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/agdg/ - Amateur Game Dev General

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Thread replies: 780
Thread images: 177

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Gallery Piece Edition

Last Thread: >>147167791

> 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/
>>
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crab walk
>>
how do I make unity export just one single .exe?
>>
>>147212716
I think you must use Innosetup to create an installer .exe
>>
>>147212525
What a good crab.
>>
>>147212796
not installer, something like molebox
>>
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>>147212436
Where is your mecha game?
>>
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Added floppy eyeball enemies. Also experimenting with starker color schemes, I like this far more.
>>
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With sound:
http://neetdev.tumblr.com/post/146783280904/added-little-middle-eastern-guys-on-flying

Added little middle eastern guys on flying carpets.

They’ll either remove 5 or so bricks from a segment of wall or just fly right above your lower walls unless you hit them with a brick before.

Towards the end of the video you can see the indicator of the country’s debt racked up by the other country for the construction of the wall. If you shoot it or build a wall high enough above it, it will break. The higher the amount of money shown, the more the text shakes every time it grows. Also, the bible pickup gives you double brick shooting abilities for a while, the steak will give you triple-shot which is pretty sweet. I might change the bible though.
>>
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>>147212875
How about molebox then
>>
>>147212963
Looks good, but I also think there should be more of an indicator that you're hitting them. For example, if they flashed red a little upon impact or if there's an accompanying sound.
>>
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nothing is finished, everything is broken. demo day dread setting in. inb4 mixels
>>
>>147213189
>I might change the bible though
Literally because someone said trump has nothing to do with the bible (they're right)

Can you maybe, uhh idk, make design decisions yourself you filthy neet?
>>
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Components definitely talking with each other
I'll have to make the small green box non-colliding with the player green box though.
I just finished compiling Aseprite so I'll make some dank sprites for now
>>
>>147213294

The part you're hitting flashes white, but not here cause I limited the colors. Thanks for pointing it out, I'll go change it now!
>>
>>147213309
>around coons never relax
>>
>>147213382
>Expecting a silly leaf to have a spine
>>
>>147213309
the raccoonpeople are p cute
>>
>>147213382
>calling neetdev a neet as an insult
probably not going to work
but you have a good point, some devs are too willing to change based on a mere suggestion from a stranger

i spent a lot of spoopy space devs time with my suggestions about timing and in the end it was worse off
>>
>>147213219
I would uniornically play and enjoy a properly made pepe adventure
>>
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Woohoo! Got done what I wanted to. Added in damage states, and also added a flippy-flip for when you wall-jump off of platforms.

Also wrote a track for general dungeon exploring on unexplored planets.

https://soundcloud.com/jasozz/space-jam-2016-planet-depths
>>
>>147213219
I'll be waiting for your demo anon!
>>
>>147213573
>pepe adventure
Don't adventures require some level of lore/backstory/setting?
>>
>>147213578
>Smears
Don't let googum find you.
>>
>>147213667
>implying pepe doesn't have deep lore
>>
>>147213667
With so many edits and personas you could make him do just about anything.
Though I prefer the R A D classic, or newer depressive version.
>>
>>147213578
This looks really good and I'm beginning to see the polish in it. I'm personally not a fan of the tiled background, but that could be an artistic thing that doesn't agree with me than a legitimate criticism. I still think it could use a duck/crouch state when you press down so that you can target lower enemies better, but it looks good so far! Proud for you.
>>
>>147213578
I know what game you ripped those tiles from friendo =^)
>>
>>147213881
Generic platformer with generic tilesets #3001?
>>
>>147213776
The tiled background is 100% placeholder lol, it won't be there for long. Duck state is still coming! I still need to sprite it and decide if crawling is gonna be a thing.
>>
>>147214051
If not crawling, rolling could be a thing. Plus it would make for some interesting level design and looks like it'd fit the character better.
>>
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eternal reminder
>>
>>147214187
What does this have to do with video game generals?
>>
>>147214186
I've been considering that too! The little dodge-shuffle you can do in the SNES Star Wars games as Han is pretty nifty.
>>
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How's your gaming coming along, /agdg/?
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>>147214187
all boards are anime boards, video games discussion for anime fans
>>
>>147214270
It could be that or something akin to the roll/shuffle in Nidhogg, as well.
>>
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>>147214345
wrong
>>
>>147214291
Good, thank you for asking
>>
>>147214291
eerily realistic
>>
>>147213309
Nice Sheik side-B clone
>>
>>147214187
>>147214345
>>147214396
Take it somewhere else. Nobody mentioned it til you brought it up.
>>
>>147214504
Sorry to interrupt your thread with my posts my liege
>>
>>147214382
Haven't seen that before. I might have to look into that also. Thanks anon
>>
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>>147214481
YY is a masterpiece.
>>
>>147213578
>>147213726
>watch for a while
>no smears
what are you even ta-
>double jump
FUUUUUUUUCKING SHIT wow that's a big scary smear holy crap
>>
>>147214493
kek
>>
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>>147214589
yuru yuri is litter
>>
>>147214291
I'm still learning OpenGl and SDL, ask me in like 2 months when I can actually fucking do something with it and I'm not working 2-11pm, 5 fucking days of the week.

I'm optimistic tho
>>
How completed needs to be your game to make it into the demo day?
>>
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>>147214845
>>
where do I get eroico sprites?
>>
>>147212525
THAT"S SLAVERY
>>
>>147214865
use an engine senpai
>>
>>147213309
I still don't see the difference between pixels and mixels
>>
>>147213578
>you can jump while halfway through a platform
That's such a great feature! Your game's looking pretty schmicko, too.
>>
>>147214930
playable demo... obviously?
>>
>>147213578
I like your dude. Like I really like your dude. Have you been doing pixel art for a while?
>>
>>147215031
Fuck you kyouko
I've been looking for rum raising ice cream for years and I still can't find it.
>>
>>147214930
it needs to open.
>>
>>147214930
It needs to be something playable, that's the only requirement
>>
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>It's another dev spending time and energy to make another generic pixel art platformer
>>
>>147215224
>>147213309
It's the fishing line that the MC is throwing. It's really distractingly different from the rest of the game because it's much thinner than the regular pixel size.
>>
What's the best way to alert the user that a cutscene is happening?

Black bars? What if your background is black already?
>>
>>147215260
>>147215469
>>147215546
Ok thank you guys
>>
>>147215695
Why do people do this?
>>
>>147215784
disabling input?
>>
>>147215784
>Black bars? What if your background is black already?
Make it white
>>
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+ Titlescreen
+ Camera shake
+ Attack animation
>>
>>147215784
Arbitrarily drop your game to 24fps
>>
>>147215784
Fade into a letterbox
>>
>>147215909
is he moving his arm or is his jaw falling off?
>>
>>147215909
Nice ET spiritual successor
>>
>>147215784
a giant flashing title that says "PAY ATTENTION TO THIS"
>>
>>147215427
Thanks! Animation longer than spriting. I used to be really into Flash. Just started dabbling in pixel stuff maybe two years ago?
>>
>>147215784
A titte saying "press x to skip"
>>
>>147215784
don't have cutscenes

allow the user to freely move at all times

if they walk away during an important plot scene, or do something else stupid, give them a game over
>>
>>147216247
>half life's system is good or worth copying
"no"
>>
>>147216247
Have a black border come in from the top and bottom to make the scene letterbox, it's that fucking simple
>>
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>>147216203
What if my cutscenes aren't skippable?
>>
>>147213726
everyone should use smears just to annoy googum
>>
UE4 blueprints, gamemaker GML, or unity + playmaker?
>>
>unity project deleted itself

nailed it
>>
>>147216676
C++
>>
>>147216558
reminder that i love noses and i would absolutely hate it if you cut off your nose to spite me
>>
>>147216676
Godot.
>>
>>147213578
I take it your knight game is on hold until after space jam?

What about demo day?
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>>147216741
I will smear IRL for you, then.
>>
>>147215137
Nah, I NEED TO BUILD IT WITH MY OWN TWO HANDS.
>>
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>>147216487
>unskippable cutscenes
DON'T
>>
Quick retarded question.
Does Unity has a default human 3D model like U4 ?
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Pepe can now talk smug to the player.
>>
>>147216919
What is that supposed to be? There are no visible exhaust products in space
>>
>>147217108
Looking forward to more progress m8.
>>
>>147216770

what is godot besides something to wait for?
>>
>>147216946
this but also don't make it easy to skip them accidentally
>>
>>147217106
Get some in the asset store.
>>
>>147217108
>mixels
>>
>>147217106
There's one in the basic assets if you downloaded those when you installed it in the first place.

If not you can download one from the asset store. I think Unitychan is free and there's probably a couple others.
>>
>>147217252
Have a prompt show up if you press a button, and then have it be skippable on the prompt's button press (spacebar preferably)
>>
>tfw you dont even want to work on anything

I just want to go to sleep and never wake up
>>
>>147216897
Im gonna try to have a playable something for the jam, and after that the plan is to develop this and knightgame side by side simce they use basically the same engine. Not sure if ill have anything to share on demo day :/
>>
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>>147217443
>>
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>Emulate some classic genesis games to see how they made their pixelart
>Ends up just playing for two hours
>>
Would game maker be acceptable to use in making a 2d Dragon's Dogma? I have 0 experience with game maker aside from the fact that I know Risk of rain used to slow down to a crawl occasionally.
>>
k y s
>>
>>147217823
Make me
>>
is it just me or did i become fucking retarded

ive been trying to reset this fuckin IP address for hours but for the life of me i cant seem to fucking change the shit, ive done this before but i cant seem to get it right
>>
>>147217976
ipconfig /renew
>>
>>147217976
delete system32
>>
>>147212945
I could model and rig shit like this but I just need someone to design them. I can't draw for shit.
>>
>>147217782
if it's 2D and not something super computationally intensive like a huge sim game or an RTS, game maker can do it
>>
I could do this thing I just dont feel like it
>>
>>147218101
prove it remake that one.
>>
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post dev music!

https://www.youtube.com/watch?v=3o1MW3QoQME
>>
>>147218129
Thanks my man
>>
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>>147218261
Well I made this based on a concept.
>>
>boot up GameMaker Studio and watch video tutorials
>make Asteroids in only 4 hours
>tweak it better than on the vids cause they left some stuff out
>give it a soundtrack

F-fuck.

How can games be this easy. How does it take someone 2-3 years to make a 2d platformer. How are people asking for 500k to make one and weird shit.

I'm already learning how to make a VN now and I can tell that is gonna be even easier.

HOW CAN IT BE THIS FUCKING EASY
WHY DO PEOPLE GET SO MUCH MONEY
>>
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>>147217443
>>
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>think about game
>plan game
>make game
>publish game
>sell game
>laugh at poorfags and wageslaves

It's as easy as that. NO EXCUSES
>>
>>147218659
Oh wow, that's pretty good.
you really like beveling,huh.
>>
>>147218659
lmao now try to rig that
>>
>>147218686
It becomes increasingly more difficult to make a finished game the more features and content you have. It's also very easy to have the basic gameplay in place in a few days and still take weeks to make it feel just right.
>>
>>147218686
ah I wish I could go back to the stage you are in
>>
Is a collection of small games (not made in game maker or some shit) enough to get me a decent job?
>>
>>147218686
now try to make a game that hasn't already been made
>>
>>147219134
https://www.reddit.com/r/gamedev/comments/4qsc4w/one_man_games_company_kpi_update_142551_in/
>>
>weebs get picked on in agdg every summer
>can never handle it
Why is that?
>>
>>147219134
you won't even get a job at mcdonalds with your shitty flash games.
>>
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>>147218886
The concept art was like that so I went with it.

>>147218941
It has a semi functional rig. My middle mouse button broke which makes it rather impossible to operate Blender so this is the best I can show right now.
>>
>>147218686
>terrible bait
>You got me to comment though, so there's that.

But I'll give you the benefit of the doubt.
Basically senpai, gamemaker is a nice little engine for 2d and prototyping, but anything challenging more than what the engine can do is just not plausible.

So yeah, you can upgrade and use Unity or Unreal, both powerful and have pretty neat features, but more difficult than GM so it scares away new devs, plus they have some limitations.

Assuming you're using one of these, a well made game can easily take 1-2 years (art, music, code, etc.. these things add up), possibly longer, especially if you're building from scratch.

And to hit your last question, asking for money allows devs to quit or delay day jobs so they can focus on making a game that the donators want to see, simple as that. Plus, more money == bigger team and all around better game quality.

500k is pretty fucking high though, who is asking for that much?
>>
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>>147219319
>cristian

safely saw the picture and immediately-
not a single word has been read
>>
>>147219213

does flash even still exist in 2016. get with the times my dude
>>
>>147219416
>capitals
>not is instead of it's
Is it really him?
>>
>>147219416
>still namefagging about boogeymen
It's 2016.
>>
>>147218601

https://www.youtube.com/watch?v=2_zAxPqKa8Y
>>
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new npc/vendor. time for bed, may good progress come to all of you.
>>
>>147217110
photons my nigga
>>
>>147219675
thats a big photon
>>
>>147219416
>cristian
>safely saw the picture and immediately-
not a single word has been read

Huh?
>>
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C++/[insert API here]
>>
>>147219659
>you can't say yes
>>
>>147219739
Autism.
>>
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>>147219262
haha cool, i'm pretty sure I used the same concept art while learning blender!
>>
>>147219803
I'm currently thinking about whether the following would be fairly manageable or a fucking nightmare for a programmer.

You know how in some RPGs there's button-prompted action commands to defend against enemy attacks? Well in all those games, the enemies attack one at a time, with a set speed. I wanted to make an RPG that further developed the action command gameplay by having all of the enemies attack at once, not simultaneously, but to where you have push your buttons like AA A AAA instead of pressing A as one enemy approaches, attacks, retreats, and then the next enemy comes. Does that make sense? Now, on top of that, so it wouldn't feel like a shitty rhythm game, I wanted the timing of the enemies beginning their attack to be elastic within a certain range. So sometimes three enemies could take off like 1, 2, 3, other times it might be 1-2, 3 or 1, 2-3. There would have to be some kind of parameter set for the timing of that takeoff. It can't be too fast that the player can't press the buttons to block each individual attack (no more than eight times per second), but it can't be so slow that the challenge is lost. Considering there could be up to ten enemies within an area you roam around, and that any one of those ten could be together with other enemies in a battle, I'm assuming that means you'd have to write code the parameter for enemy takeoff time with respect to each enemies' own speed and attack pattern, so that both of the above conditions are satisfied.

Just talking about it on that basic a level makes it sound exhausting, which makes me worry because the combat system is supposed to be the absolute core of what I want this game's identity to be.

It sounds like an absolute headache and it makes me concerned that even if I had money save up for a programmer to come on board, they'd turn it down over the unconventional challenge from a genre that's otherwise one of the easiest to program for (so I've heard).
>>
>>147219803
Boost
>>
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>>147216247
>stand still
>don't play the game
>look at animated characters talk to each other
>cameraman simulator
>>
>>147219881
the mechanic you're talking about is not particularly dificult, but simply setting up the entire system for battling in the first place would be. or maybe not even super difficult, but very time-consuming
>>
>>147219958
I've heard modern on-rails AAA shooters described as movies where you are the cameraman.
>>
>>147220065
order 1886 at least had the good sense to just be a movie so you can lean back and watch
>>
>>147219659
>mixel fishing line
>>
>>147220184
God, Order 1886 was such a shit game. What a waste of a terrific setting and GOAT graphics
>>
>>147219659
>everything is pixelated
>suddenly this HD ass fishing line just pops out

nah fuck off
>>
>>147219659
Youre gonna need to learn how upscaling a surface works pretty soon anon, or that fishing line is gonna trigger your entire audience.
>>
>>147220225
But Order 1886 is the best exclusive for the moviestation 4.
>>
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>>147219843
Seems the same yeah. Can't find the actual picture I used in the mess that is my random pictures folder.
>>
>>147220437
Not after Detroit: Become Human comes out

https://www.youtube.com/watch?v=QD1pbWCJcKQ
>>
bokube dev is asleep thank god
>>
Lets collab guys
>>
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>>147215830
>>
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>>147217976
does your router not have a mac address spoofing come with it. i thought it was standard
>>
>>147220975
Please leave bokudev alone.
>>
>>147221092
boku nodev
>>
>>147220218
>when it compiles with no errors or warnings
https://www.youtube.com/watch?v=x6Tuum1VXzY
>>
>>147220937
>Detroit
>Eminem doesn't make a cameo
>>
>>147221008
What is your skillset?

>>147220937
This is fine. It's a cyoa with good graphics and no filler. It won't make you slog through gameplay to unlock movies.
>>147220975
Fuck right off. I wish he was better at seeing, but he actually listens to feedback.
>>
How would I go about making a 3d engine? What would be some books I should read, or things should I need to study?
>>
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>>147220225
the presentations on the graphics are pretty interesting

www.gdcvault.com/play/1020162/Crafting-a-Next-Gen-Material
www.readyatdawn.com/presentations
>>
>>147221008
I'll help

I'm an idea guy
>>
>>147221234
programmer and music guy
>>
>>147221281
read the technical documentation for other engines to get an idea of how they work, check out the analysis of the doom 3 source code

read about ECS, data oriented design, and time and state in multithreading
>>
>>147221368
>text-based materials
I-it's beautiful

Shame they couldn't even make a cookie cutter Gears clone though
>>
>>147221471
I can draw ms paint sprites
you wanna be avante garde?
>>
>>147218686
This shit is the most bulletproof game dev copypasta ever because loads of people will fall for it no matter what regardless of how many times it gets posted.
>>
>>147221592
i can into music idea, not music
>>
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>>147221668
>music idea guy
How the fuck does that works?
>>
>>147221668
>>147221592
>>147221471
>>147221390
wow it's the shittiest collab in the history dagg
rare music idea guy
>>
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i hope i never wake up after i fall asleep tonight agdg. i'm tired of no progress
>>
>>147221592
post paint sprite
>>
>>147221741
I'm just imagining some anon sending vocaroos or mp3s to the people he's working with that's just terrible humming with the text "Make it just like this"
>>
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>>147221818
>>
>>147221815
I hope you live a beautiful life
>>
>>147221934
Well memed my friend
>>
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>>147221815
my sides hahahah

haahahah
>>
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I finally decided to add in some gameplay
>>
>>147222384
doing the inventory before the combat?

that takes some guts anon

good work
>>
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Shibe spawn capsule is now in. Doesn't work as a save point yet though.
>>
>>147223003
the level art looks really dark and gritty compared to the character

I like both separately, but it's kind of weird when put together
>>
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should i make my game in pico8, agdg?
>>
>>147223003
seriously just dump the fucking pants man, make him wear proper trousers or a cool shirt or fucking anything but that furvert shit
>>
>>147223573
>shit
don't give him ideas
>>
>>147223573
I kind of assumed this is his no armor or low health state

ghosts'n'ghouls had the character's armor strip away until he was wearing only underpants
>>
>>147223686
then this character should take off its fursuit
>>
>>147223426
That's kinda the idea. Cute animal robot characters in a dystopian environment.
>>147223573
The other demo we did had the character running around in a gold thong and nobody cared about it. You think briefs are worse somehow?
>>
>>147223764
This. Would make the game infinitely better.
>>
Why are furfags allowed to live? Shouldn't we be putting them in extermination camps?
>>
>>147223861
It's all fault of tumblr, feminists and sjws
>>
>>147223487
I was considering that earlier but I've decided to wait for the superior fantasy console dev tool:

http://pixelvision8.com/
>>
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>>147223764
harsh. rocket knight was also pretty furry
>>
>>147223861
>>147223901
>>/pol/
>>
>>147223003
>>147223778
Leave.

You have to learn that yiffing in public is not socially acceptable.
>>
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>>147214187
>>
>>147223984
I played that game so much on sega genesis back in the day, I wonder if it would be possible to make a 3D adaptation today. The flying shoot em up sidescrolling levels always messed me up the most.
>>
>>147223909
>unity
>>
>>147224373
there was something 2.5D semi-recently

https://www.youtube.com/watch?v=A9vWXNvOZyM
>>
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Re-implemented save/loading and added another enemy whose true purpose was to make it easier to jump-kick off of compared to the green rectangle(not pictured). Now I have to add permanent +HP/+MP pickups and a way to get to the boss room.
>>
>>147216203
>A title saying "press x to skip"
>"x" is the default button to run
>>
>>147224617
looks fun even with placeholder graphics, nice job
>>
What causes this? https://youtu.be/_NGEnc8umPo?t=3m44s
My assumption/theory is that the game made a reference call to update the position of the NPC, but found it was occupied (by the PC) and checked the last known position of the NPC (all the way down the hallway)
Since it was clear, the game updated his position to that spot.
Of course I've never actually programmed a game in my life, how wrong am I/what's the real answer?
>>
>>147224662
>press escape to go to menu
>press escape again to quit the game
>pressing escape again doesn't end it all
>>
>>147224506
feel free to greentext when i make the greatest game of all time while you're running into pico8's oppressive size restrictions
>>
>>147224845
>pico8's oppressive size restrictions
>operating under famicom, gameboy, and gamegear restrictions
m8 just use unity and make your own game with no restrictions
>>
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>>147224764
>>
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>>147224338
>>
>>147224994
>unity
>>
>>147225198
KEEP MOVING
>>
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>>
>>147225594
Delicious flat shading
>>
>>147225594
Is this one of those witches from dark souls 2?
>>
>>147225594

>that fucking cat cutout
>>
>>147224731
Thanks anon.
>>
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>>147225648
never played it
>>
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>>147225750
thats what they all say
>>
>>147224338
>neighboardhood
huh
>>
>>147214396
>>147214187
>still engaging anime posters
>2016
They do it for the attention, you fucking idiots.
>>
>game starts
>final boss fight
>final boss says "it's over" and uses his ultimate attack
>just before the attack hits the hero
>*record scratch*
>*freeze frame*
>"Yup, that’s me. You’re probably wondering how I ended up in this situation. To understand, we need to go back to the beginning..."
>*rewinds backwards through entire game in 5 seconds*

What do you think of the start of my game?
>>
>>147226168
Yeah because >>147214187 isn't doing it to get drowned in (You)s.
>>
>>147217110
it's supposed to be helium plasma (see plasma thruster) that's extended unrealistically far out from the ship
>>
>>147226248
nice Emperor's New Groove ripoff
>>
>>147226248
It's shit.
>>
>>147226248
why don't you go back to the beginning of this thread?
>>
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GETTING THERE
>>
>>147226248
The situation ain't nowhere near fantastical/exotic enough to be treated that way, it's just going to come off as real annoying.
>>
>>147226248
I think this kind of thing would only really work if it was the halfway point in the story instead of the actual final.
>>
>>147226248
Good for a jam game, or a 30 minute demo but not something for a real game, unless your whole game is comedy/parody.
>>
>>147226519
>30 minute demo is the final boss fight
>its challenging but beatable, because you have a game's worth of powerups and skills to play with
>game releases
>you start with nothing
>first boss is brutally difficult
>practice, git gud, git the first powerup
>it's one of the "final boss" powerups
>you know what skills you'll get but not the order
>finally reach the endgame boss, same as the demo
>same loadout as the demo, but it's harder this time
>to defeat me this time, you'll have to purchase the mandatory $29.99 DLC
>>
>>147226248
This is really top quality bait, good job. The record scratch was a nice touch.
>>
>>147226248
>literally Megamind
Man what a shit movie.
>>
>>147213561
people are prissy cunts tho, like sometimes i get a suggestion "implement X" but i think that is stupid so i go like "thanks for the suggestion, but i don't think i can use that in my gem" and they are like "fuck you then cun't i hope u die from cancer ;_;" like they take it as if i raped their mother or some shit
>>
안녕, I fuckin hate unity, is there something that is as simple as gamemaker (not dragon drop, but the rest) and uses a simpler language like gml for 3D?
>>
>>147224994
It absolutely does not operate under gameboy or famicon restrictions.

I assure you Pico-8 doesn't accomodate enough room for just the tiles of a single route of a gameboy pokemon game.
>>
>>147226248
The player shouldn't be able to act before the rewind. The writing is awful.

CouldWorkIfDoneWellButGoodLuckDoingItWell/10
>>
I'm watching a unity playmaker series on a paid website, ask me anything
>>
>>147227171
How sore is your asshole?
>>
>>147226383
I aknowledge this post but i really don't know what's that supposed to be
>>
>>147227128
talking about this pixelvision8 shit not pico8, get some context clues fool
>>
>>147226383
spess is hard
today i tried for two hours to get a spessship to turn toward the mouse without wobbling
gl orbit-anon
>>
>>147227090
Godot
>>
>>147227090
Fucking any programming language + game library or game framework
>>
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>>147227245
Shit sorry anon. It's late and I'm le tired.
>>
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What kind of shading is this?
>>
>>147224994
to be fair it says on the twitter that you can set your own restrictions or just choose not to follow them
>>
>>147227727
c e l
e
l
>>
I finished my fucking exams

Time to start working on my new gaem

I even got myself a newbie slave who

Progress imminent
>>
>>147227727
is that the real game? those textures look like trash.
>>
>>147227881
Holy underage batman
>>
>>147227727
Cellular
Source: I'm a mechanic
>>
>>147227867
hey hops
>>
>>147223861
I don't mind so long as they keep to themselves or aren't blatant about it, but this weird "No I'm totally not a furry :^)))" dance that keeps happening here is getting really old.

>>147223003
Anon your game seems cool and all but seriously either just lose the pants and have him be nude (without genitals or any of that preferably) or give him actual clothes or just plain old pants.

Every single time you post progress people say this to you, and while I understand you've maybe got some creative vision in mind and want to stick to it I'd appreciate if at the very least you could cut to the chase and just say you're doing it because you either A) are a furry yourself and you like this or B) are pandering to furry audiences for the sake of money.
>>
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new feature: A E S T H E T I C color schemes
>>
>>147227934
I just remember a better looking game.
>>
>>147228084
If you can't realize that WW was a 480p game and that pic upscaled it to 1080p you're obviously too young to have played it.
>>
>>147227946
Hi son
Been a while since I posted here
Now I'll stop shitting up this thread and post when I have progress
>>
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>>147228145
>>
>>147228184
Thanks for proving my point.
>>
>>147228145
>>147228229
not me, but game resolution doesn't matter when you are talking about the texture quality.
>>
>>147228184
this is you
>>
>>147228312
It does when the textures are made for a certain resolution.
>>
>>147228229
that wasn't me kiddo
you're just cringy as shit
>>
>>147228408
>our game is going to look like shit anyway, lets make the textures look like garbage too.
>>
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Anyone in the Jacksonville Florida area wanna hang out and dev
>>
where can i grab some nice free songs for my ingame car radio?
>>
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""Progress""

>Added an outline effect for the player when picking up powerups

>Testing enemies with an actual 3d model instead of just cubes
>>No, not a final model

>A rather smooth Webm for once (OBS causes low framerate, I get 110-120 without it)

Next up is working on the enemy spawning system and level progression.
>>
>>147228312
yes it does, professionals design textures sizes based on a target resolution, given a desired viewing distance and resolution you can find the matching texel density to get a 1:1 texel to pixel mapping at that distance and save memory

funny thing the target resolution for crysis was actually 800x600 or 1024x768, something low like that
>>
>>147228430
>kiddo
>cringy
>>>/r/eddit

>>147228445
Are you retarded?
>>
>>147228312
Are you brain dead?
If the game is upscaled to a higher resolution the textures will look shittier because they will be stretched to a resolution the devs didn't inteded to.
>>
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>>147228529
>This game does not look as good as modern day games
>No, it just looks like that because of the limitations of the day
>It still looks bad
>UHH I JUST SAID YOU'RE WRONG YOU'RE PROBABLY TOO YOUNG TO EVEN HAVE PLAYED IT ARE YOU RETARDED?
>>
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>>147228520
>>147228556
>>
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>>147228664
it looks better on the kind of TV you would use to play it at the time of its release
>>
>>147227360
oh hey, that mouse game is featured on their website. they don't seem to have many people using it except for mobile and 2d.

>>147228375
>>147228184
is sailor moon any good? or just a memey reaction source?
>>
>>147228043
tone down the colour clipping bub that is hurting my eyes
>>
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>>147228867
the jadeite arc was pretty good, nephrite isn't bad so far either

seems like episode wise anime originals are great and manga adaptations suck shit

>only one single episode with just usagi and ami
;_;
>>
>>147228867
>anime
>good
>>
>>147228867
Sailor Moon would be good if you watched it back when it came out. Nowadays, it's just decent and for the love of god never touch the new Sailor Moon Crystal or whatever the fuck series.
>>
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the fake rim light is getting much more restrained now and looking closer to vagrant story's, but the problem now is dealing with multiple light sources. now I know why this approach wasn't used in any other game
>>
>>147228952
Agreed. I liked the original much better than Crystal.
>>
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I have never done this before
anyone have references for faces on things like this?
>>
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>>147229042
I mean the "filler" episodes that aren't adapted from the manga are much better than the ones that are from the manga
>>
>>147229037
windwaker used rim lighting from whichever light was closer. and animated the lighting source from one to another to make it smooth.
>>
>>147229042
It's amazing how crap the animation can be at certain moments, and that new Dragon Ball series seems to follow in the shit animation department.

Jesus, Toei, get your shit together.
>>
>>147229131
ff7 tier right there. keep it up, I like it.
>>
>>147229154
Yeah, that's what I also meant. The filler episodes are fun although at times silly, while the ones that adapt the manga (and the entirety of Crystal) are pretty bad. I guess it's a problem with the core story.
>>
>>147229163
thank you for the tip, I'll try firing up ww now to check how ww does it; Vagrant is the only one I know that uses render doubling to get a fake rim light, it's the only technique I can find that works well with very low poly models
>>
>>147229278
find 2 torches close to each other.
>>
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So, Markiplier played my Ludum Dare 35 game. Usually Let's Plays of my game have 10 or so views, so it's pretty cool to get a vid with a million views on it!

https://www.youtube.com/watch?v=LJ6xJOj5pS4
>>
>>147229320
haha that's the approach I'm trying but so far no luck, I'm not really shader guy and i'm ready to give up
>>
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>>147229236
t-thanks
>>
>>147229337
Who are you?
>>
>>147229337

Man, Markiplier is a fucking sperg but congrats on the exposure my dude
>>
>>147229037
Is this going to be like vagrant story?
>>
>>147229491
The guy has a pistol so I doubt it.
>>
>>147229337
sorry, could only make it 7 seconds in
>>
>>147229491
nah, I'm just experimenting with memepoly retroshit graphics, figured vagrant story is one of the best looking psx games at the time so I'm researching their techniques.
>>
>>147229605
>memepoly retroshit graphics
Don't bash your own artstyle, man. It looks awesome.
>>
>>147229605
>>147229690

not too many people are doing ps1 retro, and it looks pretty good too
>>
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>>147229445

I make BANCHOMANS but right now I'm spending a week to take a break and make SKULLCHAINZ for dd9
>>
Pop quiz:
can Small Mario jump if he's in a 1 tile tall space?
>>
>>147229749
webpage/blog/itch.io? I want to follow you, m8.
>>
>>147229749
Why banchomans? Also what's it made in?
>>
>>147229690
>>147229741

y-you too
>>
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Do you think these track platforms in Mario 3 are really programmed to follow the black line or do you think they were meticulously scripted to "move in direction for x amount of frames, then move in another direction for x amount of frames" and so forth until the end of the path?

I'm really curious about their method for this now. I would like to program guided moving platforms like this.
>>
>>147229758
of course, he jumps as high as he can bump the block up.
>>
>>147229929
they probably just start moving towards nodes at the corners. you could do it easy.
ez bro.
>>
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>>147227356
it's a hyperbolic escape trajectory along a given escape vector, and starting at a given altitude

patch it up with a circle and an ellipse and you have a complete transfer orbit
>>
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>>147229851

I'm not anything special but thanks :>

http://chaoclypse.tumblr.com/ That's my tumblr, I don't update it much but I'm trying to update it more recently.

https://twitter.com/Chaoclypse Is where I post smaller progress updates

>>147229871

You're a bancho (head delinquent) in a cyberpunk dystopia where a head bancho is trying to unify all the prefecture's delinquents so you gotta go from prefecture to prefecture and take out the head. It's inspired by older delinquent manga like Crows and Worst as well as the movie based on the series, Crows Zero.

This is not a solo project, it's just that I'm prototyping it solo for now.
>>
>>147229929
probably a set path with visible rails to help the player

everything in SMB3 looks like it's from a stage set
>>
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>>147229937
>implying mario moves up as the block gets bumped
>>
>>147229871

Oh jeez I forgot to answer what it's made in. It's made in Unity, but the animation system is custom, and so is a bunch of other stuff, including simple physics and a simple input manager to allow for multiple players.

This is all gonna be ported over to a custom engine cause it's a school project, and making most of the stuff myself will give me an easier time in porting it over. Also, it's a platformer so a lot of stuff needs to be precise anyway, so it's killing two birds with one stone.
>>
God. I just want to say that I have a newfound respect for coders after trying to learn. Like I have the logic behind everything down. I understand how things should be organized, but actually doing it is some kind of fucking magic to me. It all makes sense until I have to use computer language.
>>
>>147230067
Thanks dude.
>>
>>147230284
like art, it's just something that takes years of practice to actually be good at
>>
>>147230284
Code is just logic. You have a spec for what needs to happen, then you just make that spec more and more granular until you get it down to the specificity that a computer can understand.
>>
>>147230126
is it the same in mario 1?
>>
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>>147230284
unless you're some prodigy, that sense of having everything figured out in your head is largely an illusion based on misconception
you're going to have a hell of a time learning large scale design once you get comfortable with the basics
>>
>>147230371
I think that's why I like art. Since I can just draw something and have it visible it seems so easy. I'm not even all that good at it but being able to put all the pieces together is nice. Coding is like math magic to me.
>>
Thank fuck for version control.
>>
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Ignore the old boku model that is player 2 for co-op I still need to make a model remake for player 2.

Though this is that old rain scene that got a lot of flack. I added lights on the scene and made the background night, but filled it with blue fog. I made the rain particles smaller, and I removed the rain fog that cluttered the level.
>>
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>>147231359
looks damn nice

I want to add SPH IBL and SSDO to that~

it's not gonna hurt very much
>>
>>147231553
What the hell does any of that mean?
>>
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>>147231209
Thank fuck for remembering to do a backup before making any big change to my code.
>>
>>147231729
nodev detected!!
>>
>>147231803
So... doing version control, but in an ass backwards manual way with no changelog?
>>
>>147232091
I actually don't know how to set up version control, tell me your ways senpai~
>>
>>147232151
git init
git add README.md
git commit -m "first commit"
...
git status
git add ideaguy.txt
git commit -m "added design document"
>>
So... in old pixel games with locked framerates, even if they use acceleration, the first frame you start moving the your speed bumps up to 1 pixel/frame, right? Otherwise, if your acceleration is less than 1 px/frame^2, you don't move at all in the first frame, and it feels clunky. Which becomes a problem when you introduce delta times.
>>
>>147232330
was there a question in there?
>>
>>147232502
why does delta time suck so much for making pixel games
>>
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>>147231553
Alright engine dev, are you familiar with the unity lighting tab? What can I do here to improve visual quality?
>>
>>147228664
>>It still looks bad
It doesn't though.
>>
>>147228731
>downsaling an upscaled screenshot
Yup you're retarded.
>>
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how's the hair? am I on the right track? suggestions?
>>
>>147232548
because pixel games are a way to shit out progress.

>>147232702
the quality is nearly the exact same as one would be taken at source resolution. I was saying that the textures are bad and showing that it doesn't matter what res the screenshot is.
>>
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Could a man get some feedback up in here?

https://soundcloud.com/prutte-1/pantsu-harvest-boss-theme

tfw had to upload non-moan version cause dont wanna make an idiot out of myself to normies
>>
>>147232786
looks fine to me, except the dark part.
>>
>>147232091
I don't like git too much so I like it better that way.
>>
>learning how to draw humans
>read on proportions
>"man this is easy I just have to follow these basic instructions!"
>practice making humans, everything goes well
>"time for some reference drawing"
>every model has slightly different proportions, some faggots have longer hands, some have shorter legs, some people's bodies are a head shorter , some have fucked up torso's

Why can't humans all be the same
>>
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I didn't really want to do anything today, but I'm trying to do at least 1 thing every day, so I went and added the rest of the skills that I plan on implementing for the demo. The only other one is Perception, which is still a maybe right now. And I don't actually have alchemy yet, so it's not functional. The other new skills are Learning, Dagger, Merchant, and Meditation.

Maybe I can get a screenshot of all the tooltips together explaining them.
>>
>went to Reddit dev community
>people constantly bombarding with progress
>no one giving feedback
>when someone does give feedback its something useless like: "Looks cool."
>everyone is a trying to hard to be funny that it just comes off as cringy
>people having legit discussions about sexism in videogaming
I never should've gone outside of the 4chan communities. Maybe will go have a look back when I'm looking for legit work.
>>
>>147233172

Oh oh oh oh nice

>Armsmaster
>UO flashbacks intensify
>>
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>>147233090
sugoOOOOOOOoooiiii!!

>>147233137
I'm sure hitler asked the same thing.
>>
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>>147233090
hey it's you again, I really liked what you posted last time. If I was to suggest anything it would be to make the melody from 0:13 to 0:40 a bit more punchy. Adding some syncopation to the rhythm there would make a difference. The same would apply to the passage at 0:47 to 1:00. It's good boss music, but I would say the melodic line sounds too laid back compared to your hype backing rhythm.
>>
>>147233217
UO remake when?
>>
>>147232607
add a cubemap, that's pretty much SPH built right in

the SSDO, you'd have to do yourself, or nick from some site that has it, maybe it's on the asset store
>>
>>147233090
Perfection.
>>
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progres


>Basic enemy spawning system is up
>>Can define time, position, enemy type, movement type, number of enemies to spawn
>>Currently only 1 enemy type && 2 movement types, but it's rather easy to define different types of enemies
>>
http://www.gamasutra.com/blogs/JosephMirabello/20140407/214931/How_Long_Does_It_Take_to_Make_an_Indie_Game.php

>3850 hours

I don't think I can make it
>>
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>>147233090
Noice
>>
>>147229929
If that's of any use to you, in Super Mario World the platforms really are programmed to follow the black lines and switch direction at nodes. That's how they could do some crazy shit in the "Athletic" levels.

>>147228505
Good progress!
>Next up is working on the enemy spawning system and level progression.
I was going to ask about this, actually. How are you planning to do it?
My Game Maker shmup just uses a long-ass room and scrolls a view along with the ship. Enemies positioned with the room editor are activated when they enter the camera view. I'm wondering if there isn't a more efficient / solid way to do this. (Solid as in, won't create problems in the long run)
>>
>>147233303
Thats some really good feedback. The purpose of the melody line was mostly to tie everything together, but you're definitely right. It could use a bit of spicing up to make it seem as energetic as the rest
>>
>>147233384
Stop making progress so fast. You make me feel shit.
>>
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Portraits or just sprites for dialogue, in the dialogue box or above it?
>>
>>147233512
>>147233303
>>147233090
There's always tutorials shared for those who want to learn drawing, however we talk so little about sound and music design. Is there any beginners guide to how to create a basic tune?
>>
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>>147233172
alright, here's the full skill list with descriptions

none of this is balanced or anything, I just wanted to get some numbers in there. and "evasion" doesn't exist yet, so daggers giving armor is a placeholder for now (or forever if I never get to it).
>>
>>147233583
Portraits for sure.
>>
>>147233541
>you make me feel shit
>feel shit
>feel
>shit
ew

but thanks

>>147233504
>Good progress!
Thanks.

My game has a single-screen room with a scrolling background and enemies moving along paths, so the player ship doesn't actually move along the level.

I set up a timer to count level time, and then a bunch of arrays to control enemy spawning. Like so:

e_time[99] = -1; //Time of spawn (steps)
e_type[99] = -1; //Type of enemy
e_move_type[99] = -1; //Movement type / path
e_num[99] = -1; //Number of spawned enemies
e_pos_x[99] = -1; //Spawn X
e_pos_y[99] = -1; //Spawn Y
e_spawn_rel[99] = -1; //Time between spawns

So, whenever the level time counter equals a value in the "e_time[]" -array, I trigger that enemy spawning event.

I can either set up enemy spawns manually or automate it using procgen. I hope this makes sense.
>>
>>147225935
it's a image board
>>
>>147212963
Are you an old dev here? Your style is familiar to me.
>>
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>>147233614
Music is such a broad subject that having "basic music tutorials" would still be a big project. There are so many things that go into it. The way I learned is by watching music theory channels on youtube. I also took 3 years of music classes in High School but I was a drummer so I didnt care about learning theory.

If you wanna make the most basic of basic tunes: Learn how a major scale works. Learn how to make a beat. Learn what the tonic is. Learn how to build a basic triad chord. Learn basic chord progression theory. This image is always good to have close by.

You can write songs without knowledge of musical theory like a lot of people do, but it will come off as rather lifeless and generic since you dont know the rules of music and therefore dont know how to break them to make an interesting song.
>>
>>147233858

Nah I just started seriously devving about a year ago, and only started posting here for a few weeks.
>>
>>>/v/343434660

that copypasta
>>
>>147233614
there are a few old standards about where the high and low points of a tune should generally be, but I can't say that would be particularly useful. If you want something that sounds natural or intuitive, think about how easy it would be to sing your melody, particularly in terms of the intervals between notes. More important is having good software to actually produce the sound.
>>
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>>147214845
>yuru yuri is litter
>>
>>147217108
You know Matt Furie can sue you, right?
>>
>>147233090
10/10 would download ost.
>>147233384
I don't like spaceship shooters too much, but damn if I would play yours, looks beautiful and fun at the same time.
>>
>>147234121
>google Matt Furie
So telling irl you made a meme is a thing now?
>>
>>147234213
Pepe was a character in a comic before he ever was a meme.
>>
>>147234267
Fuck you are right, I forgot about that.
>>
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what do you think of my pixels, /agdg/? It took me a while to get a decent looking ace of spades, but I'm pretty happy with the result. This is for a mostly luck-based minigame in my rpg.
>>
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Boop
>>
>>147233807
>I set up a timer to count level time, and then a bunch of arrays to control enemy spawning.
I considered that solution too, but then it meant I couldn't have level architecture unless I made my own tools to convert tiles and stuff for that system. So I kept it to the "endless" game mode.
It does makes sense, thanks for the explanation!
>>
>>147234356
The white pixel on the red tiles is a bit too harsh on the eyes. That aside, it looks great!

>>147234384
Damn, Pepe dev has competition.
>>
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>>147233807
>variable names so uninformative that every single one needs its own comment

Jesus christ
>>
>>147221741
https://www.youtube.com/watch?v=o6nJysVtCrM
>>
>>147234384
Is Luigi Gondola?
>>
Repostan once more-

Beginner musicguy here, looking for a small project to work on to lvl up my skills. Here's my mostly empty soundcloud:

https://soundcloud.com/dagagmusic

Working for free of course, though I suppose it goes without saying here.
>>
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POST PROGRESS
>>
>>147234620
cute
>>
>>147233303

REMOVE YAMADA you are worst working remove yamada
>>
>>147234748
Wow fuck you Yamada a best
>>
>>147223003
it doesn't look like he died
it looks like he came so had he exploded into a super nova.
>>
>>147234470
thanks a lot for the feedback. Do you think a different color would work for those pixels? I did like the white as it was.
>>
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>>147234876
whats the difference
>>
>>147234356
The 10 looks too narrow to me.
>>
>>147223778
>You think briefs are worse somehow?
Imo the golden thong looked OK, it matches the character but these pants just look stupid
>>
>>147233583
Did you get the idea for this game from yesterday's exchange of pepe's sprite and dialogue portrait?
>>
>>147223778
No kinkshaming but

I find the briefs to look dorky ass hell.

See also: white brief wearers IRL
>>
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>>147235047
I was thinking that too, but the plenty of designs seem to look something like that - pic for reference. I have my own set next to me when I draw so I can get them just right. Thanks a lot for the input
>>
Has anyone released a cute 2D or 3D girl yet?

>>147234620
sugardev? is that you?
>>
>>147223778
Thing is briefs make him look childlish, and that makes the game look like pedo furry bait, and that will scare away a lot of potential players.
If the doge isn't wearing anything, or is wearing something that fits better on a megaman-like game like some sort of armor or something like that it will be alright.
>>
>>147235674
>Has anyone released a cute 2D or 3D girl yet?
Explain
>>
>>147218941
>>lmao now try to rig that

Rigging simple mechs are literally the easiest things to rig, you don't need to worry about deformations and skin weights are essentially part by part 0 or 1.

Rigging complex mechanisms to a single controller however...
>>
>>147235898
He wants an artist to release a cute girl spritesheet, or model to use on his game
>>
>>147229131

How do you turn off bilinear/trilinear filtering when 3D painting in Blender? I want point filtering.
>>
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>>
>>147236357
Under settings you should find something about generating mipmaps. Uncheck it.
>>
>>147236357
I don't know
I use Maya with filtering enabled
>>
>>147236401

Thanks mate.
>>
>>147236436
No prob bob.
>>
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>>147235674
that's not his sprite, it's from a super famicom game called "Magical Pop'n" you weeaboos really need to learn your shit.
>>
>>147236361
That's some extreme UV gore you have there
>>
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>>147236317
Why doesn't he use one of the available ones?
>>
>>147236472
>super famicom game called "Magical Pop'n"
Welp time to play it
This kills the progress
>>
Daily reminder to NEVER GIVE UP
https://www.youtube.com/watch?v=bavZbQHbuOk
>>
>>147234945
Light grey might be your best bet.
Otherwise, pink or orange/light brown.

>>147223778
Seconding >>147235775
>>
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>>147236656
Those are pretty good btw. Have fun AGDG
http://sheep.art.pl/Free%20Game%20Graphics
>>
>>147234945
lighter shade of red, maybe with a hint of the lightsource's colour if you want to give it an ambiance
>>
>>147228043
I like what you are going for but tweak the exact colors. The models themselves should be crisper and sharper as well.
>>
>>147224617
wish I had prototyped like this, this is going to save you crazy amounts of time
>>
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>>147223487
I got it last night, instead I spent the time watching TV and editing the shitty music
>>
>>147233889
>>147234075
Thanks for the help! I've used to play on the trumpet when I was around 10-14, but music theory classes were not my favorite, and I wasn't the best to say the least. I couldn't even imagine how music gets born in someone. Visual arts and storytelling seems to be more natural. You tell something with the mixture of elements which happened or could happen, you paint something you see or you imagine, but music really seems to be something out of this world.

I might refresh my knowledge then. There was even a really nice course on Edx about music theory. Thanks again!
>>
>>147234475
Nigga if you couldn't understand any of those variables without the comments you have some serious issues
>>
>>147234130
thanks :^) t. spaceshipdev
>>
class a {
public:
};

vs

struct a{
private:
};
>>
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Progress time!
Messing up a lot with Hunter's AI. He doesn't get stuck on obstacles or inside the house anymore (or at least hasn't done it while I'm watching him)
He now walks at a slighty slower pace but if you enter in his field of view he will do that small animation on pic related and walk way faster to catch you easilly. A small change based of feedback about wanting to know exactly how his AI works .I still wan't to work a little bit more on him to make him more smart.
Small tweaks on level design again, and difficulty to fit better with his new AI.
>>
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r8 speech bubble pls
>>
>>147237365
What are you making there, The Legend of Bloodborne?
>>
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does aggy dee g like my waifu?
>>
>>147237592
Maybe. So far you can't attack the hunter so you only avoid him, but who knows what I'll do with him in the future.
>>
>started making generic Android fantasy RPG game to practice Android programming a while back
>figured I'd come up with something to make it an interesting game later
>just keep coding the game functionality, a bland lifeless grindy RPG with nografix while waiting for flash of insight to come
>flash of insight never arrives, 'game' is now almost complete and it's just 'maek fantasy class, kill generic fantasy enemies, level up, repeat'
>if I post this to the Google Play store, it will most likely get almost no downloads, maybe $0.50 of ad revenue total, and I'll have to wake up every now and then to see that someone left a 1/5 or 2/5 review on it
>it will have my name on it forever

Would you just publish it anyway, or chalk it up as a learning experience and trash it?
>>
chalk it up, but keep it. later on if i have a great idea for an rpg get some inspiration or source code from that one to make progress faster, deff don't bother putting it up unless you get some good graphix
>>
>>147236797
>it's just a generic walk animation
>isn't even aligned properly like you can see with >>147237668

Not him but, usually I'd suggest people to modify it and use it but there's always a high risk of having the original author coming back at you to haunt you.
Considering that he's a tumblr artist to begin with, the odds of it happening are very high.
>>
>>147237739
Try to get an idea that makes it interesing or catchy. Maybe collecting something as a goal? Those pokemon-like games seem to have a lot of succes on mobile devices, and you can always come up with nerw content easilly, maybe add cute anime girls too. Then release it.
>>
If I wrote music for a game for free, how jewish would it be of me if I removed the songs from Soundcloud and uploaded them to Bandcamp instead and sold the OST album?
>>
>>147237869
>coming back at you to haunt you
>over public domain assets
You wot
>>
>>147237869
Also you're supposed to edit them, not use them as is. Stop being lazy.
>>
>>147237937
Is the game yours? If it is I don't see any issue with that, people that don't know shit about it will buy it, people that can't/don't want to buy it will pirate it anyway.
>>
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thoughts on the hair?
>>
>>147237970
I mentioned that he's a tumblr artist.
Don't believe me? Then you're free to use whatever art you find from there and see what happens.

>>147238019
>you're supposed to edit a 26x26 rpgmaker-like character
Are you for real? Anyone can pick a rpgmaker spritesheet and move pixels around. You're just missing the entire point.
>>
>>147238134
>Don't believe me? Then you're free to use whatever art you find from there and see what happens.
They are literally taken directly from the link http://sheep.art.pl/Free%20Game%20Graphics

>>147238134
>Are you for real? Anyone can pick a rpgmaker spritesheet and move pixels around. You're just missing the entire point.
RPG Maker sprites aren't public domain
>>
>>147238025
Its not my game no. But I gathered since I wrote the music for free, if the music is good enough so that people would want to buy it I should get that revenue.
>>
>>147237876
Not bad ideas, collectibles are fun I guess. I did think about maybe commissioning a pixiv artist to draw some cute anime girl and make her the shopkeeper or something (and something to put on the launch icon!) but that feels really sleazy. Maybe I should abandon all shame, though.
>>
>>147238081
Breddy good
>>
>>147238189
*the link in
>>
>>147238207
The legality depends entirely on your agreement with the developer. If you make the music and give all rights to him, you can't sell it, but if you just give him a license to use it, you're free to do whatever.

Note that you may not be able to sell it under the game's title as that belongs to the developer.
>>
How do i convert the idea of a hugbox into a video game?

mean comments deplete HP
hug boxes regenerate health
it's a bit on the nose, but it's meta enough to be featured on steam and get attention
>>
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>>147238335
>meta enough to be featured on steam and get attention
fist and foremost it has to be a smooth and fun experience to gain any sort of traction
>>
>>147238306
Alright, I'll make sure to discuss it with him!
>>
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>tfw you get a nice idea for a new game
>>
>>147238335
Internet Community Tycoon
>>
>>147238428
But then you remember you're a retarded dogposter so you go back to shitposting,
>>
>>147238428
What idea?
>>
>>147238458
>tycoon
that's the perfect word
it describes the average joe on a power trip blocking people and deleting comments
and it's already embedded into video games
>>
>>147238534
When I was a kid I thought the Tycoon games were all part of a single series, because I had no idea what it meant.
>>
should I use flash for an interactive comic?
>>
>>147238485
It's like the guy doesn't even care, he has been fully dogposting for almost 2 months now and the next time he's going to post his game he'll complain that we tell him to fuck off.
>>
>>147238335
Call it E-celeb Simulator.

Mean comments deplete HP

Ranting about getting mean comments restores HP.

Nice comments dont do anything.

Reality checks makes you lose HP.

Constructive criticism works as poison cause it slowly eats away at you cause you're shit.

As a super move you open up a highly moderated subreddit that you literally call a hugbox.

In the end you dont win cause an IRL illness kills you.

nevermind lets call it Totalbiscuit Simulator
>>
>>147238591
This is the first time I've posted in AGDG in three years. That was the first reaction picture I clicked on.
>>
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>>147238428
>6-7 great ideas with gameplay, artstyle and story included
>unmotivated to execute any of them

I should stop shitposting
>>
>>147238376
This is just to make a name for myself.

I can do projects that I actually want to do afterwards.
>>
>>147238428
>inb4 it's inspired in dragon's dogma
>>
>>147238707
how the fuck is motivation even a problem?
>>
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> he's making a game with pixels
>>
Does anyone know how to deal with different resolutions and bosses? I want the screen to sit still and not move but if I design the enemy movement to be within a square resolution the corners would be safe but if I use a rectangle resolution square users might not see everything.

Do people just lock the aspect ratio?
>>
>>147238918
Joke's on you, my game is sound-only
>>
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>>147238918
>he's making a game
>>
Where my fellow laptop devs at
>>
>>147237513
It looks nice, though the text looks a little smudgy.
>>
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>>147238707
pls anon, we all know you have no ideas and require an idea guy in your team
>>
>>147238918
>hes using a computer
>>
>>147238719
Is this your first project?
>>
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I should focus on other things than modeling these G E N E R I C spaceships.
>>
How do I know if my golden idea will be fun?
>>
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Bad Artist here

Trying to actually get some stuff done. Trying out some shaders in unity to see what looks good.
>>
>>147239223
>green spaceship shooting other green spaceships
Is this a story of betrayal and revenge?
>>
>>147239223
they look kinda weird sideways, maybe because of the lack of exhaust
>>
>>147239223
You need to find some distractions, your fast progress is upsetting other devs in here.
>>
>>147238856
I dont think motivation
hell I want to draw, make a box prototype in gamemaker and try to get into soundmaking, but
then the whole day passes because i've been posting on /v/

some addiction to talking to anons on a malaysian trout farming forum because I am lonely
>>
>>147239284
yo this shader is bananas
>>
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okay got another one for you guys - which diamond do you think is better looking? I'm working at a low ass resolution here so every pixel counts.
>>
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>>147239390
Banana Slamma
>>
>>147237739
Couldn't you just publish it under another name/account and then forget about it?
Failing that, upload it somewhere else. It's good to have old projects you can look back on.

>>147238335
>How do i convert the idea of a hugbox into a video game?
Don't make it the theme, make it the gameplay. A game where you will succeed and be rewarded even when failing and making mistakes, except on the last level, where you finally notice that you haven't learned a single thing.

>>147239223
>Green vs green
You should make enemy ships themed around warm colors, since they're already firing red shots.
>>
>>147238081
Looks fine for a low poly. But maybe add some ambient occlusion?
>>
>>147239538
Did you code the shader yourself?
>>
>>147239524
The one on the left, it looks weird with outward bulges as in the right.
>>
>>147239570
I'm trying to think of a scenario where making mistakes would actually have consequences, but I can't.
>>
>>147239524
left one.
>>
>>147239309
They're a different shade of green, the story is about how even little differences can drive desperate societies into ruin.

>>147239327
Could be, I'm just fucking around with them right now.

>>147239331
:^)

>>147239570
Yeah, it isn't really an enemy ship model, I just wanted to see how it looks in-game so I slapped it on an enemy.
>>
>>147239653
Nah, started with a script I found online and am trying to tweak it to get the desired effect-don't really like the transparent pixels on the sides of the object-think they might be from the filter trying to process the AA'd pixels on the screen.

Trying to see if I can exclude those or outright disable AA in the scene.
>>
>>147239665
>>147239706
thanks guys, I made the left one more recently so I figured it would be better
>>
>>147239524
Definitely left.

>>147239682
What's the problem?
Many video games punish mistakes. For example, getting hit too many times results in death. It can range from a small setback (respawn at previous checkpoint) to major ones (lose half your money) to the extreme (permanent death).
>>
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Painball, it's like pinball, except with ragdolls crashing into stuff instead of a ball.
>>
Almost done adding objects to the main scene, now I need to work on textures and a human model

>>147215695
>>147233583

Most game tutorials provide the sources and assets for some basic platformers or shmups, so it makes perfect sense that a lot of people learning how to code will just take the tutorial stuff and start modifying it.
Code is not easy to change if you don't know what you are doing so people start by changing the assets instead.

Nothing wrong with it, part of the learning process.

>>147233583
imo portraits in dialog box with fixed position will save you a lot of headaches as you don't have to account for player NPC position on screen.
>>
>>147240184
So, happy wheels?
>>
>>147240306
Just gave it a look, I didn't see any pinball style action there.
>>
So, anyone working with spritekit?
>>
>>147237513
Quite decent/10

Agreed about the text though. Not sure anything can be done about it without going to non-pixel fonts
>>
https://www.youtube.com/watch?v=AezAN2RcO8Y

new vid for devbois
>>
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Guys should I do my best to release a trailer this monday (independance day) or should I wait until I implement the mexican giant boss? I think it could make a great finale to the trailer and get people hyped up on the greenlight page.

Also, what's a good way to do ingame cinematics? Do I just make one script with a coroutine taking control of everything and move/trigger animations at the right moment?
>>
>>147241108
Links Awakening was the comfiest Zelda game, had a lot of unique and fun mechanics in it too.
>>
>>147241405
My nig
>>
>>147238485
>>147238591
> they get mad whenever someone posts a dog reaction pic
okay...
>>
Focus on L or R button?
Also how do you feel about games using L2 and R2?
>>
>>147228867
Ye there's only a few decent projects made in it. The 2D side I found excellent but the 3D side is lacking. It's still using GLES2 and while the 3D engine is pretty efficient and can display a lot of polygons there aren't too many fancy features, it only has FXAA for instance and it's not too polished. after release 2.1 they plan on focusing on 3D and implementing GLES3 and vulkan
>>
Give me something to 3d model.
>>
>>147241431
Yeah, because this is not >>>/an/ and avatarfagging is against the rules anyway.
>>
>>147241431
>>
>>147242128
A cute girl. Go.
>>
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>>147242162
>>
>>147242234
>cats
what the FUCK
>>
>>147242158
you must be the guy who spergs out about anime pics too
>>
remember to report dog image posts
dog photos are not game development
>>
>>147242383
Not at all, unless they try to derail the thread too.
>>
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>>147242158
Don't respond. Just report and move on.
>>
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how do you make a game with a central focus on gambling that doesn't get lost due to the fact that it
>>
>>147242529
How does this work?
>>
>>147228505
nice
>>
>>147242583
Was that the end of the sentence
>>
>>147242589
You have to be a bit more clear.

The switching between white and black is a boolean mesh operator.

The graphic is mostly edge detection.

The door has a quad with sine + perlin noise.
>>
>>147242761
the boolean mesh operator, how does that work?
>>
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>>147242128
A cute mecha. Go.
>>
>>147242898
I like this one, I'll be back tomorrow at this time.
>>
>>147242873
Costructive Solid Geometry

read this if you're interested in the topic
http://www.mcs.csueastbay.edu/~tebo/papers/siggraph90.pdf
>>
>>147230067
Oh shit Crows zero is fucking great
>>
>>147243065
Did you get it to use voxels w/ something like dual contouring yet?
>>
>>147233807
>>147234475
>>147237196
Then why are there redundant comments?
>>
>>147237668
That's awful.
>>
>>147243138
I just googled a C# implementation for CSG and modified it a bit. I'm not planning to advance said implementation.
>>
>>147242583
>drinking antifreeze
>>
>>147241295
A giant Mexican boss would probably garner more interest than a trailer that just happens to release on independence day. But why not both? Just model/texture the front of the boss and show it very briefly at the end of the trailer. No need to implement its animations/scripting.

As for cinematics, you can probably do 90% of it through the Animator tool. It handles timing, animation blending, key frames, state transitions, and can even hook into variables you create in scripts. I imagine it'd be easier than coroutines.
>>
>>147243337
Even though it induces massive lag spikes while things are recalculating? Have you no shame?

Unless you fixed that some other way.
>>
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>>147241295
Assuming the Mexican is large enough, chuck in an Attack on Titan reference in the form of this pose and you'll achieve meme status from animu fans.
>>
>>147243373
you're right, all I need is the boss rising up from the horizon. I still have the splash screen/game's logo though.

I've literally just learned about the animation window 2 days ago but I'm not too sure how I'd go about making many assets work together with it. The way I use it I set up the animation clip in the animator controller of the object and then set off a bool in a script when the condition for the animation is met. Is this right? How do you have it interact with other objects, setting off their animations?
>>
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>>147243454
>Have you no shame?

Honestly, no. At my awful level of programming knowledge, understanding the implementation is the best i can do. I'm just subdividing the regions the program calculates for performance.
>>
>>>/v/343515863
>>
>>147243780
Sorry, no clue. I only found out about the animator tool recently and haven't used it for multiple objects at once. This seems like a start though: http://answers.unity3d.com/questions/589455/animate-multiple-objects-with-the-same-animator-2d.html
>>
>>147237365
The small animation addition is nice. I would like to ask, if he still likes to hug the river? You know, when you are on the other side, and you're in his field of view, yet instead of getting on the bridge, he runs up and down next to the river.
>>
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>>147239582
I tried
>>
>>147244363
PSP/10.
>>
>>147215718
>>147213309
I thought it was a debug thing. Fix it dev
>>
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>Go on vacation
>Buy a collection of H.P lovecraft's storys for inspiration
>Come home, read about half of it, loving it.
>Suddenly get really sick, have terrible fever to the point that i'm hallucinating
>Just fucking read a ton of lovecrafts stuff
>Hallucinations are fucking terrifying and my SO has to try and restrain me from thrashing to much
>Suddenly fever is gone, apperently I said a ton of weird shit
>Don't remember much
>Still sick af, but with ton of inspiration

So a win win I guess? Progress will commence as soon as I get healthy again, which might be awhile since I'll be leaving home again in a week. Someone have any more suggestions for my game? Got a ton of good suggestions last time I posted.
>>
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>>147234482
Holy shit
>>
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>>147242583
>>
>>147244508
The old one is calling you from the depths.
>>
>>147244508
Whatever is now wearing anon's body, BE GONE

I don't really know how your game plays well enough to help, sorry
>>
>>147244508
It's time to just like make game in service of the unspeakable ones of the deep abyss.
>>
>>147244119
>Quadraphonic audio system
>>
>>147244119
>It's a mobile phone with windows on it

k
>>
>>147243250
to trigger code autists

I think it's working


Nah, I don't really need the comments now, you're right, but if I were to come back to a project few months from now...

why do you even care?
>>
>>147244508
10/10 greentext and the webm is satisfyingly creepy
>>
>Brain surgery guy survived
Niceee
>>
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>>147245306
>>
>>147233807
>>147245115
Just use non-abbreviated or at least more descriptive variable names if you think there could be confusion down the line.
>>
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>>147244720
Yeh kinda spooked me actually

>>147244837
T̴h̷a̴t̶s̸ ̵a̴ ̸l̵i̴e̸
VR first person shooter, here's another enemy. Right now I need inspiration for some new weapon. (right now there is only a revolver and a shield).

>>147244913
That's the plan yes!

>>147245184
Spoopiest part is that it's true, coughing as fuck right now, next enemy will be directly from a scribble I did when sick that also appeared in my dreams
>>
>>147243985
Sauce on that comic?
This is relevant for my game
>>
>>147245476
Wow that's creepy and cute at the same time, good job anon.
>>
>>147244508
>SO
Ruined what otherwise would have been a fine tale.
>>
>>147245476
What's the gameplay like? Are there a lot of minor enemies, or few, but threatening ones? Do you point at stuff and shoot while moving, or are there additional mechanics?

How about the theme? Can you afford to have weird shit or magic? Does it have to be realistic-ish?

If you answer that I might be able to suggest some cool weapons.
>>
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Working on some dark ambient music for pic related
https://soundcloud.com/connor-ort-linning-wip/sets/towards-the-pantheon-demos
Going to program fog and snow over top, try and make it atmospheric. Any comments?
>>
https://www.youtube.com/watch?v=7IRil_R5sEI

How can we even compete?
>>
>>147245306
literally who
>>
>>147245802
Fuck off idea guy
>>
is the sourceposter (MothDan) gone
i haven't been here in a while
>>
147245950
I just quasi-replied to him. Fuck off.
>>
>>147245397
no
>>
So I'm guessing that giving every sprite it's own VBO and draw call is a dumb idea because i'm getting really shit performance once too much starts getting pushed to the screen. What can I do to fix this? Is there some way I can mash a bunch of VBOs together and send them? C arrays are really fucking annoying and i have trouble concatenating them because I'm retarded. Maybe I should actually use a vector for that.
>>
>>147246082
Nice pseudo-reply
>>
>>(You)
kys
>>
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>>147245664
Does the fact that she went home to her hometown to visit parents etc today meaning that I will now be completely alone with the dreams for a week, make it better?

>>147245802
There will be a TON of varition in enemies (that's the plan atleast). I'll have everything from throngs of those small skulls swarming you to huge enemies Like old gods which will be 30-50m tall. Most levels will be "wave based". Either time-dependent, event triggered or the like, its not an exploration game as such, enemies won't just be spawned in the world.

The plan is that you will walk around slowly by pointing the control in a direction using one of the "blur" or vignette methods to cancel out the otherwise common VR sickness related to artificial movement.

The whole game revolves around the MC being slightly insane, webm related, and being attacked by angels, demons old gods etc as he tries to collect pages for "The good book", So yeah magic weapons are 100% ok. Right now i'm mostly thinking of what the second starting weapon should be, but more OP/Lategame stuff is also appreciated.
>>
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>>147245867
>xbollocks1 is using uncompressed high quality pixels
>pc, piss4 & weeu all using trash low quality pixels
kill me right now
>>
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>>147245476
What about a shotgun? or some kind of hook? I don't really get the theme of your game
>>
can someone reply to mr 147246082 and tell him that i am NOT him
>>
>>147246221
>Does the fact that she went home to her hometown to visit parents etc today meaning that I will now be completely alone with the dreams for a week, make it better?
No, there's no horror greater than that of tfw no gf
>>
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Is GameMaker much harder than Construct 2?
>>
>>147246272
Yeah thinking of a shotgun, but it would have to be preferably one handed, which to me looks and feels off. Also see >>147246221
>>
>>147246150
All you have to do is make a new buffer that incorporates every visible sprite per frame.

Sound inefficient? You can cut it down with instancing, where you send only "seed data" like positions and sizes and let the vertex shader (or geometry shader if you're not using hardware instancing) compute the rendering data.
>>
>>147246394
Do it like Half Life and have a burst fire glock that shoots exactly like a shotgun
>>
320
At this point, they are the collective title of shitposters who shitpost by talking about them.
>>
>>147245852
Good stuff.

It might not really matter for you but I find it useful to have separate tracks for natural sounds (like the wind in the second song) and the music.
e.g. maybe you want to shift the wind pitch when you're in an alley way or something, but keep the music as it is.
>>
>>147245476
>revolver and a shield
who thought this was a good combo
>>
>>147245852
Can you show us some game play? A webm or a gif? What will be the fights like? Classical turn based like FF or CT, or something more ARPG like Secret of Mana? Maybe it'll be a tactical game? Can you give us some hint on the story? It looks like you are not in the early stages of development, yet we know so little about your project. I know, you've said that you were here a year ago, but it would be nice to hear some basic info again.

Your music is still boss, by the way. I've started to listen to your albums on BandCamp.
>>
>>147246582
This is actually not a bad idea, might implement something similar.
>>
>>147246221
That's sounds like Serious Sam but spooky, really cool.
I think you need an explosive that you can throw to the distance, and magic is okay so what about a little skull with some kind of color flames inside?
>>
>>147246489
So, essentially with instancing instead of drawing 100 sprites each with their own draw call, I bind one texture for a sprite and then the shader draws 100 of that sprite at each position it should be at?

I could see how that would be more efficient since it's 1 draw call instead of 100. Am I getting it?
>>
>>147247053
Exactly.

In any case, you should be binding textures as infrequently as possible (and for a 2D game you can often use spritesheets with texture arrays to completely get rid of texture binding altogether).
>>
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>>147246341
>An horror game where a guy goes to an abandoned village full of ghosts trying to get a gf.
>>
>>147247207
so katawa shoujo but a couple of years later
>>
>>147247207
Wait, is the guy trying to get a gf or are the ghosts?
>>
>>147244363
Hmm I'm not really sure if it looks better or not. But the hair sure looks more 3 dimensional now
>>
can you normies kys already
>>
>>147247331
That's the mystery of the game.
>>
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tan?
>>
how do i make good art for a small mobile game without being an artist?
>>
>>147247136
I was planning to merge sprites into one texture and using a texture atlas (I'm guessing that's the right term) but for the sake of learning I was keeping sprites in individual textures. Animations are currently using a spritesheet texture and pulling frames from that.

I'll try to do an instanced draw and see how that helps. And I'd need a VBO for each sprite type, but that's probably going to be a lot less than what I with each sprite object having one.

I just wonder how I'm going to do that for particle emitter. I guess I'd have to concatenate all the particle vectors into a VBO and THEN send that to the at the end instead of calling each particle or emitter individually.

Efficiency is hard, but better to optimize now than later I guess.
>>
>>147247496
She looks like Etna from disgaea.
>>
A survival horror game where you're the only hot girl dev in a thread full of fat ugly maledevs.
>>
>>147247496
Add tanlines and make her tan darker
>>
>>147247519
vectors
>>
>>147247519
Learn art
>>
>>147247529
>And I'd need a VBO for each sprite type, but that's probably going to be a lot less than what I with each sprite object having one.
Why is that? You don't need a buffer for anything but the positions/sizes/whatnot, you just tell it to draw 6 vertices for each input and recover their properties from the input.
>>
>>147245852
>>147246596
That's a great idea, I'll make a note of that, thanks!
>>147246684
Hi, glad you like my music :)
My previous games I posted on agdg can be found at https://connorort.itch.io/ . They are gameboy color style survival horror games and were made in about 20 days each so unfortunately they aren't perfect, but they were great learning experiences. I've done some other soundtrack work for some agdg games as well.
The only gameplay I have to show for this game at the moment is wandering around the overworld. My artist and I just started working on the game about a week or two ago, but I'll be posting more on agdg as time goes on. I'll be working full time on it after the summer for a year as it will be my first commercial game.
The combat system will be kind of like Paper Mario 64, but a bit more in depth and each party member has their own battle style. For example, the cat character Bam has HP and EP (energy points), attacks and spells take energy points and you have to give him cat nip, have other party members pet him for a turn, or take naps for turns to replenish the EP. On the other hand, the cyborg character Mishima has HP and GPU, so when you choose an attack you can select the number of threads (how many enemies you attack) which takes up GPU percentage, but the more GPU percentage you have used the more susceptible she is to damage. The main character has a more traditional HP/MP system and the ghost looking character has a shield system kind of like Protoss units in Starcraft. Each of the four characters have their own kind of mini system when they battle.
There's a link on the soundcloud playlist that has more info about my game. Thanks for the interest!
>>
>>147242583
anon?!
>>
>>147247689
Because I can't change the texture in the middle of that draw. When I change to just using a texture atlas I suppose then I could just bind a single texture and not worry about it.

Or am I missing some key information here?
>>
>>147246386
easier
>>
>>147247931
Oh, I thought you were referencing something else. Yes, you are correct.
>>
>>147247931
>>147248012
FYI: Just saying "VBO" is super non-descriptive. People like it when you say things like "vertex buffer", "instance buffer", "index buffer", etc. because that communicates intent. VBO is an implementation detail.
>>
>>147248012
Okay. Thanks for pointing me in the right direction. Hopefully I get this right and don't have to unfuck it all later.

I'm kind of regretting not using Game Maker now, but the point was to learn by making my own engine.
>>
post progress
get dungeon music
>>
>>147248127
>Hopefully I get this right and don't have to unfuck it all later.
Basically, the only thing that should depend on any of these details is the sprite batcher implementation. Everything else can be wholly ignorant.
>>
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>>147248132
Started working on actual game play. If collab jam is still on, I hope I get paired with a good programmer because I'm wasting a lot of time doing stupid shit because I'm dumb.

I don't need dungeon music though.
>>
>>147248132
Can an FPS counter, getting the main loop right, map loading be considered as progress? Nothing visual, unless you count the visual Holocaust I leave behind in the process of learning how to draw.
>>
I think I'm going to legitimately make a "shill simulator" (not with that name of course), where you have to market your product within certain communities, hire the right shillers and make the right choices.

Pretty much one of those management-type of games. I don't know, I like this idea as dumb as it sounds.
>>
>>147247718
Ah, so something like in FF VI, where every character has its own kink? Sounds interesting, especially like the idea behind the cyborg.

Thanks for the itch link! Keep it up!
>>
>>147248297
looks good for an artist.

>>147248298
it counts but i'll need visuals to know what style i should go for (chiptune, orchestral)
>>
>>147246221
Alright. So, you need a second starting weapon. You've got a shield (melee, low damage?) and a revolver (long range, high damage?, possibly limited ammo). I feel like a melee/medium range, medium-damage weapon could work pretty well.

So how about a dagger? Here are some mechanics you can use with a dagger.

1) Generic melee attack.
-Could give bonus damage when moving towards a foe, a risky tactic, especially since movement in your game sounds like it'll be tough.

2) Thrown weapon, as a secondary use.
-May or may not involve having to recover it. This would make a good "last resort gamble" deal, losing your weapon for a time in order to get out of a deadly situation. Possibly as a last resort.
-Maybe it's slightly magical, so it teleports back to the MC's hand after a while (in case they throw it somewhere dangerous or inaccessible.)
-You could also give the player more than one dagger, so throwing one doesn't instantly fuck them over.

3) Returning mid-range weapon, as a main use
-It doesn't get lost at all, and automatically returns in a straight line after being thrown a certain distance, like a deadlier and more precise boomerang.

4) Health gimmick, as a theme-appropriate sacrificial ritual dagger
-The MC feeds it blood and it will heal or otherwise empower him.
-Assuming the player has another reliable means of attack available, it could be a high risk, high reward weapon that takes away HP when you miss and gives you a lot back when you successfully damage a foe.
-Perhaps the MC is the sacrifice, and the dagger has a secondary ability that causes the player to stab itself, paying HP for a temporary boost (damage, defense, health leech, etc.)

Here. You've got a bunch of mechanics right here just for 1 weapon. Combine them however you want, or use some of them for dagger upgrades/sidegrades or completely different weapons.

Hope this helps!
>>
>>147248524
I like sim games, but personally they have to have a lot of little details (randomly generated or a large database of npc bios, descriptions, appearances) for me to get hooked on them
>>
>>147248524
It reminds me of the "Get into the Over Watch Beta" game.
https://jordanbd.github.io/
I think it could be fun if the execution is right.
>>
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>>147242898
Patrician taste, anon
>>
>>147244295
Fug, sorry for the late answer, I was making coffee.
I fixed that too. He doesn't hug the river anymore, but he doesn't always go for the bridge either. Sometimes he just starts wandering around the town and waits for you to cross the bridge. So i still need to test him a lot.
Now I'm testing another way to approach pathfinding just in case.
>>
>>147248671
make the dagger the secondary character with an eye embedded in the handle/hilt, have it whisper to you
>>
>>147248708
Of course, the way I see it that's pretty much a requirement of the genre.
>>147248739
That's more of a text adventure than what I had in mind, but yeah, that's pretty much the gist of it.
>>
>>147248769
Ah, I see. I'm looking forward to see it in action.

When I was implementing path finding, this guide was extremely helpful:
http://buildnewgames.com/astar/
The syntax is in JavaScript, but I think it could be easily implemented into any language. For JS, you can literally copy paste it and it works like a charm.
>>
Is it a good idea to make my twitter videos more square so they're bigger on the feed?
>>
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>>147248671
Shit dude thanks. Yeah the dagger thing, all variants, would work well.

You have 4 "holsters" and 2 controllers, so at all times you can have 2 weapons equipped (the shield btw does not deal damage, it is only usefull to deflect attacks). Which mean that you technically could have 2 holsters with daggers in them, and 2 holster with whatever. Meaning you could have one dedicated throwing dagger and one dedicated stabbing dagger (if the player wants to).

>>147248796
Thought about that, might be hard due to convoluted story ideas which involves you not being the MC but rather a demon possessing him, so that when you actually assemble the good book you two separate and the MC kills you. Lets greentext my rough af idea: (The fact this is in VR is important btw)

>Final page of the good book is gotten
>"Good work son" says god "I shall now grant you freedom"
>Sparks and shit starts flying
>Weird sounds, MC start screaming in apparent pain
>Suddenly the MC's hands, arms legs etc starts appearing (see webm for how the game normally looks)
>Slowly, the MC kinda tears himself away from the player, who is in VR, until he falls forwards a meter or two ahead
>He then turns around
>"DEMON, YOU DID THIS TO ME... YOU FORCED ME KILL GODS CHILDREN. WHY. WHY!"
>He takes is revolver, lines you up, and kills you

And during the whole game subtle hints will be dropped, for example God might be guiding the MC, whereupon he says stuff like "Get out of my head!" or "Stop trying to control me!". Where the player will think the MC is talking about God, but in fact he is reffering to you, the player, the demon possessing him.
>>
hi /agdg/, did you do any dev'ing today?
>>
>>147249391
Yes
>>
File: rotation.png (6KB, 577x65px) Image search: [Google]
rotation.png
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Is there something wrong with this? I'm trying to get the angle that the stick is pushed, but it's always wrong. y and x will either be -1, 0, or 1, depending on which direction the stick is pushed.
>>
>>147249391
Yup.
>>
File: 1466308210024.jpg (94KB, 1440x810px) Image search: [Google]
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>Watching a tutorial
>The guy has a typo in his code and didn't notice it
>>
>>147249391
Yup, and it's only 9:10 am. Got some cool stuff done already and going to do even more.
>>
File: shot0003.jpg (122KB, 640x496px) Image search: [Google]
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>>147249503
>>
>Op has no "where to start"
>helpful links has tutorials "under construction"

I'm sure you guys have a paste bin or some shit to throw at me, can I have it, please?
>>
>>147249720
friend, if you have to be told where to start, gamedev is not for you
>>
>>147249720
download game maker and follow some tutorials
then try to make something simple on your own
>>
>>147249079
Thanks! I'm checking it right now.
>>
File: MukIaZS.png (3MB, 1610x934px) Image search: [Google]
MukIaZS.png
3MB, 1610x934px
ARTISTS PLEASE NOTICE ME

i doubt any of you can even tell what these are supposed to be
>>
>>147245852
That snow looks like clouds.

>>147250395
Chopped off trees?
>>
>>147250395
Three fiddy for chopped trees.
>>
>>147249391
I just woke up
>>
Does anyone need a coder? I'm an Unity noob but I have a lot of experience in other coding stuff.
>>
>>147250395
I can help you anon what do you need?
>>
>serious question gets 0 reply
>post dev music gets replies
>dogposting gets replies
>shitposting gets even more replies
You know...
>>
>>147246272
A hook in VR would be really cool, throwing it and when it connects with an enemy yanking the chain to drag him closer.
>>
>>147250647
try steamchat, much less toxic
>>
>>147248747
thanks anon. Let's see some more mecha games
>>
>>147250647
Probably there isn't someone who can help you right now, jesus how impatient.
>>
File: 1463466536657.jpg (17KB, 210x140px) Image search: [Google]
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>>147250715
God I want to make a kickass mecha game but I can't draw or model them for shit
>>
>>147249720
Problem is "where to start" in gamedev can be different for every person, and a lot of it is personal preference.
It depends on what programming language you want to use, if you're okay with paying money for an engine, if you want to make a 2D game or a 3D game, how complex you want the game.

Look at all the engines and see what they offer, and choose one. Then follow tutorials for that engine.
>>
>>147250468
>>147250551
dirt mounds for planting stuff

>>147250630
right now i need a dirt mound (use hoe -> soil gets tilled)

but if you really feel like it 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
>>
File: mecha.png (32KB, 619x824px) Image search: [Google]
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>>147250715
Rate my mecha please. Red are arms, Green are legs.
This is the most complex thing I've modeled, I don't know if I'll even be able to UV unwrap this.
>>
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>tfw this dev doesn't post on agdg anymore
>>
>>147251293
Makes me sad. I loved that dev. But I'm glad he didn't give up on the game.
>>
What are the latest games released by either AGDG or generally /v/ users?
>>
>>147251293
>>147251425
Links to his tumblr or twitter?
>>
File: dungeontest4.jpg (488KB, 1614x900px) Image search: [Google]
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Progress from yesterday
What do you think?
>>
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>>147217108
haha this reminded me that I actually made a pepe game 6 months back, it was quite well received by the public.

https://www.youtube.com/watch?v=i8z77U66rtk
>>
>>147251529
>>>/v/343518128
>>
>>147251293
Why would he? agdg is nothing but shitposting and """"""advice"""""
>>
>>147251435
VA-11 Hall-A is an AGDG game that came out recently and has been generally well received.
>>
>>147251540
looks nice, the arch at the end probably needs some more detail though so it's not just a hole in the wall
>>
>>147251293
They have been found, they work on color splash now.
>>
>>147251056
Mechas are pretty easy to model and unwrap compared to living beings, go for it
>>
>>147251265
I like it a lot.
The green limbs are the legs right? Unwrapping it shouldn't be too much of a problem imo,
>>
>>147251198
Do you need some special kind of draw or an sketch is good enough for you to model it?
>>
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>>147251265
>That
>Complicated to make
>Complicated to unwrap
Holy shit talk to me when you've modeled something that isn't cylinders and cubes
>>
File: wolf's rain.gif (3MB, 829x470px) Image search: [Google]
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Made a simple particle system.
>>
>>147251435
I think one of the guys behind DEADBOLT posts or at least posted on AGDG.
>>
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>>147251816

you are fast
>>
>>147251779
I can't model at all, that's the problem :(
I'll still take any art if you can make any for free in hopes it'll attract a 3D artiste
>>
File: va11halla.png (271KB, 1641x788px) Image search: [Google]
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>>147251623
For real? Noice
>>
Is this some subtle shilling
>>
>>147251820
hopoop was agdg before he got famous
>>
>>147251816
I see a disconnection between the wolf's idle and the walking animation, one is too fast and the other really slow
>>
>>147251754
Thanks, the green are legs yes.

>>147251783
I'm not very good at 3D
>>
>>147249462
Anyone?
>>
>>147251739
How do I design cool mecha though
I don't know anything about machines or guns
>>
>>147251623
That dev stopped posting here a long time ago, I wouldn't really call it an agdg game. They didn't even come here to post about the release.
>>
>>147252317
>>147249462
Just to be clear the issue is with getAxis_ returning whole numbers only right?

Not the atan2 stuff
>>
>>147252331
https://1drv.ms/f/s!ArdiMPwFCbN-kNUMfA6Cp05jKIgdcw
>>
>>147252113
>at least 200,000 from steam alone not including their itch sales
>30% goes to valve, part goes to their publisher, then split among 3 people
They will literally never get out of venezuella
>>
File: slhb2c.jpg (26KB, 600x253px) Image search: [Google]
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>>147245476
Ye olde barrel*2 scattergat might fit your games aesthetic.
>>
>>147252453
46 grand is nothing to sneeze at in Venezuela stupid
>>
>>147251739
>and unwrap
Only if the mech is simple
>>
>>147252519
You're forgetting taxes and their corrupt government and the fact they couldn't even get a visa to go to PAX.
>>
>>147252453
If it took them a year to make then that's pretty good for 3 people.
>>
>>147252032
O-oh, well I'm probably going to send you something later.

>>147252453
Why people keep falling by the publisher meme? just sell your fucking game yourself.
>>
>>147252547
yeah i meant something like >>147251265
>>
>>147252420
The fact that getAxis returns a whole number shouldn't mess everything up. The problem is that when I press the stick up, the angle is to the left, and when I press left, the angle is up, etc.
>>
>>147252396
That's the joke with agdg.

They bully some devs to death making them leave and then when the devs actually finish their game agdg is starting his whole "it's an agdg game" bullshit.
>>
>>147252450
Damn dude, thanks for the inspiration
>>
For your own sake, don't let your dream game be your first game. Work on something that's small in scale that can be finished within months, not years.
>>
>>147252453
with that money he could probably buy venezeula desu
>>
>>147252671
Does (90 - angle) give the correct result when you move the stick right?
>>
File: kittens.webm (3MB, 640x360px) Image search: [Google]
kittens.webm
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>>147252939
Shit, that actually did it. I thought I had already tried that, I guess not. Thanks anon.
>>
How do you pronounce "agdg" ?
>>
>>147253207
gaggity
>>
>>147253207
a, g, d, g
>>
>>147253207
"ay gee dee gee"
or sometimes "aggy daggers"
>>
>>147253151
You might have to do (270 - angle) for left directions
>>
File: 1462722477221.jpg (47KB, 398x356px) Image search: [Google]
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>spent entire morning trying to design a shump ship
>still got nothing
>>
>>147253207
https://www.youtube.com/watch?v=C-T4VVZrmkA

This is the only answer.
>>
>>147252834
Also at this point there are a lot of devs who visit this website, if I recall correctly Toby Fox used to post on /v/, so that entire "games made on v/agdg" thing is kinda dumb.
>>
>>147253207
no-dev
>>
>>147253207
ahg dig
>>
File: 1457811549478.jpg (365KB, 2464x1648px) Image search: [Google]
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anyone have a link to that frog platformer guys turoials?
>>
anyone just get really angry when they read a post
>>
>>147253464
>http://diestware.tumblr.com/tagged/tutorial
>>
>>147253207
http://vocaroo.com/i/s1zEQdWnoCHN
>>
>>147253526
How bad are the things in spain?
>>
>>147253350
Vertical or horizontal?
>>
File: large.jpg (35KB, 500x333px) Image search: [Google]
large.jpg
35KB, 500x333px
>>147253350
>spend entire day trying to design pants for my 3d character
>got nothing and started a new project where I won't need pants
>>
>>147252581
>You're forgetting taxes
Everyone pays taxes, but the average income in Venezuela is 2300 dollars a year, and they're getting paid in dollars.

>and their corrupt government and the fact they couldn't even get a visa to go to PAX.
That sucks shit. That must've cost them a bunch of sales.
>>
>>147253526
cristian that's just nasty
>>
>>147253634
Horizontal.
>>
>>147253658
>That sucks shit. That must've cost them a bunch of sales.
Their publisher went in their place but it means nothing, their publisher is useless and forced the devs to shill other tumblr games they were publishing.
>>
>>147253646
Bokudev is that you?
>>
does this post make you angry?
>>
>>147253624
It's getting better at making worse decisions every year.
>>
>>147252867
Looking at other images is well and good, but you wont actually internalize the principles unless you really study them, or recreate them.
I'd recommend trying to model a few old 70s and 80s anime mecha for practice as well as inspiration for your own designs.
They tend to have clear lines and simple designs which makes them a great way to start and practice 3D modelling.
>>
>>147251553
>JUST man doesn't shout "JUST" as he dies
>>
>>147253646
make it a lewd game.
No pants required.
>>
>>147253425
Is that the same woman with two wigs on, or have I caught autism from this board?
>>
>>147253879
That's true, thanks for the tips anon
>>
>>147254098
I thought the same thing
>>
>>147253207
Like the sound a constipated old man makes at the toilet.
>>
File: akiba.jpg (189KB, 1920x1080px) Image search: [Google]
akiba.jpg
189KB, 1920x1080px
Currently building a city in Cinema 4D and maybe later I want to make a simple game out of it. Do I have to be careful about something?
>>
>>147254426
Poly count
>>
>>147254426
Make sure any windows or those rectangles on the left building are seperate meshes
>>
>>147254426
Yeah all that fucking geometry is going to add up. Don't model everything where you can use normals
>>
>>147254426
Don't model it as one massive object, and equally don't make it thousands of tiny objects.
>>
>>147254601
>>147254635
>>147254641
>>147254642
Thanks a lot. Gonna keep that in mind.
>>
File: 1439334862717.gif (58KB, 165x115px) Image search: [Google]
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FUCK I FUCKED UP MY GAME COMPLETELY TRYING TO FIX MY GAME FUCK THIS SHIT FUCK YOU AGDG. SUCK MY MIXELS, CHOKE ON IT. REEEEEEEEEEEEEEEEEEEEEE!!!!
>>
File: ezgif-991019442.gif (4MB, 500x500px) Image search: [Google]
ezgif-991019442.gif
4MB, 500x500px
hi
https://www.youtube.com/watch?v=xqFCeStdvzs
>>
>>147255153
I told you not to use singletons
>>
>>147254642
Actually one massive object is better.
Lesser drawcalls and better baked shadows.
>>
>>147255263
And no occlusion culling
>>
>>147255153
Nice version control nerd.
>>
>>147255208
Holy shit, it's fucking Burrito Galaxy.
Release when?
>>
>>147255208
p cute, good juice
>>
>>147255425
>SVN
they said.
>>
>>147255375
who cares about occlusion culling, the performace gain is minimal.

Freeing up drawcalls is better.
>>
>>147255208
When are you selling guac figs
>>
>>147255489
: )
>>147255509
thanks
>>147255593
: )
>>
Should I use 3D for rendering 2D? Will it make things like particle effects and shaders easier?
>>
File: jessicanfanyvision.jpg (296KB, 983x1299px) Image search: [Google]
jessicanfanyvision.jpg
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http://www.strawpoll.me/10623763/

at least the general is diverse, I expected way more platformers
>>
>>147255680
I expected a lot more horror games considering that's the indie trope genre
>>
>>147255680
>http://www.strawpoll.me/10623763/
>2 votes for biz sims
Alright who is the only other person ITT with patrician taste?
>>
>>147255649
>Should I use 3D for rendering 2D?
This isn't a question of 'should I'
This how you do 2D rendering in the last decade, there is no reason not to use the gpu.
>>
>>147255787
A good horror game is hard to make. So many of them are simply action games.
>>
>>147255835
Can't the GPU do 2D?
>>
>>147255895
It really fucking is.

But for some reason shitty indie devs seem to think it's easy. Look at how many indie horror games Markiplier plays per week.
>>
>>147255996
There is no 2D, you're not blitting pixels to the screen anymore.
Everything is 3D, you just use an orthographic projection.
>>
>>147255787
Too many makes horror games and have nothing but jumpscares and dark hallways, and all of them ends up lame as fuck. Honestly, I think actual, legitimate horror is one of the hardest things to pull off.
>>
File: 1407224432764.png (310KB, 654x607px) Image search: [Google]
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>>147255996
>>
File: rings.gif (1MB, 677x461px) Image search: [Google]
rings.gif
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To anyone claiming this game resembles a certain game by a certain litigious company: look, rings. Would this game contain rings if it was a clone of that other one?
>>
>>147256053
For 2D you can use 3x3 matrixes instead of 4x4 though without losing any information
>>
>>147255680
Platformers and Shumps are the best kind of game for newcomers, diversity probably comes by people who already have some experience finishing something.
>>
>>147256118
Those aren't rings, they're Norwegian coins. I think you'll be getting a visit from a certain company's lawyers soon enough.
>>
>>147256118
Now add a mask power-up.
It serves as a shield, and when you pick-up 3 of them you become temporarily invincible.
>>
>>147256118
https://www.youtube.com/watch?v=bXr1rLXXVcQ
>>
>>147256118
Sega is going to be mad anon.
>>
File: cyka bambi.jpg (4KB, 125x125px) Image search: [Google]
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>The game insults you every time you die
>>
>>147256118
Pls make the 'mushroom' turn you into a gondola
>>
>>147255834
that's not me but I'm making a business game too
>>
newthread
>>147256721
>>147256721
>>147256721
new thread
>>
File: 1405837599298.gif (478KB, 500x224px) Image search: [Google]
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>>147256434
>The game has a quit screen that tries to guilt trip you
>>
>>147251540
Looks great, the scene is really coming together now. The yellow light adds a lot, I think. Seems like the outline on the character is less obtrusive, too. The player character needs a shadow underneath though, since he looks kinda like he's floating. Great work though, keep it up
>>
>>147255587
>minimal
Difference is about 20% FPS when I disable it in UE4

Depending on his engine he could use instanced meshes where possible on a split up building, which would also be easier to work with in all manner of ways. Worth doing even if the performance is worse.
>>
File: 1io_original.jpg (10KB, 300x186px) Image search: [Google]
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Can anyone point towards resources on codings games? There are so many tutorials out there that assume prior knowledge. I am *this* close to being able to start coding an entity-component system but my knowledge is peppered with gaps that are stopping me. Are there any resources that walk through the whole process so I don't have to accumulate facts from every corner of the internet in order to have a complete knowledge?
>>
>>147255587
You can free draw calls with good texture atlases and few materials.

If you want a good performing game you need to use occlusion culling and few drawcalls.

But for most indie devs it probably doesn't matter because their games shouldn't be that intensive
>>
>>147256506
No pls. Make gondola Luigi.
>>
>>147256865
20% is nothing if you plan your meshes correctly.
Big meshes will cull also, they just wont cull meshes connected to it.

Instanced meshes saves memory, not draw calls.
>>
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>>147256990
Do you know basic gamedev already? If not, start by deving basic games, first, then think about structuring the project.

also, r9 planet
>>
What are the benefits of using unreal vs. unity?
>>
>>147259934
I like it. Game?
>>
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>>147259934
nice font
Thread posts: 780
Thread images: 177


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