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/agdg/ - amateur game dev general

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Thread replies: 768
Thread images: 167

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

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

Helpful Links: http://tools.aggydaggy.com/
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/
>>
How do you guys figure out how to code something specific if you have no idea what to do? For example I want to make a timed turn-based game but I can't find shit online that explains it so what do?
>>
>C++
Rust.
>>
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Background will be fake 3D, too lazy to open up blender. I think some old 2D shmups did this.
>>
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Reposting from last thread

Just made a rough soundtrack demo for my RPG, appreciate any comments/criticism
https://soundcloud.com/connor-ort-linning-wip/broderskap-1?in=connor-ort-linning-wip/sets/towards-the-pantheon-demos
>>
>>147477698
l usually make a scheme on paper before starting to program, something like an algorithm
>>
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What's on your screen /agdg/?
What are you working on?
>>
>>147477831
the godfather part 2
>>
>>147477737
make the background of the sword bullets transparent
>>
>>147477831
>What's on your screen /agdg/?

this thread, baka

but right now I'm doodling character concepts with a 5 minute timer
>>
>>147477698
Divide and conquer. Of course you're not going to find anything useful by googling "how make timed turn based game" because that's incredibly vague. Break it down and solve its constituents.
>>
>>147477831
Still trying to decide how I'm going to handle enemy spawning and level scrolling in my shmup.
>>
>>147477831
I just finished the combat system for my RPG, it's pretty simple but it works.
>>
post dev music
>>
>>147478232
https://www.youtube.com/watch?v=I0xUl_VRCmM
>>
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>>147477906
Fixed
>>
>>147478313
Much better now
>>
>>147478313
How did you make the background?
>>
>>147478440
Exact same way you do parallax backgrounds in platformers fampai except you draw the same sprite and make it smaller the farther it is.

Not even expensive to render since you can just batch draw them.
>>
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Didnt realize the other thread was dead.

First animation I ever did. We atari now.
>>
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Contrast Shader for Bokube part 2
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>>147477831
Testing ideas for this guy's ult
>>
>>147478695
Do you realize your Black_Man.gif is white?
>>
Any good engine for a trading card game?
>>
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>>147478704
dude, what the fuck.
>>
>>147478859
hes running from a black man

It was because I wasn't going to do colour and just have it be a silhouette.
>>
>>147478780
I gotta hand it to ya, that's a cool move
>>
>>147478704
stop this, you're making it worse, do the exact opposite, make the areas around stuff brighter and have less contrast, please
>>
>>147478704
not sure if bokube desperately trying new ideas or if extremely high quality shitposting
>>
>>147478780
I can't really tell what's going on but I'm impressed by the fact agdg fighter still exists
>>
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#th for #all3Dmodelsarebeautiful
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>>147477831
Learning Python
>>
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>>147477831
Working on a contrast shader trying to keep tweaking its values until it look good.

>>147479003
Just trying to post progress on the shader until I get it right.
>>
>IQ of 140
>PhD in CS from MIT
>Intensive training has rewarded me with a 9"x5.5" cock
>Can fuck my Fleshlight Stamina with a vibrator in my ass for literally 2 hours without cumming
>Can shoot my load 6 feet
>Fluent in French, Japanese, Russian and Italian
Am I truly master race?
>>
>>147477831
evil alien (so spooky)

actually is ROBOT :O
>>
>>147479262
>vibrator in my ass
>master race
>>
>>147479262
But where's your game?
>>
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>>147478121
Here's a screencap.
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I look forward to playing your game on demo day Anonymous.
I know you're working very hard to finish it on time.
>>
>>147478232
http://rainymood.com/watch?v=luQhmZmpq78
>>
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How do you do 3d transparency? Thinking like world of warcraft or whatever. Is this anything fancy or are they just rendering these effects to a texture and blending them to the main framebuffer sorted by distance?
>>
>>147480249
Nigga wat, those just look like particles to me.
>>
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>>147479073
I'm afraid that game is dead as fuck. I just drew the bunny for the thread a few days ago and decided to use her as a test enemy for variety, but she's just a reskinned ancient version of the templar.

>>147478982
ayy
>>
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>>147480249
>3d transparency

???
>>
>>147480249
>>147480348
I mean, yes, you generally draw back-to-front, but you don't need to render to a texture or anything.
>>
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>>147477831
Map system is now in.

I still need to fix swimming because it's currently fucking awful.
>>
>>147479967
DELETE THIS
>>
>>147477831
I'm thinking about my game
>>
give me a jewd game idea
>>
I wonder what gogem is up to right now

Maybe he finally got a job
>>
>>147481264
You find cute sexy girls but they are stuck inside chests and you have to buy keys to free them.
The sexier the girl is, the more clothing she wears too and you have to buy keys to remove them.
The sexiest girls wear burkas.
>>
>>147477587
Baroque
>>
>>147481264
>give me a jewd game idea
Citybuilder/strategy game. You play as a Jew, ruling the world. You have to keep the goyim in check.
>>
>>147481350
or maybe he finally did it
>>
>>147477597
>You will never make music like this
https://www.youtube.com/watch?v=w1EJXCl7hLQ
>>
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>>147457526
Game Name: Spin/Flip (working title)
Dev Name: N/A
Tools Used: C++ and SDL2
Website(s): N/A
Progress:
+Added Arena mode
+Added gamepad support
+Fixed backgrounds that hurt some people's eyes
+Fixed options menu
>>
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Adjusting F.E.I to look better with her cel shader effects.Trying to polish 6 characters off by the end of August is a hard task but it'll be worth it.
>>
>>147482315
She's cute!
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>>147482315
is this an MMO? how big is your team?
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>>147481810
Finished a good game?

I think getting a job is more likely.
>>
>>147482396
NO, definitely not an MMO - This is a small action fighter, we're focusing on 6 character multiplayer fighter demo. ( Multiplayer works, damage output/dodge/defense/hp/ep ) and characters are in, animation and fx are in work ) 2 person team.
>>
>>147480654
How are they making the whole model transparent without rendering to a separate target and applying it?
>>
>>147477778
Pretty darn good anon. I like the flute that comes in in the beginning but it's a little quiet. And not sure what that bassy sound is that comes in with the pizzicato but it's a little boomy.
Really nice song. It's evocative.

Second track is nice too as an ambient piece. I might cut the mids just a tad. That might get a little annoying to listen to if it's going to be playing for like an hour though.

Third track RIP'd my speakers. What are you doing anon.
>>
>>147481264

>>>/v/343809481/
>>
>>147482760
Vertex colors can have an alpha channel anon
>>
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>>147478704
It look like a really shitty SSAO effect.
>>
>>147482778
lel
>>>/v/343809481
>>
>>147482851
Meant for>>147482729
>>
>>147477831
Elf kick
>>
>>147478704
>>147482860
That raises a good point, I think it was hard to tell stuff apart because there's no AO. AO adds a lot to depth perception, unless it's shitty and broken like in your image.
>>
>>147482851
Just changing the alpha to be less than 1.0 causes it to blend with anything behind it. It works if you have no back-facing or concave tris that you've drawn beforehand, but that's not exactly something I can do on the go. I'm basically wondering how other people usually go about it.
>>
>>147477831
I'm made a generic goomba enemy, now I just need to implement lives.
>>
>>147477778
pls do the art for my game
>>
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What are the benefits of sprite batching?
When should I start to take it into consideration?
>>
>>147479209
I think your game has always had too much post-process anon. Adding more isn't the way to fix it.

Unless you're nearly finished I would turn that stuff off and focus on the gameplay anyways.

Is there going to be a map editor? Can I make levels for you?
>>
>>147483248
Performance
When you need more performance
>>
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Fuck. What was that technique that was an alternative to textures to avoid getting blurry when really close to the 3D object? I completely forgot what it was called.
>>
>>147483443
Procedural textures?
>>
>>147483248
It's much faster.

You should do it whenever you can, really.

You at least should be doing it for things were you're drawing lots of stuff in a group, like the game's tiles, for example.
>>
>>147483443
Mip mapping with a high res texture?
>>
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>>147483248
>>147483432
>>147483570
What's sprite batching?
>>
>>147482364
I think you need to come up with a proper visual effect because just turning the whole screen white is pretty disorienting.

That's pretty funny though.
>>
>tfw you have no idea how to implement tutorials, other then throwing shitton of text at the player.
>>
>>147483702
A way to increase performance by reducing draw calls and texture binds
>>
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>>147457526
Game Name: Frogs Life
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): /agdg/
Progress:
+Rid of mixels
-Which now causes screen tear
+Fishing
+Dialogue boxes
+Multiple new NPC's
+4 directional dirt tilling
+Sound shit
+new, non-blurry font.
>>
>>147483248
>When should I start to take it into consideration?
All the time.
Common cases where you'll normally use it:
Any tile maps
Bullet hell games
Anything else that requires drawing many many copies of the same sprite or set of sprites that share a sprite sheet/texture.
>>
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>>147483702
>>
>>147483702
I don't mind helping people when they have problems but holy shit use google
>>
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>>147478704
>>147478915
>>147482860
>>147483424

All these posts have officially removed shaders and fog from the game forever.

Shaders, camera effects, fog (unless fog is apart of a raining scene/weather scene that calls for it) all banned from this game now.

You can compare with the shaders, fog, and camera effects on the left, vs nothing on the right.

Hope you're happy Agdg. I am just hoping I don't get another person begging for those effects again to throw me off..
>>
>>147483432
>>147483570
>>147483845
I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
I will look into it after I actually have a game.

>>147483702
Sending a lot of sprites to be drawn at the same time to the GPU. Modern GPUs work better doing huge calculations with a lot of triangles, so it's better to do it than to let them draw every single sprite individually.
>>
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>>147457526
Game Name: Vampire's Bit
Dev Name: Vampiredev (JCS)
Tools Used: Game Maker, Photoshop
Website(s): https://jcs.itch.io/vampires-bit-demo
Progress:
+ Finished and added the new title screen.
+ Remade Hunter's AI from scratch.
+ Added a small "demo" screen.
+ Fixing bugs, cleaning and optimizing code and resources.
- Lost a lot of time on the previous Hunter's AI.
- Still haven't finished website nor promotional art.

RIP Recap Guy
>>
>>147483868
I definitely agree with that choice. Your game has a very clean aesthetic, play off of that rather than muddying it up.
>>
>>147483914
Sprite batching actually has little to do with the GPU, it's all about reducing CPU overhead
>>
>>147482315
Her arms look like sticks but otherwise that looks really great.
>>
>>147483914
>I see. It's just that SFML has a really hack-y way of implementing it so I don't really want to tackle it right now.
No it doesn't.SFML 2.0+ offers vertex arrays, which is literally all you need to batch since that's what it is.

You need to make your own sprite batch class if you want something like what XNA does, it's not complicated.
>>
>>147483868
>throw on some random shaders, don't even try to tweak them
>all you needed was simple contrast
>wonder why it looks bad, get mad at the people giving feedback

you still have a nice game but I'm starting to think you're retarded
>>
>>147483868
looks way better with nothing
>>
>http://imgur.com/gallery/gdQeh
>guy working at walmart gets offered a gamedev job
>you're still a nodev
explain yourself
>>
>>147484131
>starting
>>
>>147483868
Well the left looks garbage but there's still obviously a lot of bloom (if nothing else) on the right.
>>
>>147483868
seriously looks better. some fog and bloom might be alright
>>
>>147484089
Why even mention "class"?
>>
>>147483868
Right a million times
Left looks like you applied 30 bad filters in photoshop
>>
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>>147483868
Hey look, I can see now.

>>147484089
Is that so? I thought Vertex Arrays were just a workaround.
Well, now that's good news. I will get into it after I finish cloning basic shitty games.
Thanks, aggydaggies.
>>
>>147484183
Easy: Guy has work experience I do not.
>>
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BEHOLD
>>
>>147484325
>I thought Vertex Arrays were just a workaround.
Nope it's just how it works.
Instead of sending 3/4 vertices at a time you fill an array of thousands of vertices which you send all at once.
>>
>SFML doesn't have sprite batching
>>
>>147484590
SFML isn't a game framework or an engine, you do that shit yourself, including your game loop.
>>
>>147484525
Holy shit, don't tell me you finally did it.
>>
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>>147483914
>Looking for batching in GM:S
>Lots of overwhelming recommendations
Eeeh I think I'm going to work on that after the demo day.
>>
aggydaggy web dev here, I've been busy for the last couple days with life shit but the suggestions you guys have stuffed in the suggestion box have been queued up and I'll start working on them again as soon as I'm free.
I'll also begin taking progress submissions for the next monthly recap at that time.
God bless.
>>
>>147484657
So? It's got stuff for e.g. animated sprites, it's clearly not intended to just be a thin abstraction layer like SDL. Sprite batching is the same for every game you will ever make anyways.
>>
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Moray manor. I fixed a few things about them. Basically instead of calculating the distance between the player and itself it calculates the distance between a child object that's in front of its face to determine when to charge. I might tweak it all so it can be like the urchins and I can make some faster and some slower for later levels.
>>
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>>147484557
I see. It obviously makes sense that I only send a single texture to the draw function since they are all essentially the same sprite.

>>147484662
You better do it.
>>
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>>147484131
I spend time tweaking them, and posted multiple screenshots over the last 2 threads that were about that.

>random shaders
I detailed that the 3 shaders I even added were based on feedback. shaders they were, Anon's asked for them "Contrast" "Colored Shadows" "Fog" that I tried and did exactly that.

>>147484131
>>147484195
Though it was my mistake to fall for the camera effects, and shaders meme. No need to be rude about it senpai.
>>
>>147484662
>GM
Don't even bother.
>>
>>147484783
>So? It's got stuff for e.g. animated sprites, it
Well that's new, guess it was added by someone else because Gorilla sure as hell didn't do that for SFML.
>>
I'm trying to build a character creator in unity for my game, with modular body parts that can be swapped out at runtime much like armor/weapons.

I'm an absolute beginner to modeling/animating/rigging etc since I'm a CS student and programming is by far my strong suit.

Unfortunately I need to create at least one basic model with meshes/animation rigs etc so I can properly implement the character system before I start looking for graphic artists to work with.

Are the subscription based tutorials on CGCookie worth $27/mo? The free one was very good.
>>
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I did the thing and then I had a moment and began to cry.

http://webm.land/media/RHqa.webm
>>
>>147484131
>get mad at the people

There was nothing mad about his posts but NICE BAIT. THIS IS BAIT.
>>
>>147485043
Song?
>>
>>147484982

2D or 3D? you can use unity animation for 2D and it works pretty well. I haven't tried with 3D though. that would involve more correcting origin points and splitting models to replace parts seamlessly.
>>
>>147484982
Download another character creator like makehuman and use their models/morph targets for it. Then you'll have some idea what your artist will need to create and you can program it in full.

And morph targets are generally a better way to go instead of swapping out body parts. I don't even know how you'd get rid of the seams in that way.
>>
>>147457526
Game Name: [Placeholder Title]
Dev Name: N/A
Tools Used: GM:S, GraphicsGale
Website(s): N/A
Progress:
+Changed knockback (again)
+Increased Jump Height
+Added new enemy (I have no idea what it is supposed to be)
+Changed how wall-kicking works
+Made more rooms
+Retry system should now work in not boss rooms
+Added MaxHP/MaxMP increasing items
+Saving/loading is working again
>>
>>147485043
/wsg/ gondola threads might want to have a talk with you.
>>
>>147484815
Wow that's really creepy.
>>
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>>147484661
pretty much done yeah, it was surprisingly easy considering all the bullshit I went through to get there

can probably be generalized to other conic sections as well but I don't have that in me right now

and honestly I don't know how much different this is going to be from polar lerping, so the whole thing might as well be wasted effort on some level or other

oh well, at least it was fun
>>
>>147484815
Nice lighting, really adds to the spook
>>
Bokube, I think the biggest problem with your game is that you see the whole level at once AND it's busy as fuck. You can't have your cake and eat it too; pick one of the above.

Instead of trying to make the visuals "interesting" through obtrusive particles and whatnot, why not increase the fidelity or add STATIC details to what's already there, while still keeping the playing field "clean"?
>>
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Taking a break from making poorly drawn NPC antagonists to try out something neat. Found a script to turn heightmaps into terrain data directly in Unity and used it on a Kalimdor heightmap I made a few months back.

Pretty neat, don't think I will do much with it though.
>>
>>147485428
>Found a script to turn heightmaps into terrain data directly
wat
"Terrain data" IS a heightmap, if it's not volumetric.
>>
>>147485317
You have an odd sense of what is fun.
>>
>>147484856
I think the real meme you fell for was the "X dev doesn't appreciate feedback" and you were trying too hard to accomodate for people telling you to do this or that

feedback is great and I believe even the shittiest response should be taken into account, but you don't have to drop everything you're doing to please people. you do know what you're doing and that's cool
>>
Reminder that developing without a goal is merely practice, not a game in the making.
>>
>>147481852
Damn, and I thought I was being creative/original.
>>
unity 5 corrupted my project and it wont even open
>>
>>147485858
Backup everywhere.
Engines can't be trusted, computers can't be trusted, hard drives can't be trusted.
>>
>>147485083

https://youtu.be/Dgkqhz5ViNo

>>147485292

I dont know, I got very sad for some reason.
>>
>>147485858
>Not making a backup like it warns you too

Its your fault bub
>>
>>147485858
Good thing you've got those backups, anon.
>>
Well learning pixel animation was probably the single most fun and interesting thing I've done in the past 6 months.
>>
>>147485858
Every time.
>>
>>147484815
you've played Insanely Twisted Shadow Planet right? it's fantastic and the devs used to have a blog (maybe a youtube channel), there was some insightful info on camera work for a game like yours that you might want to check out
>>
>>147485845
The important is not the idea, but the execution.
If you think you can make it fun, then by all means go ahead.
>>
>>147485858
Unity is so shitty man.

Its so poorly coded.

UE is way better but it's way harder. It sucks cuase if the barrier to entry was as easy as unity it would be by far the best engine to dev on.
>>
>>147485115
Well, apparently it's possible in unity as long as you have a strict definition of what each body part can be in terms of meshes/bones/animations/colliders. The body parts are super similar outside of aesthetic and stats, save for some unique ones which can only be attached with other restrictions anyway.

I also need to pay attention to the disparities between parts and assign different Y/XZ offsets for animation. So I figure as long as I keep one set of bones for each body size (S/M/L) and attach/copy stuff to the MeshRenderer component(s) properly it should work.

>>147485115
I'd rather make the models from scratch because I can foresee implementing a system using test models/rigs etc that I don't know the ins and outs of being a potential issue.
>>
Is it even possible to make a project in unity without it getting corrupted
>>
>>147486121
i dont think so.
>>
>>147486121
Google Firewatch
>>
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>>147486034
also posting a video because it deserves some love

https://www.youtube.com/watch?v=-9r6J0b-2BI
>>
>make model
>UV unwrap
>texture defuse, specular, normal, etc etc
>rig
>animate
>all for just one model
3Devvin is suffering. Why does this have to be so hard?
>>
>>147484815
>>147486034
https://youtu.be/pdvCO97jOQk?t=30m19s
This is what Anon 2 is talking about.
>>
>>147486034

My camera should be giving some anticipation based on where you go. I'm not sure what happened to that, maybe I tweaked things and it isn't apparent anymore. but I do intend to have the camera lead the player when moving so you can see what's going on
>>
>>147486430
why is your game in 4:3?
>>
>>147486337
I hadn't seen this talk, thanks friend
>>
>>147479184
key = {kei[i] = False for i in xrange(512)}

Learn2 map/list comprehensions niqqa
>>
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>>147457526
Game Name: SNEK
Dev Name: snekdev
Tools Used: Unity, Blender
Website(s): snekdev.tumblr.com
Progress:
+Cute UI reactivity
+Right click to select
+Softer visuals
+Color palette selection
+New mechanic to spawn new units
-Not ready for D-Day
>>
>>147467795
>>147468448
Genetic algo guy, this is rad shit, I want more details
>>
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>>147485380
That is not a problem that you can see the whole level, captain toad does the exact same thing, further more you can rotate the camera so what is your problem I don't understand it? Some things block the camera so you will rotate to a new angle.

Further more there 14 levels and a boss in every world and 7 of those levels in each world (being half) have follow camera systems and not static rotating cameras.

Iv been working on not making it "busy" for awhile now and I will continue on that mission but I think what I have lately isn't busy at all its fine.

>>147485603
I will admit this is a problem I have. Admittance is the first step around the problem though.
>>
>>147480821
nice
>>
>>147486310
UV unwrapping usually doesn't take more than 20 minutes.
Substance/Quixel make texturing easy.
You don't have to rig/animate the majority of models. Only the really important ones.

Really the hardest/most time consuming part is making the high poly model. Everything afterwards is a breeze.
>>
>>147487042
Actually, it isn't about being able to see the whole level, it's about following the player. If the camera follows, you can always find the player - they're in the centre. If not, it can be very difficult to track them especially if things are moving around so much.
>>
>https://play.google.com/store/apps/details?id=com.ketchapp.stack
>almost 50 million downloads
>probably making thousands a day
>took less than a day to make
Why aren't you making mobile games?
>>
>>147487427
Because I don't want to make games for casuals
>>
>>147487427
I don't have an idea that simple and unique
>>
>>147487485
>>147487427
I think making a few easy small in scope games for mobile is a good way to get some supplementary income to hopefully encourage a more large scale game.
>>
>>147487427
That's like saying that you will be automatically millionaire if you start a gameplay channel, is not that easy.
>>
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>>147457526
Game Name: CC
Dev Name: Kada
Tools Used: Unity Gimp Blender
Website(s): None
Progress:
+ Add changing levels with different scenes
+ Logic for respawning enemies in overworld map
+ Add animated faces to character bodies
+ Fix weapon animations
- Will remove allied AI for fighting, they will now be standby, the player can swap them in, so much schedule wasted
- Broke some enemy AI
>>
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http://webm.land/media/Ldkw.webm
>>
>>147487728
me on the window sill
>>
>>147487728
incredible

honestly
>>
>>147487728
>That last shot
L-LEWD!
>>
>>147487728
>http://webm.land/media/Ldkw.webm
I mean that's great music but you didn't make it right?
>>
>>147487956
Thats a hell of an accusation, do you have proof?
>>
>>147488027
Yeah, just listen to it.
>>
>>147487956

No I did not make the music it, before someone says I claims I made it.
https://youtu.be/8GW6sLrK40k
>>
>>147487728
This is awesome
>>
>>147488193
That's a great track (thanks for posting it) but what are you going to do for your game? License it?
>>
>>147484815
Cute webm famalam, do u have a mewsicshun?
>>
>>147484815
looks good
>>
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tiny spooky alien
>>
>>147488464
it's a placeholder you dip
>>
>>147488878
Yes because that guy is just going to make a track like that for his game.
>>
(You) @ me if you are using or intend to use vulkan
>>
>>147488795
Emphasis on tiny.
>>
>>147479840
>>147485845

The possession could have a range. Failure state could be being out of range of possessing someone. Some NPCs leave the level. NPCs going on long isolated paths would be necessary to complete some levels, making it more puzzly
>>
>>147478232
https://www.youtube.com/watch?v=jJk15CEOyds
GUMI
U
M
I
>>
>>147489035
I think he meant the Gondolas.
>>
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>>147477597
Probably a dumb question but I'm new to coding for gamedev so fuggit.
How does one decide how many different header files to have when making a game? Like for an rpg, would it be something like, mainGameLoop, renderer, playerController, randomMechanic etc... or is there a more efficient way to do it? I'm using c++/OpenGl btw and I just don't want to over-complicate a simple project.
>>
https://clyp.it/xciboxxv

HELP
>>
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Hey /AGDG/, how do i start with gamedev?

What books do i read, or should i watch videos?

>watdoplz
>>
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working out my death mechanics
>>
>>147489589
you are getting way ahead of yourself. you shouldn't be touching OpenGL if you're asking these questions
>>
>>147487728
I'd really like it if you added a drop kick to this game.
>>
>>147489735
Listen to YESDEV, a gentle introduction to gamedev by our very own Ryan Jake Lambourn: https://www.youtube.com/watch?v=iQ0e3QUADw8&list=PLaW5cpjBPpWrO1dRq4PAERAnoX2h2QldR&index=1.
>>
>>147489735
play game(s)
note fun
draw stuff
slam keyboard
make game
>>
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>>147488878

Thats the question.

I think we all got to go in the end.

http://webm.land/media/cLAt.webm
>>
In a tactics game, should I have default right click to move and left click to select, or vice versa?
OBV I will have remappable controls also.
>>
>>147489371
Have you ever played Ghost Trick Phantom Detective? I was thinking a system like that. You can only possess someone if you're in range, and you essentially "hop" to them. That way you can't just rush at the target or possess the person right next to them.

I really like the idea of some NPCs leaving the level. It incentivizes learning patrols and schedules. I'll write that down. Thanks!
>>
>>147490018

yes i got steps 1, 2 and 3 down but

> how hard do i slam the keyboard

i mean, you guys know your programming before you said, imma dev'it
>>
>>147490430
If you can only have one unit per tile, left click should both select and move and right click should open options for the unit.
>>
>>147489973

thanks
>>
>>147489973
i agree with this
>>
>>147489797
Why not?
>>
>>147490510
>open options
Do you mean possible moves?
I have a system where you can cycle between a selected unit's abilities, and each has a different range highlighted.
>>
>>147490638
Yeah, or stuff like checking a character's inventory, stuff like that.
>>
>>147490638
>>147490510
Also sometimes you can use abilities on friendlies so left can't be both move and select.
>>
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>>147490206
this better be nonviolent
>>
neetdev I sent your trump game to jim stirling
>>
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>>147488585

a what?
>>
>>147490613
>>147489973

kek at that boss life bar
>>
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>>147490753
No inventories, it's pic related.
I will try condensing everything into a right click menu and see if that clarifies the gameplay.
>>
>>147490792
If you've selected an ability to use, left clicking no longer allows you to select a different unit seeing as you are trying to attack/defend stuff. Or something like that. A lot of tactics RPGs manage to consolidate most actions into two buttons, you should be able to as well.
>>
>>147490985
looks kind of confusing t b h

maybe it makes more sense in motion
>>
>>147490963
googly eyes is skilled at vid editing
>>
In unity, how do you prepare generic scripts, like controllers? I'm trying to wrap my mind around the whole "not hard coded for a single case" thing.
>>
>>147490943
musician, im drunk
>>
>>147491150
what do you mean generic?
>>
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>>147491153

I only have myself. I've tried making music but I'm not that great with it.
>>
>>147490620
I'd look at some tutorials for simple games. You can get an idea of how their game loops and classes are set up.

You asked kind of a weird question, and on top of that the answer will vary greatly depending on what you want to do, so it's likely you're not quite at the level yet where you should be thinking about stuff like RPG system mechanics.
>>
>>147491207
That it'll work by itself and not really care about what else is going on with the game object. For instance, a drag and move script that lets me click on a gameobject and move it around. I should be able to stick it on anything and get the same behavior.
>>
>>147491270
do you think you'll finish this project? I make music and like what you have here, if you're interested. Not tooting my own horn but I'm experienced and not some random person who smashes his head against a keyboard
>>
>>147491353
That's kinda the point of behaviours yeah. Just make sure the script handles everything related to what you want it to do, and if it doesn't, add [dependencies]
>>
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>>147491379

I fully intend to finish it.
>>
>>147491086
Baroque UI has a bit of an aesthetic appeal.
If I went that route though, I'd keep try to keep all of that info secondary but helpful, and still try to condense the controls
>>147491075
Thanks for the ideas. I'll try that, maybe after D-Day
>>
>>147491509
Know any place I can find some good behavior scripts to look at as examples?
>>
>>147491558
y-you only answered one of my questions (there were secretly two)
>>
>>147491284
I suppose you're right. My focus is basically building each aspect at a time and I'm far from any real mechanics yet. But it was just something on my mind as I've been learning gamedev.
>>
>>147491640
if you intend to offer yourself you better post some samples fuckboy
>>
>>147491620
unity comes with a bunch of standard scripts
>>
So I just finished the Unity Roguelike tutorial and well, I mean I finished the game and all, but I don't feel any smarter, I wouldn't be able to make the thing myself. What the fuck do I do brehs, how do I make any shit
>>
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>>147491640

Music from the musically talent would be nice to have. If you're willing to do it then I would accept.
>>
>>147491738
clon ping tatris asterids mincroft
>>
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Part 2. The left is the shaders, camera effects and fog for night time levels, right side is none of that for night time,

I get that day time levels look way better with none of that, but how can I improve the night time levels or is the right picture better and perfect already? How can I convey a bright, but yet pretty night Anons?
>>
I got a job
>>
>>147491859
Rather than using filters for the whole scene, consider doing individual work with the textures of the terrain to make it all shifted a bit bluer and more night-y. It'd be more work, but keep that beautiful cleanness you have going while still implying nighttime.
>>
>>147491859
Unrelated suggestion but your rotating axes should have black and light gray axeheads. Both the cannonballs and octospikes already have that color scheme. Consistency is good.
>>
>>147491859
use cool lighting and darker shades
>>
>>147491689
v rude

>>147491763


https://clyp.it/ufqdrv40
https://clyp.it/2n4mkvkh
>>
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Concept art for the boss
I hear that giant girls are trending
>>
anon you are cute. Cute!
>>
>tfw my networking is starting to work
>messages are getting through and being farmed into deserializable information
it's happening, it's really happening
>>
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>>147491859
>>147492053
>>
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>_imp
i wanna kill myself
>>
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>Retail night shift wageslave
>Too tired for dev

I envy the NEETS of this board.
>>
>>147487042
your game is gorgeous
>>
>>147492106
the last 30 seconds of the second one are cool

do you have anything that has more than 3 notes in it?
>>
Can I make a game if I can't into art?
>>
>>147492389
those both have more than three notes so im not replying to memesters
>>
>>147491953
Congrats! What do you do?
>>
>>147492326
reminder that if you were a neet you would likely be so due to your complete lack of ability to handle stress and anxiety and as such would not be able to dev either way
>>
>>147487225
get gud, the camera doesn't need to follow pac man in pac man either
>>
>>147492326
You'd just waste all of your time and you know it. The NEETs who pretend like they don't stretch out 1hr tasks into full-day events are delusional. Any excuse works for you.
>>
>>147492442
y-you shut up
>>
>>147491859
do you have a musician or are you making the music for this game by yourself?
>>
>>147492423
Yes but you still need visual taste.
>just ask bokudev
>>
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>>147492380
Thank you!

https://sendvid.com/y9p23bnk

Reminder that you can see that level with video and audio.
>>
>>147492432
all these show is you can produce some sort of upbeat ambient and that you can master decently

but sure I'm memeing whatever
>>
>>147492530
i'm just saying from experience my friend
it sucks
>>
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>>147492525
>The NEETs who pretend like they don't stretch out 1hr tasks into full-day events are delusional. Any excuse works for you.
>>
>>147492148
>witch and broomstick shmup

sir you are activating my dick too rapidly and i'll have to ask you to stop
>>
>>147492561
I don't know where to start even with the info in the OP. I want to make a simple platformer with sprites. What do I do after I download an engine?
>>
>>147492525
I do this as a wage slave
>>
>>147492740
Do you know how to code?
>>
>>147491763
whats ur email btw
>>
>>147492106
Not the dev, but I enjoyed listening to those. I'd agree with the other guy that they're a bit simplistic - ambient is moody and fun, but at an amateur level can often lack the recognizable melody and more formal structure that can make a song stand out rather than just blending in. I also recognize that you're messing around with sounds in these songs and shouldn't be treated as a cohesive whole, but with that said many of the sounds don't really feel like they fit together too well and the moments of adding a new sound or switching between ideas are some of the weakest in those samples. I'd suggest practicing something a bit more upfront with less layers and seeing if it's tough to make three or four instruments total sound powerful and interesting.
>>
>>147492676
There's not enough witch games in the world
>>
>>147492525
No, I wouldn't deny it: I'm slow as fuck. But I would rather be making slow and steady progress on something thats important to me than a dead in the head wage slave blowing his brains out every day in front of the television for 8 hours because he has nothing else but his job and dealing with other normies crushes his desire to even attempt anything creative.
>>
>>147492886
Yeah, that's not the problem. The problem is art. I can't draw for shit, but I know how I want the game to look like. Google tells me to use Anime Studio, would that be good for making sprites and other kinds of artwork for my game?
>>
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>>147492542
I'm making this game alone, and I'm a broke NEET sorry.

>>147492561
This desu,
>Have the talent to model and create Nintendo tier art

>Still need to ask a online thread on art direction.

I'm pathetic.

>>147491975
Will do! Thanks for the tip (Pic related)
>>
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now things actually die and go away

i unintentionally made a ship that spawns other ships, and im gonna keep that
>>
>>147493176
Total garbage. You waste your free time now. If you had more free time, you'd just waste that too. But blame your job if you must.
>>
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>>147492106

They seem alright

My songs I tried sounded like this:
https://clyp.it/qs32mkwj
https://clyp.it/h0xbvxsd
https://clyp.it/iakkzzwu

if it gives any kind of indication for what I Was trying. although perhaps there's too much emphasis on the drums for an underwater game but I don't really want something that's too ambient.
>>
>>147492982
Other guy wasn't really saying that, he was being a meme.

All sounds are being "messed around", that's wht modulation and sound design it. I mean, the first song is all done on the same synth, so idk how it doesn't sound cohesive. The 2nd is definitely more obtuse, and I used different instrumentation that a normal concrete song I guess.

I also don't totally understand what you're saying, cause first you say they're a bit simplistic, but then tell me to go even more simplistic. I'm not some grand composer, I like ambient dub stuff, like Boards (they're a popular example). They have barely any melodies in some of their best songs. Roygibv for example.

Anyways, heres a more stripped melodic song without all the synthesis I guess is what you mean?

https://clyp.it/mnztbftw
>>
>>147493176
Damn nigga chill, yeah I hate my job. But I do get days off for dev. Plus, I have a gf and 2 cats to keep me from going full suicide.
>>
>>147493416
If I were to simplify my critique, I think you should take a dip into other sounds. All your music right now is basically 'single core synth with super heavy reverb that eventually gets backed up by other patterns also swamped in reverb until stopping and changing what the base pattern is'. That's not a lot of room to create interesting, dynamic music.
>>
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>>
>Spent all day at the beach

Why don't more games take place at the beach? It's so comfy.
>>
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Oh shit, you can get some really funky results with this
>>
>>147493597
What is "dynamic" music. There is usually a motif in music, that is a core instrument, electronic music uses a synth. I actually keep my reverb minimal, except on stuff like percussion, confusing it with delay I think. I honestly take all critique seriously but I also defend myself when the critique just isn't to be had. I do agree that composing is a difficult task I should focus on, but "swamped in reverb" just isnt true lol.
>>
>>147493693
Wanna see that in motion.
>>
>>147493292
it depends a lot on how you want the game to look like. Since you are going for Anime Studio I guess you want skeleton animations? Haven't used it so I can't give you advice on it. But your best bet is make a couple of sketchy faste sprites/animations, to learn to use the software (and to have something to put in the game) then slowly as you get more familiar with it and have more practice drawing you will be hable to make better looking assets.
>>
>>147493787
I occasionally use reverb and delay interchangeably because I'm an asshole, both increase the amount of time it takes for a single note to decay and allows for interesting patterns to arise without a lot of work on the part of the person making the music themselves.
Make something dry, cut out as many effects as possible and try and make it sound good.
>>
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I'm having a bad day
>>
>>147492106
Fellow musicbro here. I'm not sure what the other anons are complaining about. That's pretty good and your style would probably fit his game. But I guess if he's not into it then he's not.

>>147493381
>I don't really want something that's too ambient.
That's kinda lame. Keep it up with the progress though.
>>
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>>147493897
Lag from recording
>>
>>147494004
Thanks, I always like critiques tho, it's how we grow as musicians.

>>147493381
Okay that's cool, I still don't think my songs are that ambient, def ambient influences but they're more "idm" than anything.

>>147493994
Oh please, delay and reverb take a hell of a lot of time if you are actually doing them correctly and as an individual sound design (which you should be doing, not throwing it on there willy nilly).

Why are you so hellbent on dry-ness, I'm not making rustic folk music here.
>>
>>147492435
Suck dicks
>>
>>147494004
>the other anons

I bailed out, but at least he knows his composition is weak

what pissed me off is that he's like "I'm not tooting my own horn but I'M GREAT do u want song"

where it should have been "hey I can produce pretty good ambient that I think would fit your game, here are some samples"
>>
>>147486054
>too stupid to use UE
>says Unity is "poorly coded"
Admit it not even you believe your own bullshit.
>>
>>147494215
>Why are you so hellbent on dry-ness, I'm not making rustic folk music here.
Because expanding your musical vocabulary can be extremely useful and all your samples have the same general feeling and structure to them? I'm not saying 'hey this is how all your music should sound forever', I'm saying that while you're making pretty stuff there it's very forced into a single niche and that's not so good especially considering you're apparently looking to make music for games. If you use that aesthetic in a game, what're you going to do the next game you get asked to work on?
>>
>>147494341
I literally said I'm experienced, which I am, I've been making music for 7 years; mostly sound designing, I know synths inside and out, and mastering and mixing for 4.

You sound mad for the sake of being mad lol, calm down.

I've never been big on composition, I find some of the best music is composed with very few melodic lines. I think its preference though. Steve Roach mang
>>
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>>147492053
>>147492227
Here is the start of the new changes to the night level based on your feedback. Please let me know your thoughts senpai. I added glow from a sunset in the very background as well. I made the fireflies smaller,

and made a new cloud system prefab for night time. The clouds are shaped different to be more smaller, which allows you to see the land below a lot better, and move a little faster than day time clouds.
>>
>>147494401
I think all those songs I sent out sounded way different, maybe the first two are a little bit similar due to the usage of Diva. But I mean one has a sitar, and one has a wrench hitting a tin can.

I'm just looking to make music, whenever and wherever possible. I don't force myself into anything.
>>
>>147494215
>Thanks, I always like critiques tho, it's how we grow as musicians.
Sure but that guy only thinks his critique is informed and helpful.

>>147494341
Nah, he only said that he's experienced. And it shows in the quality of his work.

I'm not sure what it is about aggy; someone posts a webm of the default Unreal Mannequin running in a circle and people will comment saying "great progress!" but if a music guy posts a track here people start comparing them negatively to their favorite albums.
>>
>>147494518
yeah ok, I give up. for the record I don't think you're shit, but listen to >>147494401 who's not as angry

>>147494716
I believe all the people involved in this discussion are musicians

I'm certainly not comparing him to anyone
>>
>>147494716
I mean, I posted my music here in January of this year and like 6 people said it was good. I just think theres one dude in here that want's to be upset for whatever reason.

I actually posted a demo 2 days ago and like got good replies even when I thought it was shit lol, I can post it again if you want
>>
>>147494692
>I think all those songs I sent out sounded way different, maybe the first two are a little bit similar due to the usage of Diva. But I mean one has a sitar, and one has a wrench hitting a tin can.
Structurally, they are very similar. That isn't a bad thing, considering a lot of music is structurally similar, but it is something to be very aware of.
I wasn't looking to be insulting any more than anyone on an imageboard is, I just wanted to give suggestions on expanding your horizons. If you feel happy where you are, that's fine, and as I said I did think your music shows that you have skills when it comes to production and making a very pretty soundscape. I can't do that, I'm just an asshole percussionist armchair producing.
>>
>>147494716
because music isn't really our craft? most of the posters here are not musicians. graphics and gameplay are more important for immediate appeal than music. not to discount music during a game, but it doesn't really sell a game.

also might be the format of 4chan, we can't post webms with sound
>>
>>147494716
>someone posts a webm of the default Unreal Mannequin running in a circle and people will comment saying "great progress!"
That doesn't happen. You sound like one of those butthurt retards accusing people of posting "moving cubes" as progress. Take the salt down a notch.
>>
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who is using this to write games
>>
it is a good looking mannequin though
if you have 16gb of ram
>>
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how would YOU innovate, in an old-school horror game? ..or is the genre "perfect" and impossible to change without fucking it up.


>>147493612
i must be doing something wrong
>>
I haven't seen anyone post progress with the UE stock humanoid in at least a year.
>>
>>147494837
>I believe all the people involved in this discussion are musicians
Yeah but you're that guy who downloaded some music software a year ago and now you think you're an expert. Here's a tip: if you don't like it that doesn't mean it's wrong.

>>147494932
Yeah I'm sure that's true. It's just a bit bothersome how people will post really rough amateurish stuff here and get positive feedback (which they absolutely should), but people don't have the same sentiment when it comes to music. I'm certainly not hitting results anywhere near that of my idols but people don't realize the amount of work that goes into this stuff over many years.
>>
>>147494114
Neat.

A bit noisy but yeah.
>>
>>147493672
The Look Around You episode "Computer Games" is a perfect response to you, but it's blocked on jewtube.
>>
>>147494924
Heres something that isn't quantized at all, I did it in one go. It's a demo hence the low volume level

https://clyp.it/citdfifv

I think a musician should have a cohesive sound tho, so many people try to be the next whoever
>>
>>147494971
A better question might be "who has even heard of this".

The extremely amateurish logo makes me guess: No one.
>>
>>147493612

nihilism

more like
autism
>>
>>147495320
woah
>>
>>147495213
>people are praising progress that I think is bad and ignoring my genius
You sound like an enginedev tier fag right now.
>>
>>147495213
>Yeah but you're that guy who [...]

hey man, we went this whole discussion without making assumptions about anyone. please don't start now
>>
> cant dev
> it weighs on me
> finally do it
> make progress
> unity crashes
> progress is gone
> its my own fault for not saving

>>147495196
wait, are you telling me "muh blueprints" isn't a viable method for gamedev?! alert the presses
>>
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Made a retarded thing.

Would you play a game where you're a mine worker who is left on an abandonned mining colony and you're required to manage the one mining exoskeleton as a life support system until help arrives?
>>
>HEY IDEA GUYS
I need some ideas for a charming character with a rocket launcher.
>>
>>147495213
this is a place for absolute beginners at gamedev to get off the ground, so you get a trophy for showing up (and you actually get a trophy for FINISHING a game on steam). but for musicians you have other forums where you can be an absolute beginner and get feedback from all musicians. for some reason we expect that musicians have moved past beginner when they show up here. it may be an attitude of "i could do this myself and why bother getting help" if the musician doesn't have clear level of skill already
>>
>>147495514
can you use git with unity? I can't imagine my life without branches and merging. Feels so good to give 0 shits about breaking things, because I'm on the dev or drunk branch.
>>
>>147495375
If you read my comment you'll notice I never said that. I love coming here and seeing people's first attempts at making game as much as those who are a little more experienced.
>>
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i'm starting to feel the fun

do you feel it?
>>
>>147494971
take off every one of those
>>
>>147495261
That sounds nice. I'd be curious to see how you'd end up producing something like that to the same level of quality you generally hold yourself to, but I can understand if that sound isn't something that interests you at the moment.
>>
>>147495607
I feel like I'm slowly dying
>>
>>147495631
Well with songs like those idk where to go. I mean, technically, it could be finished right there. I'd just touch up the mixing and master it. My friend said it sounds finished. I wouldn't wanna ruin it with some drums or percussion. Idk, musics hard
>>
>>147495607
>git gud or your computer will crash
I like it, so few games have real stakes anymore
>>
How do you do juice? Like, little shake effects and color flashes and stuff. I just don't understand how to easily do effects that interrupt normal flow for a moment.
>>
>>147495540
they should be charming and have a rocket launcher
>>
>>147495537
Yes, but only if you work to make your sprites a bit better.
>>
>>147495719
Just fuck their screen up
>>
>>>/v/343827306
>>
>>147495719
>effects that interrupt normal flow for a moment.
Have a timer that only updates the entities when it's 0, when you want to do an effect and freeze the game for a few moments set that timer to something
>>
How do I make a game about a bunch of kids growing up and slowly drifting apart and betraying eachother?
>>
>>147495751
it was just a test, more for sizing than anything else.
>>
>>147495537
what the fuck is the gameplay
>>
>>147495582
> can you use git with unity?
idunno. you can git-gud tho

>>147495145
no one gonna reply to this? plebs
>>
>>147494523
looks pretty good, I liked the glowing balls though

cool the main light maybe just a tad more?
>>
>>147495705
I'd look into solo instrumentalists and see how they end up making a single melody line engaging to listen to. Heavy percussion on a moody flute-like synth like that would feel out of place, but quiet harmonies and a piano-esque tone to fill out the low end and include some additional complexity when the longer notes are being held by the first synth could do well.

Music is hard, there is no right answer, but it sure is interesting.
>>
>>147496063
spiritual jazz people got moody flutes with percussion to sound grea
>>
>>147495145
better mind fucks.

i think there's room in this genre to mess with the players head.

try to convince them they're insane.
>>
>>147495882
I don't even want the keys anymore
>>
>>147496002
explore the base metroid style
use the exoskeleton to unlock areas
manage the power of your exoskeleton
fighting outside of the exoskeleton is basically suicide so you have to manage scavenging outside of it and using it for combat with limited power.
>>
>>147496180
like a david lynch game?
>>
>>147496193
Listen to the OST at least, totally free on the musicguy's bandcamp
>>
>>147496180

You could do some cool stuff like have enemies that aren't actually real.

Things like fucking with your inventory/world pickups.

Jump scares actually work in extreme moderation. A lot of games just go extremely overboard with them but having a handful in your game isnt a bad thing.
>>
>>147496256
how does the exoskeleton unlock areas?
is it another metroidvania?
are there areas that you can only reach by walking or only by riding the exoskeleton ?
can you reach a loss state by mismanaging you resources?

it has potential if it's not a metroidvania cliche
>>
i like it. what's your email
>>
>>147496671
what is it
>>
>>147496689
consent
>>
>>147496474
>>147496379
basic shit like:

the world looks slightly different every time you open your inventory -- was that lamp there before? was it always there?

There's that one horror game where the bad guy moves closer to you when you blink

i think that path of games is poorly explored right now.
>>
>>147495560
I agree with you, but there's a big difference between a beginner musician and one who is experienced but not world class. People spend 20+ years making music, their whole lives even, and don't sound as good as your favorite artist. That's just the way it goes. Making music is hard. You could be a phenomenal guitarist and not have a damn clue about recording, producing, mixing, mastering. Just like your drummer might not be able to carry a tune. People make successful careers out of just one aspect of music making and doing only that. Music is just this vast world of very hard (but fun) things that all comes together to make these tunes you hear and love. It's a bottomless pit, and one that many people have enjoyed spending their lives falling into, but so many on the outside have no idea of the scope of the world of music making because they have no point of reference. Most people just hear stuff on the radio or whatever and that's their entire life's experience with music. Even if you don't like the trendy, easily digestible stuff on the radio, there's a massive amount of talent that goes into that stuff! It's just crazy man. Music is like martial arts- you will always have room to learn more and get better.
>>
>>147492106
what's your email
>>
>>147496731
o-omo
>>
>>147496501
the idea is that some areas will be only accessible by leaving the exoskeleton and doing things like crawling through air ducts.

the exoskeleton would get arbitrary upgrades throughout which would give you access to other areas, via things like maybe some kind of grappling appendage

you would be able to use the exoskeleton as a essentially a battery to power other equipment/machinery to like move cranes or use computers

i don't know how I would make it not a metroidvania cliche. I guess it could be more structured with the tasks you have to do.
>>
Quick, post a game idea that you intend to make at some point but won't.

My addition: a tactics RPG where combat takes place in a sidescrolling realtime minigame, and a unit can end up moving extra tiles via moving within the minigame (ie retreating away from enemies or advancing towards them).
>>
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>>147496998
A weapon to surpass Metal Gear.
Never ever.
>>
>>147496998
>you intend to make at some point but won't

anything
>>
>>147497052
I still have no idea who made that sword
What happened to him?
>>
>>147497167
Hopefully he didn't sudoku.
>>
>>147496998
post nuclear warfare, absolute uncertainty, total environmental destruction, latent insanity, and the end of the world
>>
>>147496998
parallel universe co-op puzzle platformer
Each player can only interact with their universe, and each puzzle contains elements in each universe, so players have to coordinate to get a full view of the puzzle and execute it
>>
>>147496998
A beat em up
>>
>>147496876
[email protected]
>>
>>147497167
when we were meming him he seemed ok with the attention, could have been a false flagger though
he actually did seem open to feedback and posted an improved version
i hope he comes back, but remember almost all devs drop their games anyway
>>
Too late to join the weekly recap?
>>
>>147497213
I would find it very hard to kill myself with a sword like that.
>>
>>147497358
>>14749735
>>1474973
>>147497
>>14749
>>1474
>>147
>>14
>>1
>>
>

one way to find out
>>
>artist flakes out again

they can't keep getting away with it
>>
>>147497439
gtg to work right now, will do it in the evening
>>
>>147473364
At some parts I think it's pretty generic compared to your other works, but the closing and around 00:30-01:00 is touching.
>>
>>147497469
then learn to art and show them all up
>>
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post demo day shit uis
>>
>>147495537
Nice setting but where's the game.
>>
>>147493997
>died before it was born

that is the ultimate form of JUST
>>
>>147496840
> i think that path of games is poorly explored right now
me too. horror games are so damn cookie cutter right now, and no dev seems to understand subtlety

>>147496474
>>147496840
nice ideas. its def a tough balance, and those things should be tied into a central narrative else it becomes "spooky shit cuz dev wills it", which is most paranormal games i guess. eternal darkness did some stuff like this i think
>>
lol this guy on Twitch is playing a rhythm-action roguelike kill me
>>
>>147496867
you said you were a drummer? you guys are chill

I shouldn't have gotten upset earlier, it bugs me when people sell themselves with "I make music" especially in a gamedev setting where you're expected to be nothing short of a swiss army knife. it's like someone going "I'll make art for your game" but they can only draw anime girls. it's completely different when people come to you with an offer, of course
>>
>>147497665
> voxels
dont
>>
hey guys, would anyone here watch a 'game a day' stream?

i'm making a new game every day to get better and i could stream it if anyone would watch
>>
>>147498208

might have success on twitch.

I'd be mildly interested.
>>
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>>147497665
I'm not even going to try to clean this up for demoday
>>
Tried fixing my protag, how does she look?
>>
>>147498291
waifu material
>>
>>147495540
>shiba inu with a rocket launcher
>nothing sexual or creepy
>btfo of furrydev woth his own idea
>>
>>147498291
Better than most of AGDG's stuff.
>>
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>>147498291
Shit, forgot picture
>>
>>147498318
>>147498419
my post stands
>>
>>147498208
some people are into devstreams here, yeah.
>>
>>147498291
>le invisible image meme XD lele
>>
>>147498419
I don't mean this insultingly, but uh. Do you have autism?
>>
>>147498419
Powerpuff Girls/10
>>
>>147498208
I'd watch, I like gamedev streams a lot
>>
>>147498456
What makes you say that? I just want input from people more skilled than me on my character.
>>
>>147498419
are you the owner of the sword
>>
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>>147498419
She's missing this.
>>
>>147498563
You seem to have very little understanding of colorschemes and where colors are appropriate to use, which is a very common sign.
>>
>>147498419
Is she a bug?
>>
Unity Remote 4 doesn't always work for me.

I've got it to work a lot of times, but it just feels like mere chance and I don't know what to do for it to work all the time (as it's supposed to).

I hit play and nothing happens on my phone.

Has this happened to any of you? What do?

Help much appreciated as always.
>>
>>147498678
She's an alien.
>>
>>147498456
Did it also remind you of Ryan Dorin's stuff?
>>
>>147498647
Looks like a dragon dildo that failed QC
>>
i'll do this for tomorrow's game then

>>147498280
>>147498452
>>147498546
>>
>>147498650
So you mean even complete beginners should have some understanding of how visual representation, composition and color schemes work?
>>
>>147498832
Normal people with no study can usually feel when a colorscheme is wrong, even if they can't explain why. Now it could be that you've already noticed that your character feels off and are looking for suggestions from people more experienced in visual design than you, but if that feels right to you then that does seem to sorta lean towards the spectrum my friend.
>>
I just named an error checking function CheckAndKek(). It's time for bed. Fuck you, tomorrow me
>>
https://www.youtube.com/watch?v=ltdgSEPPCZs
>>
>>147498832
You don't have to be a fucking genius to notice something like that. You just feel it.
>>
>>147498419
thanks doc
>>
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>>147498419
She needs some sordchucks
>>
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>>147499363
>for ants
>>
more sord-art

AGDG coat of arms maybe? who can graphics?
>>
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>>147499363
>>147499525
>>
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>>147498456
now that you're saying it she basically looks like a sonic character
>>
yeah well I think she's cute
>>
guys don't bully too hard, I think she's cute
>>
>>147498419
Better than the last one, you have talent anon!
>>
>offer to help an artfriend make his game because obviously I'm a competent programmer
>three months in and I'm just now realizing this is way over my head and I have no way of actually doing what he needs
What's the easiest way to kill yourself
>>
>>147498830
where are you gonna stream it? twitch?
>>
>>147499032
Holy shit this stuff is nightmare inducing for an anime fan. So much anime is lewd but not illegal porn, but would look like 10 year olds to normie police.

Daily reminder to keep your lewds at home, keep your anime passion away from public.
>>
>>147499734
be forthright and suggest to lessen your scope to him
Everybody tries to do too much the first time
>>
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>>147499734
>letting the artist set the scope

what are you doing
>>
>>147499802
yeah i'll link it here tomorrow
>>
>>147499067
So bokudev has autism too?
>>
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Maybe I do have autism. Or maybe I'm tired. Is this easier on the eyes?
>>
>>147499840
>>147499881
He isn't making shit up as he goes along, he presented a very well-worded and detailed design document before this even started and hasn't changed it once.
I just thought I could do it and I can't.
>>
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>>147499956
suggestion:
>>
>>147499628
isn't that gardevoir?
>>
I love games
>>
>>147500173
fag
>>
>>147500173
child
>>
>>147500028
If you can't meaningfully complete a game with that plan then its a bad plan. There are plenty of teams with fuck-all programming talent and they manage to make it work because they know how to work with it.
>>
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>>147499881
Meanwhile working with a programmer
>Hey anon I want you to make the art for my hack 'n slash game with over 1000 quest and focused on the story
>Isn't that a bit complex just for two people?
>Oh don't worry, I don't have any social life so I can easily make all of that by myself!
>>
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>>147499528
>>
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>>147477831
Just started but here it is anyway. Just figuring out room sizes and camera angles at the moment.
>>
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>>147500429
all programmers don't have a life anon
>>
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Is this design considered good? If so, why?
>>
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>>147477597

Here is my first progress
> and many more to come

Thanks /agdg/
>>
>>147500653
Not bad not bad. I'd do something other than having the two sords just sitting there but I'm not sure what. The shield/sord part is excellent.

http://www.internationalheraldry.com/ for detailed coat of arms explanations also btw for anyone interested in that sort of thing.
>>
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>>147477831
>>
>>147500935
By itself, no. But to some degree it fits the art style used in the game it appears in, so it doesn't stand out in a glaring way. So, I guess I'd say it's okay for what it's meant to be, but obviously nothing amazing.
>>
>>147477831
here
>>147500964
>>
>>147500935
It's not.

But with all the other things the game does well, it hardly matters.
>>
>>147500935
Visually simplistic, has teal and magenta which are colors typically representative of the 80s and early 90s which fits the nostalgic tone of the game, takes advantage of the fact that the dev can't fucking draw.
Overall? I'd say it's pretty decent. It gets the job done.
>>
>>147498283
Who
>>
>>147500810
But that doesn't necessarily make you an efficient person. It's just like NEETs
>>
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tried to make my character fat
>>
Post interesting gamedev videos.
>>
>>147500935
no. and that entire game is shit
>>
>>147501837
Fat hangs low and also isn't just in the front.
>>
>>147501937
I bet you would know that fatso
>>
>>147501915
https://www.youtube.com/watch?v=HVgokAf416Q

> ywn dev in 90's uk having banter and slags
> ywn see a "making of" which isn't just marketing anymore
>>
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>>147457526
Game Name: Deeplink
Dev Name: Vestigialdev
Tools Used: Unity
Website(s): vestigialdevelopment.com
Progress:
+repaired Instant Messenger
-zero motivation
>>
>>147501985
Yup.
>>
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>>147501937
ok
>>
>>147502095
I'd probably do a little bit of subdivision in order to make the side there a bit more rounded and real looking, but that works fine if you don't give a fuck.
>>
A survival horror game where you're a NEET and you need to leave your home to get groceries and stuff while not taking damage from normies insulting or messing with you.
>>
>>147500935
im gonna kill you i am going to rip out your throat and then wash my hands because i know your throath is full of fucking cum i am going to kill you motherfucker
>>
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>>147457526
Game Name: Zero Quest
Dev Name: Anonymous
Tools Used:Game Maker
Website(s): http://zeroquest.tumblr.com/
Progress:
+ Finished the intro and tutorial section + cutscenes for demo day
+ Started cleaning up stuff / fixing little issues / expanding the level a bit for demo day
+ Demo day
>>
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>>147502206
I subdivided
>>
>>147502498
10/10 good work
>>
>>147502498
he has fins
>>
>>147502498
the nose knows
>>
Ok I just realized I'm shit for level design.
Any tips or advice on how a top down level should be?
>>
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>>147477831
Networking

Just need to set up session ids for clients and then do some refactoring before I do my first major tests

Kinda neat working on this and setting up my own packet structure, but I'm not sure how to make UDP packets come through properly yet.
I know messages come through fragmented, but UDP also comes in random order, so I think you could technically get something completely gibberish.
But I have a hunch that if the message size is below a certain threshold (like 512 bytes), then it doesn't matter. As of right now, my header for a basic client message (that isn't logging into a session or logging out) takes up [4 bytes for message size][16 bytes for unique guid per session][1 byte for networking action to take][2-4 bytes for the client action], so 23-25 bytes, giving you a solid amount in a UDP message if the limit is around 512. I haven't decided if I want to have the client action be a short (2 bytes) or an int (4 bytes). I think 2 bytes is enough because I could just funnel it into a secondary 'action enumeration' if I wanted to, or I may be able to have that be completely variable based off a specific implementation

Right here you see the server started up, 2 clients logging in and then posting messages to the server in random orders.

By the way, when/if I get this working, I'll open source it so people can help improve it. I'll probably sell a Unity wrapper for it on the asset store as well with a simple demo game, but that's a bit more complicated because that involved NAT punchthrough (since your ports aren't open, you need to connect to a intermediary server that will hold your socket for you and attach clients to you, it's what Unity's master server does).

My goal is to have something simple enough that you can just start writing your own shit and have it 'work'. Been working on this for 3~ days now, going through a lot of iterations and figuring out networking issues I never knew about
>>
>>147502498
are the legs that thrusters?
>>
>>147502564

Depends on your game, what kind of game is it?

Screenshot?
>>
>>147502574
how is it better than unet?
>>
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we got some progression now, with win / loss mechanics

some bugs to fix at this point but i think i'm done basically

i recorded too long so whole thing won't fit here.

middleish clip attached

full play through here
http://webmshare.com/6wZLD
>>
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>>147502427
why would i play a simulator of my life
>>
>>147502728
same reason european truckers play euro truck simulator?
>>
>>147502675
It's not anything yet
It's also going to be generic
I'm only doing it because I had issues with UNET before and don't wanna be bogged down by random bugs when all I need is specific information coming through
I don't know if they fixed it, but I don't really care. Plus this will be useful for me if I move away from Unity

I also am now realizing I made an ops and can drop the packet length thing maybe
>>
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Do you guys get posts from musicbros everyday? Is it annoying?

Can I post my stuff, and if someone is interested get the ball rolling on helping out?/spoiler]
>>
>>147502881
you're comparing a neet on 4chan to the extremely fulfilling end enlightened life of an European trucker
>>
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I dun geddit
>>
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>>147502498
>>147502558
>>
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>>147502652
Is the one with the vampire girl. I have been posting progress here regularly, so you probably have seen it before. You catch some characters while avoiding enemies on a time limit.
Here is what the level design looks like right now. Something feels off, but I can't put my finger on what it is.
>>
>>147502961
I don't even want peanuts, just to work with someone. I'll post my stuff if someone is interested
>>
>>147502427
There was once an agdg game like this, you has to get to different points in a convenience store without getting in range of people to strike up a conversation with you
>>
>>147503102
codeing is hard lol
>>
>>147502961
post soundcloud
>>
>>147502961
There are musicbros (well, not that many), and they are always welcome.
>>
>>147499956

She reminds me of s4s tan. She's cute in an autistic way.
>>
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>>147503247
>Sin título-3
cristian you have improved, vamp girl is p cute
>>
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>>147503257

What is your music like?
>>
>>147492326
dude wtf, I work a retail night shift and bring my laptop and dev all night. quit making excuses you fucking nodev
>>
>>147503343
>>147503371
>>147503592
can I post my clypits?
>>
>>147503485
Holy shit, saved. Not cristian, though.
>>
>>147503617

Go ahead. it's not like someone will remove it.
>>
>>147503687
don't save it I should finish it sometime this week. I can't decide on titty size
>>
>>147503735
she's obviously DFC
>>
>>147503735
The one on the right is better, but it's like they're being pulled apart
>>
is there a guide i can follow on a marketing life cycle? should I do a greenlight even if the game is just 1/4 completed? help
>>
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>>147503343
>>147503371
>>147503592
>>147503617
>>147503697
I've got a lot, but I'll trim it down to this:
Synth
https://clyp.it/yqdnmojd
https://clyp.it/wntpqxto
https://clyp.it/czgzazqh

Piano beats
https://clyp.it/abunuf0p
https://clyp.it/sgm5clze
https://clyp.it/afdmjgob
>>
>>147503908
hmm yeah thanks you're right. it's that way because of the silhouette but her arm is in the way anyway
>>
>>147503935
>>147493997
>>
>>147503735
I'm loving ti so far. Seeing people like her enought to make fanart makes me really happy. Thanks, man.
>>
>>147503935
>greenlight fee 100usd

I can't even afford an aseprite license t bh
>>
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>>147457526
Game Name: card tactix
Dev Name: Anonymous
Tools Used: love2d
Website(s): n/a
Progress:
+ reentered society
+ 1 new card
+ add loot: when picked up, pick 1 of 3 random cards to add to the top of your deck
+ simple difficulty progression
>>
>>147504152
maybe wait until you hit 15
>>
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Working on the demo environment.

I've got the first image that turns up when you google "free starfield stock", some small destructible asteroids as well as fuckhuge ones in the background. Also, active ship cores now have a 'faction banner' underneath to help locate and identify them, especially when they're internal cores like most ships will have. I'm not totally sure about this identifier, but I think for the chinaman ships in particular it looks pleasantly corny and kind of EYE-esque. Also there's a new, more reliable module attachment system that's more or less CLANG-proof.

To the guy who insists that I spawn more debris on hit: I'll do something like that eventually, but I'm not sure how to relate the size of the effect to the damage being done. My first intuition is a particle system of some sort that relates to the number of pixels knocked out of the HP texture, but I haven't touched particle systems yet so that's going to be a task in itself.
>>
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>>147504025

wow your stuff is very nice. Did you have any intentions on what you wanted to do and how? I don't know how much musicians charge for soundtracks.
>>
>>147504186
i'm 21 fight me
>>
>>147504197
Also regarding the webm: The stutter seems to have been added by OBS and I'm not sure how to prevent it. It complains about "High encoding CPU usage" or some shit. Just rest assured that it runs babby smooth on my NEC toastertop.
>>
>>147504197
I love the way your game looks.
>>
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>>147504254
>21 and doesn't have $100 to his name
>>
>>147504204
Thanks! I am pretty flexible and can take from what someone might want me to do, or build from my own style/knowledge.

I probably won't take a cut unless the game profits handsomely, since I'm pretty sure this is a hobbyist's scene anyway
>>
>>147504197
I think that at least some of the major components should explode on their own when they get damaged enough. It looks weird that the entire ship just gets slowly chipped away; as an example, if you hit a main part of the ship with the reactor inside it I think it should have a large explosion. Hopefully you understand what I mean.
>>
>>147504315
poverty is a bitch, jose

sent from my iphone
>>
>>147504025
Only listened to the synths
Melodies need work, and things are too repetitive
On the plus side you seem technologically skilled enough with the tools
>>
>>147504364

Is there a way to contact you? The demo day is coming up and I would like some music that's better than my attempts in the game even for the demo.
>>
>>147483443
A bit late, but probably point filtering.
>>
>>147504598
I appreciate you listening (albeit it would have been cool if you heard the other stuff too), and thanks for the feedback man.

>>147504730
I don't like posting my main email, but if you message me at [email protected] I'll give you my main one and we can get the ball rolling
>>
>>147504465
I see.

The way I have it set up, ships are made of destructible "structure" that serves as a matrix for functional "modules", which in turn are impermeable to chipping and just explode when hit repeatedly. Right now the ships I'm attacking don't have any of those apart from a core to turn on their lights. They're basically empty hulls. The thrusters and gun-looking things are essentially painted on, and I plan to fix that around the same time I give them AI.

The player ship has several other modules already, namely the guns and the thrusters, but there's no actual explosion effect yet-- they just sort of vanish when their HP goes below zero, hence I was reluctant to show them off.
>>
>>147504197
That asteroid destruction is cool
>>
>>147504935
Oh, well carry on then.
>>
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would u a monster
>>
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Is it ever acceptable to have the same sprite twice in an animation sprite sheet?
>>
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I might've gonna a bit heavy on the lights.
>>
>>147505053
it's bad form and lazy
>>
>>147505053
If you're early in development, I'd say it's fine since you could end up redoing animations.
>>
>>147505053
this isn't 1990 and you're not trying to save precious bytes

just do whatever works and move on to the next thing
>>
>>147504025
I like your stuff, but I can't name it why. I especially loved the third piano piece. However I can not imagine all of them as game music, most of them has this lounge/jazz club music feel, and don't make me see any game landscape or game play. The first synth piecemight be good in a platformer, while while the said third piano piece would suit a puzzle game just fine.

Like the other anon said, it is cristal clear that you are a good artisan, and I think with a good game idea before you and with the right lead you can create amazing stuff.
>>
>>147505053
Do it as much as you want. Even toasters won't have trouble running it unless your sprites are 4k.
>>
guys, what's the agdg approved engine for 2.5d? Unity?
>>
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Making daddy proud
>>
If anyone has an actually completed game or close to it, and is poorfag enough to not have 100$, say so and show me the game. If the game is worth it, I may front the money for you with the only contingency being I get my 100$ back from the sales (or not at all if it actually doesn't make a dime)
>>
>>147505372
comfy
>>
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>>147505372
holy shit
>>
>>147505376
you are depriving them of a potentially wildly successful kickscammer
>>
>>147505087
Why does it go dark randomly? What's going on? I like the explosions.
>>
>>147505372
been done before

http://ludumdare.com/compo/2013/08/25/you-have-10-seconds-to-save-the-forest-with-piss/
>>
>>147505512
It's just a light going around the terrain, I need to tweak that so it doesn't look retarded.
>>
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Started working on a small game, something for demo day.
>>
>>147505638
I already like your game and I'm not even joking
>>
>>147505538
Spooky
>>
>>147505538
nice, serious Lain vibes
>>
>>147505372
pee pee pe pe
>>
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ok boys here's good night for game # 2 "Space Shooter"

this time i got it all published same night

play it here:

https://hephaestus_rg.itch.io/space-shooter

tomorrow i'm going to make a game with sound
>>
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Okay, imagine you are in an out of control trolley. You are headed towards three buildings, and you control which one you slam into. Two buildings contain only one person. One building contains five people. You randomly select a building to slam into. Then, one of the other buildings is revealed to contain only one person. Should you switch tracks?
>>
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Now NPC ships can move either using waypoints or by moving freely. I plan to add coroutines to make them stop to turn every now and then, and a raycast to destroy obstacles in front of them while they move.

I gotta say these ships wobbling around look real cute.
>>
>>147506118
My stats teacher called this a paradox.
Shameful
>>
>>147506118
I don't switch whichever one I hit is the one hit. Fuck you Machiavelli,
>>
>>147506118
jump out the fucking thing rolling who cares where it goes
>>
>>147506118
no, i don't switch
>>
>>147506118
What about getting the 3? #maximizeUtilityfunction
>>
>>147506169
How is it a paradox?
If you are going into the 5 man building, there is a 100% the random other revealed one is 1 man.
If you are going into a 1 man building, there is a 50% the random other revealed one is 1 man.

Thus seeing that the revealed other building is indeed 1 man, you choose to switch, because you are more likely headed for the 5 man one than for the other 1 man.
>>
>>147505258
Thanks!
>>
>>147506349
I believe he worded the problem wrongly, he probably meant to say that the building revealed will always be one containing only one person
>>
I would need the help of an idea guy.

I've arrived to the part when I really have to decide the overall setting, theme and goal of the game, since I can only go any further if I know these.

My idea for now is that you are this sort of shaman type character, who heals those who are in need with the use of different herbs. So far I imagine this as a Prince of Persia type of game (the very first one). So you rather climb and not jump, and you have to plan your moves in order to not to die, however there wouldn't be any enemies. In the mean time, while you're on your way to the patient, you would need to collect the herbs which are required for the healing ritual. Maybe there could be a time limit to make things a little bit more intense.

I don't want to add any unnecessary things, but I thought maybe leaving the diagnosis to the player would be a good addition. So you have a description about the case, and you can check in your spell book or whatever that what illness it might be and what herbs would be needed for that. You would also have descriptions about each plant, and you would have a map, so it would be up to the player to locate the ingredients. With this system, it would be like a 2D sandbox game. Maybe you would have more patients at a time at different locations, so you would really have to find the shortest route to get all the ingredients while also getting to the sick people in time.

Is it seems to be enough, or should I add/remove anything? I do not see the bigger goal/story of the game yet other than making the illnesses (so basically the quests) more hard to cure with less and less time, simply aiming for the highest score or something.
>>
>>147506118
If your goal is to kill the maximum people, then you should switch, you'll get a 2/3 chance to win, then.
I don't remember the name of this, but it's a common statistics problem.
>>
>>147506716
Erf, mistaken "slam" with "smash", I need some rest.
>>
>>147506716

monty hall problem
>>
>>147477778
if generic RPG is what you were going for you hit the hammer on the clit with this one
>>
>>147506659
the correct term is nodev, not "idea guy"
>>
>>147506716
Is a combined trolley+montey hall problem.
And switching gives you better odds of killing LESS people, not more.
>>
>>147505372
>pissing on Rei

good taste anon. Asuka best girl
>>
>>147500935
Did goog draw that? That neck is massive.
>>
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tried to do a smear shader and got this weird gelatinous effect
not sure how to feel about this
>>
>>147505053
yes, lets say you want to delay an action (HEH NOTHIN PERSONNEL KID) you could just program it to stop but in most cases its better to just duplicate the spirte BUT lets say your character has hair or a tail or anything that moves natrually on its own, then i would edit the duplicated sprites with movement on said objects. https://www.youtube.com/watch?v=haa7n3UGyDc watch these 12 videos if you still have issues with animation
>>
>>147506998

since 2 buildings have 1 person, switching gives better chances to kill more people. after the reveal the problem is reduced to a 50/50 assuming you switch no matter what. So this means if you pick the 1 person building, you'll switch to the 5 person. This means you have a 2/3 chance to hit the 5 person building if you switch.
>>
anybody mind sharing their experience with square enix collective?
>>
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>art is everything in a 2D platformer


fuck
>>
>>147507303
3d is easier
>>
>>147507201
There are two buildings, two with 1, one with 5.
You pick one, and one of the remaining is revealed.
If you picked a 5, the reveal is 100% guaranteed to be a 1.
If you picked a 1, the reveal is 50% likely to be a 1.
The reveal is a 1. Thus you play the odds and decide you've picked a 5. To minimize casualties you switch to what is likely a 1.
>>
>>147507303
it doesn't have to look good, just unique
>>
>>147507232
what
>>
>>147507303
3D + Cel Shading > pixel shit
>>
>>147507339

There's a 100% chance to reveal a one person building. That's a key part of the monty hall problem. So the situation always becomes 1 hidden bad option, one hidden good option, and one known bad option. You seemed to miss the part where the 1 person building is always revealed.
>>
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Sorry if you guys get this question a lot (swear there used to be a link for this in the OP unless I'm blind) but where do I start learning to program? Since afaik a lot of engines still need you to know the basics of it.
>>
>>147507352
it's like greenlight but gives a more networked feedback
>>
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>>147507303
>first tutorials for any modern game engine is how to set up a movement simulator within 20 minutes
>he was expecting his programming skills to shine through in a movement simulator
>>
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>>147507395
>>
>>147507470
Most tutorials with the engines mentioned in the OP assume that you only have just basic knowledge about computers, and if you are here, I assume you have. If you really want to learn how to program, go to http://www.learncpp.com/.
>>
>>147507018
I have no idea whats going on here but it makes me happy.
>>
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Autistic anon here. Dug deep and came up with a final design.
>>
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>>147507470
the hard way
>>
>>147508906
Have you read SICP today?
>>
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When life gives you kittens, match them quickly for bonus score.
>>
>>147509109
big purple cat is cute but it's murder that you didn't make them vector images
>>
>>147509109
kindly kys ma'am.
>>
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>>147506087
>has 10 levels
>you never see the first one
>>
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>>147508412
You should've dug a little deeper.

Your colours aren't complementary, they're a mess. You're trying to put too much detail into something that doesn't need it, don't draw her eyebrows and ears. Also her feet are too big.

Here's a quick mockup of something that still looks kinda bad but not as bad.
>>
>>147509215
Yeah it's "programmer art", ain't got no art buddy to team up with. Too many pixels with less than 100% opacity.
>>
>>147509252
Why is Ned Stark throwing a brick at a boy?
>>
>>147509512
the butchers boy, came back to life
>>
>finally get my shit together
>everythings coming up millhouse
>want to get a good nights sleep so I can dev tomorrow
>it's hot as fuck and I can't sleep

Truly this is suffering.
>>
>>147509796
man marries the smell of his own balls, more at 11
>>
>>147509051
LISP is too abstract for computer programming.
>>
>>147509358
Not him but do you know any good resource on colour choosing?
>>
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>>147509928
youre looking for "color theory" and it applies to everything
>>
>>147509928
There are tons of videos on colour theory.

I think the biggest mistake people make is they go too high on the saturation and they have a really huge palette.

You can do a lot with a really muted palette of like 3 colours.
>>
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>>147509990
>>
>>147495145
I think one of the problems of modern Horrorgames is that they pander to the short attentionspan of newfag gamers. They fill every level with too much shit, blood and blinkin lights everywhere, linear levels instead of forcing you to explore, a jumpscare every 20 seconds, while music blasts your ear or spoilers that an enemy is coming. Back then games where extremely empty because of console limitations, which made horrogames very desolate and eerie. The simplicity made it more realistic, now horrorgames feel like any other game.

Except using new technological aspects and make the gameplay smoother, there is not much you can add to horror, because the beauty of horror is the emptiness and simplicity of it.
>>
>>147502095
>>147502498
What the fuck is it with all people new to modeling and their obsession to use subdiv to fuck everything up. Srsly don't use subdiv unless you understand shit about modeling. Fuck this shit makes me angry.
>>
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>>147510113
the scariest thing I have ever done in a video game is creep through the pitch black night in stalker and not see a single enemy except for the distant howling of pseudodogs
>>
>>147507018
i fuckin like it and i do game art for a living
>>
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skimped on the 3d level editor, I'll fix it up once gameplay's well and good

doom style levels for now, and gameplay is faster. still can't breach my old high score
>>
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>>147509928
>>
>>147510086
I saw the two high heels as a woman with her ass in the air. I need help.
>>
>>147510256
>>147510086
>>147509990
These are great, thank you.
>>
heil hitler comrades, how go the demo day preparations?
>>
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>>147510256
>googum poster

that said, fez is the best looking pixelshit game
>>
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>>147457526

Game Name: Ctesiphon
Dev Name: Stomy
Website: stomygame.tumblr.com
Tools Used: LibGDX, GtkRadiant, Blender, GIMP
Progress:
+ Made level reloading less laggy by requesting GC passes
+ Added support for static meshes, distinct from map geo
+ Created an End Level button (This is important)
+ CONFETTI!!
>>
>>147509990
>>147510086
I honestly don't get the idea behind color theory. If someone has a trousers with color X and a short with color Y, and X and Y do not mach according to your charts, what will happen? Absolutely nothing. Maybe you can sell stuff with color theory, and maybe they emphasize the feeling or the atmosphere of a scene or a character, but it's just unrealistic. If I want to walk into a medieval castle in neon colors I can do just that, and because of this, a visual representation of said scene can also be created. I really don't get all the fuss about it. Do I have to apply it for the whole game? Or just each character has to be in tone with himself? Why? Can't I just say he wears X with Y because it's his 'character trait' or whatever?
>>
>>147510512
people will think that person doesn't have a good sense of style?
>>
>>147510364

Fez was good. I liked the rotating premise, it was used well.

Some stuff was bullshitty, but whatever. I respect Phil Fish for making it, I respect him a lot less for having a very public mental breakdown.
>>
>>147510512
nignog, I can't into the theory either but I'm pretty sure is for coherency - not what color short shirt combination you have, but what colour the shadow/reflection of the shirt should be on other objects to make it more realistic/pleasant to look at.
>>
>>147505538
Nice, reminds me of the spirit from this short film:

https://www.youtube.com/watch?v=1RzNDZFQllA
>>
Best program for pixel art? I am accustomed with paint but I'd like to know if there's something better.
>>
>>147510642
Now that makes sense. Thank you!
>>
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>>147502498
>>
>>147510640
the game was great, the meltdown was amusing to watch, I can't say I resent him in any way, except perhaps for cancelling fez 2 over some twitter shitting
>>
>>147510512
Colour theory is just a set of loose rules for making colour schemes that work well together and are visually appealing.

You can definitely do neon green and pink on a character, but it most likely won't look good. Theres nothing wrong with it, but if you want some easy rules to follow to make good palettes then colour theory is the way to go.
>>
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>>147510512
That's the point of the theory. Some colors harmonize with other given color and some don't. The point is having a color mix that is adequate to its use and that's fucking difficult to master.
>>
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>>147457526
Game Name: pending
Dev Name: handel
Website: n/a
Tools Used: HTML5, CSS, JS, Blender
Progress:
+ collision detection, soon to be new enemies
- gimped level editor
>>
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>>147457526

guess ill do mine too?

Game Name: Pu Me Mea
Dev Name: me + some other dude
Website: nope
Tools Used: Blender, Sai, Unity
Progress:
made some art
stole some art
modeled a dude
made some music
made the dude run
outlined an alpha to push for
>>
>>147508906
I learned C thoroughly for one of my core units last semester, and it really changed my perspective on software design and computing in general. Although C++ is far better for practical implementations.
>>
>>147510660
Aseprite.
>>
>>147495145
I think an untapped resource of inspiration for Horror games are those minimalist p&c adventure games that middle aged women play. The room escape type of games.

Add in a limited ability to change camera rotation and some actual puzzles instead of just "hide from the jumpscare" or "shoot the jumpscare" and I would be happy.

Also what >>147496180
says. Insanity is weirdly quite absent from most horror games. MGS Psycho Mantis shows up in a tactical shooters, SpecOps: The Line is a straight up FPS. Eternal Darkness is a good example of Insanity done well, as is the second half of Dark Corners Of The Earth.

Some good examples of Insane characters also exist as far as NPC's are concerned. Frank Fontaine from Bioshock, Sheogorath from Oblivion, Purple Tentacle from Day Of The Tentacle are all quite memorable thanks to their madness, sometimes comic, sometimes more serious. I like to point people to Borderlands for Madness a lot. No matter what you might think about the games themselves, the mad characters are what made this game into a success in my opinion.
>>
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>>147510796
low level in notepad for learning, high level in an IDE for getting shit done
>>
>>147510512
Colour theory is there for you to produce a style that's visually appealing on a basic level; a good use case is for a business logo. If you're looking to convey a broader scope of artistry, you're going to have to look beyond it.
>>
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Explain how it could ever be acceptable for 2D physics to be this bad.
>>
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>>147510364
I think you meant to type Cave Story.
>>
>>147503485
>>147503735
>mons heart
Plz I need more
>>
>>147510920
>why doesn't this cookie cutter do specifically what I'm asking?

if you're using GM I can help you, but you'll have to turn off physics
>>
>>147510801

Looks interesting, I'll check it out thanks!
>>
>>147510924
cave story is the epitome of pixelshit, with emphasis on shit
>>
>>147510364
>fez is the best looking pixelshit game

I really never got this. I think Fez looks kinda mediocre. It's serviceable I guess, it does the job, but it's not an aesthetic that's appealing.
>>
>>147510364
>>
>>147504364
Anon, it's one thing to not require any payment up front, but if the game you're working on ends up being sold for money, you take a cut.
>>
>>147511061
the colours are good, it's pretty detailed, has a strong style, it uses the squareness of the medium to full effect with lots of pleasing straight angles, and it's 720p30 rather than some 25 year old meme resolution

it's a modern, original, well made pixel game, rather than a retro game
>>
>>147511145
looks like he tried to copy some of what risk of rain was doing
>>
>>147511008

>Beautiful visuals
>Tight gameplay
>Engrossing story, multiple endings
>Character development
>Misery
>Sue
>Curly Brace

Go play in traffic.
>>
>>147511145
Right, it doesn't fuck up in any of those ways, which is why I say it's mediocre and serviceable rather than bad.

I don't think "didn't fuck up" equates to "best looking".
>>
what do you guys think of giving streamers and lets players free copies of your game

more harm than good?
>>
>>147511145
>the colours are good
agree
>it's pretty detailed, has a strong style
>16x16 tileset with mostly 4 shades and flat surfaces
>detailed

> it's 720p30 rather than some 25 year old meme resolution
except it's not 720p but 640x360
>>
>>147511258
>engrossing story
Speak for yourself, philistine.
>>
>>147511258
Pixel is actually a pretty good artist but I don't think the game itself looks that good
>>
>>147511373
probably not

If someone like pewdiepie shits on it like he did with Bear Simulator then you're in for some shit.

If some <500 thousand sub lets player says its alright it couldn't hurt.

It's basically "free" advertising. You're losing out on a potentail sale, but you're also exposing it to a lot of people who may not have known about it.

But yeah, have confidence in your product.
>>
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>>147510772
>feet study
>>
>>147510772

> Makes concept art
> Makes very detailed concept art
> Creates model
> Doesn't even remotely look like the concept art

Neat
>>
>>147511593
thanks dad
>>
>>147511593
So like bethesda? He's already ready for working for AAA studio.
>>
>>147511659

I disowned you, remember?
>>
>>147511683

> So like bethesda

yea
>>
>>147511127
>make some guys a demo tune, they love it and the public's reception is also great
>drop out because I'm not feeling the project + anxiety
>their kickstarter makes 20x the goal

my life is a long string of events like this one
>>
>>147511849

> Kickstarter

You're not missing anything.
>>
>>147511849
are you sagittarius
>>
>>147511849
You chose temporary comfort over meaningful activity, congrats.
>>
I love all of you.
>>
>>147511849
So, someone actually offers you money foy your music, and you ditched it because "meh"?
Sorry, but you kind of deserve it.
>>
>>147511849
was the goal $100 for a greenlight fee
>>
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>>147511972
I love you too anon
happy ramadan
>>
whatever happened to that dev making that cuhhhraaayyzeeee devil may cry type game with the black/blue andriod warrior guy with the sword and gun. i think he was using unreal baby programming mode and some over the top animations for reloading and simple shit
>>
>>147512084
brain tumor
>>
>>147512084
he posts on /v/ now
>>
>old school humanoid races are now considered fur fagging

why do deviants ruin everything
>>
>>147512459

> Humanoid animal is no longer a furry

Should I feel stupid for not getting this?
>>
>>147512493
i was thinking of adding some animal race people to my game, but then i thought of furries and decided not to
>>
>>147512602

You made the right decision.
>>
>>147512459
Not always, to me it doesn't look like furry shit unless they have anime eyes, there is too much antrophormization (human hairstyles on animals) or there is something that hints to anything sexual involved.
>>
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>>147512795
>>
>>147512860
do you have that in triple XL
>>
>>147512901

I have no idea what Triple XL is
>>
>>147512860
See? Human hairstyle and eyevbrowns and anime/disney eyes.
I don't think I even have to mention the sexual nature of anything there.
>>
>>147513023

Post an image of what you had in mind.

Yeah people have sex in these suits.
>>
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>>147512795
>>
>learn shader language
>feel like an absolute god

i never knew it was this powerful
>>
>>147513268

> Skip shader coding
> Use Shaderforge instead
> Literally visual coding

I should've done this earlier.
>>
>>147513268
Shaders are really powerful, but they tend to crash easily if the code is too complex.
>>
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demo day 9 is in 3 days. Why are you shitposting and not making a game?

You are gonna make it, right?
>>
>>147513370
shaderforge can't do multipass rendering though, otherwise it's a beast
>>
>>147513418
Them vertex manipulations though, i feel like there was a treasure trove of undiscovered effects under my feet.
>>
>>147510715
Mental illness is a helluva drug
>>
I have nooby question. Started doing game on unity few days ago. Imagine mobile game with multiple levels that share mostly same assets.
It would make thing easy for me, if I just make every level seprate scene, would it kill performance? Like loading all assets every scene?
>>
>>147514287
the correct answer is yeah but realistically it won't matter for a small mobile game nowadays
>>
>>147514287

No just load the assets per scene. Phones these days can handle a lot more than 1 year ago, and phones next year can handle more than now.
>>
what's the best site to upload my html5 unity games to for people to try?
>>
>>147514418
>>147514346
Thanks anons, gonna go that way then. It's my first project and I have no better and as easy idea right now for it.
>>
What happened to slautios dev?
>>
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making objects is fun, they dont have any moving parts so there is no need to worry
>>
Do things get rendered which are not visible on the screen? So if my resolution is 640x480, and I have something at 700,700, and copy it to the rendering context, will it eat precious resources when the actual rendering starts? I'm using SDL2 for 2D.
>>
>>147514840
opengl automatically clips anything not visible

however textures will still be loaded, and you'll have to manually cull things on your end
>>
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Should I rig or texture first? Is there an easier (and free) rigging and animation application than blender's built in one?
>>
>>147514840
>>147514923
The vertex shader will still be executed.
>>
>>147515002
>that face
>>
>>147515002
whats up with the pink and green shit going on to the left
>>
>>147514923
>>147515023
Thanks!
>>
Can someone explain how to properly plan for/do LOD models?
>>
>>147515002
Since you are probably going to change some of the topology during rigging because parts don't deform well enough, just use a dummy texture to check for extreme stretched out areas and texture later.
>>
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>>147515049
yea, I know I need to fix the lips and some other things, but I think the default toon shader I have on is screwing up how it looks.

>>147515120
matcap, materials that help with a few things, mostly sculpting, but I have them on even when box modeling. The pink / green / rainbowish matcap has the softest / most cartoonish shading.
>>
>>147515325
are you making sylvester stallone game?
>>
>>147512010
>he hasn't dropped a project because he felt meh about it

Talk about being a sell out
>>
>>147515508
ive never shot a gun in my life, when you use a real revolver, do you have to pull the hammer every time?

i see them doing it in movies real slow when theyre about to shoot somebody, but is it necessary?
>>
>>147515582
>do you have to pull the hammer every time?
not in the last 200 years
>>
>>147515582
No

The trigger is there to pull the hammer.
>>
>>147515582
never shot a gun either but i think it's easier or faster to pull the trigger after the hammer is already pulled back
>>
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>>147515686
>>
>>147506154
Some musicbro want to make some comfy space music for my game?

Also feedback please, I need them (You)s
>>
>>147515730
>Exhaust products in space
RRRREEEEEEEEEEEEEE
>>
>>147515730
>space game
>amon tobin is not your composer

kys
>>
>>147515730
Space music is easy. Just download a pad synth and do a long drawn out chord progression.
>>
>>147515730
Take a song and stretch it out to 30 times its length.
>>
>>147515709
Well there is this:
https://en.wikipedia.org/wiki/Fanning_(firearms)
that is what meant but failed to describe.
>>
>>147515906
I understood half of that sentence
>>
>>147515952
>Revolver technique
See >>147515621
>>
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>>147457526
Game Name: Stellar Jets
Dev Name: Gremolin
Tools Used: Unity, Blender, Paint.net
Website(s): gremonation.itch.io
Progress:
+ Simple level ready for demo.
+ Asteroids can collide into player
- Nodev'd for a couple of days :(
>>
>>147516001
CHANGE
SHIT-COLORED
SKYBOX
>>
i found what i was looking for

Double-action[edit]

Colt Anaconda .44 Magnum double-action revolver
In double-action (DA), the stroke of the trigger pull generates three actions:

The hammer is pulled back to the cocked position.
At the same time, the cylinder is indexed to the next round.
The hammer is released to strike the firing pin.
>>
Meta question here:
Would having "Studios" after your devname sound too pretencious or nodev for a 1MA? Should I stick with "Games", "Team" or nothing?
>>
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>>147513370
>shaderforge
>>
Since this is a /music/ thread I'm a beginner musicguy looking for a project to work on for fun/experience/learning. Am up to attempt pretty much any kind of music.

https://soundcloud.com/dagagmusic
>>
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>>147516180
mcdonalds' names presumes it to be one person or entity or clown or farmer?

what you need is a symbol
>>
>>147516187

Go fuck yourself elitist fuckwad.

Learning a skill is nothing compared to actually getting shit done and putting something on the table.

Progress > Skill
>>
>>147516317
This
>>
>>147516198

guess ill post mine aswell. been a while since i made stuff since i have so much other stuff to work on but as ive said before , whatever is posted here is free use aslong as you credit me somewhere (hopefully)

https://soundcloud.com/cyclophobia
>>
>>147516180
Productions is what I'm going with

KojiPro
>>
>>147516406
It reminds me of googum
>>
>>147516284
Good point

>>147516406
Go back to fapping to Stefanie, Hideo.
>>
>>147516453
Nevermind then
>>
>Shader Forge, $90 on Unity Store
>Godot Shader Graph, free and open source
Will these unicucks ever learn?
>>
>>147516001
from the thumbnail I honest to god thought your game was liero

change your skybox color asap
>>
>>147516052
It's a shitty universe
p o t t e r y
>>
>>147516317
Calm down man. There's no need to take seriously someone posting a reaction image like this in the first place.

I mean, think about it. This guy has the picture saved in his computer and thought it was epic to post it in the thread. Probably a 14yo or something.
>>
>>147516650

> Actually paying for an asset when you're not planning to sell the product any time soon

You're not a game developer are you
>>
>>147516729
>he wants to get sued

I'm not risking my future millions over $90
>>
>>147516696

It's my own choice to take it seriously or not.

You telling me not to isn't an argument.
>>
>>147516729
>I should have the right to use things and not pay for them
Libertarians everyone
>>
>>147516792
>what is free use

we should put up some fucking copy right law in the sticky in these fuckin threads
>>
>>147516729
>wow anondev you only bought Shader Forge yesterday and already made shaders for everything in your game and you're now selling the game?
>you're the fastest worker I've ever seen!
>>
>>147516792

> Companies suing people over fair non commercial use

Name one company that does this.

>>147516820

> Use without paying
> Same as using without paying in a commercial way

New.
>>
>>147516895
>>147516836
Who said I wouldn't be selling my game?

I'm not making money right now but I will be eventually
>>
>>147516895
>Space between implication arrow and text
kys
>>
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I have changed the skybox.
I was going for a dusty asteroid field space scene, but it did look like diarrhoea.

Working on a texture for the player ship now.
>>
>>147516953
>what is fair use
>>
>>147516876

Let me put it plainly so you understand

> Use Unity free
> Download Shaderforge
> Learn both

> When comfortable with said product pay for both licenses
> Sell product

>>147516953

> Missing the point
>>
>>147516895
>fair non commercial use
Holy shit retard, you don't have a right to fair non commercial use of everything

You can't "fairly non-commercially" use a car dealership's cars can you? Jesus christ
>>
>>147516965

Filtered.

>>147517029

Non commercial use is fair use.

> Retard
> Another person that compares a car with software

Oh boy
>>
>>147517078
>Non commercial use is fair use.
God damn you open source zealots are delusional af
>>
>>147516836
>>147516895
>>147517014
>it's okay to steal software if I buy it later
Fuck off, that's not how it works.
>>
>>147517108

> Open source zealots
> Strawman

Pick one.
>>
>>147517149
Nobody gave you the right to do use it non-commercial for free

It is quite literally stealing
>>
>>147517146
>paying for software you wont know if you can use
>>
Can someone point me to a SDL2 guide which is not retarded and simply/quickly explains to an experienced C programmer how to draw his pixely furry porn at a certain position?
I don't feel like following a 50-chapter long guide.
>>
>>147517029

>a physical object is the same as an infinitely reproducable idea

TOP KEK
>>
>In its most general sense, a fair use is any copying of copyrighted material done for a limited and “transformative” purpose, such as to comment upon, criticize, or parody a copyrighted work.

>comment upon, criticize or parody

If you're using software for its intended purpose (i.e. making shaders, not reviewing it), then it doesn't fall under fair use.

Fair use isn't a blanket defense for all forms of copyright infringement.
>>
Would you play NSA/Secret Police Surveillence Operator Simulator?
>>
>>147517146

> Download to pay later
> Steal

Pick one.

>>147517184

'Fair use is a US legal doctrine that permits limited use of copyrighted material without acquiring permission from the rights holders.'
>>
new thread?
>>
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alright guys i just purchased UE4, Maya,Soft Image Face Robot & Photoshop essentials, as well as Cry-Engine, where can i learn to start making my first game
>>
>>147517226

Depends on how it is done. Papers please is a good example of something like that. Like those sting operation people.
>>
>>147480821
The fuck, is this actually going to be a Metroidvania?
I thought it was more like Castlevania adventure. I think you should change your camera if you're going for the metroid-like.
>>
>>147517335
Sting operation people?
Was thinking more like Adult Swims "This people has house in it". You use audiovisual surveillence to solve mysteries/solve crime, or go full stalin and seek dissident activities and such.
>>
>>147517476

Sounds like nightwatch or something goofy when put that way.

Sting operations are when a bunch of cops hide in another room while an undercover one buys drugs then they all burst in to arrest the dealer.
>>
>>147483868
add fog and bloom. Take example on the Toad puzzle game and Pullblox.
>>
new thread
>>147517590
>>147517590
>>147517590
new thread
>>
>>147517543
Oh.
You seen 1984? I thought of it more as a operator of one of Telescreens, keeping a house or neighbourhood under surveillence. Like a mix of LA Noire and Floor 13.
>>
>>147517470
>I think you should change your camera if you're going for the metroid-like.
Could you explain what you mean by this?
Do you mean it shouldn't be locked vertically (it currently varies from being locked horizontally, locked vertically, both being locked and both being free) or do you mean the camera looking forward and camera not being locked tightly to player?

The Level design will be more like CV2 since there will be lots of exteriors (forests, icy mountains etc) with some interiors like caves, castles and such. I don't want the game to completely be set in cave or castle.
>>
>>147517739
I don't know how it behaves but from what I can see it's too close and also should be centered on the character, both these things conflicts with the exploration aspect of this kind of game.

Your camera would be great for a game like Castlevania adventure though, something linear and solely focusing on action.
>>
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>>147517323
Underrated post
>>
>>147517201
>50-chapter long guide
Are you talking about Lazy Foo's guide? You only need half or third of that stuff to get your pixels going.
>>
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>>147515582
>>147515686
>>147515621
There are two main types of revolver.
Single actions, where you have to manually pull back the hammer before every shot and double actions, where pulling the trigger also pulls back the hammer.

Double actions are faster firing than single actions, however manufacturing quality is very important and average quality double action mechanisms typically suffer from long, slow, jerky trigger pulls compared to good quality weapons, which can reduce firing speed and accuracy.
Both trigger designs are arguably obsolete however.
>>
>>147517206
No, you idiot, the license

You are taking what's not yours (the license to use the product)

Stealing does not have to be physical
>>
>>147518190
Yes, I'm talking about that. There's fucking 4 chapters about how to load a fucking image in all the possible different ways.
>>
>>147518593
> to an experienced C programmer

Open up the docs and go, tough guy.
Thread posts: 768
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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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