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/agdg/ - amateur game dev general

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Thread replies: 765
Thread images: 142

> 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/
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/
>>
Free released cute 2D or 3D girl yet?
>>
Where can I find good tutorials/information on using UE4 structs, enums, whatever to do RPG stats, skills, hit points, items, etc?
>>
Is it normal to not really care about playing videogames anymore but still really really want to make them?
>>
How often are demo days?
>>
>>147405775
Every two months.
>>
>>147405415
>stats
>skills
>items
those are all pretty different things. you can make structs and enums like this:
http://pastebin.com/wYbKbStp
>>
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I haven't done any actual progress on the farming part of the game in ages. I often forget its a farming game.
>>
>>147405738
happened to me
>>
Increasing the jump height seems to have helped a lot. Should probably add some more enemy types but that is low on the priority list for demo day right now.
>>
HARD WORK
AND
GUTS
>>
>>147405869
It doesn't have to be a farming game if you end up not wanting it to be.
>>
Why does my character float whenever I hit play in Unity?

If I use a sphere/cube/capsule they stay on the ground and work perfectly, but the moment I load any other mesh (for ex. chibi mummy or kitten from the asset store) they start floating in the air whenever I hit play (as if the models had invisible legs or something under them). Everything else works (movement and other functions).

I have already added the Rigidbody component and locked in the X and Z axis in freeze rotation and it changes nothing, same goes for any other combination of settings in the Rigidbody component.

Any help is really appreciated, if I can help you with anything in return I will!
>>
>>147405954
i dont believe you
>>
>>147405989
screenshot pls
>>
>>147405989
floating as in the collision box is larger than the mesh? or it just doesn't fall?
>>
>>147405954
shitty girls from shitty animes
>>
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Added sound polish to the shotguns, and glow to the portals.

I also fixed the "Feature" I mean bug. Though later in the game when the difficulty ramps up I will for sure have portals with spikes to fall on top of if you don't press the right input going in.

If you want to listen to this with sound, complain to /vg/ mods for not letting sounds play in webms and click this link to my twitter and hit the sound icon.

https://twitter.com/TheeWhiteReaper/status/749849130667741184
>>
>>147405989
These may be "is your computer plugged in?" tier but did you make sure the gravity checkbox is checked? Or Is the collider for the imported meshes actually fitting around the model?
>>
>>147405920
Are you making a Castlevania clone? It's looking really cool.
>>
>>147405920
Yeah, I couldn't tell what felt odd in the earlier videos, but now it really looks better.
>>
>>147406301
nothing you said is true
>>
>>147406312

wouldn't it make more sense if they were cute looking cannons instead of guns?
>>
>>147405869
>schkqlixels
>>
>>147406312

What would it take to get you to stop shitposting this "game"
>>
>>147406560
>actual progress is shitposting

now this is podracing
>>
>>147406560
>Bullying a yesdev.
>>
>>147406609

You call that progress? lmao

Your game has been going backwards since you got here buddy.
>>
>>147406312
stars still don't seem intuitive at all as teleporting devices, glowing balls still look like collectibles
these antique muskets look hilariously out of place compared to everything else in your game, as do the pixelated smoke particles
lower the blue filter down a notch jesus H man
>>
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>>147406101
>>147406297
>>147406373
Sorry for taking so long for the screenshots and thank you very much for such quick replys!
As you can see the gravity checkbox is checked.
Please ask me for any screenshots you might need and again thanks for the help.
>>
>>147406312
sfx is better than I expected, bokube spawn is actually pretty cute
>>
>>147406560
he's a (you) collector and has like 2 devoted fanboys to his progress, so never
>>
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Progress time:
Implemented new AI for the Hunter.
As you can see he is smarter now, his movements are cleaner, and most times he will choose the shorter path to catch you faster. Now I just have to test him a lot to adjust the difficulty level, and look for any bugs.
>>
>>147406459
Thanks, and Metroidvania yeah.

>>147406461
I was debating over changing the tile size but then I realized that was a stupid idea so increasing jump height was the way to go. Ending up looking at another game's jump height to get a general idea of how high a jump could be and not make vertical platforming awful feeling.
>>
>>147406312
That pink light is really confusing me, can you make it a bit less bright? also you need some teleportation effect so people get that he just teleported.
>>
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>>147406764
just to be sure something like this isn't happening right?
>>
>>147406857
The little pause when he looks around is great

I don't like the gray pixels in her hair, makes it look muddy and vague

Do you have any other art of your character?
>>
>>147406312
Yeah I reckon cannons would look nicer than muskets. Also I reckon you should give a little animation on the tele-stars to convey the action a bit better. Like when you touch one they could both stretch and squish then you come out the other end.
>>
>>147404427
i wouldn't know too much about that considering i haven't made a 2d game before or used game maker.

one thing to note is that the blender game engine is a 3d engine. so you would have to set up your assets with that in mind (set camera to be orthographic, make sure models don't move along the third axis you're excluding, etc.)
also, since it's a general-purpose 3d engine, it's not built with any particular game in mind and therefore isn't optimized to aid in the production of any one type of game.

i suppose that's why most people just use the blender game engine for prototyping and then move on.
>>
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>>147406518
They are cute guns! I even have cute tanks as well, I'm saving cute cannons for a later trap that won't be in the demo day 9 demo and will be in the full game. All projectile traps act differently so I need cute guns, tanks, cannons etc to vary their look for their different purposes and AI.

>>147406560
B-b-but its just progress senpai.

>>147406676
No;
>>147406609
This Anon is not me but I agree with him. Though if you have feedback nodev on how I can not make my game go backwards kiddo you're suppose to do tell instead of literally actually being shitposting.

>>147406794
Guess il lurk in the steamchat instead of the thread for a few days like every other yesdev if it makes you nodevs feel better :')

>>147406941
I will add that thanks for the tip. The pink light is actually the red glow of the red star portal.

>>147406698
Got anything else that could be a C U T E portal? The glowing balls mark where you can step and the portal will effect you.

The muskets are as toony as everything else, they aren't antique with realism they are cartoony and hand-painted so they fit to me, il have to get more complaints to dive deeper into that.

The Blue filter is for changing shadows to blue instead of black because I got more than enough feedback on how people don't want black shadows in toon games.
>>
>>147406857
Wonderful! This was the update I was looking for since I've played your game at the Jam. The little animation at the pauses really puts the cherry on top.
>>
In GIT, whats the difference between origin, master, and head?
>>
>>147407286
literally triple click your sentence and right click->search on google
>>
>>147406312
>>147407121
Oh and it's sounding great! I really like the sound choices. Super cute, mang.

>>147406857
The difficulty settings make the ai smarter and more effecient? That sounds pretty awesome!
>>
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>>147407092
it is!
I'm new to all of this so sorry for such nooby questions.
How can I change this?
>>
>>147407262
>Guess il lurk in the steamchat instead of the thread for a few days like every other yesdev if it makes you nodevs feel better

You removed your game from greenlight because you knew it was shit, you're not fooling anyone.
>>
>>147407425
I removed it on greenlight because I feel into the trap of playing my old prototype so much I couldn't see the flaws within it, and the feedback I gained gave birth to the new better bokube after I released it.

Falling and getting back up is a normal process of gamedev, nothing to be upset about nodev. You can be salty all you want but I still love you.
>>
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>>147405197
Door Kickers is WAYYYYYYYYYYYYY too hard. your guys will wait until the enemy has nearly killed them to fire a shot. you are way under equipped and often the game forces your 2 guys to go against like 20 all with armour piercing machine guns. This would never happen and if it did you would have access to some decent equipment and training.
>>
>>147405825

Sorry, that really didn't help me
>>
>>147407262
>>147407526
>anyone who disagrees with me is a nodev shitposter
>i will change nothing about my game until 5 (five) confirmed yesdevs give me specific detailed ideas
>>
>>147407526

>I removed it on greenlight because I feel into the trap of playing my old prototype so much I couldn't see the flaws within it, and the feedback I gained gave birth to the new better bokube after I released it

My God this delusion... I give up trying to help you
>>
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>>147407103
>>147407267
>>147407375
Thanks, and exactly. How often he pauses and looks around and how much time he does it, will be part of the dffficulty level too, and how much time he takes to go back to his slower and more random pace.

>>147407103
I have plans to rework the sprites a little in the future so I'll have that in mind. This is the only one in-game so far, without gray, as you can see. I want to add more art of her someday too.
>>
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Not much. Just an animation.
>>
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>>147407092
fiddle with this, the center, radius, and height so that it matches the collision you want for your character
>>
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>finally find the motivation to make progress
>take break to feed 14 year old dog
>can't find him
>find him
>he's dead
>>
>>147407834
at least he didn't die of starvation
rip tho man that sucks
>>
>>147407817
whoops
>>147407392
>>
>>147407834

RIP doggo
>>
>>147407739
I'm calling you a shitposter because all I was doing was posting progress not bugging you famzilla. Something you're suppose to do here and you're getting angry about it senpai. Calm down ok?
>>147407741
You do realize that is a normal thing that happens to single dev's right? Your own decision making gets clouded when you're a one man band without others feedback and you playing your own game so much makes you miss flaws others might see who have not played the game at all.
>>
>>147407759
Cute, do you mind lewds? I made bunnydev uncomfortable and that wasn't my intention
>>
>>147405954
AND JAGGIES
>>
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Reposting this because I'd like to know what you guys would like to see in the game.

Right now you can fuel up and repair your ship at randomly spawned stations. Enemy Carrier ships also roam around surrounded by smaller starfighters to defend them.

Might add asteroid mining that requires you to buy a mining laser.
>>
>>147407834
;__;
>>
>>147408000
jaggies are the best part you fucking nodev
>>
>>147407767
good shit dude. I dig the wildstar style, hopefully you can do better animation than they did
>>
>>147408020
I don't know anon, those things sound really cool, you should implement them first.
Can you show something about those starfighters?
>>
>>147407739
If he changed his mind about every little thing every time one single person told him something was wrong I bet you'd shitpost him about changing too much of his game and needing others to much.
>>
>>147407834
My condolences, anon, my cat died two weeks ago and I'm missing her more than I'm willing to admit.

>>147407990
Thanks. Not at all, feel free to do whatever you want.
>>
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artbro gave me a new copy of the plains, separating out the windmill blades so that they can rotate, and fixed an issue with the diorama outline we had before (which exposed some geometry on the outer windmill)

guess I'm working on the overworld tonight since I haven't touched it in months
>>
>>147408181
Not able to now but I'll post it tomorrow on my tumblr

neonwinter.tumblr.com
>>
>>147407767
Really cool anon! do you mind post a back view?
>>
>>147407834
sorry anon, rip pupper
>>
>>147408097
Hey thanks, mate. So what do you reckon was wrong with their animation? I'd like to avoid making the same mistake if possible.
>>
>wah stop posting progress you're triggering me
>wah i'm going to tell lies about why your game is no longer on steam because i hate myself
This is very familiar.
>>
>>147407958
>anyone who disagrees with me is really angry that i'm making so much godlike progress
>i have ascended to true yesdev, i learn with great wisdom from my experiences, love all, and am never mad unlike every other nodev shitposter in agdg
>>147408198
not what i'm suggesting at all, it's just that the man is obsessed with yesdevs vs nodevs and doesn't entertain alternate points of view unless literally 10 people say the exact same thing for an entire week
>>
>>147408516
Stop posting faggot.
>>
>>147408516
> the man is obsessed with yesdevs vs nodevs

Are you new to AGDG NODEV?
>>
>>147408278
dig that intro and the windmills, looking cool
>>147408020
game name??
>>
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snekdev here, i've got food working, and level ups working

right now theres no collision and you can't die so i didn't finish it technically.

i'll be back tomorrow night for another 5 hour gamejam

hopefully less interruptions next time
>>
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How's this for a logo? I like the "WALL" cause each letter (except A) looks like it has little walls built from the ground up.

I don't like the "THE" though. It looks weak and weird next to the rest.

(game footage: [YouTube] THE WALL - Alpha footage (embed))

Tomorrow I'm gonna work on the gigantic boss. I might make it a giant and spooky Pablo Escobar chucking packs of pure crack cocain towards the US border. I might also go another route and make a giant generic asian businessman with a pointy hat since China is seen as this giant economic threat from overseas. It would look pretty cool but it would clash with the mexican border environment. I think if I focus on keeping it simple, making the giant boss model and animation only (little actual functionality) I might have enough time to make the trailer and greenlight in the evening. Otherwise I might very well just go for a tuesday evening release since I heard there's the most traffic on tuesday nights and people will probably all be out celebrating tomorrow night so no votes from these people.
>>
>>147408516
Where is your game?
>>
>>147408516
But everyone here hate nodevs.
>>
>>147408418
it's smooth but it has no impact and characters felt pretty weightless

I don't know what you think about league of legends but I think they're doing a great job with the new champions

http://news.cdn.leagueoflegends.com/public/videos/2014/september_2014/animation/yasuo640x360.webm
>>
>>147408640
First reply best reply
>>
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>>147407262
>>147407262
>responding to bait
>>
>>147408748
>(game footage: [YouTube] THE WALL - Alpha footage (embed))
Also I don't think Pink Floyd is gonna like it.
>>
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>>147408748

Needs to spoof Pink Floyd
>>
>>147408897
Most of the posts he's replying to are sincere feedback. Only some of it is shitposting/bait.

Fuck off.
>>
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>>147407905
>>147407817
Worked like a charm thank you!
>
>>
>>147408516
>>147408683
>>147408756
This. Nodevs Get OUT. Progress is better than source posting, dogposting or bullying yesdevs.
>>
>>147408703

no name yet
>>
>>147408640
>>147408683
>>147408751
>>147408756
>>147408831
>>147408991
>>147409057
:^]
>>147408748
you gotta do something with THE for sure; maybe cactuses or some shit to represent the mexican wastes beyond glorious WALL
>>147409073
rip frognok the coolest name we'll never have
>>
>>147409118
So....
Where is it?
>>
can i make assets before the jam starts
>>
>sadfag psychotic nodev gets a hate boner for a particular dev
>shitposts angrily at said dev
>gets told by other anons to fuck off
This won't actually cause said nodev to ease up. He will now increase his mission to shitpost against the dev who dared reply to him in a way that upset him once, somehow. His mission is now to spite not just the dev he hates, but everyone who told him to fuck off and stop shitposting at that dev.

It's basic literally insane shitposting stuff.
>>
>>147409015
happy to help
>>
>>147407739
>basically admitting that you're shitposting yet another dev because they dared not to change things you told them to
What feedback did you give him that he didn't listen to?

kys btw
>>
>>147409394
I just hid the first shitpost and I had no idea there was drama going on until you posted

so please don't
>>
>>147407262
you really need to hit some darker tones and blacks somewhere in the image, it looks washed out
>>
>>147409394
>Bokudev gets bullied
>Rest of Thread Strikes nodev

I'd say we put up a pretty good wall today on nodev faggotry. Usually the thread is all dismay of views and arguments on make game but when it came to this shitposting nodev iv never seen us more united.
>>
>>147409592
Not your hugbox safe space.
>>
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>>147409394
>nobody is even arguing anymore
>a bunch of anons are STILL batching about literally less than 5 posts made by some random dude

You guys are only bringing more attention to it, just fucking ignore it if you want it to go away...
>>
>made tumblr
>no idea what to post on it
Should I just repost my old progress for now? I just woke up so I have nothing new.
>>
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>can't sleep
>but to tired to dev
What should I do with my life
>>
>>147405869
Your camera movement is terrible. It lags too much behind the player.
>>
>>147409727
Well, I just hope bokudev does the right thing and never replies to shitposts about his game again because behind it is a psychopath who will not stop. The only solution is to ignore.
>>
>>147409803
It's not going to go away. The duty to ignore it belongs to the respective dev.

Stop commenting on how people should stop commenting you nancy drew faggots.
>>
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>>147407990
>>147408268
Just in case you wanted a better reference. This one is unfinished but will give you a better idea on how she looks.
>>
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>>147409394
nah that'd take too much effort man
>>147409575
>>147409939
>implying i give a shit about what bokube does
i'm already out of the game slice
>>147409727
>>147409803
yeah you guys really got me holy shit this is the end of my reign of nodev faggotry forever aaaa curse you rangerrrs
this is a case example of why agdg's a fuckin drama magnet, you people need to insert a villain into your lives for some reason even if it's just half an hour
>>147410013
this too desu
>>
>>147409939
You guys have like 10+ posts complaining about me and all I did was make 4 posts replying to him till I just stopped.

I think we know who's obsessed
>>
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Best tutorial/books for C# Unity?

Pic related
>>
>>147409938
It really is? I kinda liked it, it gives some freedom vibes that fixed camera can't do.
>>
>>147410062
Where is your game?
>>
I'm willing to bet all the kids defending bokube don't actually have games...
>>
>>147410145
Just tweak it to lag less behind the player (to fix this, just make the camera move faster). You can still keep it smooth.
>>
>>147410062
>Admitting to shitposting a dev.

Wew lad, if you want to really troll on 4chan you're not suppose to admit you're shitposting by agreeing that its the users job to ignore your shitposting. You're doing it wrong.
>>
>>147407990
Bunny dev here. I admit your fanart gave me a complicated feeling, but I definitely appreciated it. Thanks a lot.
I'm planning on making a cowtits idol next, you can sexualize her as much as you want
>>
>>147410070
>all I did was make 4 posts replying to him
4 posts too many.
>>
>>147410303
Post your game, bitchboy
>>
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anons, important aspect of selling a game is marketing and one important aspect of marketing is to have a webpage for the game.

can I substitute a webpage with a forum
>>
>>147410349
You first.
>>
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>>147410298
OH SHIT YES
>>
>>147410395

I don't have one and I know you don't either.
>>
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So I started working on making the levels feel and look less empty. What do you think?

I am going to rework the tiling system tomorrow, it doesn't allow for much customization.
>>
>>147410062
Fuck off Blake.
>>
>>147410462
he doesn't seem to fit in very well
>>
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Pretty productive night, I think. I made 6 real quests (I expect them all to be in the final demo instead of placeholders, though the writing/rewards/etc. will change for each). I also added a journal you can open, so you can see all your active quests and what your status is.

While I was at it, I thought it'd also be cool to add a Bestiary/Kill Log thing. So if you press L, you get a page similar to the quest page that shows you your progress for killing each monster type. Each monster type has a family of 3 enemy types - easy, medium, and hard. You need to kill a certain amount of each type for the reward.
>>
>>147410395
>>147410349
and the legend continues
>>147410278
>shitposting wrong with this many (you)s
>>147410480
hey thanks man
>>147410380
as long as your forum is specifically about your game and has a centralized, instant hub with your game's main info in it, yeah why not
just make sure your actual game info isn't hidden behind clicking a bunch of times through a forum and you should be good
>>
>>147409917

stop posting on agdg and do something useful
>>
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what's the name of this game? I really want to try it :(
>>
>>147410520
How so?
>>
>>147410564
>Won't show is game while shitposting.
>Gives advice on gamedev.
>Shitposting wrong/admitting more of his shitposting
>>
>>147410691
bad rats
>>
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>>147408748
could use some work
btw if you flag the "THE" i'm going to sue you
>>
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Principles of Animation for Game Designers should be Developers, but he's retarded

https://youtu.be/cF1e0owrJDE
>>
>>147410462
The trees now looks way more alive. The ground is still empty, but you've said that's intentional, so I guess it's fine.
>>
>>147410721
Your white on gray actually works here. Hmm.
>>
>>147410717
t..th...thanks...
>>
>>147410450
>I don't have one
Stopped reading there. Get out and never come back.
>>
>>147406794
>>147410564
You say this before shitposting an entire thread and admitting later to be collecting (you) yourself.
>>
>>147410819

You don't have a game so shouldn't you leave as well?
>>
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Hey guys want your opinion on this. Which of these camera angles do you think looks the best?
Any suggestions?
>>
>>147410761
Oh no I guess I wasn't clear what I meant by empty. The ground on the inside is totally empty and boring I will fix that.

I was just more talking about the atmosphere as a whole, like no one lives there kind of thing.

Thank you though glad you liked it!
>>
Can someone help me?

On Unity, whenever I try to move towards a wall (adding an x-value to the rigidbody vector but not the y-value), the gravity doesn't take effect. Why does this happen?
>>
>>147410786
why wouldnt white work with grey? white works with everything.
>>
>>147410884
But I do have a game.
>>
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>>147410705
Stop replying to it directly. It's a creature we have been dealing with for a long time. Believe it or not, it once assumed the form of a dev... or at least pretended to be.
>>
>>147410691
gang beasts
>>
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>>147410564
that forum is not exclusive to my game. this forum site hosts sub forums for quite a few games, but they are all of the same genre.

i think that one plus is with that is that the audience has a reason to stay around, since there are other things to look at there aswell, besides my game.

but I fear that forums are quite daunting for normies
>>
>>147410920
Loving that proof you fucking liar
>>
>>147410993
Okay then.
squaredev.itch.io
As I said before, I just woke up so I don't have any progress on either my rhythm game or my Space Jam game, but I will make some later today.

Goodbye now.
>>
>>147410705
>attaching game to a non-progress related post
wew lad who are you googum?
>>147410883
>implying i actually want (you)s
it's just a performance metric desu man
>>147410942
you've got me confused for somebody else man but you got it
>>147410786
i think it's the shadowing on the edges of the letters, sorta does a black-border effect (also even the light gray is different enough from the white letters)
>>147410990
yeah forums are definitely normie-daunting, i'd much rather like, a semi-detailed frontpage with info/pics that links to an in depth forum than just a link to some subforum or thread, feels unprofessional
>>
>>147410904
Me in C
>>
not gonna lie its been a while since i been on this general

Wtf is a yesdev/nodev? Dont remember this lingo

Inb4 opinion piece from one side or other
>>
>>147410904
Free Camera Rotation
Its 2016
>>
>>147410691
boku no gangu bisotu
>>
blogpost time
computer had been freaking out lately with random freezes and graphics drivers rebooting, I think I solved the problem, it seems to be stable now that I moved the hard disk power onto its own connection, rather than sharing a line with the DVD player

Maybe it'll help anon in the future
>>
>>147411104
>Wtf is a yesdev
This
>>147406312

>/nodev?
This
>>147411090
>>
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>>147411070
Haha finally got you to post your game.

Good to see the people defending bokube have absolute shit games. I suspected as much :)
>>
>>147411107
Thanks for the update Mr. Oliver.
>>
>>147411215
Thanks man! If a shitposter calls my games shit it must mena they're pretty good.
>>
Anyone know how fast and how often Unreal 4 can swap textures in-game (reliably)?

Say you wanted to make a 2D game in a 3D world, where the characters are flat planes but their 'sprites' or textures are hand drawn. You want to change the texture of the current character from standing to running, so you'd have maybe 5 just for the idle, but then you'd add another 10 frames for when the character is running.

Is this possible to do effectively in Unreal without crashing the engine/game? I know it's easy with 3D but I don't know of any games that make use of rapidly animated/swapped textures/gifs. Usually they're some kind of shader for water or particle trick for explosions/fire.
>>
@147411215
Haha you sure showed him with your zero game(s)! REKT
>>
>>147411396
Nobody falls for this low quality b8.

Have a (you), looks like you need it.
>>
>>147411104
nodev is the opposite of a yesdev and a yesdev is the opposite of a nodev. that should clear everything up.
>>
>>147411339

Lol I'm not even the guy you were replying to I just wanted to see what game you had because I had a sneaking suspicion you made a few shitty games just so you could call yourself a "yesdev"
>>
>>147411486
Why did you change your name gogem?
>>
>>147411208
So people who do not show game progress and are only critisizing are a nodev?
>>
>>147407834
Sleep tight, pupper
At least you had them in the first place.
>>
@147411480
What bait? He literally admitted to having no games and is shitposting yesdevs because he's sad on the inside.

No (you) for (you) it's the last thing (you) need.
>>
>>147411104
nodevs are anyone who "has no game"; the only way to prove you're not a disgusting nodev is to attach your game/identity to your posts whether there's a reason to or not (see googum or other trip users, bokube, spoopy a couple weeks ago)
it's a system that some people use in the thread to identify people to ignore or listen to instead of taking comments/advice at face anonymous value and is a fake/real nebulous conflict that some take stock in and others ignore completely
probably better to ignore
>>147411561
anyone who has no progress or ID is a nodev in the eyes of anyone who cares about what nodev actually means
>>
>>147411532
because i bought a new domain name
>>
>>147411530
Where are your games? I'm sure they're better than my shit games right? You're not another nodev right?
>>
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still tweaking the rim light, it now behaves properly at certain cutoffs and blends with the shadowmaps well enough. still need to do an range check so it doesn't look as cartoony.

it's been a while since I've posted progress during late night agdg,
>>
@147411530
This is getting sad.
>>
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>>147411215
I still love you Anon but you have still not posted your game! I want to play it!

After all your feedback and posts gave me such a great idea. You actually have helped bokube because I added a mound of poo to the game based on your feedback and will be keeping it in the final game as push-able objects you need to push off the edge to get passed to add to the gameplay.

Thanks for the idea famzilla. I hope you make a game soon Anon.
>>
>>147410905
Ah, I see, it makes sense.

Then adding detail to the plant life really helps to emphasize this feeling. In any medium where they show a post apocalyptic landscape, one of the signs of that intelligent life is long gone is the overgrowth of the flora.
>>
>>147411597
noice promotion, why not googum.pro though?
>>147411589
>>147411702
ebin @s my man you're sure driving him up the wall now
>>147411628
oh shit is this the ancient metal gear cloney game with cover mechanics from ages ago? or is this something new? either way looking cool man
>>
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>>147408748
Not sure if you'll like it but I made this for you.
>>
>>147411591
I guess i get that, but to an outsider that yesdev mentality sounds kinsd of like a phil fish response to critics and excuse for tripping which is in my mind "hella gay"

Ty
>>
>>147411628

the lighting is quite comfy right now
>>
>>147411606
I'm not going to attatch my game to my admittedly asshole-ish post.

Say what you like but at least my game is above 5/10 looks-wise
>>
@147411591
You still sound like a faggot. Some things never change.
>>
>>147411742
it is! i miss late night agdg, I post still post regularly during the mid day
>>
>>147411382
seems like you'd create material instances and dynamically re-assign the mesh's material to it
>>
>>147411763
Oh yeah mine is above 9/10 but I'm not going to post it.
It's literally AAA level and I made it in a week alone. Sorry but you're not going to see it though :^)
But it's totally true!
>>
>>147411730
>so assblasted you actually made a piece of shit

Hahahaha you sure showed me
>>
>>147411628
Oh fuck, I didn't even realize that environment was for that game. I remember commenting on your stuff when you were just getting started with this game, the progress is amazing. Props, dude.
>>
>>147411808
I'm worried the engine would go on the fritz if I kept dynamically swapping them out like that. Was hoping there was an example of someone doing this successfully. I guess I'd just have to try it and find out.
>>
>>147411763
We can't see your game so it's technically 0/10 looks wise.

Stop posting, faggot.
>>
>>147411847
Never claimed mine looked great, just decent

I guess decent graphics must look like the most amazing thing to your bad sense of design though
>>
>>147411763
I did some searching and finally found some screnshots of your game. Pic related.
>>
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>>147411919
Say what you will, but he is yesdev enough to make gameplay out of a shitposters feedback that is truly next level -SHIT-.

>Based on your feedback

>mfw
>>
Idk why youd post about gfx here this isnt 3dcg. Your programming nignugs
>>
>>147412026
Mine does look great. But I'm not posting it because reasons :^)
>>
>>147411761
>>147411931

thanks, just checking in on you guys since I haven't posted at this time in a while, thanks for the feedbacks from way back I owe you guys a beer.
>>
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>>147408787
Ahhh okay I think I see. Yeah weight and impact is super important to me too so I hope I get get it right. Thanks for the ref.

>>147408328
Thanks! And sure I can.
>>
>>147411976
it'll probably be fine as long as you create all the instances before-hand in the editor and not dynamically every time you need one

another option would be you could have multiple meshes and hide/show them when appropriate
>>
>>147411730
Somebody save this and use it for the next OP topkek.
>>
I propose that any dev posting progress ALWAYS post with a webm of their game.

That way it'll be easier to eyeball the good posts from the past and we would waste less time reading shitposts.
>>
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>Been working on RPG combat system, taking design cues from my favorite game Paper Mario TTYD
>Have pretty much everything "working" to a point that it would be considered passable
>Except the player's turn, which requires 15 times the amount of coding and testing that simple enemy turns did
Fucking hell. Why did I leave the hardest thing to get working for last?
>>
>>147412269
Post game?
>>
>>147412182
>you could have multiple meshes and hide/show them when appropriate
This sounds like a great way to do it.
>>
>>147411919
You got rekt bro. I would just close my browser if I were you.
>>
>>147411754
yeah that's how i see it pretty much man, you should probably collect alt. opinions from the other side but they'll usually either enforce the thread stereotype of "POST PROGRESS NOW OR DIE" or "only established devs deserve my attention" but those are hyperbolic extremes; same people who care about Yous or think other people do, basically.
also this "post ur game no you post yours" tango is exactly why it's pointless, if someone IDs themself to their assailant to prove they're a 'yesdev', then all their progress in the future is subject to attacks for this pointless conversation/whatever they posted
see: >>147411984 >>147411847 >>147412068
>>147411793
oh shiiiiiiiiiiiit dude i love your game i thought you were dead
>>147411919
not me im the real shitposter cmon man that's my line
>>
>>147412083
Post ur game dumb anime poster
>>
>>147412286
My god I just hope no dev replies to your bait anymore.

>>147411730
>Based on your feedback file name
>>
>>147412350
This is nice and all but if you're not making a game why are you in this thread?
>>
>>147412407
did i ever say i wasn't tho
>>
@147412350
The only reason to avoid IDing yourself is if you are the assailant and you're shitposting and know it will ruin your reputation.

Stop trying to argue your way out of being a despised faggot right now. You think you're posting anonymously so maybe act like it and just drop it you retarded faggot. You're literally trying to argue to defend your shitposting.
>>
>>147412441
Can I see it?
>>
>>147410904
B or C or something angled before straight top down always.
>>
>>147412398
They always do

Truth be told they can't live without it

This board loves drama
>>
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>>147412305
It's not even a game at this point. More of a combat system that I will finish then make a game featured around it with a bunch of gimmicks that I think would be neat. Take a screenshot, though. Enemies/Players are placeholders I whipped up while testing the style I want to use to animate things, akin to how in TTYD, models were broken up into different "parts" and the collective sum of parts was used to make a person or enemy. This is still extremely early on, but I have a decent idea of where I want to go with this. Figuring out good ways to make the gimmick I want to use work nicely will be a challenge, however.
>>
I do remember these threads being more helpful and positive. I guess its just that one faggot shitting up the thread

Theres always one
>>
>>147412441
Your behavior is an obvious indication that you're a nodev with all your wailing about standards. How dare people point you out for being a nodev shitposting faggot? So outrageous.

Inb4 you stack another list of replies in a single post, the majority of them being nodev bullshit and one of them being fake ass attempts at sounding positive. Kys faggot.
>>
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Does this look ok Fug

o shit 3 days until meme-o day better waste that time making fluff animations rather than working on important content
>>
Do children flock to agdg during Australian time or something?

This thread is 100% garbage.
>>
>>147412845
Looks good senpai. I'd not work on that any more, it's doable for demo day.
>>
>>147412845
Looks bretty cool, maybe harder outlines? Looks kind of undefined but thats a sprite thing not animation.
>>
>>147412490
nah
>>147412512
this
>>147412480
aaa ive shitposted and youve caught me whatever am i gonna do, i dont even get those delicious yous because of your dastardly @s
>>147412770
lmao i'm out dude it's late as fuck, you better stay on the lookout though or else i'll shitpost again and not post a game oooooooo spooky
>>
>>147412978
I lied move on if its for demo day (did not read)
>>
>>147412845
I want to do the touch with that robot/cyborg, Have you thought about how her skin texture feels
>>
@147413035
Fagboy nodev thinks his shitposting is causing 'drama'.
You're literally a nobody.
>>
>>147413035
Why not?
>>
>>147411742
>noice promotion, why not googum.pro though?
when i first got into making arts i wanted a studio name type thing since everyone did that and i came up with googum produce. googum is a contraction of a longer name. on the most recent design of my googumproduce.com website i made a derpy contraction of that name to gogem.pro so it could take up less space in the header. now they actually sell .pro TLDs so i got one.
>>
>>147413087
> have you thought about how her skin feels

I know this is art department jargon but fuck man its a step from "puts the lotion on its skin" lol
>>
Should I write Unity scripts in JS or in C#? What's the difference apart from syntax?
>>
>be a total neanderthal when it comes to even basic mathematics
>have to think really hard to solve the simplest math problems
>discouraged to start learning to program because my mind just isn't built for it

i can make sick music and passable art but i'd give it all away just to be a good programmer
>>
>>147413398
you can program a game with never even touching math, depending on the game design.
>>
>>147413330
C#

Java is for Indian street shitters.
>>
>>147413330
C# seems to have the most documentation. It seems to me they allow JS because they believe webdevs will be more comfortable with it and might not want to learn C# but eh. It's really a top tier language for gamedev and there is no real learning curve. It's easy to pick up.
>>
>>147413484
Idk man

I think you should do whichever your best at. The language your using dont make you good, the ability to use it does
>>
>>147412878
There's one guy using unironically @ to quote people in this thread. Think about it.
>>
>>147413330
>What's the difference apart from syntax?
basically nothing, C# has some ~exclusive features~ that are completely irrelevant.
but dont think if you know actual js or actual C# that it's going to apply. it's unityscript and unitysharp.
>>
can Unity games run on a toaster?
>>
>>147413578
You know why he's doing it though, right?
>>
@147413578
Yes everyone is very upset about (you) being denied your (you)s.
>>
>>147413723
yes if you design and test for toasters.
>>
>he doesn't realise I have an extension to turn any post number into a link + (You), not just ones preceded with >>

:^)
>>
>>147414194
For what purpose would you need that, is it for the occasional 'all me' response to a guy who links to a bunch of posts?
>>
>>147413756
people can just ctrl+f @, check which post yours references and collect their (you) that way

newfags might pick up the @quote as something you're supposed to unironically do on 4chan
>>
when i watch this thread i always think people here should learn about occult, archetypes, ancient history, symbolism, mystics, fables, psychology etc. before developing games. it looks like all your inspiration only comes from other games, which is awfully boring and goes nowhere.
>>
>Have an idea for a game
>Polish it
>It becomes a clone of an already existing game
Sometimes I think originality is impossible because the only logical solutions and best approaches have already been found.
I've reinvented Toki Tori with a twist.
>>
>>147414573
That game where tarzan becomes a monkey?
>>
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>>147406941
I made teleportation effects based on your feedback.

>>147406769
>>147407375
Thanks! I have more voice lines for Boku that I'm still trying to figure out where to fit in. He doesn't speak any English out-loud just cute noises but I hope you can hear him say his name alright at the spawn start of every level.
>>
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What's the C# version of this?
>>
>>147414654
May I ask which game are you thinking about?
>>
>>147410756
i wish i saw these videos years ago
>>
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i just finished the death mechanics and leveling up

i guess technically this is a complete game now

i'm going to publish it tomorrow, and link it later.

gonna try to get everything done before midnight next time.
>>
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>>147414890
Toki
Platformer, you're a man-monkey and you spit stuff.
I seem to recall it was an arcade game but apparently it's console.
>>
any Unity games use an orthographic camera? i think that would be sick
>>
>>147414573
>Sometimes I think originality is impossible because the only logical solutions and best approaches have already been found.
you were making a platformer, what did you expect?
>>
>>147415035
Every 2D game.
>>
>>147415012
games can be arcade and console at the same time
>>
>>147415130
yeah but they're not the same game
that was the point of consoles, the arcade experience at home
>>
>>147415097
well duh. i mean 3d games. think qbert if it were in 3D.
>>
>>147414573
being original doesnt make a good game everytime
heck even very original games can be boring

just do what you think is best, make your best judgement. if you are lucky someone will enjoy it. if you work on it. more people will enjoy it
>>
>>147415006
Not complete until you stop the food spawning inside the snek.
>>
>>147415153

so... all isometric games

ok
>>
>>147415185
>5.webm
damn anon, i was gonna go to sleep but now i have to fix that
>>
>>147415219
do you have a learning disability? i'd imagine you could infer that i meant any 3D unity game that uses an orthographic camera instead of perspective.
>>
>>147415012
Ah, no, not that one. Toki Tori is a game about a little bird, where you have to collect eggs with a help of a handful of tools. The Toki you are mentioning is getting a remake as I know, by the way.

>>147415060
Maybe you are right, but I think in terms of mechanics not every 3D game is that different from the rest, but the question of originality is more of a philosophical subject than something we can find an actual answer to.

>>147415173
Thanks for the encouragement, anon!
>>
>>147415287
>do you have a learning disability?

do you? there are entire genres of games that use orthographic camera
>>
>>147415332
well thanks for the ton of help you've given
>>
>>147415305
i didnt even say 2D platformer i said platformer. you cant get to originality just by changing the spatial dimensions.
>>
>>147415287
orthographic is one way to go, just realize you will annoy your players visually
>>
>>147415568
why would that be the case?
>>
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>>147414763
>>
>>147415669

https://youtu.be/XAL0qgBg-rg?list=PL2qVAwaaaTCW0yPcZVcyiMeDug_OhBN6t&t=567

https://www.youtube.com/watch?v=rrmnfS034Io

one of these games is hard to look at
>>
>>147415760
>>147415760
both of them have perspective?
>>
>>147415906
one doesn't give you motion sickness.
>>
>>147415760
>>147415760
to be fair, PoE doesn't have camera rotation.
>>
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>>147415932
none of them give me motion sickness

are you well? do you need to see a doctor?
>>
Best engine for isometric RPG?
>>
if the game has a "real soundtrack" that can only be played if the player inserts the proper mp3s(that they should legally own) into the game's directory, then the game detects and uses those instead of it's own soundtrack; is that still illegal?
>>
>>147416080
it's legal but if they are missing any it would be weird.
>>
>>147416002
Examina at about 1 minute in. The camera shifts.
It's not pleasant.
>>147415970
This.
>>
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>>147415185
fixed for you m8
>>
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>>147415760
wow that inventory is juicy as fuck
>>
>>147416196
but that has nothing to do with isometric, the camera has perspective

it's just because you're not in control
>>
I'm trying to make an idle anim while the character is in a "ready to fight" stance.
The first one seemed weak, nothing like someone who could swing his weapon in the next moment.
The second one still feels somehow off, but I just don't know how.
Any tips?
>>
>>147416186
i guess so, but i guess the caveat there is they can just purchase the songs they don't have in itunes or something if they want the real experience as the dev intended. if not then they can still listen to the game's official soundtrack.

i guess I'm just thinking out loud because I really want to add some achtung baby songs in my game but it's expensive as fuck to license. so this might be a legal loophole for the "most authentic mode" of the game
>>
>>147410028
this is good, thanks! I accidentally made her pretty thicc so I'm going to take a look at it tomorrow and decide if I should start over
>>
>>147416356
when people are idle they still move because they breathe
they don't give whatever they are holding a handjob

perhaps change the angle of the axe instead of the grip
>>
>>147416604
no no, this isn't meant to be the idle animation itself, it's just the starting pose I'd work with
>>
>>147416356
youre gonna have to spend some years practicing just drawing or you're animations will just continue to be off
>>
>>147416673
my bad, I really should read before posting

#2 looks more aggressive and ready for combat
>>
>>147416356
always use reference
>>
>>147416673
oh it's supposed to be a comparison gif?

in that case the second pose is definitely a big step in the right direction

he might be a little stumpy, try stretching out the torso slightly
>>
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>>147411591
>Nodev is mad about being called a nodev

Sorry I forgot you guys prefer the term "thread police" now.
>>
>>147416752
you're not the boss of me
>>
>>147416356
http://www.zweifuss.ca/akuma/akuma.htm
>>
>>147415682
Thanks anon.
>>
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Started implementing the audience animations.
I have to work on them some more (like having a delay between a "shock" animation and the other) but I like the feel already. After that I'll add glow sticks and reuse the base model and skeleton to make another type of fan to add some variety.
>>
>writing dialogue
>"wow this sounds good"
>go to sleep
>next day
>"wow this sounds embarrassing"
>>
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Dropping in with a slight fix to the idle animation stuff. I'm just slowing down some frames occasionally (randomized 0.5f-3f) to cut down on the fact that every unit is a synchronized asthmatic.

In the future I'd like to have some sort of second, less pronounced, idle animation to randomly toggle on, but in the meantime I'll have to recycle old animations

don't worry about the dead guy in the middle, he just held his breath a little too long
>>
>>147416356
Go look at actual ways people hold axes in battle, since your game looks like it's at least trying to be somewhat real. Those poses hold the axe head behind or to the side of the head, which makes it hard to protect against quick thrusts or attacks to the opposite side of the body.
>>
>>147416886
be careful that her feet don't slide around between poses
>>
>>147416804
and you are not me >>147416356
either

>>147416698
that's being done simultaneously with learning pixelshit

>>147416752
I'm using my shitty art for reference by I think I'll switch to pictures of me doing the pose IRL

>>147416787
True, I'll try. Thanks.

>>147417001
I did and I wanted to make it so he's holding it like a spear, keeping distance with the enemy, but that would come off awkward in a beat em up game like Golden Axe, also the attack animation would look strange too
>>
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>>147416901
haha that is literally my whole life

but yeah I also have dozens of txt files with the most cringeworthy shit
>>
>>147415497
Ah, I see.
>>
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>>147416886
>>147417096
You're right. But then again, all the animations are placeholders so I'll think about that later.

Also, seems like te webm was cu short so here's part 2.
>>
>>147417104
I'd say holding it just a bit in front of the body in a sword-esque position would allow for enough movement for attacks while also being good for blocking. To be fair, I just watched some HEMA stuff with axes and they seem plenty happy to hold it near the head and leave themselves open so that may actually be a pretty accurate pose.
>>
>>147417346
I guess it would depend on what weapon the opponent is using.
>>
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how's my robot arm look?
>>
>>147416935
im worried about the dead guy in the middle
>>
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>>147417690

he died from clipping

it's his own fault
>>
>>147417634
It's good, but if you look at the three bolts as eyes and a nose, and the fingers as teeth, it looks like a big toothy grinning face.
>>
>>147417634
what is the function of those bolts?
There's only 3 to 4 appendages.
>>
>>147417572
Yeah, weapons with easy thrusting require being able to parry further from your body whereas another axe can be responded to quite casually. Maybe build that into your game somehow?
>>
>>147417853
coolness?
>>
Has the recap happened yet?
>>
>>147417896
nah, I don't think it'll even make it into the game, maybe as an enemy but we didn't plan anything that deep anyway
>>
4 Days to go. I wanna add some stuff but I'm not sure how. I wanted to try to get some sort of bonus stuff that games like Donkey kong or sonic used to have but I can't really think of much.
>>
>>147418472
Put a lewd picture hidden somewhere.
>>
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alright this is looking a little better now, didnt animate the arms cause hes probably gonna be holding weapons
>>
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>>147418472

Forgot the image but it's nothing people haven't seen before.
>>
>>147418472
Do something that rewards a crafty player for exploring and experimenting. Don't do some ARG die in this spot to this enemy at this time to unlock a character who dies in one hit to show how "good" you are at the game type shit.
>>
>>147418570

Bending the elbow just slightly might be better for the weapons, as most people don't dead lift while running. Just like your hands, you usually swing it to maintain balance and momentum while running, and the same idea would apply (less dramatically) with something in your hands
>>
>>147418591
>>147418534
Hide a lewd mermaid somewhere.
>>
>>147418628
you reward a player for exploring at some point they expect to go in every stupid part of your game to see if they can find something special which can lead to a very frustrating experience FFX
>>
>>147418682
i know, the weapons will all need to be held differently, you dont hold a short sword the same way you hold a lance. thank you though
>>
>>147418591
Hidden rooms with bonus stuff. DK:C 2 with the sinking ship levels or the water levels from 1 and 3 could be a good example. I'm not talking about a hidden bonus stage, but just a place which is off the road yet there's some hidden 1 ups or anything your game has.
>>
>>147418715
You just have to make spots that encourage you to experiment and explore. Don't be the dickwad that hides a secret in an instakill pit. Hide a secret behind some obviously different from the regular background but not so much that it screams GO HERE IDIOT scenery. Hide a secret in an area that does what a previous section of the game did, but make it a bit more challenging to complete. There's a reason level design is painful as fuck. If you want to hide secrets, as backwards as it sounds, you have to make them hidden, but at the same time visible.
>>
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I finally figured out what the fuck was wrong with Lp_solve so I can actually use that instead of the shitty C# simplex I found on Github. Apparently the library uses 1-indexed notation for some unthinkable reason.

With that out of the way, the lib gives a tiny, tiny performance boost that's only apparent at 30+ thrusters, because with regular simplex the constraint matrix becomes fuckhuge due to the identity matrix I have to tack on as a variable capper. On the other hand, Lp_solve implements variable bounds as some kind of magic.

Yep, a performance boost that nobody should notice. All in a day's work.

I still have to fix an odd bug with modules getting "ejected" too early and also stop using the damage-stamping system for them because it doesn't actually make a difference. Then just before demo day quickly shoop all of the Tianshi and Red Skullz sprites into a coherent lighting style, implement minimum viable brain-dead AI, and find a stock photo of a night sky somewhere to use as a background. Also take a picture of some rocks so you'll have some asteroids as scenery. You'll have no HUD for now because you can just visually inspect the state of your ship instead of looking at a health bar.

Wish me luck, lads.
>>
>>147419228
is your game anything like escape velocity

if not, make it more like that game (because i loved that game)
>>
Late night weekday agdg is pretty comfy

Too bad I just murdered my sleep schedule
>>
>>147419538
better pray for good games when you start getting tired
>>
>you have to know how to code to make game
isn't that a bit racist?
>>
>>147419791
the fact that black people were not taught how to read in america and africa is in constant civil war, i lean towards yes
>>
>>147419791
to be clear, I am white, I just can't into programming
>>
>>147419791
>>147419882
>>147419926
>>>/pol/
>>
>>147419954
>try to make a witty post lamenting my inability to code effectively shutting me out of make game-ing
>get told to go to the stormfag containment board even though I didn't cuckpost or act poltarded
s-sorry
>>
So I've been hammering away at networking

Holy fuck certificates batman
I could just ignore it though and not use ssl connections, but muh security
>>
>>147420029
mind elaborating?
>>
>>147419452
Almost nothing like it desu. Trade is not going to be a big part of it, if at all. The game is about attacking random passersby and building a ship out of scrap and debris.

>>147420008
If you have to pretend to be a sjew to make a funny then it probably wasn't that amusing to begin with.
>>
>>147420008
what can you do?
If you can draw/model you can make a game without knowing how to program. Get someone to program the game for you, and it won't matter if multiple people program the game, as code doesn't NEED to be consistent.
>>
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>>147419954
relax princess
>>
>>147420068
I'm setting up something that has each client connect 1 UDP socket to the server and 2 TCP sockets. 1 of the 2 TCP sockets will use SslStream which is encrypted over the net. That way, I can do login credentials securely.

my little demo project so far is "Login in -> post some messages to the server -> log out"

I think I just got the certificate to work, so I might be on to something
>>
>>147420237
>queen protects the king
Isn't that avant garde as fuck?
>>
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>>147418713
>>147418534


You shouldn't tempt me. Besides I think that thing probably gets you in trouble with a lot of consumer goods watchdogs.
>>
>>147420384
But this is just a demo for AGDG isn't it?
>>
>>147420384
Add a hidden waifu
>>
>>147420443
That's not how the internet works anon
>>
>>147420370
in which matriarchal society were you raised? women don't physically defend men but they're certainly supportive; this manifests in chess
>>
>>147420384
If you add it as a secret thing in one single demo and then keep it out for the final product, you should be okay.
>>
>>147420370
the avant garde part is that any pawn can become a queen if they go through an epic journey across the board.
>>
>>147420584
>women don't physically defend men
This
>in which matriarchal society were you raised
Quite the opposite. Here it's very bad for a man to let a woman defend you to the point men can refuse being taken care off when they're sick due to pride
>>
>>147420637
kek
>>
>>147420187
I can do 3D and I'm an idea guy
>>
>>147402841

Thanks friend, I've managed to implement the thing and it works pretty great, I was just starting to get the nodev depression too
>>
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>Go to bed spooked af
>Trying to mentally prepare myself for the mental breakdown that will surely happen if the visions of the rats returned
>Walls sounds like they are being scratched
>Sink into a deep sleep without dreams, wake up without any horrors at all
>Go to doctor, they gather like 6 samples.
>Blood tests showed that I probably have an infection SOMEWHERE but that it's not a big deal since my fever is going down
>Pay 30 dollar for some cough medicine and nasal cortisone spray (the 30 dollars include the tests and doctor visit)

Well no more inspiration from fever then, unless it comes back. Worked on the FX of the beam, looks in my opinion way better now.
>>
>>147421839
Those wings look like shit
The rest of it is good
>>
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>>147421965
They're jets if that helps. Not actual "wings". Or did you realise that and still think it looks shit?
>>
Where's the recap?
>>
>>147422168
the guy making them died last I heard
>>
>>147422420
F
>>
>>147422478
Hit and run. Quite tragic actually, happened only days after he proposed to his highschool sweetheart.
>>
>>147421839

the shaky cam hurts.
>>
>>147422587
I heard he was beaten to death by a mysterious bat wielding man wear motorcycle helmet.
>>
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Made progress on new game

Supposedly you can only fly for a limited time but I haven't implemented that yet
>>
>>147422610
Sorry, its in VR so thats sadly the way it is right now. There's probably a way to make it "smooth" on the screen window but I haven't figured it out yet.
>>
>>147422707
is that 2.5d? why aren't you using the default robot as placeholder, so you can add animations.
>>
>>147422765

if it's VR then don't worry. your brain would counteract the subtle shake but it's awful in recorded videos.
>>
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working on gun models since my player model is shit and needs frixed
>>
>>147422827
It's just 2D. Will replace all the assets later when I git gud with art.

Also, I only imported a few assets from the start so I might have missed the robot.
>>
>>147422842
Yeah yeah I know that, its perfect ingame for me.
What I meant was that there is probably a smart way to stabilize the video for recording purposes (but haven't found one yet). In a trailer setting I have some ideas, but for small updates its too much of a hazzle.
>>
>>147422884
Can you make it not ant sized and add a wireframe overlay? I'll help you but you gotta meet me half way
>>
>>147423031
bruh im eating my dinner ill work on it after, also working from a reference image and will scale it up
>>
>>147422420

That's not how the joke goes. The joke goes that they were locked up in prison for _________ crime
>>
>>147422707
Oh hey, is that you, green cube anon? Nice progress.

>>147419228
I'm really excited for your game, keep going!
Though I still think the blown up ship parts shouldn't disappear from existence like that.

>>147418472
You should spend an hour or two watching a sped up Donkey Kong let's play (DKCR and DKC2 all have great secrets).
If you'd like I can also make a post about these things. I think I've got a sense of what's good secret content after a few years of platformer modding/romhacking.
>>
>>147423201

I personally think the best bonus or hidden stuff is something that s a bit of an aside from the normal game such as the barrel shooting or the sonic bonus stuff.
>>
>tfw life kicked your ass and you barely have progress to post and that progress is lame but you question whether or not you should even post it in aggy daggy at all
>>
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Will you participate to the AGDG Space Jam?
>>
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>>147423031
>>
Anyone have an idea of how large a room can be in GameMaker before it starts to cause problems?
>>
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>>147423290
Practically nothing is too lame to post on AGDG. It can't hurt to post your first doodles with your meme engine of choice. Don't expect people to praise you for it, but you might get help if you hit a roadblock.
>>
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Posted this last night, reposting for more data.
Please participate, I'm trying to learn about the demographics in agdg.

http://www.strawpoll.me/10657776
>>
>>147407767
like im okay with everything except for that it's a girl with man arms
>>
>>147423326
Maybe
>>
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I have discovered that the range of possible F2 locations is in fact itself a conic section, and the reason it looked like a line before was that it was an extremely eccentric hyperbola, which approaches a line, and I'm guessing only becomes a line in the case of a hohmann transfer

also my calculation for the ratio was wrong, because apparantly I'm a retard

I. give. up.

no space game
>>
I miss Marmo
>>
>>147423267
Yeah. The way I consider it, from a design standpoint, is that secret hunting is a different, secondary mechanic from whatever your game's otherwise about.
So to the players who complete areas and challenges I give new gameplay (more areas, abilities...). And to the secret hunters I give things that won't affect the game much (collectibles, extras, pretty sights, lore/dialogue, minigames).

The main exception is stat increases (max HP, etc) and paths to bypass dangerous areas.
Giving these to regular players makes no sense - if they could complete the challenges/area with their current stats, these don't need to be upgraded. Or at least only sparsely. Similarly, they don't need a new path.
But if they're hunting for secrets it may be because they suck at the main game, and are looking for other things to do/other ways to progress. In which case, extra health and secret paths come in very handy.

On top of that, I may give new gameplay as a reward for secret hunting, but only when the secrets are particularly easy to uncover (in which case it's more like regular exploration). This may let secret hunters know about the presence of secrets in the game. The trick, obviously, is to make these easy LOOK difficult, and that's even harder than hiding a secret well in the first place.

(I wrote this post for fun, but maybe some anon will find it interesting!)
>>
>>147408020
now this is something i'd pirate
>>
>>147424196
Dude you've been working on the same problem for weeks now
You don't need to solve it to make a good space game, do you? Your game isn't ABOUT realistic space physics, right?

>>147408020
I seriously love this. It's how I'd like my game to look. Good luck on this project, anon!
>>
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>>147424356
has it been weeks? it feels like a few days

it doesn't need to be realistic but I can't think of another way to do it

if you have a suggestion open the fuck up man I'm desperate
>>
>>147424196
at least you weren't trying to code relativistic time dilation as well

r-right?
>>
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>>147424476
no, not yet
>>
>>147424227

I don't think I will have to worry about power ups. I will think about it some more.
>>
>>147423346
Still ant sized, but I digress

Is it a first person view model? Third person? I really hope that's the high poly version regardless. If not, you're doing it wrong. If it is, you're still doing it wrong. Start with the low poly, then clone the low poly and use modifiers to turbosmooth out a high poly (for normal map) when you're done with the low poly. Or do it in steps, so low poly stock then high poly stock, then move on to the next part.
>>
>>147412179
plz smaller arms and bigger booty
>>
>>147424227
I did. You've actually given me some ideas and inspiration. It's good to read actual game design discussions every once in a while.

What I would like to add to the topic is that I only like the idea of exploration if it's not forced. In games like DK, any Mario or Metroidvania, it's very rewarding to find a hidden room, where there might be some ammunition or plus health. It's rewarding because it was you, the player, who find out that if you do this and this move here and there, you might get to somewhere interesting. It's also rewarding because these items help you in the long run, and may make otherwise hard challenges easy.

However there are games, like Rayman Origins, where you have to find all the hidden stuff if you want to complete the game. It wouldn't be that annoying, but the game only informs you about this when you are at the very end. It's not like in DK 2-3, where there's a secret/bonus ending if you collect everything possible. So collecting is fun, but when the game does not inform the player about the fact that collecting is not a bonus feature but an essential part of the completion, then it's a fault in design. If anyone would like to implement collectibles and secret places in his game, this is something which needs to be considered.
>>
>>147424196
you also forget to mention that the sun itself wobbles on its own little deal and that the planets themselves also have wobbles
get #rekt friend
>>
>>147424417
>but I can't think of another way to do it

Space is like a huge aquarium and gravity only exists as a sucking force that's really close to planetary bodies.

Realistic space games is retarded as shit. It becomes very unfun and very technical straight away.
>>
>>147424743
first person view, its not high poly yet as i have to do the curves and have make sure one part of the gun doesnt take up too much polys, ill make it higer poly when its nearly finished
>>
>>147424973
the whole reason I have to solve this problem is so that the player doesn't have to think about it
>>
>>147425018
clarity over reality bruh
>>
>>147425075
I'm not aiming for extreme realism I just want a nice curved path that resembles an orbit
>>
>>147423201
Yeah, I'm green cube guy
featuring more colored cubes
Thanks!

I'm reading up on more C# stuff though so progress may slow down
>>
>>147424869
rayman 1 did that shit too
>le find every single cage in the game to unlock mr dark :^)
>>
>>147425120
it's like if you're drawing a circle while you're being moved around in a circle over and over
>>
>>147424869
Drakengard.jpg
>>
>>147423892
Can't find any info on it, but the GM:S page states that 100kx100k is already too big.
Seems you'll have to test it, just don't forget to deactivate all the instances outside the view, to get a better performance. I guess the rig you are testing will affect it too.
>>
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>>147424417
Id say do this to get a smooth path between two orbits. It not realistic, but at least its smooth.
>>
>>147425193
Yes, exactly that. I like Rayman, because it's fun to play, and the sound, and level and music design and the visuals are wonderful, but the overall world and lore of Rayman is simply not that interesting, and I feel no motivation to explore it any further than necessary.
>>
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>>147425120
Just go for the geocentric model.
Planets rotate around celestial spheres that rotate around other celestial spheres.
>>
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>>147425361
rayman 2 has the deepest lore tho
>>
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>>147424196
Whenever I start to think my space game is getting too complicated or I'm getting sidetracked on a relatively minor detail, I just look to this motherfucker and assure myself I'm doing fine. My advice is replace the damn thing with a straight line movement and leave it while you develop other parts of your game that aren't just intended to be visual candy.
>>
>All these platformers
Do people even play platformers?
>>
does anyone else here write down what they want to achieve in the game and have target dates to achieve certain things? i feel this would really help a lot of people out from not finishing their games
>>
>>147425835
I play platformers
>>
>>147425120
>I just want a nice curved path that resembles an orbit

So design it like electron shells. predefined orbits that you ease into. That way you can make orbital insertions simply based on calculating the tangent to the orbital circles and making the spaceship follow that path. To make it more orbity you could have it plot slingshots via nearby orbital bodies instead of a single elongated S curve.

Or just use the aquarium model like 99.9 % of all other games.
>>
>>147425893
This is a good idea and helps a lot. I had a heavy schedule for my first real project, which unfortunately I wound up shelving due to inexperience with code (the Supreme Commander in space thing if anyone remembers it.). A schedule really helped get me into the groove but eventually the force of my stupidity was just too much for the project to proceed. RTS's just weren't meant to be made in Game Maker 8.

A lot of people here seem to be set on achieving playable status before Demo Day, so there's a good target date.
>>
>tfw want to dev but forced to waste hours every day by reading shit like Shakespeare so i can pass my classes after the summer break
fug, why are all old writers such boring as fuck cunts. there isn't like one single old book that isn't total garbage
>>
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>>147410904
Better pic
>>
How the fuck do i finish a game?
I have started about 200 projects that have never seen the light of day.
>>
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post your dev station /agdg/
>>
>>147426440
Spoiled rich kid or Kikestarter funded?
>>
>>147423904
Oh it's starting a project or anything. I've been on the recap for several weeks and my game's been around for a long time, but, ehh.
>>
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>>147426440
>>
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Implemented smooth rotations and messed around with unity lights,shaders and other crap.


>>147426401
Reduce your scope, you are probably aiming for something way too big and end up being frustrated by the amount of work required to get a game like that into something playable and fun.

Make casual games that are simple and have just 2 or 3 gameplay mechanics. Once you release a couple of those you'll have a better grasp of what can be achieved and in which timeframes.
>>
>>147426610
>try to make cookie clicker game
>spend 5 years designing cookie
>make new project
I swear this is how it happens. just kill me now, i have been on agdg for like 3 years now and not even a demo to show for it.
>>
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Shit, i thought i will make the demo day but i must have encountered some sort of time disruption since it's suddenly like 3 days from now and there is still so much to do, so now i'm not so sure.
Anyway I added battery status indicator and scale indicator (basically it shows how big the thing currently is and how far from being maximum/minimum size it is). I also added weapon switching, so the player can store the currently held weapon and carry it on their back, or switch it with his actual weapon. He will be able to carry 3 main weapons at any time, 2 on his back and one in his arms.
>>
>>147426440
>toys
dont you find it annoying that they take space?
also is that CRT a PVM? it looks good
>>
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>>147426151
I don't know what electron shells or aquarium models are, could you elaborate?

also I think I'm actually solving the ellipse problem, for guaranteed minimum energy AND full 360 degree coverage even, and it's easier than I could have fucking imagined

I am a true idiot
>>
>>147426710
Make an exact clone of something then, and don't even start changing things until your clone is completed.
That takes you to a playable state, and then the additional changes will make it unique.

Feature creeping is a bitch anon, but you need to find a way around it.
>>
>>147426505
i bet it's furry money
>>
>>147426779
What is the scale gun actually used for?
>>
>>147411749
Better. The A is still annoying though.
>>
>>147426440
>everyone look at my possessions!
As expected of an attention-whore.
>>
If I have loop using "for" in GM:S, how can I check when it has looped through everything once?

looks pretty much like this
for (i = 0; i < 10; i += 1)
{
doing shit
}
>>
>>147426440
I don't understand the point of these posts
>>
>>147426440
Fuck off gay furfag
>>
>>147427010
bragging, obviously
>>
>>147426440
>cintiq
>for pixel art
:\
>>
>>147411749
Oh I just realized you aren't that guy. Oops.
>>
>>147426990
If it's a loop it will go through everything once.
This is obvious if you don't have a break or continue statement.
>>
>>147427034
But why would anyone brag about having objects? They mean nothing. He could brag about art skills or something since AGDG in general is lacking on that. Is it because art is subjective while possessions are concrete?
>>
>>147426440
Cool gadgets, it doesn't look like a comfy battlestation though.

I just dev on a MacBook Pro, and I have an old uncomfy chair with a small desk.
>>
>>147426440
>posting my photo
>renaming it even
p.creepy desu senpai
>>147426789
No, old Panasonic.
>>
Good evening everyone, I hope you're having a good dev day. This week will be of much progress for me and for everyone I hope.

What I have to show today is this puzzle box I've built using the collage+edition technique I've been talking about. I'm getting more and more satisfied with the results.

The background wall is stock with a simple filter to make it less gritty.

The box is a fuse box that was full of stuff that I cleaned.

The rest are pieces of old hardware glued together. I tried to work with the hues this time to create visual cues pointing to the interactable areas: the button, the gauge, the switches and the axis/dinamo at the bottom.

There's still some edition to do. The wall will get grimey, the button panel will be much less pristine and will have a better shadowing, the box itself will look more stuck into the wall and not like a painting. Also I haven't applied the filter that equalizes definition and give the game the painterly look.

I've been very motivated lately, specially because I'm feeling that I won't have to resort to an illustrator to create the graphics. I'm getting to the point where I can picture the puzzles, scenery and sprites in my mind and make them in photoshop in half an hour.
>>
>>147426990
Just make sure i counts up to the length of whatever array you are looping through, like this:

for (i = 0; i < array.Length; i += 1)
{
doing shit
}

I dont quite remember the syntax for length of arrays, but its something like that.
>>
>>147426990
Print to the debug at the end of the loop?

Put an if statement in the for statement saying if i == 1 then print something to the console/debug

Learning programming myself, I'd like to know the answer too.
>>
>>147426914
It will be used for solving puzzles and it will also find some usage in fights, the scale gun (it's called resizer ray ingame) is mainly meant to be a tool like a chainsaw that is not primarily a weapon but can be used as one
>>
>>147427206
it looks nice

sort of reminds me of the old monty python animated parts, where they stuck drawings/photo-cutouts together

only bit I'd be wary of is how you're going to animate these pieces
>>
>>147427206
Your perspectives are all fucked up anon, make sure they match.
The red button looks like someone is observing it from the right, the meter below looks like the observer is below, the rest look centered and have no perspective.

Other than that it's an interesting style.
>>
>>147427010
Just look at all those (you)s
>>
>>147410236
>>147409938
jesus tits, theres no pleasing /agdg/. That's how I had it before and people complained that it was too tight.
>>
>>147427206
I have no idea what that is supposed to be.
>>
>>147427010
Some random shitposter reposting my desk from /g/.
>>
>>147426990
Assuming you're using exit/continue, you can always set i_max before the loop and then check if i == i_max when it's done.

If you aren't using exit/continue your loop will always go through everything once.

>>147427206
Wait, who?
>>
>>147427601
I see
>>
>>147427576
Fuse box in an M.C Escher painting.
>>
>>147427513
Thanks anon. Maybe I should study Monty Python's animation to see if I can fit the animation to the style. What do you think?

>>147427518
Got it, I'll get to it now.

>>147427576
It makes more sense in the game context, anon.
>>
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question about gamemaker, specifically regarding state machines
where's the best place to put the conditions for the states to become active?

say I have a movement script and a jumping script
the condition for activating the movement script is that one or more of the movement keys are being pressed
the condition for activating the jumping script is that the jump key is being pressed

where do I put
>if key_jump = 1 {state = scr_player_jumping}
and
>if moveX != 0 or moveY != 0 {state = scr_player_moving}
these conditions?

into the scripts themselves so that they can branch out into each other?
or into the player objects step event so that I have constant access to all of them (but then the states start interrupting each other, you'll stop jumping if you start moving etc.)

and how do I make both of them run at the same time without interrupting each other? a second state machine?
>>
> game is 99% finished
> cannot bring myself to work on it
> been in this state for over a year

everything is pointless so why bother.. it still bothers me though
>>
>>147427935
I can give you my 1% finished game!
>>
>>147427935
99% is finished enough
Just call it finished and work on a new game
>>
Is clickteam fusion good for terraria clones?
>>
>>147426610
Fuck that looks nice

How'd you do it?
>>
Unity crashes when i try to load my asset i made in blender.
Then i try to file a crash report and that crashes TOO.
>>
>>147427935
> game is 99% finished

Bethesda games get released when they hit the 50% mark so...
>>
>>147428003
its greenlit though and that 1% matters to me for some reason

>>147427970
yes please
>>
>>147427935
Yet another motivation-fag self BTFO
>>
>>147428217
why get the game greenlit if you have no fucking discipline?
>>
>>147428294
i dunno.. why do anything tbqh
>>
>>147428217
>its greenlit though and that 1% matters to me for some reason
So what? Drop it and get your new game greenlit. It's not like it's hard to get a game greenlit nowadays
>>
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>>147427518
It looks better now, thanks anon! Any other insights you would like to share?
>>
>>147427902
You can't set a variable to a script in game maker. Or at least, that variable will just be equal to whatever the script returns.

Also, if some of your states aren't mutually exclusive you should get a variable for each and making true/false, instead of getting a single state variable and setting it to the current state without consideration for non-exclusive states.

>>147427935
They say the last 10% of content accounts for 50% of development. They aren't exactly wrong. What are you stuck on, anon?
>>
Speaking of greenlight, what kind of money does the average indie game earn on steam? I assume there's a lot of variance but even a super broad range would be more information than what I have now.
>>
>>147428071
Thanks anon, it's just some low poly furniture I did in Blender, and then added Bloom, Tilt Shift, and Antialiasing to the Unity scene.
This is how the room looks in blender object mode.
It's supposed to be a bit depressing so I also changed the lights to be a bit gloomy.
>>
>>147428504
Something between $50 and $10,000,000
>>
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Rate my contrails
>>
>>147428545
>10,000,000
undertale dev pls
>>
>>147428667
7/0
Makes me want to make a game about chemtrails.
>>
>>147428714
I thought the same actually
>>
>>147428402
Much better, the red button still annoys me a bit, but I guess it's hard to make it look pushable without a perspective.
>>
>>147428667
i wonder if you could scale the particle count to the velocity of the emitter so the trail isn't broken by moving fast
>>
>>147428667
It was all good until you started moving. There's empty space between trail clouds when moving diagonally or horizontally, making the trails look kind of meh.
>>
>>147428730
You travel different locations dispensing the mind-numbing chemicals in the air. Right hand controls the movement, left hand controls what kind of chemicals it dispenses.

The map is color-coded and you have to hit them precisely with the correct combination of the ASD buttons.
>>
>>147426819

>electron shells

electrons have certain slots they can occupy. So you could have LEO slot, GEO slot and eccentric slot, but nothing inbetween. That way you only need to code transitions between fixed orbits instead of dynamic orbits.

> aquarium models

you make it with submarine movement dynamics but with space looks, like a generic space game.

>I am a true idiot

yes, people will be confused because the movement system is not what they are used to.
>>
Does it make sense to separate the states of an object in different scripts and use a "state manager" script to decide when to activate/deactivate them? Using Unity btw
>>
File: AAA.png (1MB, 1361x777px)
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Why aren't you making a AAA game agdg?
>>
>>147429308
but i'm not 15 people

i'd only be able to make a 1/5 A game
>>
>>147413723
my unity game runs on a 6 year old laptop
>>
>>147416901
are you me?

jesus everything i write makes me cringe the next day. i'm thinking of removing dialogue from my game completely
>>
>>147429308
I am the producer, creative director, lead designer and team manager of my group.
>>
>>147428667
>Rate my chemtrails
>>
>>147428538
Sweet. What type of game is it?
>>
>>147429308
Because 15 people is still a lot.

BroQuest had like 20 people and they failed because it was like wrangling a herd of useless cats.
>>
>>147428667
Going straight looks fine, but looks like absolute dogshit when going diagonal.
>>
Any programs that can export a 3d model into pixel art?
>>
>>147428667
better than your water at least
>>
http://www.strawpoll.me/10663026
http://www.strawpoll.me/10663026
http://www.strawpoll.me/10663026
http://www.strawpoll.me/10663026
>>
>>147429718
>Because 15 people is still a lot.
Wrong

Paradox Interactive make the same shitty grand strategy games over and over again and they have 150 people
>>
File: buggy.png (30KB, 743x522px)
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For some reason my Raycast on Unity is detecting some thing at x = 0

Is this some kind of bug?
>>
>>147429771
>Wrong

Yeah it is. Try assembling a team of 15 people on AGDG.

Good luck dumbass.
>>
>>147428887
Silly anon, chemtrails make you violent. Its the fluor in the water that makes you dumb and passive
>>
>>147429771
Nice logic, friend.
>>
>>147429767
I voted 4 but it's aspirational, as right now I am still some ways away from finishing my prototype so I can shill my game to a VC and hire those three other people
>>
>>147429831
Silly me!
>>
>>147429718
I go on the BroQuest forums every so often to scavenge for ideas, and boy I've never seen a sadder group. Saying they were all idea guys is putting it lightly.
>>
Guys, I would appreciate some advice.

I want to start developing a game. The idea is to make something like a evil lair manager, the player must manage the building of the rooms for the creatures to dwell in, resources, what the creatures he has do and more.

It will be "turn" based, meaning the player will layout every order and then press the "Next day" button. Stuff will be processed and a new day will begin.

The outcome of the creatures actions and everything that may happen during night (lair gets attacked, for instance) will be show to the player first thing in the morning of the next day.

I drawed in paint a VERY basic concept of what I imagine my game would be like, see picture.

Let me upload a second picture, keep explaining a lil bit and then I will throw my question.
>>
>>147429813
>Using basement dwellers on an anime imageboard as an example
'no'

150 people is a medium size studio these days, get with the times grandpa
>>
>>147429925
You don't start from your grand idea or whatever. You start small.
>>
>>147429949

Then learn how to read >>147429308

>Why aren't you making a AAA game agdg?
>>
>>147429925
Sooo a turn based Dungeon Keeper? Not the worst idea I've ever heard

Oh and (You) forgot to upload the first picture
>>
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>>147429925
ofc I forgot picture.
>>
>>147429949
>Using basement dwellers on an anime imageboard as an example
those basement dwellers on an anime imageboard are the ones who got asked "why aren't you making an AAA game"
>>
>>147429925
>I drawed in paint a VERY basic concept of what I imagine my game would be like, see picture.

make a UI mockup in unity and build from there.
>>
>>147430043
Can we report this idea guy shit to the mods? Jesus christ
>>
>>147430043
You could use Unity + Fungus to do that, but I would recommend you break your idea into small goals and go through them with baby steps.
>>
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SDL2 sound issues.

I'm trying to make it so that when you click on the sprite, a sound plays in channel 1. But, if you click again, and only if a sound is already playing, the sound plays on the next channel (in this case, 2).

My issue, is that sound 2 *always* plays directly after the image has been clicked on, despite it should only play if the image has been clicked on, if sound is already playing.

What I've got so far partially works. The second sound channel plays only once, and then won't play again until the first sound has ended and been restarted.

If I comment out the line repeatable = false in the second block, the second sound repeatedly spams itself.
>>
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Is there any engine that's good for making Point and click games that is somewhat easy to get into?
>>
>>147429774

oh fuck me I meant x-axis but yeah, help would be appreciated
>>
>>147429664
Like the sims but without construction and with a lot less social stuff.
It's about spending a lot of time in your room and managing your depression.
>>
>>147430204
AGS or Fungus
>>
>>147429813
>you can only assemble teams on AGDG
>it's impossible to assemble teams IRL
>>
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>>147429925
>>147430043
In this second picture, you can see how the management of creatures would be like, just a very basic "select action" stuff.
Not every creature can do everything. The other two blank panels would have another creatures.

NOW, QUESTION IS:
What engine should I use for this?

Game is quite text based, so it may be a good idea to use Java or C# or something like that. I know a little of GameMaker, but I dunno if GameMaker would be a good choice.

Im asking, what do you guys feel I should be using?
>>
>>147430235
>NEET simulator
T-too close to home
>>
>>147430292

oh, you're one of those shills

carry on, I'm not going to bother talking to someone like you
>>
>make a million dollars as a 1MA
>get 1 million dollars

>2MA
>$500k

>3MA
>$333k

>15MA
>$60k

No thanks
>>
>>147430437
>there's only one person in AGDG
>>
>>147430235
Do you win when you go outside?
>>
>>147430527
>giving everyone an equal share of the profits
Do you even jew?
>>
>>147430335
You should be learning the basics and making small games first. Then you'd be able to make this decision for yourself.
>>
>>147430527
Don't forget taxes and publisher cuts goyim
>>
>>147428667
Flying too low for contrails.
>>
>>147430389
>NEET simulator
Close, but you'll have to make money somehow. I could just do welfare but it would remove the survival goals of the game. So you'll probably camwhore and have a couple of other online working options.

>>147430534
>Do you win when you go outside?
You'll have to go outside every once in a while to get food and take out the trash, but I'm planning on making those things extremely stressful for the player stats so you'll want to minimize it as much as possible.
>>
>>147430687

>using a publisher
>indie game

the moment you use a publisher, you are not indie.
>>
Is it a bad idea to make a free roam space shooter where you can run out of fuel and/or ammo? It would have plenty of recharge stations though.
>>
>>147425726
too bad R2 was the only one with real depth, i loved the mysterious atmosphere
>>
>>147430527
>make a million dollars as a 1MA
>get 700k after steam cut
>~400k after taxes
>>
>>147430810
brb, killing myself
>>
Which is better for a sandbox game, procedurally generated world with selectable seed or manually crafted world?
>>
>>147430810
>being a yank
>>
>>147430527
wew where to begin

You don't pay your underlings as much as yourself. Second, you can issue stock in the company (again, you grab a bunch of this) and royalties on the profit (yet again, you grab most of this).

The reason you have more people work on your product is to make it more valuable, and thus sell more and at a greater price. Bobby Kotick can't make Call of Duty by himself and keep all the billions for himself, retard.

Take an econ 101 class
>>
>>147430797
Do you have anything interesting to add to it other than your basic sphess combat? Because there's plenty of those games out there already. Especially the free roam kind.
>>
>>147430810
I'm not doing games for less than 500k. I'm out.
>>
How do I make multi-player browser games?
>>
Right, I am willing to buy one game from you lot here off of steam. Give me a sentence why your game is awesome!
>>
>>147430897
>implying anyone is going to partner with you on a game and take less than an equal share

It works when you have a real company (and are paying them) but this is a bunch of people doing it on their free time. Anyone not demanding an equal cut is a dipshit
>>
>>147430335
Renpy
>>
Got a programming question for you guys.
Asking here instead of googling because I don't even know what terms to google.

I've got a simple game that has a unit wandering around on a map. Currently the way the unit knows about the map is that I pass him the whole ass map when he is created. So all my units are all carrying around the map. This has been working o.k.
But as I add more crap to the game, i keep having to pass more map related shit to the units when they're created. so I made a map class that holds just all the map data and units just call functions from it.
I have a feeling that this is a dumb way to organize my code.
Is there a better way to do this?
>>
>>147430183
Try copying the entire second if-block, and pasting it above the first.

With what you had, sound 2 would always play after the first click since GetClickedOn() was still true from the first click in that given step.
>>
>>147430896
Most yuro countries would give you a similar result.

>>147430919
Don't see where else you're going to get even close.
>>
>>147430876
>brb
>killing self
>back
Spooky
>>
>>147430886
Definitely the former.
You can always include pre-fabricated pieces later.
>>
>>147431103
Google pathfinding in games
>>
>>147430886
Depends what you mean by sandbox
>>
>>147431056
Talking about a real company, but the same principle works. It depends on what the guy is doing, how good he is, what education he's got, prior work, how much work he's going to be doing, when he's going to be doing it etc

>>147431131
>Most yuro countries would give you a similar result.
Not necessarily. My country (Sweden) has 33% income tax but virtually no capital gains tax. I plan to pay myself an average/below average salary and the rest in stock.
>>
>>147430949
What you should be asking is why should you not make a multiplayer browser game.

I can answer you this right now. Because they are shit.
>>
>>147430915
I do have some ideas (not sure how many I can implement with my coding skills) but I admit I haven't played many space games so they might not be as original as I think they are.
>allay with either space police or space pirates, or just go your way and become a mineral hunter
>your actions modify your alignment, so if you shoot a pirate you'll get closer to being a space cop
>use indirect ways to damage enemies, like shooting at meteorites and use their shards to damage them, or destroying the heal stations so that they can't repair themselves
>>
>>147430335
I don't know what engine is best, but I would recommend not doing a paneled user interface. That shit is dated as fuck. Look to Civ 5 for an example of a great modern strategy game UI.
>>
>>147431335
>I plan to pay myself an average/below average salary and the rest in stock.
Dunno about Sweden but over here you can't have a company with stocks if you're the only owner. You can only be a solo entrepreneur if you're alone.
>>
Did we really lose the recap guy again?
Anybody willing to do it Sayaka-style?
>>
>>147428402
>>147428772
this anon is right, the button still looks a bit off. Just remove the unnecessary depth of the button - the bright red color still indicates that it is important.
>>
>spend months deving a game
>turns out to be boring and shit
>>
>>147428538
it all looks good apart from the bed
>>
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>>147431413
Consult this diagram and think again if you should pursue this project.
>>
>>147431524
I think it's intentional for it to look off, makes you want to fix it by pushing.
>>
>>147412179
That's some nice proportional booty.
>>
>>147431509
Wtf are you even on about
>>
>>147431542
This happens very often. It's why you try to build a vertical slice before building the entire game
>>
>>147414686
That's really cool but why did he died in the last one? ;_;
>>
>>147431473
That sucks. I can start a limited liability company solo, just have to have starting capital of at least €5000 IIRC
>>
>>147411382
in unreal, you can only make 2d games that are 2d games in a 3d world.

what you're talking about is flipbooks. it's an engine supported feature. you should watch the paper 2d videos.
>>
>>147431542
Still better than no game at all.

>>147431524
Better now?

>>147431625
It makes sense.
>>
>>147431172
Thanks.

>>147431285
Any game where gameplay is more determined by interaction with independent systems than a planned progression and where there is relative freedom to influence the world.
>>
>>147431542
Prototyping is very important although some genres are much harder to prototype since they require a lot of base work before they become playable. This is mostly different kinds of strategy games which you can often prototype as board or card games.
>>
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>Start working on animations
>Realize I don't know how to draw animations

Just kill me now.
>>
>>147431816
this is a great improvement
>>
>>147431273
Thanks, that's a good idea on where to look. I've got path-finding working already so I never looked it up but it makes sense that this exact problem would be covered there.

I was hoping there was something that told me how to organize code like this on a more abstract level. I think its due to not having a real formal education on this topic that I'm constantly having these questions.
>>
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>>147432252
CUTE
>>
>>147432252
looks good imho
>>
>>147431718
newfag
>>
>>147432252
Too many stars when you run into that shit
>>
Where can I find artist like >>147432252 to collab with?
>>
>>147432610
Ask >>147432252 ..?
>>
>>147432610
Pretty much anywhere if you have money
>>
>>147430810
Say a 1MA takes you 2 years full time to dev.
400K/2 = 200K per year, this is still way above 99% of professions.
>>
>>147432610
Well first you take out your wallet
>>
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>>147432428
How Ironic. Check the archive for the usual recap post times newfriend.
>>
>>147430810
more realistically

>Spend 2 years making game
>Make ten grand as 1ma
>7 grand after steam cut
>4k after taxes
>2k per year of work
>>
>>147432742
That's assuming you make a freaking million dollar game in the first place.
Good luck with that.
>>
>>147430810
>>147432903
its more feasible to be a wageslave. why do we do it friends?
>>
>>147430810
>paying taxes
>>
>>147432903
DELETE THIS
>>
>>147432848
Daaamn, what happened to that game?
>>
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guys

hobby
>>
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>hypothetical money arguments
Why is this such a common thing
>>
>>147432954
i do it because i cant stand other people

its the only way i know of to make money and not have people bother me

i accept i will likely be forever poor

but at least i dont have to deal with other humans
>>
>>147432742
>1MA
>takes you 2 years full time to dev.

That's a good way to fail. If you spend more than 6 months then you've fucked up as a 1MA. Call it episode 1 and release 30% of the game, or a playable early access if you're going an autism sandbox game instead.

Actually, you've fucked up if you don't have an internal and fully playable alpha build after 1 month. After that it's polish and balance revisions.
>>
>>147432925
Yes, I was basing my calculations on his numbers.

Any time you choose to quit the wageslave life and venture on your own you are choosing to take a lot of risk in exchange for a great reward. 99% of startups fail, not only in game dev, but also restaurants, IT companies, bars, services of any kind, etc.
>>
>>147433049
An attempt to justify their waste of time.

Really just damage control to not have to admit you're deluded.
>>
>>147432954
I have mostly the same reasons as >>147433063

Dealing with people is exhausting and my health prevents me from doing a normal day job without suffering a lot.

Making games is not only a lot of fun but also the only way I'll ever escape my welfare bucks.
>>
>>147433145
Partially true. Releasing too early could also mean shooting yourself in the foot though.
You shouldn't release something until it's in a decent state, otherwise people will see the very early version of your game, call it shit, and never come back.
>>
>>147424869
wait, so you can be 10+ hours into the game and then find out you can't beat it because you didn't find all of that dumb shit only stupid people who care about achievments and trophies bother with?

that's some serious dark ages shit, some serious fucking 80's Sierra adventure quest shit.
>>
Was there any pool about agdg's body type? should I make one? I really want to know if that "all programmers are fat" is just a meme or not.
>>
are my art skills acceptable agdg?
>>
>>147433451
most programmers are pale skellingtons, the fat meme is feminists projecting
>>
>>147433532
This is honestly the best art I've seen posted here in a long time.
>>
>>147433451
In my CS course most of the students are skinny, there are like 2 fatties and 4 fit tall guys
>>
>>147433532
Wow anon do you have a blog?
>>
>>147433532
Too minimalistic
>>
>>147433451
Programmers are either fat or lanky

Brogrammers are a myth
>>
>>147432389
>>147432396
>>147432610
Thanks guys, maybe I'm just being overly critical of my art.

>>147432439
Alright, I'll try toning the stars down a bit.
>>
>>147433451
If we look at the year from which I started to program to now I've most certainly steadily gained more and more weight.
>>
>>147433451
I'm 1,7m and 47Kg
>>
>>147433390
If you spend 6 months on a game, and it's shit and people hate it, then it's still going to be shit at 1 year. Then you say, in a more diplomatic fashion, "sorry but the overwhelmingly bad response means I'll stop development of this shit and try something else"

Comparing my quick projects and jam games to my main projects have been a huge eye opener. The main games have never become playable because the scope is too fucking huge, I start working on segments of gameplay instead of like on a jam game where core gameplay have to be existent after 1 day. This results in "main" games still being unplayable techdemos of scattered code after 1 month whereas jam games turn into briefly enjoyable but terribly unpolished games after 72 hours.
>>
>>147433741
>manlet skellington
kys
>>
>>147433741
Fucking skeletor how do you do it.
>>
>>147433954
I don't like food.
>>
>>147433741
Holy shit stop drinking only water and eat something.
>>
>>147433741
High five my skeletal brother
Eating is a chore
>>
>>147433872
You need to graduate from 1MA to a small team (2-4 people)
>>
>>147433741
Cairndev?
>>
Time to start coding AI. This will either make or kill the game, since if i can't get a decent ai going there will be no point in finishing the rest of the game
>>
Post progress

Get a pun
>>
>>147434094
that's exactly why I'm not doing that now.
>>
>>147433641
I'm quite fit, not bro fit but I lift, cycle and surf so I have decent muscle size and kind of visible abs.
>>
>>147434141
Height and weight, now
>>
>>147431105

Cheers for the suggestion, Tried that, and fiddling with the repeatable assignment. It still plays the 2nd sound on the first click, which is only supposed to play the first sound.
>>
>>147434094
You should design a game that doesn't hinge on good AI, puzzles and environmental challenges are good for that.
>>
is /agdg/ /fit/?
http://www.strawpoll.me/10663480
http://www.strawpoll.me/10663480
http://www.strawpoll.me/10663480
http://www.strawpoll.me/10663480
>>
>>147434198
i will have those, but the main mechanic will depend on the ai and that won't change because i don't enjoy making games focused mainly on puzzles
>>
>>147434043
That would need an ambitious and dedicated team. From what I read here and elsewhere you're more likely to end up with a liability instead of helpful cooperation.
>>
Ive decided I enjoy rigging even less than texturing
>>
>>147433872
I feel you, big scopes can kill any 1MA project.
Working on something for 2 months before releasing however should be good enough. You'd get to a decent state in terms of assets and mechanics, even if a lot of features are still missing.
Less than that and people will just think you are this guy:
http://steamcommunity.com/sharedfiles/filedetails/?id=715485322

Making a decent MVP should take you between 1 and 2 months.
>>
>>147434305
>i don't enjoy making games focused mainly on puzzles

Environmental hazard. Character building, economy management or sandbox freedom and so on are all valid core concepts. AI might be helpful for spicing it up but it can be dumb as a fucking rock.
>>
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>>147434132
>>
>>147430663
he's making a predominantly text based game, how much smaller could he possibly start
>>
>>147434298
>tfw over 30 BMI
I- I am losing weight though, I'm tired of being fat. One day I will be fit!
>>
>>147434489
How the fuck do you manage to be so morbidly obese?
>>
>>147434179
5'9'' (1,75m) 158lb (72kg), and my penis is extremely average
>>
>>147434316
I meant get some recent graduate or current students at game universities and college, not the shitposting dweebs ITT
>>
Here is some progress for you filthy nodev scum who are jealous of me ;)
>>
>>147434483
Which according to his description is going to have a lot of fucking mechanics and systems working together.
>>
>>147433451
On my last job there was 1 fat guy, 4 skinnyfat guys, 2 /fit/ guys and 2 skeletons.
>>
>>147430771
someone doesn't understand what publishers are
>>
>>147434564
Actually you only have to be short and quite easily shoot over 30 BMI even just by having a little of muscle.
>>
>>147434564
6'2", 330lb
At least I'm able to actually walk without dying. I'm not a literal land whale like some obese fucks.
>>
>>147434458
Tank you trying to get this tread back on track
>>
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some draw order stuff and general progress
>>
>>147434385
programmer art
>>
>>147434564
Not him, but I'm too lazy to cook food. I go out and walk, play football in an amateur team, go on hiking trips, cycle, play tennis with a friend etc. I just can't cook, and that's why I'm mildly obese.
>>
>>147411749
yes it's very nice and I'd use something like it if the game was 2d but I'm trying to replicate the brick's flatshaded style from the game. I'll see how I can improve it since it does miss a little something you guys have in your logos. Mine still feels very amateurish.
>>
>>147434661
Man we really need some famous fit devs, I'm tired of always seeing skeletons with silly haircuts or weird hair colors.
>>147434458
Are you making a RTS?
>>
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>>147434604
>>
almost done this model
>>
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Gonna make a Vulkan renderer for my Pong clone desu
>>
>>147434842
>I just can't cook

Do you need an assistant to wipe your ass too?

Anyone not a complete and utter moron can make some food or learn how to.

Can you fry pork or chicken? Can you cook some rice? Well congratulations, you can make a meal for yourself with almost no effort you lazy piece of shit.
>>
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More stuff for nodevs to be jealous of.
>>
>>147434848
yes, or at least I'm trying
>>
>>147434989
You misunderstand me, I can cook, I'm just too fucking lazy or stressed to do it most days, so I eat garbage frozen food and take out every day
>>
>>147433532
can I use this in my game?
>>
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>>147434870
Pretty good, but I'm still a little confused as to what this model is for. If it's a first person view model, detail is in the wrong place. If you're making the high poly for normals, it isn't high poly enough. I also want to see a wireframe overlaid because I am very worried about your mesh geometry...
>>
How do you guys like new easter level?
>>
>>147435393
Looks good! .webm of gameplay pls?
>>
>>147435429
That's probably not the original dev anon.
It's someone shitposting with stolen screenshots from earlier.
>>
>>147435393
Blue tree look bad IMO. Maybe light blue?
>>
>>147435393
>>147435007
>>147434604
cool it with the lense flare there kojima
>>
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>>147434298
>3 10 3 1
>That normal distribution
Unf.
>>
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>>147435281
Its first person view and ill add in more detail now
>>
>>147434975
S-Sauce? I'm not gay or anything I just want to study it for r-reasons
>>
>>147435553
>>147435562

Ahhh delicious tears from nodevs who know nothing about making a game
>>
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hey guys, can someone explain to me why gamemaker won't display everything in these windows and why it won't let me resize them? I can resize the room window but pretty much nothing else. The only way I can see the rest of these windows is to make them fullscreen, which is obviously a fucking nuisance. Thanks
>>
>>147435742
Game?
>>
>>147435890
its for my own game
>>
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>>147435742
>all those ngons
http://blog.digitaltutors.com/ngons-triangles-bad/
>>
>>147433641
I'm 6'4 200 lbs and bench 240.
>>
>>147435860
Trolling is against the rules famicon
>>
>>147435653
>tfw I will never be able to play Fortune Summoners 2
>>
>>147434817
Obviously a work in progress, but I really like your choice of colors. Also what game engine are you using there?
>>
>>147436009
for the longest time I thought that triangles were better, don't really know why though
>>
>>147432252
>Says he can't animate
>It's fucking perfect
I know we have to be critical about our own work, but you sound like those girls on FaceBook who whine about their looks yet every single one of them is just fine as they are.

I like your game tho.
>>
>>147436320
Triangles are fine when they are necessary, but ngons are not OK
>>
>>147436237
thanks, the palette was the first google result for "pixel art palette":
http://i.imgur.com/LYbZagv.gif
I'm using the one on the top right
it's all built with Monogame/C#!
>>
So I have this scene where the player must find a tool inside a trunk full of stuff. Should I just give the object upon interaction or is this a chance for a puzzle?

I'm not really creative right now so all I could think of is simple to drag and drop the gizmos outside the box until the desired object appears. I know it's not a puzzle but a simple interactive scene, but what do you think?
>>
>>147436009

shitty article tbqh, he doesn't explain shit and his arguments are crap, just look at the last comment
>>
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how do I into non pixel-thin limbs?
>>
>>147436609
I've always thought interactive scenes were underutilized - maybe do something where you just have all the sprites in the bottom of the box and you have to move them around until you find what you're looking for and completely uncover it. They can definitely be utilized for atmosphere
>>
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>7 days holiday
>gf out of town

hey guys!
have two little goals for this week,
-remake one playable level for an old puzzle game I amde years ago using a new framework (zenject&unirx)
-another single player puzzle game for mobile
just started today and will try to get it done till monday.
I'll try to post progress as much as possible, here we go
>>
>>147436508
that sounds very similar to what I've been doing - I figure if I just choose colors from my program (paint.net) my game will lack consistency in its visuals.

Some anon posted this a while back, it may be of some interest to you www.pixelfor.me/crc/80380F2D
>>
>>147436912
>gf
jesus fuck dude, you'll never be one of the greats with such a distraction
>>
>>147436912
>normaldevs
>>
>>147436823
I thought about sticking an object match minigame puzzle there but it's a little childlish for an horror game. I'll go with the interactive scene and that's it.
>>
About to begin my quest to learn gamemaker

One question though, the only difference between the paid edition and free edition is the splash screen and the export options, right?
>>
>>147436912
REEEEEEEEEEEEEEEE
>>
Decided Im definitely gonna try to get knightgame/Dungeon Break ready for the demo day. Gonna try to slap a little menu together and shit. The highlights and shadows are on different layers so I can have those "flicker" in the menu while the torch is animation.

Also, fuck pixel art of this size.
>>
>>147437195
How do I art like you?
>>
>>147437094
I'm a 30yo with a day job as gamedev, I missed that train years ago man. I'm old just devving for fun.
>>
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>twitter follower count slowly goes down
Damn mobile devs, I'm not following you back
>>
>>147437041
neat! Cool resource, thanks
>>
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If anyone creates a new thread, please include the current running polls in OP.

http://www.strawpoll.me/10657776
http://www.strawpoll.me/10663480

We can do a couple more of these to get a decent grasp of the anons that browse AGDG
>>
why is making a game so hard?
>>
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Some progress on my Space Jam game. Still on the way to make code as non-redundant as I can while having it work. Now everything that can take damage will flicker like the player does.

I need a way to keep the collisions from going crazy though, I hate bumping into something and not being able to cancel the impact force I receive.
>>
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>>147437273
By spending hours and hours gluing pixels together until you start to get a handle on what looks good and what is dookie and you should start over. That's pretty much what I had to do. Although there's probably spriting tutorials that would get you a better start, at least theory wise.
>>
>>147437452
It doesn't need to be in the OP.
When the new thread is made just reply to the OP with these polls.
>>
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>>147434817
oops
>>
>upgrade to windows 10
>Tablet no longer works


c-cool
>>
I want to make a better league of legends video game how difficult would this be?
>>
>>147437614
You're not supposed to eat the little mushrooms, anon
>>
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>>147437701
>upgrade
>>
>>147437721
Just scoop the poop out of the toilet bowl next time you take a shit and you're done
>>
>>147437728
shaders are hard
>>
>>147437543
Also, I made a tumblr (haven't posted anything on it yet).
http://squaredev.tumblr.com

Post yours and I'll follow you.
>>
>>147437543
teach me to make game like you please
>>
>>147437721
http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
>>
>>147437873
But my game is shit though. It's barely a game as it is.
>>
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>>147435889
guys, please, I don't want to be a nodev again
>>
>>147437775
Yeah they are. I just started using shaders in GM:S on this last game, and I'm even doing simple stuff like heat haze/mosaic, and it can be a major headache.
>>
>>147431335
>virtually no capital gains tax.

I don't think you understand what capital gains are.

You'll still be hit by income tax if you sell a product.
>>
>>147437701
Did you update it or it update automatically?
Because a guy got a lot of money from microsoft becase a Windows 10 auto update fucked up his stuff.
>>
>>147437980
File>Preferences>Enable pop out windows
>>
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why doesn't this work?

i'm drawing the created array to the screen, it should be suits on the left and values(faces) on the right but it seems that the suits are referenced in both
>>
>>147434489
>tfw trying to gain weight because want to desperately gain muscle but my sensitive digestions prevents me from doing so at anything else than a super slow snail rate
i envy fat fucks
>>
>>147438059
>you pay private income tax on sales of your company's product
You are beyond clueless
>>
>>147437980
>I don't want to be a nodev again
Join my suicide pact and you won't need to.
We'll have filthy gay sex, film it and upload it on the internet and send it to everyone we know, then we'll have no choice but to kill ourselves.
>>
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POST YOUR TODO LIST FOR DEMO DAY PREP THEN DO IT!
>>
>>147438341
1: Nothing
>>
>>147438396
He didn't ask for the list of your games.
>>
>>147438307

yes, corporations are taxed twice. you're not going to escape it
>>
>>147438485

Corporations aren't taxed twice. Corporations and individuals who own them are separate legal entities.
>>
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>>147436912
something small but still, cam following player character (cube).
next; a proper running dude as player character
>>
Someone should put together a youtube playlist of interesting lectures/interviews/tutorials/lessons etc regarding all aspects of gamedev.
>>
>>147438485
corporations can deduct tax. So you could buy a house and claim it as a business expense, then you'd have insane amount of credit to deduct while living in the company's property.
You can deduct pretty much anything, food, hotel stays, drinks, probably even hookers if you live in amsterdam.
>>
>>147438460
Exactly
>>
>>147438087
cheers anon, thanks for spoonfeeding

>>147438334
that's quite an idea you have there, have you considered making a game about it?
>>
>>147438341
I finished everything today, so I just have bug hunting and compiling.
>>
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Why aren't you making a Christian game?
>>
>>147438818
Post game?
>>
>>147435393
There's something I don't get about your level graphics.
If you've already got grassy ground, why are you covering it in a pattern of colored blocks?
I don't know of any game that does that and it looks weird. Usually it's either one or the other.

>>147436609
Depends. Is discovering the location of the trunk the point of the quest? If so, give out the object.
If the trunk isn't particularly well hidden you could have a small puzzle.
Interactive scenes are pointless gameplay-wise, but if you can find a use for them (mood...) they're pretty nice.

>>147437172
The GM website lists the following as paid version exclusive:
>Configurations for specific clients or builds
>Texture Group and Audio Group control for optimising your games and apps
>Source Control for working in teams using subversion
>GameMaker: Marketplace integration for in-app purchases, advertising and analytics as well as uploading your own assets
>Android test target for testing your project on Android devices before buying the appropriate target module
>Linux (Ubuntu), Mac OSX and Steam Workshop compile targets
>The possibility of buying extra target modules, currently: HTML5, iOS, Android/Amazon Fire, Windows Phone, Tizen, UWP (Only for Master Collection purchases)

Good luck! GM is clunky but it's really useful for just like making game.
>>
>>147438917

لأنني السويدية
>>
>>147438257
You can't use strings as array indexes in GML.
>>
I would love to collab with a few of you guys that way we would have a much higher chance of finishing a small to medium sized game
>>
>>147439070
so what do i do? is there an easier way than to have 2 arrays (suit,value) for each card in the deck?
>>
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>>147438341
1. make 2+ player models with animations
2. make a few more weapon models with animations
3. figure out how to texture
4.fix bad topologies for better animations like pic
5. sound
6. code
7. make a test map
8. make it fun
>>
>>147438808
>Someone

Why won't you do it faggot?
>>
>>147439363
Because I don't know what video to put in it, duh. If you have suggestions, I'm all ears.
>>
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>>147438917
>Christian
>not-Catholic
Anon please apply yourself
>>
bake a new bread already
>>
>>147439421
Go through GDC talks and pick all the good ones.

Nothing related to juice and game feel obviously, since those give terrible advice.
>>
post the games you want to make
and then post more games
and dont stop until youre dead
>>
>>147439606
it's your turn
>>
>>147439541
Fuck the papists
>>
>>147439643

you give terrible advice too
>>
>>147439682
nah you do it
>>
>>147439295
Use enumerators or a ds_map.
>>
new thread

>>147439890
>>147439890
>>147439890
>>
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>>147439702
>papists
>>
>>147439643
I'll do that and post the link in the next thread. Still open for suggestions though, so post interesting gamedev related videos everybody.
>>
>your game will never be as good as undertale
>>
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>>147438257
>another guy making a card game
hey me too. Mine is basically a minigame for my main project. What are your plans for your game?
>>
>>147440085
Won't know for sure if I don't try
>>
>>147437701
>downgrading to a botnet
>>
In a turn based rpg , should players learn new tech by gaining experience and leveling up or by progressing through the story and sidequest?
>>
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>>147435393
>>147434989
>>147434604

Bokudev here, this Anon is not me. Here is a screenshot of scene that has not been posted yet, unlike the pics he took from another thread.

Real bokudev never trolls his fans famalam.
>>
>>147441338
why_not_both.jpg
>>
>>147413484
>JS
>Java
You don't know the first fucking thing about anything, so shut the fuck up.
>>
>>147429925
>>147430335
Is there a map or some other representation of the world?

What is your goal? What are threats and obstacles?

Name 6 creatures and their unique mechanical things. Name 6 rooms that you can build. Name the resources you can collect and how you acquire them and what you can spend each one on. What other actions can the player take than build and order units?
>>
>>147432252
Those animations are perfectly acceptable.

Now go do the rest of the game. If you've completed everything else, and are then unhappy about the protag, THEN you redraw the protag with all the skills you've acquired along the way
>>
>>147433451
I'm fit

not up to /fit/'s zyzz standards but you can tell I've got some muscle
>>
File: Wjok Pepe hug.png (57KB, 500x382px)
Wjok Pepe hug.png
57KB, 500x382px
>>147407834
RIP. One of my cats died last week, the feel is recent.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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