertical platforming
That is a terrible idea to be totally honest with you fampai.

>>147164257
>>147165626
Using lowercase was a good choice.
>>
>>147167153
ahahahahah
>>
>>147147015
TeamFourStar making a living from ripping off other people's work.
And nobody seems to give a shit about the legality of it.

If it's popular then the rules don't apply. Apparently.
>>
why are you stupid faggots still posting in this thread?

NEW
>>147167791
>>147167791
>>147167791
>>
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Thread posts: 799
Thread images: 182


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