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agdg

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Demo day a day away edishun

>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 (embed)

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

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

> Previous Demo Days
http://pastebin.com/Qi63yBxd (embed)

>Previous Jams
http://pastebin.com/hVhvNWLw (embed)

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

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

>Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
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We Super Metroid now.

Also ladders you can jump on and off of.
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>>147707103
looks boring as shit.
>>
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I started working on the human enemy ai. So far they are able to follow the player if they see him, or go look at the last place they saw him if the lose him. They can also equip weapons and aim them. Next step will be making them not totally dumb so for example paroling around and stuff like that.
Also made it so enemies can receive damage, and have critical spots for them sweet headshots
>>
>>147707103
Since when did he have tighty-whities on? I've been away a while.
>>
>>147707103
I'm impartial to the running animation but the jump is pretty nice
>>
Is it just me or did Momodora bring NOTHING new to the table.

All it did was do "generic platformer" well.
Coherent / nice graphics.
Juice.
Enough content to play 5+ hours.
>>
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Now that I have bounce lighting turned on, I spent some time trying to figure out how to get a day/night cycle going. I'm not really sure its regularly done but I added a sky light and a directional light (sun). The sun's intensity ramps up from 0 to 10 and back to 0 at dawn/noon/dusk, while the sky light's intensity is set inversely proportional to the sun. This is sort of alright, but there's not really any shadows at night so it looks sorta weird. I'd have to look at how other games do it for some ideas. Also, the transition from the skylight to the directional light isn't perfect. And there's a weird bug in the forest when the sun is around noon and all the shadows "twitch" for a brief moment. Not sure what's up with all that, but it's probably good enough for now.
>>
Ok, I asked this before but got no answer so I'm trying again.
What's the better approach for updating your game on itch.io? Specially for small updates. Editing you already existing page or creating a new one?
>>
>>147707142
thx
>>147707165
Always.
>>147707172
actual thx
>>
>>147707103
>Yet another gay furry platformer

Is there really that much money in it?
>>
>>147707278
I think editing it is better. If you create a new one, you'll lose all your statistics as far as I know.

>>147707256
Is Momodora an /agdg/ game?
>>
>>147707256
Cave Story doesn't do anything new either, it's just really nice and has engaging story/characters
>>
>>147707324
name some gay furry platformers?
>>
>>147707274
>but there's not really any shadows at night so it looks sorta weird.

Add a moon to illumate terrain or human lightsources. On an overcast night there isn't really much of shadows in the real world in a rural area either.
>>
>>147707103

Everything I see your game I think the scale and camera view is fucked up and looks unpleasant and your level layout is a bit claustrophobic (not in a good way)

Your resolution of the main character is too high and the camera should be further away so you can see more level.

Also post a pic of your dragon dildos.
>>
>>147707324
>money

I'm not speaking for the guy but is it that unthinkable that someone who enjoys anthropomorphic characters wants to make a game with anthropomorphic characters?
>>
>>147707338
Really ood point there. I didn't think about that before. I'll go with editing then. Thanks for the answer.
>>
>>147707414
yeah I was thinking of that but the default skybox doesn't have a moon so it would also look weird. Maybe I'll dig a little and find one some day.

The other thing I was thinking is just add a point light to the character to make it seem like they're carrying a torch, which will give some minor shadows and brighten things in the vicinity a bit.
>>
>>147707553
Yes. He was making a furry VN for waifu jam then disappeared halfway through to open a patron for it and get furrybux
He literally said he only makes this shit for money (and because he's a furry himself)
>>
>>147707338
>Is Momodora an /agdg/ game?
No but someone here was making a clone/homage/whatever of it
>>
>>147707641
Ain't no patreon, buddy.
>>
>>147707623
>but the default skybox doesn't have a moon so it would also look weird

Add one as a floating billboard or 3D object.
>>
>>147707553
Anthropomorphic characters are ok, most people here have complained about the childish underwear, because it's the detail that makes the game la furry bait, specally in a setting that doesn't make sense, like in that game.
Also people are kinda upset that the guy is great at art, but he is crippling his talent by doing the same stuff over and over.
>>
>>147707647
He posted here occasionally.

As in had psychotic meltdowns and was raving mad and ranting.
>>
>>147707175
>I'm engine devving for most part. [...]
>Now I've realized I'll never finish anything if I get discouraged by the fact that I'll never have assets for my game, so at the moment I'm mostly digging drawing tutorials
I might be projecting here but perhaps you lack a clear goal/dream? My dream has been the same for years now and it won't change. I have the same problems as you regarding art (well, I'm kind of an artist to begin with but I have terrible motivation), but at least I know where I'm heading, what matters now is continuing on.

>May I ask what are you working on? Are you using RPG Maker? I loved it back then for all the free assets and the fun community.
I thought I would be using RPGMaker but ended up realizing I would be working against the engine as it's not made for what I intend to do so I've been learning GM:S. I'm making an ARPG/Action Adventure game (top/down, pixel art).
>>
>>147707728
when'd that happen? what about?
>>
>>147707850
>what about?

His games being the second coming of christ in general.

Then about Gwyn copying/stealing from his unique and highly novel generic platformer game.

>when
early 2015 or perhaps it was late 2014.
>>
>>147707971
you sure it wasnt just gwyndev or someone else falseflagging? that seems like a thing that would happen.
>>
>>147707728
Damn, the game looked cute and comfy as fuck, is a shame the mind behind it was the total opposite of that.
>>
>>147707051
>As a half decent artist you could earn the same amount for the same time.

True.

But I'm not a half-decent artist.
I'm someone with absolutely no skills whatsoever, no college no nothing, who started making money with just some internet meddling in his free time.

>And you did spend quite a lot of time on getting it set up.

Setting it up in 2 weeks is quite a lot to you? When the alternative you mentioned takes 2-3 years to set up?(becoming a half decent artist) ?

How convenient that you don't take into account how many hours it takes to learn a trade, but you do take into account how many hours it takes to learn how to set up the passive income, and count it as a net loss.

I'm not the guy who recommended the passive income thing though, because the more people do it the less I'll make, I just wanted to show you that it's definitely doable and not always a scam.
>>
>>147708109

I am sorry I asked in the previous thread but what exactly do you do to earn that money? Maybe I just missed it.
>>
>>147708030
>>147707971
Hmm I seem to remember there being some .gif of blog post about that drama. I forget if it was Momodora dev or what.
>>
>>147706996
This is my face when realising you basically have to put some memes and 9gag-esque jokes (which are not regular jokes) into your game these days to get any attention.
>>
>>147708230
No need to apologize bro, I didn't answer in the last thread. Because I'm a jew who won't give out his trade secrets.

If you're interested in making money online there's a subreddit for that, "WorkOnline". Good enough place for beginners, check it out.
Word of warning though, there's generally less work for any non-US country, but you could still make some if your english is good enough.
>>
>>147708030
>you sure it wasnt just gwyndev or someone else falseflagging?

rdein isn't known for being a stable person and he posted game screenshots as evidence. He also had some simultaneous twitter meltdown.
>>
Free released 2D or 3D cute girl yet?
>>
>>147707848
>lack a clear goal/dream
I admit, that's also part of the problem. People tend to think that having an idea is enough in itself, but when you start the implementation, you start to face so many questions that might be overwhelming and makes you retreat. Like: I want to shoot a fireball. Ok, but how will it behave? Will it follow the target or go in a straight line? Will it be fast or slow? How will it effect the overall game play? How should the enemies behave? Can they dodge it if they see it coming? Etc. It just becomes worse of you are a 1MA, since there's no one you can discuss these issues with.

So, yes, I'm learning it the hard way, but I hope after every Nth unfinished project there will be at least one finished. Especially if I can encourage myself with some interesting story or character at the end, and not only circles and boxes.

Have you posted about your game by any chance, yet?
>>
>>147708789
Sent ;)
>>
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>>147708850
WHERE IS IT???????????
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>>147708880
You need to hit refresh, you left your tab open since last year.
>>
>>147707256
Momodora main appeal was mainly the girl with the lewd legs.

I'm always up for metroidvania games but I got bored of momodora after the first encounter with the giant titties witch.
I don't know why but somehow the cute graphics were just not enough to keep me interested, nor the story. Kind of glad I didn't buy it.
>>
>>147707103
is he wearing diapers? the furry diaper fetish community is pretty small you should focus on solely the furry part
>>
>>147708912
October 2013 was 3 years ago.
>>
>>147708947
Hmm they are lewd.

It reminds me of something a literal furry said in another AGDG thread... Something like "It's better if you hint at being lewd rather than actually being full lewd. Leaves it open for fans to do." or some shit

Wonder how much merit there is to that.

In fact it was re this game: >>147707103
>>
>>147707150
They move like robots or undead.

Maybe that's why so many games use them as enemies.
>>
>>147707848
>well, I'm kind of an artist to begin with
No offense but if you're an artist then you can't understand.
>>
>>147707256
Momodora has cute graphic, a cute game name, and good music.

Gameplay matters sure but some people here are deluding themselves if they think that's what matters most. What matters most is art and the atmosphere of your game, because that's what people will see first.
>>
>>147708789
Google.com
>>
>>147709020
N-no

Time to go have a mental breakdown.
>>
>>147709080
There are few people who matter, and they care about things that matter. There are a lot of people who don't matter, and who care about things that don't matter.

Who you dev for is up to you.
>>
>>147709080
It has good music... but boy the sound effects are really grating. But yeah, the shit you mentioned is pretty important.
>>
>>147708057
Isn't that normal? Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.
>>
>>147708840
Good luck in your journey then, anon.

>Have you posted about your game by any chance, yet?
Nothing but random pixel art / studies. I'd like to do things right so I plan on showing my game to everyone only when things are more or less ready, i.e. when I have something worthwhile to show and once I'm ready to handle the shill aspect. I get easily anxious and I do not want this to affect me negatively at a bad time.

>>147709075
Don't worry I'm not taking any offense here; could you expand please? I'd like to understand better.
>>
>>147709039
It's not really about the amount of lewdness but the amount of 'everything'.
In the example of momodora, the game have some potential but it's just not fully exploited well, sadly. I feel like the issue is just >>147709080
>cute everything
Yeah, everything is cute as fuck, but not really interesting. Kind of hard to explain.
>>
>>147709136
Things don't have to be as extreme as you're making them out to be.
>>
>>147709080
Art itself isn't strictly necessary.

What matters is consistency and atmosphere, the overall feel how well it meshes together. It's why games like Thomas was alone or whatever the memegame was called can exist and thrive.

As soon as it's good enough and playable then the main point is conveying the feeling of great gameplay.

At this point it's also guaranteed to have good gameplay if the reviews are good. If there's anime titties everywhere I'm not sure if it's a boner doing the review or if there's actual gameplay to be found.

If it's Primtivies: The Game, then obviously there's something else than just shallow art that made it good.
>>
>>147709163
>Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.
uhm, no? I know plenty of "normalfags" who can't stand sad stories at all, and sad people who love to write tragic stories because happy stories seem too shallow to them.

I mean, it really depends.
>>
>>147709373
I would say like attracts likes.

If you're happy and in love a romantic comedy is going to much easier to associate with and enjoy than if you've been alone for 5 years and suicidal.

And a depressive drama about nuclear war and people dying left and right would fit much better to the suicidal people because it agrees with his bleak visions and feelings he's used to.
>>
>>147709527
It's still a very restricting way to see things, kind of a non-discussion here. I still see what you mean though.
>>
>>147709373
>I know plenty of "normalfags" who can't stand sad stories at all

Because inside they're feeling miserable and their social persona is just used to cover that.


If you laugh really hard you can't hear yourself crying.
>>
>>147709163
>Happy people enjoy sad, grim and dramatic stuff while depressed people want uplifting and joyful things.

Don't quit your day job, Freud.
>>
>>147709163
Not sure, I have been pretty depressed lately due to some shit that has happened and while I like cute and joyful things, I usually like sad, grim and dramatic stuff a little bit more too.
I know there is a stereotype about creative people being dicks as well.
>>
>>147709202
>could you expand please?
As an artist you get to have the possibility. Let me explain :

As a coder I have a good set of game I want to code, and games I can code. Even if I'm not making them right now I know that I can make them later, no big deal. That's the key thing here, I'm not limited by anything and I know I have the tools and competence for it.

Now, for assets that's another story. When you start organizing your project around, you already know that whatever you do you will not be able to make the assets. It's the one thing that you know you can't do, and you also know that the game will just not exist without it.
Who in his right mind will start working on something that he knows he won't be able to finish? This is why you see most coders of agdg being stuck with their custom engine, or eventually go down the meme game way since it doesn't require consistent art.

Of course, there's some meme-poster who will probably start posting his usual "1MA" but we all know the truth. Even limited with agdg, I can't find of a single game that was completed by a single guy, unless it's an unfinished platformer by an artist. In fact, I truly believe that the artists of agdg go with platformers not because they "lack creativity" like the usual meme-poster will say, but mainly because that's the only thing within their "possibilities" if you follow what I've been saying at the start.

I didn't mention the "hire an artist" because I'm pretty sure that as an artist you wouldn't like me telling you to "hire a coder" for your amateur game.
>>
>>147709789
>creative people being dicks as well
Because they think they have talent, something which they've born with, which make them stand above the rest. You need to learn that skill comes from hard work and nothing else, thus can be achieved by mostly anyone who's willing to acquire that skill.
>>
>>147709828
>Now, for assets that's another story. When you start organizing your project around, you already know that whatever you do you will not be able to make the assets.

Why not? Are you seriously so massively incompetent that you cannot make anything asset-like on your own? Or make sure you design a project where they'll be for sale or availible from open sources?

Are you the same guy that said you would refer to the audio guy whenever you needed 2 seconds cropped from an audio clip?

It really isn't that hard to aquire some basic competence in other fields, along with taking design decisions that ensure you're not needing an open world skyrim clone level of asset that you cannot make.
>>
>>147709828
Thanks for your insight.

>I didn't mention the "hire an artist" because I'm pretty sure that as an artist you wouldn't like me telling you to "hire a coder" for your amateur game.
You're right, that's why I've been learning. My best friend of 10 years whom I respect and had been looking up to even proposed to help me for my game, and even him I refused. I just want to do everything by myself, otherwise there's no point to it, it'd be tainted.

I'd love to see /agdg/ grow as a community with more tutorials, resources and help available to everyone. Especially regarding art, but not limited to. The website would be a good place to start I think. We have a lot of potential I think.
>>
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Reminder that Demo Day 9 will have the most games featured out of ALL Demo Days in /agdg/ history!

Why aren't YOU participating in this historic event?
>>
>>147710330
But I am, anon.
>>
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>>147710330
i don't get it, why are there so many people now? i haven't noticed some great resurgence in posting

did this guy really intimidate all the nodevs into participating?
>>
>>147710115
>It really isn't that hard to acquire some basic competence in other fields
Sure, everyone can do kenney level assets here, but that's past the point
>>
>>147710397
Might be because of summer (not in a "newfag summer" way, simply summer = more free-time).

Perhaps because gamemaking as a whole has been promoted on social medias too? I don't know. These things can have a lot of influence. This anime season there's an anime about gamemaking, and next season I believe there's also another one airing. I can bet you anything it'll have some impact.
>>
>>147710115
I'm not him, but yes, for some people it is that hard.

Now that I started to learn drawing, I still suck at it, but now at least I get it. Let me explain: art is a language. With a single line you tell the viewer if the shape which is formed by said line is a 3 dimensional ball, or a rectangle etc. You tell the viewer which entity is near to the viewing plane and which is far away, and so on. It is a language, which you can understand but can not express yourself with right away. When you are hungry, you know which words to use to ask for food, it was naturally learned. However it is not the same with drawing. You may draw a stick figure, but to know how to draw a figure from a given angle and make it look right is a different story.

Honestly, if it would be that easy, there wouldn't be people on this board who ask if the artist is autistic or not because the poor choice he made in color selection. It is fucking hard for those who know nothing about this. Just look at the feedback people get. Most feedback is about the art. The nose is too big, why did you use that color, hair does not behave like that in the wind etc. These all come from the simple fact that doing art is not a natural thing, you either learn it or not.
>>
>>147710174
>We have a lot of potential I think.

Too much memes and people full of themself. You ask how to peel a potato and a handless person replies that you need to buy a $120 potato peeler or get a formal education as a chef. Then an autistic person that eat unpeeled potatoes raw as his staple diet says that the industry standard of peeling potatoes is to first learn how potato peelers are made, followed by potato biochemistry and modern agricultural practices, and gives you a 14000 hour tutorial that teaches you the fundamentals of industrial mass production and factory economics.

At the end of the century, after following all of AGDGs advice you'll know enough to work as Potato acuisition and peeling manager for the global food trade, but still not know the actual practice of how to manually peel a potato that you asked for initially.
>>
Post reference - receive 3d model.
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Anyone tried Stingray yet? Being a Mayafaggot I'm naturally inclined to suck Autodesk's dick, especially if it means a much smooth asset flow
>>
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>>147711061
Do it.
>>
>>147710586
lol
sounds accurate
>>
>>147711173
>>147711061
PS: No organic characters, pls.
>>
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>>147711217
k
>>
>>147711252
I might give it a shot, but do you actually need it?
>>
>>147710586
I don't know when was the last time I laughed this good, thank you, anon!

Other than that, /agdg/ is the usual cynical 4chan community. Maybe we're laughing more on our own misery than the others, maybe we pretend we are more than we are, but at least we are creating content and having honest fun. At least I know I am.
>>
>>147710561
Your entire post is essentially a complaint that your initial design choice was to make a game that you couldn't make the art for.

Basic competence is not to be able to animate a sprakly pretty pixel platformer. Or rig and animate realistic human characters. Or write an orchestral soundtrack. Or draw AAA level box/concept art.

Basic competence means you know how the software works at a rudimentary level, you've played around with it and done something. You have an idea of what you're capable of. That's what basic competence is.

You then take design choices that incoporates this basic competence of yours in your game idea. That means to NOT use photorealistic humans if you cannot make them. For the same reason I don't plan a 2-year long luxury yacht vacation I wouldn't design a game that overrides my competence budget.

To take the elephant in the room of shitty art: Minecraft. How much of it do you think was initially meant to end up looking like it did? Do you think the spastic and rigid cube doll the characters are was an intentional aesthethic choice, or a compromise between the vision of the game and the artistic and 3D modelling capability(or absence of) of notch? Sure it might fit the rest of the looks but that's because everything else in the game was subject to the same compromise and constraints. It was also well within the competence bounds of art and therefor easy to make, unlike someone who overextends their vision and ends up having to ask this place for shitty feedback on shitty art that looks like shit all over in addition to being inconsistent.
>>
>>147711309
>>147711217
>>147711061

Better idea, find a dev so that you wouldn't be making useless trash and some assets instead
>>
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>>147710397
>>
>>147711395
I'm sorry chen I'm working on it but I don't know if I'll have something playable by demoday
>>
>>147707165
>>147708789
Unity girl
>>
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>>147711075
>suck dick
>asset flow

that's what you call it now?
>>
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>>147711217
if you don't try something you're not good at you'll never get better
>>
pros/cons of ren'py for VN/IF/MUD?
>>
>>147711828
I have never even attempted to make humans in my life.
>>
>>147711881
then make a bunny, or copy mya from :3, that's a super simple art style
>>
>>147711858
It's not very good at HP/DMT/GBBT, but you surely can do HTW with GABBO
>>
>>147711858
Just use unity and multiplatform it.

>>147711881
Just put your dick in someone.
>>
>>147711963
>Just put your dick in someone.
Creating them is not the difficult part, raising them is.
>>
>>147711547
The joke with Unity-chan is that she can't be used at all.
>>
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Went to bed and didn't check if any replies last night
Anybody have feedback on this for the survival horror part of my RPG?
https://instaud.io/slO
>>
>>147711387
You're shitfting the post. But remember that basic competence is why we have games like RoR, Undertale or Goat Simulator.

And no, before you try your usual popular talk I've asked numerous people outside of the internet what they thought about the game. It made me realize that the internet really is another community by itself.
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>>147711395
No progress today, besides adding another cute screen that probably nobody will ever see.
Just catching and fixing bugs right now
Pic related is yesterday's progress I couldn't post. You can see the new AI and part of the new level layout in action. Hunter walks slows, after he notices you he starts moving faster, and there are more obstacles here and there.
>>
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missed the new thread so here again:
first draft on the finish.
is that good? or should I rather use a static rotation on the menu or even no rotation at all?
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>Trying to use custom ray-channels to make an effect work in ue4
>Nothing I do works, it refuses to ignore the pawns hitbox who clearly states that it should ignore that channel
>Even do a whole fresh project to post a proper bug report
>Here it works as it should
>Wtf
>Go back to original progress
>Had been fidgetting with the wrong pawn for an hour
>>
>>147712560
No rotation at all. Maybe some other animation? Like around the edges? Maybe that's too hard right now for you, but that rotation is a bit annoying at best.
>>
>>147712283
I love it. Dark ambient is one of my favorite genres.
>>
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anyone know a good shooting tutorial in unity for beginners?
>>
>>147712481
you have one of my favorite games in aggydag right now. please don't stop posting progress!
>>
>>147713735
Ask google and do the rest yourself. Making an FPS game is hardly rocketscience.
>>
>>147713735
What specifically are you confused about?
>>
>>147707274
The buildings are visible when the ground is pitch black.

Apart from that, its a nice effect.
>>
List all missing devs you can think of.

No cheating by checking recaps. I want to see who managed to be the most memorable of those who have passed on.

So that I can steal their dead games
>>
>>147712481
What's the cute screen?
>>
>>147713868
Scripting, ive only started to learn and most tutorials dont go in depth enough or skip over things
>>
What are some notable /agdg/ games?
>>
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>you need an account to download GM standalone
Since when?
>>
>>147714035
yours ;)
>>
>>147714047
It's gambling maker now.
>>
>>147714047
It's obvious you need an account and a key considering even the free version gives you the ability to release paid games.
>>
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Fug, ready with time to spare for unnoticeable polish. No more than 3 minutes of gameplay total, less mechanics than before but the atmosphere should be higher quality overall.
>>
How would I make a 2D bookshelf where the books are seperate objects from the shelf and become physics objects if slammed into?


in other words, How do I make books go flying off shelves?
>>
>>147713526
aight will do later on
>>
>>147714047
Bullshit right?
>>
>>147713749
Thanks! I'm glad someone is enjoying it that much. I have a lot of ideas for it, so I'll probably be working on it for some time, and posting my progress here of course.

>>147713920
Sometimes, after staying idle at the title screen, instead of going to the demo you get a screen thanking you for playing the game and reminding you I'll keep updating it, with a small chibi-style drawing of the vampire girl.

Pic unrelated, a placeholder banner I made for the itch.io page.
>>
>>147714326
Best idea that comes to my mind is having the booksheld with the books in as and object, when you slam something to it, it creates books as particles, and changes it's sprite to one of an empty bookshelf.
>>
>>147714664
genius

thank you
>>
>>147714770
You're welcome
>>
>>147714326
you can do >>147714664 or just have the books there from the start and change the bookshelf's collision mask once you hit it with enough force
>>
Reminder to hide the Aggy Dagger somewhere in your game, so that we can all have fun finding it in each demo day demo!
>>
Stardew valley has over a million owners. That's more than 10 million dollars. WHAT THE FUCK.
>>
Baby Superheroes - how's that for a game jam theme?
>>
>>147714991
He worked four years on it I believe. All by himself.
>>
>>147715124
It's a bad theme if there is only a single possible interpretation, IMO. You need something more vague, preferably with multiple, very different meanings. A single word is usually good for that.
>>
>>147714991
>>147715178
inb4 reddit etc but here's his AMA :
https://www.reddit.com/r/StardewValley/comments/4b8s7v/im_concernedape_developer_of_stardew_valley_ask/
>>
>>147715337
Alright, babies.
I really like em, if you know what I insure.
>>
>>147713735
> making le AAA 3D fps game
> dont know how to script "shooting"

good luck senpai
>>
>>147714832
I have a hidden agdg logo. Maybe I could give a small prize to the first guy that finds it.
>>
>>147715563
>Anything you regret while developing?
>"I regret a lot of stuff about the development, but that's part of the learning process. One of the big ones is going with XNA (totally outdated now)."
Monogame shills, out now. :^)
>>
>>147714991
valve takes a lot of that, plus taxes and paying back the licensing of whatever software he used.


Still a nice chunk of coin tho

I wanna know how much money the FNAF guy has made.
>>
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Alright then if I can't get a cute girl I'm just going with this.
>>
>>147715818
XNA is only outdated if you want to make AAA's
>>
>>147715941
His game is an indie game and he stated he would continue making 2D sprite based games.
>>
>>147715886
what is it
>>
>>147709065
getting realistic looking behavior is for AAA devs who have people dedicated solely to making AI stuff, i will be satisfied enough if i can make them not too easy to beat
>>
>>147715986
Yeah, and at least C# has nullable types and lambdas so its a somewhat modern language
>>
I've been writing music for my game, but I don't think I can use this https://soundcloud.com/pedro-montoto-garc-a/ouverture-in-c-minor

Feel free to use it though.
>>
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>>147706996
all this time i thought progress was a meme, but actually if you just sit down without any distractions you can get more done in an hour than most people do in a week
>>
>>147716264
>nullable types
>good
Nigga pls.
>>
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>>147711252
>tfw strike vector is deader than dead
>>
>>147715818
https://www.reddit.com/r/StardewValley/comments/4b8s7v/im_concernedape_developer_of_stardew_valley_ask/d175k0f
>I'd probably look into something like monogame next time. Maybe even GameMaker depending on what the game is.
>>
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>>147716491
>following a dev and they just stop updating or their project is cancelled
This kills the progress
>>
>>147710330
because my game lacks enemy AI,
and a lot of other stuff, but that's more important for it being playable.
>>
what time zone is the demo day deadline in?
>>
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So why is it called Demo day if you only release a small mini game like thing
>>
>>147717771
It conforms to yours.
>>
>>147717807
It should be called Beta Day but that's everyday for us ;_;
>>
>>147717807
Demo day isn't a jam
>>
>>147717807
because is a demo of a small mini game like thing
>>
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>>147717893
Not if you're a NoDev like me
I swear to god I will start some day, maybe tomorrow, I just need the Waifus to be ready cooking
>>
>>147716321
Sounds pretty nice, what'd you use to make it?
>>
>>147716464
Tell me what you think I mean by nullable types.
>>
>>147717807
We could release more demos if we had cute girls.
>>
>>147718097
Musescore + Protools (Omnisphere plugin)
>>
>>147718109
A type that you can assign null to. This means you have to guard against any possible case where the value is null and overloading the type with semantics for null like "there has been an error instead of letting the compiler handle such cases (as in Haskell).
>>
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Holy shit, basic gameplay is in, so I just might have something playable in time for demo day!

Still need to make a proper level for the demo though.
>>
>>147719037
I hope you're going to make better diagonal surfaces before the demo though,
everything else looks good.
>>
Guy making the RTS here, I need to make more units, give me some ideas please.
>>
>>147719037
Why is she throwing bloody tampons at the enemies?
>>
>>147719037
That looks really good anon. When I saw your sprite by itself the other day, I thought it looked a bit small, but when it's in context it really shines. Nice work on those slopes too.
Do you have any social medias? I want to be your devfriend.
>>
>>147719226
What is your theme?
>>
I'd just like to take a book and go out into the sunny weather and read and drink beer.

Why couldn't I be autistically motivated to make game?
>>
>>147719467
Do it, taking care of yourself is good for motivation.
Just set a timer. An hour or two, and then you come back inside to make game for an hour or two as well.
>>
>>147719137
Drawing the missing tiles is next on my list and will be done before demo.

>>147719353
That's one way to see them I guess. They're supposed to be pinecones or something like that.

>>147719402
>Do you have any social medias?
No, I'm currently only posting my progress here. I'll think about it though.
>>
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>>147719463
it should have been some kind of snowy world but it looks nothing like it, so anything goes.
>>
>>147719467
>reading books
fuckin nerd lmao
>>
Substance, Quixel or 3dCoat?
>>
>>147719037
It's looking solid anon, but (no offense) you're something.
The game looks generic. Solid but generic. There needs to be some kind of unique or at least interesting mechanic to keep people interested.
>>
>>147720013
>you're something
Wow rude.
>>
>>147719983
Pirate them, see which one you like best.
They're all pretty good.
Substance has cool procedural stuff, although lacks in hand painting flexibility, quixel is basically a photoshop plugin, and ndo is useful for hard surface stuff, and it got great default materials. And you can extract them, and use them in substance.
>>
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>demoday is tomorrow
>lost two devdays due to a limitation in the engine that I couldn't work around and had to change the design to fit the new schematic
>won't make it on time
>shit
>fuck
>cunt
>cock
>>
>>147720109
>>147720013

Whoops. You're "missing" something. Just woke up.
>>
Laser beams.

Lag from recording... mostly. Taking lots of tiny chunks out of a ship in rapid succession tends to bog shit down a bit.

Also fine-tuned the movement with some magic space drag, because gameplay > realism desu.

At this rate I'm just going to put up a physics sandbox for DD9. You'll get to switch control between the demo ships with the number keys, probably.
>>
>>147720446
>that framerate death

you might have to do some optimizing later
>>
>>147719037
>another artist platformer
>5 replies, mostly praise
See?
>>
>>147719685
I can't code for shit while drunk, which is what I'd be if I went out to drink for 2 hours.
>>
>>147720013
I know, and I don't have a gimmick in store either. The thing is, I started this whole game just as a practise project to improve both my programming and art skills, so I went with the common, safe beginner project of pixelated platformer.

I have more mechanics planned, but not really anything original or groundbreaking.
>>
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You can now push the button. Damn... I've made so little progress this week, there's still so much more stuff I wanted for demo day.
>>
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how well can gamemaker, UE4, or handle actual animation?
>>
>>147720849
Game Maker's animation support is weak as fuck.
>>
>>147720849
forgot to put in Unity
>>
>>147720849
tip: your question is vague as fuck and you can only expect vague answers
>>
>>147720446
>in space
>things are falling down
>>
>>147720849
handles it the best.
>>
>>147718450
That's the opposite of what they mean in C#. Nullable is the Option or Maybe type of C#.
>>
>>147720786
Getting pretty strong TimeSplitters vibes from this. Please tell me that's what you're going for; I fucking loved those games.
>>
>>147720849
Man, I can't wait for Indivisible.
>>
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How do I get myself to do anything?

I have many things planned but I just can't get myself to start drawing assets... and without assets I can continue coding my game.

People drawing pixel art here, how did you do it? Were you inspired by other artists/games? Used references? Spent hours and hours on some little tiny things?

I need inspiration / help, please.
>>
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>>147721356
you just draw because you want to make game, retard
>>
>>147721356
What style are you aiming at?
>>
Post prOgress, Recrive faNart!
>>
>>147721475
Y-yeah.

>>147721542
Top down, but slightly bigger sprites than your typical RPGMaker game.
>>
Welp, looks like I might miss Demo Day AGAIN

Because of UE4 packaging/deployment bugs AGAIN

This time it's some sort of internal bug in 4.12 relating to PhysX and "Continuous Collision Detection" which cannot be worked around, even by disabling CCD for the entire project.

I even had the foresight to start my cook attempts two days early specifically for this and I've got no idea what to do. And it invariably takes Epic 2 weeks to even get back to AnswerHub bug reports, so who knows when the demo will actually be ready.

Fug.
>>
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Oh my god making a tile sprite sheet is the worst thing ever. It's just so annoyingly slow and the results end up looking shit anyway. I don't get how people do it. I bet they just outsource it to Vietnamese children who end their lives after the process is done because they can't live with themselves afterwards
>>
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Got screenshake working. Way easier than I thought it was going to be. Still not sure what I should do to make the boss jumping obvious outside of adding a sound effect, for instances when he is offscreen. Probably create a shadow somehow while he is landing.
>>
>>147721161
Never played them, so it wasn't intentional unfortunately, but it might end up being similar-ish.

I wanted to make a Duke Nukem 3D or Shadow Warrior with Quake-level graphics, which I think isn't too far off.
>>
>>147721783
What are top/down games with sprites bigger than the RPGMaker/Zelda standard? I can't think of any. Google isn't helping either.

2D that is.
>>
>>147721783
Well noartbro, I too had problems to put my projects on track because I can't draw or illustrate to save my life. The solution I found was to literally create my own graphics from stock graphics in photoshop.

Pic related, it's a composition of around 8 or 9 different images cut, pasted and edited together. I'm pretty satisfied with it. I know it has it's flaws and it's far from the eye candy of the cutesy pixelarts projects but it gets the job done.

If you want to I can give you some tips so you can at least have something to work with.
>>
>>147722284
No offense but I still want to learn and draw the normal way.

Thanks for the offer though.
>>
>>147722284
Are you ever going to post gameplay?
>>
>>147722392
Ok no problem anon.
>>
>>147722021
>Because of EXCUSES
>>
>>147720446
is that unity? looks really cool, how are doing the cutting? dynamic vert manipulation?
>>
>>147722021
https://answers.unrealengine.com/questions/425170/ori-cohen-physx-issue-on-compiling.html
Seen this?
>>
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>>147722532
It's a visual novel demo with like 6 screens...

Okay. Here's the deal: I will finish the interactive zone and post some gameplay. It'll take some hours but you have my word.

I won't lie, I'm shy of showing it but I'll have to get over that.
>>
>>147721356
You literally just do it, maybe do a 30/30 regiment to start off. That is where you draw for 30 minutes and take a break for 30 minutes. That way you don't burn yourself out and by forcing yourself to stop you build up a desire to continue or finish what you started.
>>
>>147723042
that honestly looks pretty spooky and no less rapey

I can almost see a crazy anime chick overlaid on top telling you you're never leaving this place
>>
>>147723087
I was thinking of something like this yeah.
>>
>>147723087
I can testify that this works great for masturbating
>>
>meanwhile cute girls are not being used in any games
>just posted for attention
>>
I've got 5 days to pack, clear out and clean up my filthy apartment. It seems my life as a student is coming to an end.

My desire to dev is finally returning too. Maybe it'll stay for more than a few weeks this time.
>>
>>147723301
My cute girl is the focus of my game though.
>>
>>147722564
Yes, because of excuses.

I'm still committed to it and a week from now when it's sorted I'll put the demo up, I just keep missing the window.

I feel like I need to start cooking 2 weeks before Demo Day actually happens.
>>
>>147723436
Anon, we said cute girls.
Not cute rabbits.
>>
>>147723436
And you just have her waste her potential by doing awkward dance moves.

You're wasting her potential. And you're wasting your potential as well. Do more.
>>
>>147723436
Make her turn into a stripper with drug expenses if your performance goes too bad.
>>
>>147723510
>I just keep missing the window.
Here it is. Now out you go.
>>
>>147720709
If you can't think of unique mechanics, neat powerups and such can bring a game some interest.
>>
>>147722931
Yeah, I've seen every AH thread about it.

None of them actually has a SOLUTION, though.

Even then his solution is "I stepped through 3 years' worth of level elements looking for that one trigger with CCD still enabled on it", which I'm doing, but the point is obviously CCD is broken since it's supposed to be a log warning that notifies that CCD does nothing on kinematics, not a cook-breaking process.

Shit, there are valid reasons to put CCD on kinematic objects (I don't encounter them, but any kinematic object which is set to simulating at runtime would almost require CCD to be on-and-ignored during kinematic portions of gameplay), the point is 4.12 broke this process and until Epic fixes it the only workaround is to hunt through Every. Fucking. Object, disabling CCD along the way.
>>
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>>147723436
Suggestive bunnygirl when
>>
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>>147720527
It wasn't nearly that bad without OBS, I assure you.
I did manage to get rid of the egregious lag spikes by hitting every few frames instead of every frame without fail.

>>147721051
It's orbital drift or some shit. I've either got that effect for removing confetti or a gradual opacity reduction.

>>147722763
A 2d "voxel" damage system like in From The Depths. More precisely, every destructible object has an 8-bit "HP texture" that can be altered by damage events. Cutting itself is done by checking continuity via a co-routined floodfill algorithm, followed by instantiation and texture collider polygon regeneration if there are any islands.
>>
>>147723624
S-Sorry, this is the best I can do right now. I'm still learning though.
I will make an RPG with cute girls and microgames eventually

>>147723701
I'm planning on redoing her rigging and adding fingers etc after DD9 to be able to animate better dance moves.
>>
>>147723730
>texture collider polygon regeneration
texture trimming and collider polygon regeneration
>>
how does /agdg/ sit?
>>
reminder to flip your normals
>>
>>147723851
On my butt
>>
>>147723851
Very carefully.
>>
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>>147723851
>>
>>147722156
This keeps looking more and more impressive. Great job, man
>>
>>147722156
Game looks fun to play, even with placeholders
>>
>>147723730
nice voxels
>>
>>147723851
I don't sit, I levitate.
>>
>>147723730
> the rockets going to impact that piece of junk then suddenly going for the other piece
>>
>>147723851
Cross legged on my couch is pretty frequent. My comfy chair got destroyed and the kitchen chairs were impossible to sit in for prolonged times so I had to abandon my computer desk.
>>
Why are furfags and dweebs allowed ITT?
>>
>>147724140
mouse guidance
>>
>>147724269
I just thought it was funny, you did a good job anon.
>>
how many ideas and references did you steal today agdg?

reminder that thieves finish first
>>
>>147724260
Because creating attrition in an already divided and fragile community just out of childlish prejudice won't help us grow at all.
>>
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guys guys guys
finally finished static blocks. assuming you remember the concept from previous progress webms, is it clear wtf is going on there?
>>
>>147724741
The 2 blocks are attracted to each other and stop in the black ones. But i don't think it's very intuitive, make sure you explain it well in a tutorial. Part of it i think are the blocks going downwards, might be better making them just dissapear with some particle effect?
>>
Thoughts? Not finished yet but would appreciate...
https://clyp.it/bny2hxiq
>>
>>147724930
hey, thanks for the feedback.
I think you're right but guess it'll be easier to understand when you go step by step (i.e. simple collapse without any static or anything first).
I'll try to post a simple puzzle/solution or lets say the idea behind the puzzles next, hope that'll clarify the whole thing a little bit better
>>
>>147725162
wait nvm, turns out it's still a bit broken...fuck...
>>
>>147723681
I have quite a few things planned still, such as different attacks, temporary powerups, breakable tiles and so on. I'm not anywhere near done with this game yet.
>>
yay, another fucking UE4 update!
>>
are games art? i like to think that they are, it's just the community around them that makes everything so shitty and watered down.
>>
So, is Unity and C# good to start out?
I have no idea about programming or game design
>>
>>147725762
Just like art in general.
>>
>>147725762
Not mobile games
>>
>>147725050
I like it
A lot, in fact
Sorry, but I have no idea about sound/music design, so I can't give good criticism
>>
>tfw not going to post anything for demo day even thought I promised my family I would
>>
>Decide to make something casual an easy to get into gamedev again.

>My first 'easy' problem I encounter turns out to be how to design an inverse kinematics like system for my mech

I constantly make the worst decisions ever.
>>
>>147726062
its all good. i just feel like its too winded too be game music. maybe if i looped the first minutes? but I hate that format. thats what I like about elder scrolls and games like the witcher. the song really goes on for a while before it loops. that 1-2 minute length format is really getting me.
>>
>>147726361
>Having trouble with basic maths

You were never destined to make it.
>>
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Progress on my trade boat game.
>>
>>147726487
Nice gameplay.
>>
>>147725762
>just the community around them that makes everything so shitty and watered down.

...have you seen deviantart for traditional art?

or gone into the romance section of a library or bookstore?
>>
>>147726487
>>
>>147726424
I might be able to understand it I had it explained in a sensible tutorial like fashion to me, but shit like https://en.wikipedia.org/wiki/Inverse_kinematics#Approximating_solutions_to_IK_systems is more than I can bother with.
>>
>>147726487
That's not your boat.
>>
>>147726487
Can I lick your art please?
>>
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>>147726487
Copyright infringement simulator?
>>
>>147726716
>that filename
>>
>>147725050
Your backgrounds are louder than the jazz solos man. Switch some of those baby saxes out with a manly barry too.
>>
>>147726576
yeah, i know what you mean. i suppose there are some really beautiful games (mostly those made by small teams / one man armies), it is a shame the people with money pump cash into making better graphics rather funding than somewhat more intricate plot and atmosphere.
>>
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A game where you live on a boat, exploring the seas, surviving from fishing and trading with the islands you eventually meet on your journey.
>>
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Messing around with hair and ribbon physics for another character. I'll be ready for demo day by...September 1st.
>>
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>>147726487
>/agdg/ immediately assumes that any good progress is fake
>it really is, every time
>>
What happened with the JSR clone guy? Sega caught him?
>>
>>147726931
Don't ask me how but Greenshot some times uses the name of another open window as a filename.
>>
>>147727093
>Switch some of those baby saxes out with a manly barry too.

My name is Barry Manley, and I thought this post was about me.
>>
>>147727559
What's wrong with the windows snipping tool or a good old (alt+)printscreen button and pasting into mspaint?
>>
>>147727559
That doujin isn't even that good desu baka.
>>
>>147727696
No anon, your name is Barely Manly
>>
>>147727559
>Greenshot
Why do you need a program to take screenshots for you? There's literally a dedicated key for that.
>>
>>147728024
greenshot is a lot easier than fucking about in paint
>>
>>147727746
Greenshot saves automatically to my screencaps folder. I use it mainly to crop porn. Like so.

>>147727858
Yeah but I'm a sucker for inverted nipples.
>>
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1409893578156.png
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When writing a plot would it best to get the setting/story/theme down first before you start
>>
>>147728089
Forgot the pic of course.
>>
Check this progress guys
>>
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>>147728315
http://www.gamasutra.com/view/news/121544/GDC_Online_Bungies_Staten_On_Building_Worlds_Not_Words.php
>>
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I know it's not impresive, but I got first animated thing for first game. I can't into good textures though.
Also, I played it with that fancy unity stuff for animation with blending, transition etc. But I know there is also other thing to control animation where you see just timeline with every frame. Anyone can spare info how to open it?
>>
>>147728315
What do you want the player to feel?
>>
File: fixedtrees.jpg (565KB, 1172x696px)
fixedtrees.jpg
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finally fixed normals on trees
>>
>>147728605
lmao looks like shit
>>
File: asdfwe.png (268KB, 500x376px)
asdfwe.png
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Is there a difference between
>float number = 1f;
>float number = 1.0f;
I mean both work, and I use the .0f but I don't really know if there's a reason behind it.
>>
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>>147728605
this is actually really inspirational, remembering that this used to be just a thing that was posted here, and got so big

I can make it.

I WILL WORK ON MY GAME RIGHT NOW, FOR IWATA
>>
>>147728739
Where's your game?
>>
I wish demo day would hurry the fuck up, I don't want to work on anything else because I know I won't get it in for demo day, and all the bugs i could find are now squashed. what do.
>>
>>147728605
this looks stolen
>>
>>147728693
Did you fix your million tri grass yet?
>>
>>147728605
It looks really messy, the healthbars don't need to be that big and there are way too many popups everywhere.
Try to tone it down a bit.
>>
>>147726487
This looks alright, but there are a lot of big perspective flaws that bring it down a lot.
>>
>>147728693
as long as it's visibly just a bunch of planes you haven't fixed shit
>>
>>147728791
shaders throw a shitfit if you try to get away with 1f, otherwise not really.
>>
>tfw you're gone the whole weekend so you can't post demoday even though you really wanted

Sorry guys.
>>
>>147728791
1 = int
1.0 = double
f = float

you only really need it for dubs because ints convert cleanly to floats, compiler will tend to complain about assigning doubles to floats
>>
>>147728605
Way too much UI, this looks like that /v/ 'FPS of the future' parody image. There's text and icons all over the fucking screen, I have no idea what is going on.

This game isn't going to make it without some serious revision.
>>
>>147728791
I'm going to say no it doesn't matter based on my assumption that floats represent the exact value they can represent with their amount of decimals with "infinite" 0 significant figures after it. So 1.5 would be saved as 1.500000.... You'd have to Google it and see how precision is stored.
>>
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placeholder graphics.jpg
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Posting my progress, 1 week in Gamemaker.
pls no bully
>>
File: But.png (13KB, 198x131px)
But.png
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>>147728691
Well the idea I have currently is sort of racism once several worlds are merged into one
Genocide might be a thing
The theme for the characters I think would be loss and looking for a place to fit in
Thinking of all these races and stuff is kinda rough man
>>
>>147728791
The only reason to use f is to differentiate doubles from floats.

It all gets stored as 1.00000000 anyway.
>>
File: 1463674906008.jpg (849KB, 2419x840px)
1463674906008.jpg
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>>147729231
>>
>>147729325
Green&Grey/10, looks like garbage. Get a real art direction. The rain drops on the camera meme is over, btw.
>>
>>147729001
yes, it's 3 tris each.

>>147729027
rude
>>
>>147729325
Nice rotexils in the upper left corner
>>
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>>147728663
Is he on an idol concert?
>>
>>147729021
I find the flaws in the picture excusable since isometric itself is a fake perspective and artistic vision is more important.
>>
>>147729506
Thank you for listening to reason
>>
File: handsrendered.png (1MB, 1600x1600px) Image search: [Google]
handsrendered.png
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Seeking a fast paced game to make an OST for as an excuse to get better at making dnb

Anybody got any shmups that need really insane music
>>
File: ParticlePolys[1].jpg (28KB, 952x256px)
ParticlePolys[1].jpg
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>>147729506
you'd probably benefit from a few more polies than that due to
http://www.humus.name/index.php?ID=266

in fact you might just be better off with modelling each blade individually for the closer grass
>>
>>147728605
Does anyone have super old RoR progress posts?
>>
agdg is shit
games made here are shit
you know it
stop it
get a job
live the life
get marry
have kids
do somethign with your life
but dont make games
pls
>>
>>147729807
https://instaud.io/s00
(example of what I wanna make)
>>
>>147730009
Cristian pls
>>
>>147730059
this is pure madness mate :D
>>
>>147730059
Radical maaaateeee xD
>>
>>147730009
>get married
>have kids

i wouldnt wish this upon my worst enemies
>>
>>147727345
Your waifu needs to eat a bit more.
>>
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Got bored of trying to rig this guy. Rigging is such a pain. I decided to sculpt out his clothing more and made some bump maps. Bump maps are magic.
>>
>>147730009
>live the life
But I hate going outside
I hate people
>>
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KOlJScb.png
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>>147730173
>>147730265
>>
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>>147730009
>>
>Everyone must enjoy the same things as me and have the same goals in life

Guess who's this faggot?
>>
>>147730707
A certain 27 year old nodev spic
>>
>>147728828
I'm on the same boat, I already finished everything, and I want to upload it as soon as I can, because I'm afraid I'll find a bug that breaks everything if I keep testing.
>>
>>147707256
As long as your gameplay passes some bar of quality, art is literally the only thing that matters past that

Art gets people interested
Art gets people watching trailers
Art gets people donating to kickstarter
Art gets people watching let's plays/streams
>>
>>147730418
Yeah, it's important to remember that you can spend your time alone at home and still be worth something as an individual. And just making your games in your own quiet corner is also a decent contribution to society.
"Get a real job and a real life" is, for lack of a better word, a meme forced by people who often don't even make anything themselves. Ignore them.

>>147730059
Not personally a fan of the main melody (it's a bit obnoxious) but the rest is seriously good. My shmup is probably too sober and chill to be what you're looking for, though. Sorry.

>>147731162
>mfw I realize art is basically a success multiplier
>>
>>147727329
Please don't steal my ideas.
>>
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>>147730009
>>
All this bait and meanwhile we still don't have free cute girls.
>>
I think everyone needs a few weeks of break from this place every now and then. I just came back from life issues and all the memes and baitposting makes no sense anymore.
>>
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>>147723042
did I overdo it

(yes)
>>
>GameMaster
>Make delay between shooting
>1 frame where you can shoot twice if you press the button fast enough
I'm not fucking fixing this
>>
I've quit my job today and have $500 in savings.

But that doesn't matter, I'll become a successful indie game dev. I just need a million dollar idea first.
>>
>>147731783
It's a feature, speed runners love that shit
>>
>>147727093
there is a bari, its just playing those high registers in the melody lines. it comps in its lowest regs though
>>
>>147731783
>repeatedly press forward on axis
>character restarts run animation every time
>>
>>147725050
Sounds like a jazzy Doom song.
>>
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Does the precognition in my game make sense to you guys?
Is there anything I should change?
>>
>tfw your demo is up and ready
>tfw waiting for DD9 to start
>>
>>147732142
Remove it
>>
>>147732142
What the fuck are you doing nigger.
>>
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molyneux.png
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>>147731864
A game where there is high probability of precipitation.
>>
>>147732142
That's really neat anon. Are those dynamically created or are those recordings of previous runs?
>>
>>147723992
>>147724039
Thanks anons.
>>
>>
Alright, I think these slope tiles will do for the demo.
>>
File: surface2.png (42KB, 641x481px)
surface2.png
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experiments with surfaces continue, i don't know what i'm doing or why i'm doing it
>>
>>147732551
It's collision detection made by a guy with a brain tumor.
>>
>>147732603
>green slime on top of dog kibble
aces anon
>>
how many gfx cards do i need to make video games
>>
>>147732898
1 (one)
>>
>>147732551
The game calculates 45 updates in the future and draws the 45th update, the 22nd update and any update where the player hits the ground.

>>147732654
How?
>>
>>147731864
>implying you need an idea to make a million dollars

It's fucking blowing my mind right now that Stardew Valley has 1.3 million sales on steam - even if they all bought it on sale for $10 and not the full price of $15, he would still be left with 9 million USD after steam's cut. And that's just the sales from steam.

Even if he worked ~4 years on it, that's a couple of million per year of work. I think I could live my entire life on a couple million - especially since investing means it grows faster than inflation. He's no Notch, but he's still set for life from one hit game.

On the other hand if I made that kind of money I probably couldn't handle it, and would go crazy and go buy a Lamborghini or something.
>>
>>147732142
>>147732142
is this for an AI? if not... then what the fuck is the point?
>>
>>147732898
As a rule of thuumb, 1 per dimension. 2d games need two, 3d games need 3, and if you're going to dev for VR, you'll need 2 per eye for a total of 4.
>>
>>147732898
Three.
One for testing the game.
One for watching the code in real time while testing the game
One for watching porn at 1080p
>>
>>147732898
You can make one on your mum's shitty laptop if she lets you
>>
>>147732893
donut bully
>>
>>147733031
>judging success by outliers
shiggy
>>
>>147733046
It's the game's gimmick
>>
>>147733031
>Indie success like this happens once a year
>It's usually 90% luck being in the right place at the right time
>There's 10 games everyday being released on Steam that never get anything close to that success
>I can be like that!

Can you kill yourself?
>>
>>147732898
on a serious note a few gpus from different vendors might be usefull for debugging.
>>
File: donu-bully.jpg (84KB, 600x620px)
donu-bully.jpg
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>>147733153
donut steal?
>>
>>147733302
>happens once a year
release on Christmas anon
>>
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got this coat working sort of, getting some agry clipping issues, wondering whats the best way to go about clothes swapping for a model like this. i seperated his mesh into his

head
chest
hands
legs
feet

and swapped his base chest mesh with this one with the coat
>>
Do you need to learn opengl to use sdl?
>>
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Progress5.webm
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Decided to get back to a turn-based RPG project I dropped 2 months ago.
Hopefully I'll stop creating new projects now.
>>
>>147733393
That's the worst time to release your game.
>>
>>147733302
99% of the games on steam look like shit. The ones that look good or interesting generally sell well.
>>
>>147733447
>Archer and mage block with willpower
Please don't, give that to a guy with armor/shield.
>>
>>147733560
I agree the good or even average games sell well, they don't sell millions of copies though.
>>
My wife's son wants to major in video game development. What's the best video game design school?
>>
>>147733560
what would be decent looking enough?
>>
Is it normal to refactor code all the time or am I just dumb?
>>
>>147733720
Life
>>
I didn't go to video game school, I went to video games
>>
>>147733785
Completely normal and acceptable. Your first draft of a feature should be done quickly to see if it's fun. If you keep it revise or refactor it when you need to.
>>
>>147733785
1a: get a feature working
1b: refactor so its pretty but still works
2a: get another feature working
2b: refactor so its pretty but still works

You shouldn't be doing more refactoring than that IMO.
>>
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6sided_dice.jpg
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>>147733720
this one
>>
File: deadbolt.png (101KB, 573x708px)
deadbolt.png
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>>147733752
Just look at our own Deadbolt. It looks decent and sold a decent amount.

Same with va11-ha11a and uncanny valley.
>>
http://poal.me/1siyhe
http://poal.me/1siyhe
http://poal.me/1siyhe
http://poal.me/1siyhe
>>
>>147733573
Those guys don't have a unique script yet, so they can block just like the warrior unit at the moment. I was thinking about giving the archer the ability to dodge and the mage would just be a fragile unit with low health so you would have to protect her with the warrior unit.
>>
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>>147733396
don't really know how to go about swapping clothes either, but with clipping i found out the "data transfer" modifier is awesome you can use that to copy the weights from your base mesh to another mesh.
>>
>>147733720
If you really want to throw your life away, Full Sail

If you really want to make a difference, just major in CS instead
>>
>>147734012
moar
>>
Give me 9 good reasons why I shouldn't make my game with DirectX and UWP exclusively for Windows 10.
>>
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>>147732142
>>
How do I make a GM script wait for 1 frame?
>>
>>147730320
You just have the find the right woman, and then it's great. Most people's problem is they marry somebody that don't like that much.

>eh, you're ok. better than being alone all the time, I guess
Don't marry anyone if this is how you feel about them. Divorce rates would plummet.
>>
>>147725781
Learn basic programming first, once you can make some non-trivial program get into unity. Any language is good to learn first, so pick the basics of C# first.

>>147727329
Rareware is doing that with pirates :^)
>>
>>147734361
Okay.
1. W
2. Wi
3. Win
4. Wind
5. Windo
6. Window
7. Windows
8. Windows 1
9. Windows 10
>>
>>147734361
The people who use windows 10 don't play games, it's mostly grandmas who don't know how to revert.
>>
Is it a bad idea to use GMs collision events?

I have a custom script for the walls and terrain that works perfectly, but I'm not clever enough to figure out how to adapt it for things such as monsters, or tree house furniture with different sized hitboxes
>>
>>147733968
holy shit thats great news
>>
>>147734361
>exclusively

but UWP means you can go on tablets and phones and xbox just as well as windows

there is no good reason, they finally fucking did it

they finally made directx into a universal gaming platform compatible with all devices
>>
>>147734731
It depends on what you're looking for. I'm pretty sure the Collision event doesn't return the instance ID which can complicate matters.
>>
>>147734510
>wanting to waste your time pandering to some idiot everytime they feel lonely

>wanting to care for some dipshit who will suck out the life from you

nice try faggot
>>
How do I fund my game through patreon?
>>
File: starmap3 - jump around.webm (1MB, 680x477px) Image search: [Google]
starmap3 - jump around.webm
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yey
>>
>>147734989
step 1 : dont make progress
step 2 : make a bullshitty video with art and music and funny stuff HAHA
step 3 : beg for money

get richhh
>>
>>147734726
43% of steam users use it
>>
>>147734731
GM has a precise collision mode which you can set in the sprite's options which uses pixels instead of boxes or circles, but apparently it eats more processing power.
>>
>>147733302
gotta release 11 a day then
>>
>>147735106
where's the swooshy jump animation
>>
>>147735345
coming
>>
>>147734974
I don't really think that's how relationships work, not that I've ever had one because I've given up.
>>
>>147734492
A script in GM will always execute when the events it is a part of actually runs. Create events happen for one frame, step events happen ever frame, and so on.
If you want your script to wait one frame, you'll need to use a script, set an alarm to 1, then put the second, post-wait part of that script on the alarm event. (Assuming you want it to run one frame after waiting.)
>>
>>147736552
if you work out and groom well, you will never have to marry anyone, just fuck bitches and get money

relationships are poison
>>
>>147736943
I think I'd rather have someone close that whispers "just like make game you fucking faggot" as she spoons me as opposed to some party fiend biorector that I only ever see when both of us are shitfaced and high on drugs.

also

>if you work out and groom well

this isn't /fit/
>>
>>147736737
but alarms are le silly
>>
>you'll never make it
>>
>>147737590
We're all gonna make it brah
>>
>>147733968
20k x $10 = $200k. Minus steam's cut, that's 140k. Even minus taxes, that's a very comfortable year's salary to me.
>>
>>147733968
Where did you get all these stats ?
>>
>>147737240
use a timeline then, or even better, make a state machine.
>>
>>147734968
you can use 'other' to refer to the colliding instance
>>
>>147737885
steamspy.com
>>
>>147733968
>>147737240
>owners went DOWN from 26k to 20k

What? Is the data really inaccurate or did a fifth of players get a refund?
>>
>>147738221
Steampy is not really 100% accurate
>>
File: deadbolt owners.png (26KB, 779x547px) Image search: [Google]
deadbolt owners.png
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>>147738221
image
>>
what happens when someone refunds a game from steam? does steam take the money out of the devs pocket? their own pocket? both?
>>
>>147738221
Data is an estimate based on pinging random steam accounts.
>>
>when I start to dev
https://youtu.be/GeZZr_p6vB8
>>
>>147738429
Steam pays out and then you have to pay steam
>>
>>147735113
He said Patreon, not Kickstarter
>>
>>147737754
That's more money that I've earned in my entire life. Even if I count loans as money earned.
>>
>>147737754
I think it's generally wise to consider 50% of the money to go into your pocket when taking out steam fees, tax, other costs
>>
>>147738429
Steam pays it, but the bullshit is you have to pay the 30% of steam's cut. Which you don't get back. So whenever somebody refunds your game, you lose money (the non-refundable steam cut).

This is why devs are so pissed off about it, but everyone called us cry babies.
>>
>>147738970
I didn't think about that

That's fucking awful
>>
>>147738970
Well, just make a good game that won't be refunded then.
>>
>>147739101
There are a lot of people who refund games that never played just because their backlog is too long.
>>
>>147738970
wow fuck steam
>>
Spurdo dev here, what mechanics should I add before demo day? There's

- jumping & running
- tiles that can be bopped
- tiles that are not solid until bopped
- falling platforms
- ladders
- basic enemies that can be stomped & bopped
- enemies that leave behind a shell that can be kicked and will bop other enemies & tiles

There's no powerups, but I think I won't add any for this first, very basic, demo
>>
>>147739507
a big fat sword
>>
>>147738970
[citation required]
>>
>>147738970
That's why you should sell your game in your own website too and add some extra content like ost or artbook, so if people buy it there you'll get like 90% of the earnings.
>>
File: oh shit waddup.gif (746KB, 469x381px)
oh shit waddup.gif
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>>147739613
I'm not sure what this adds
>>
>>147739507

add secret gondola mode
>>
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I'm far from finished, but I now have a system to automatically generate waypoints from level geometry. Only flat surfaces work, but hopefully I can automate slopes. In the second map, you can see the generation replace my hand-placed waypoints.

I think my plan is simply to write the generated waypoints to a file, so that I can hand-edit any imperfections in my level editor.
>>
>>147739826
People like having their large collections on steam though, and for storage convenience

I'd give a discount if I sold on a website though (unless Steam ToS has something against that... wouldn't be surprised, the dirty fucking jews)
>>
>>147740742
I love seeing your progress, do you have a tumblr?
>>
>>147738970
Seriously?

So that means you could more or less take away all of a small-time dev's money by having people or fake accounts repeatedly buy and refund his game?

>>147739507
Try adding score.
Or one-way platforms.
>>
>>147740850
Not at the moment, but you're the second person to ask in 2 days. Maybe someday.
>>
Is there a GM function that will take a number and make it both the positive and the negative at the same time?

I feel like such a retard
>>
>>147741478
wtf are you talking about? nothing can be positive and negative at once
>>
>>147739507
>>147739507
Spurdo artist here. Everytime I see how much you progress I feel so fucking happy to see how you turned him into gold.
I think you should add a score system and a block that marks the end of the stage. So at least you could make a couple of levels with an actual goal for demoday and people could try to get the more points.
>>
>>147741548
>if place_meeting(x+50...

I want that 50 to be both a positive and a negative because it doesn't work when on the right side of the object
>>
>>147720446
>>147723730
Looking better and better dude. I hope you finish this.
Are you planning to add simulation elements, i.e. if certain parts of a ship get damaged it affects performance?
>>
>>147707103
where i can find your dev blog?
>>
>>147741478

absolute value?

numCopy = num * -1; ?

what are you doing mang?
>>
>>147741478
What are you trying to do?
>>
>>147741696
if place_meeting(x+50,...) || place_meeting(x-50,...)?

If 50 is a variable then just use var and -var.
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=719078126
>>
>>147741696
I think what you're looking for would be:
if (place_meeting(x+50) || place_meeting(x-50))
>>
>>147741478

This doesn't exist in Game Maker.

Also, it doesn't exist anywhere else.
>>
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Added some more stuff to pick up and enemy. I'm not sure where go with this though. I just thought it be cool to make a tractor beam.
>>
>>147739053
>>147739101
>>147739491
>>147739650
>>147739826
>>147740910
I can't find any outrage on google, so I'm calling bullshit.

What steam does do is put the refund back in the steam wallet by default. So when the buer buys another game, Steam will still get 30% from SOME OTHER DEV, but not FROM YOU. You don't have to pay steam 30%.
>>
>>147741696
>if place_meeting(x+50...
>||place_meeting(x-50...
or even better a switch statement.
Not sure why you would want to have those those together though.
>>
>>147740576
memelicious
>>
>>147741696
jesus you are casual. get amateur before posting here pls.
>>
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Are there standards for how the player would expect the camera to behave?
Such how to move along the map, zooming in, rotating, moving the camera up and down.
>>
>>147742253
I have a tree. I want to be able to interact with the tree on all 4 sides. Was hoping there was a simpler way than having 4 place_meetings instead of 2
>>
>>147742229
what if they refund to their bank/credit?
>>
>>147742473
Then steam gets nothing, you get nothing. The whole thing ensures that steam gets 30% if the user is lazy
>>
Here's a lil' dev tip for you boys...

without math it's just a buncha pictures.,..
>>
>>147742440
>distance_to_object(tree) < 50
>>
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R8 my minimalist 80's aggy daggy poster anons.

>>147723851
Like Gollum.
>>
>>147742624
without pictures it's just a spreadsheet
>>
>>147742627
Are you fucking serious...

Jesus Christ. I truly am a retard

Thanks!
>>
>>147741696
assuming hsp is the horizontal speed of whatever object

if place_meeting(x+(sign(hsp)*50),y,object)
>>
>>147715818
>XNA is monogame

no

He even says in that AMA he will look into using monogame or GM
>>
>>147742731
This is how it looks in game btw.
>>
>>147742339
pressing a button should give the expected result
for example if you're moving a perspective camera vertically without regard for orientation, scrolling down should move the camera down

if you're "zooming" relative to the orientation, scrolling up should move the camera in

if the camera is pivoting around a point in space, rotating "left" should move the camera counterclockwise around the point in space

if the camera is pivoting around itself, rotating left should rotate the camera counterclockwise

not sure what you're asking about
>>
>>147742962
Pretty noice actually
>>
Here's a lil' dev tip for you boys..

if you don't make a game than it won''t exist
>>
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>tfw making something you always wanted to make no matter how bad it looks

anyone else got this feel
>>
>>147742962
dang that's nice. what is the game about?
>>
ok I need a w10 pro key, any ideas? not paying
>>
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>>147741554
Oh, hey dood, that's great! Yeah, I'll definitely need to add a win condition to call it a demo, probably a timer too. I was thinking mechanical things other than that.

Pictured: sometimes it's good to be cheap
>>
>>147743387
>put the memes in the bag onii-chan.png
>>
>>147743387
All the time
>>
>yfw u realize gameplay is only like 55% of a game being "good" in the eyes of normies
>>
>>147743540
It's cute that you think it's as high as 55%
>>
>>147743458
University students get it for free
>>
>>147742131
How did you make the tractor beam?
>>
Here's a lil' dev tip for you boys...

without a design document it's just a buncha math.,..
>>
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I have 3 vectors in 3D space. I need to take the vector number two and rotate it on the z axis so that it becomes the green vector number 3, how can i do that?
(Basically if i removed the third dimension ( z), the vector 3 would become the green vector 2).
>>
>>147743675
not a uni student
>>
Here's a lil' dev tip for you boys..

don't start.
>>
>>147743387
i'm going to make that loot crate game and nobody is going to stop me
>>
>>147743713
i meant 2 would become 3 in the parenthesis
>>
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Remeber to backup your progress agdg, you don't want to lose anything so close to Demo Day 9.


>>147742731
>>147743525
Loving it.
>>
>>147743525
You've been posting the same screen with similar gameplay for days now.
>>
>>147743882
hmmmm, thanks....
>>
>>147743567
>Make a game with good art and juice so normies enjoy it
>Add solid mechanics so hardcore gaymers have fun too
That's the formula for success I think.
>>
>>147743068
>>147743392

Thanks!

It's about never going out of your room and managing your depression.
You'll have to get out to buy food and shit, but I'm planning on making all that extremely stressful.
So basically, a survival game with a Sims like vibe and gameplay.

I'm an oldfag and I've been coding for years, and every time I make a game I start with the code first and then I never do proper assets, so for this project I decided to do it the other way around, hard things first.
>>
>>147743807
>apply to local community college
>take programming classes
>give up on game devving
>???
>PROFIT
>>
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>>147744105
>make a good game
>people enjoy it
Holy shit dude, don't let the secret out
>>
>>147743707
what if I don't have a doc? will I still be able to make a game with math?
>>
>>147743567
Not even. I have a friend that "loves indie games" and I'm really fucking tired of him sending me DEEP PHILOSOPHICAL STORIES with no gameplay.
For fuck's sake. He once sent me this fucking shit:
http://www.newgrounds.com/portal/view/555181
Give up on gameplay, you don't even need good art if you try hard enough.
>>
>>147732229
>(COMIC110) [JACK-POT (Jyura)] Tekken ~Saiminjutsu

welp, time to fap again
>>
Nother lil' tip for you boys.....

the smaller the game... the better itll run
>>
>>147744225
no, you can't make game without game design
>>
this thread is kinda bad and useless
>>
>>147743993
Sorry man, didn't have time to add more mechanics yesterday or today, just fixed some bugs and stuff. Good thing tomorrow is fffffffriday night, mothafucka
>>
>>147732229
NOOOO
I have to dev you fucking asshole
>>
>>147744484
Sounds a lot like you.
>>
>>147743713
vector.z = 0?
Or something like that.
>>
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>>147744205
brb making millions
>>
Finally made my first game in GM:S. It's a shitty Pong clone. Now I feel the need to do try and do the very same thing, except just using C++ plus whatever libraries I'll need to make it.
>>
>>147744387
actually the longer the legs the better you run
>>
>>147744525
It's okay, just make it quick.
>>
Here's a lil' dev tip for you boys..

Add little girls to your g
>>
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>>147723301
>dat forehead eye
is she ZOE-tan
>>
>>147744830
Done. Next?
>>
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I wonder how many of you so called yesdevs actually made a game that has actually has menus, sounds, save states, etc. Just because you made a game where you can jump around doesn't mean you made a game, you made gameplay.
>>
>>147744830
No thank you
I can't sexualize little girls
>>
>>147744548
actually i get checks from the government for protecting america from the terrorists
>>
>>147745013
I have
>>
>>147745013
this desu

More people need to start making actual games - meaning vertical slices of what they want to do, rather than some messy alpha broken shit
>>
>>147743689
I made a cone in blender and exported it to unity. When something stays within the trigger it adds a force that keeps the object floating within the tractor beam.
The force is found by multiplying the mass of the object times the gravity scale times the direction needed to keep it within the tractor beam.
>>
>>147745038
>orlando
>san bernadino
like anon said, useless
>>
>>147745185
those arent terrorists theyre freedom fighters
>>
I have this for demoday
>>
>>147745249
And so it begins, the flood of whodev shills.
>>
>>147745249
that staff looks cool as fuck, good job
>>
just a lil' dev tip for you boys.....

dont forget to put gameplay in your game....
>>
>>147745249
literally whodev?
>>
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>>147744830
what about a lizard girl?
>>
>>147745249
That staff is fucking coool
But its also has a clashing style. The staff looks very nature and the little orbs thing look very scienceStill pretty cool though
>>
>>147745249
Who?
>>
>>147745249
oh shit nigger those are some cool ass bricks
>>
>>147745387
gameplay is a meme
>>
>>147745174
>When something stays within the trigger it adds a force that keeps the object floating within the tractor beam.
The force is found by multiplying the mass of the object times the gravity scale times the direction needed to keep it within the tractor beam.
I did that once in Garry's Mod.
>>
>>147744304
kek, that's not even a game, you could implement it in power point.
>>
>>147745446
what will the lizard girl do in the game
>>
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I'm developing a crunch-heavy tabletop role-playing system and you can't stop me.
>>
>>147745249
really like those textures
>>
>>147745681
be main character. planning to redo the head and scale her down to shortstack size
>>
>>147745735
>crunch-heavy tabletop role-playing system
You mean that you have to eat stuff to play? Sounds fun.
>>
>>147745249
Cool shit dude
I would make the staff more of a mahogany colour, to compliment to green of the orb
>>
>>147745681
be a memorial statue to yet another dead UE4 game
>>
>>147744205
how come this fat fuck is funny to anybody?
>>
What is it with all the fucking scalies and furries in here

you will never be Undertale
>>
>>147745870
limp bantz m8
>>
>>147745963
What bants?
>>
>>147745918
i could just make a 2d platformer that the main character is like 32x32 pixel
>>
>>147745249
>The shadow of the orb says Nigger
Impressive.
>>
Reminder to not reply to whodevs and shills.
>>
need ideas for a game about dungeon surviving each class with a non combat role, like rogue deactivating traps and such
>>
>>147746408
healer?

go rip all the D&D classes
>>
>>147744904
>he knows about Zone of the Enders
You, I like you.
>>
>>147746389
Why would someone advertise their game to a bunch of brokeass devs? Maybe he just hasn't posted progress before.
>>
>>147746535
the problem is that the only one that its focus is not combat is the rouge

Fighters kill and are hard to be killed
Mages alter reality and kill everything, but are weak af
Rogues can steal, deactivate traps , climb walls
Clerics can cure and turn undead

talking about old school dnd, newer editions are more combat focused
>>
>>147746723
Exactly. So he's a whodev.
>>
>>147746741
farmer :)
>>
>>147746113
that was a rather unfunny joke you made but now im actually questioning if i should write a tl;dr post on what crunch refers to because it does seem like you actually don't understand
>>
My biggest achievement so far in deving has been to make a Killing Floor 2 map.

Also did some shit back in the days in Little Big Planet 1 and 2

I've got a concept, some key features, but never coded. Gonna be a 3D game with a small main level, and small annexes, with repetitive tasks.

I'll be using UE4, rate my project.
>>
>>147746854
Too much work for a newbie
>>
>>147746847
well a farmer can survive in a dungeon
>>
>>147746826
I'm saying there's literally nothing wrong with being a whodev. Everyone has to start somewhere.
>>
>>147745446
oh shit yes
>>
>>147746741
look at like the extended class lists for more ideas

https://en.wikipedia.org/wiki/List_of_alternative_Dungeons_%26_Dragons_classes
>>
>>147746849
go for it. I'd like to know
>>
>>147746975
There is if you come here around demoday with an already half-made game nobody here has ever seen.
>>
>>147746854
>I'll be using UE4
It's a spontaneous abortion.
>>
>>147746723
>Why would someone advertise their game to a bunch of brokeass devs?
It's not about the borkeass devs but the visibility. By posting your shit here or on /v/ you gain some visibility and you can be sure that there will be a bunch of idiots sheeps who will want to #like and talk about the game around them.

The dev doesn't even have to care about us. See YandereDev, the DreamingSarah team or even Gwyn.
>>
>>147746854
level design is NOT Game Gev.
>>
>>147747102
>half made game

All I saw was 2 well-textured rooms, and an item. This is supposed to be Amateur Game Dev General on an anonymous website. Not a forum with usernames and shit.
>>
>>147744225
math is gay. ive been trying to get my programmer to code without math for the longest time now but needless to say progress has been slow.
>>
>>147746975
You don't start with demo day though
>>
>>147747283
He said he has that for demo day so it's safe to assume there's more to it.
And even if there isn't, why didn't he post about it before?
>>
>>147747431
>why didn't he post about it before?
So his eventual progress would be more impressive? I don't know.
>>
>>147747262
>>147746939
>>147747154

Visual scripting will not be sufficient?
>>
hey man some people just dont post everything they get done
>>
>>147747528
It's probably using free/bought assets and a minimal setup, meaning that he had nothing to show before.
>>
>>147747636
It will be.

But you should start by making pong, not a 3D game
>>
Game about being a medic in world war 1.

You're given a pistol, saw, bandage, medical book and adrenaline shots.

First level is training in a camp, teaches you that you can't win against an enemy soldier unless he's distracted/you surprise him, as you find allied injured soldiers you can do different things depending on the state of the battlefield/if there's enemies around you, the allies can be either lightly injured, moderately injured, gravely injured, passed out or dead. You need to get in contact with an ally to know what state he's in. When you're given the status it also tells you if he's suffering any affliction, so you can see if someone is blind or if someone lost an arm or leg and give him the necessary treatment that you look up in your medical book, those are pretty detailed so you might make a mistake and amputate someone's leg with your saw when he was fine due to your judgement.

At the end of the stage you're given a result screen, how many soldiers you saved, how many of them will be going back to normal life/how many you failed to save or made their lives worse.

All this happens while around you there's risk of getting shot at by enemy fire, enemy soldiers hunting you or random mortar fire/tank fire hitting you. As the levels progress those become more often therefore increasing the difficulty of the game.

The end of the game takes all your progress so far and gives you an ending depending on your results in each stage, but no matter what happens your faction loses the war, your name? Adolf Hitler


Rate my game?
>>
>>147747702
Yes, we call those people whodevs.
If you don't take part in the community you're not part of the community.
>>
>>147746975
Most of the games here were polished by the anons feedback, that's the one of the points of the community
>b-but the feedback is shit!
then you shouldn't post it on demo day expecting some different kind of feedback and just to feel better about your amateur project.
>>
>>147747636
Among other reasons, people never finish their UE4 games.

>>147747761
>Rate my game?
Way too overscoped
>>
>>147747712
All you've done is convince me to save webm's screenshots of my game at various stages and slowly post them while in reality I'm far ahead in development. Don't want any butthurt aggy daggers calling me a whodev
>>
>>147747903
Why do you come here if you'e not going to post progress as you make it?
>>
>defending whodevs
Summer indeed.

What is next? Allowing strangers to just come and post their released game in here?
>>
>>147747860
I'm not aware of so many dead UE4 games.

There was that one where the guy spent months making his waifu look nice, seemingly before doing any gameplay.
>>
>>147747903
probably the easiest way to do it desu
>>
omg can you just not right now?
>>
>>147747726
Would making a playable concept enough? Or do I really need to make a game.

I wanted to give myself 2 months to see what I can do before finishing a year.
>>
>>147748026
To ask questions and learn about gamedev resources from people who share my hobby.
>>
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>>147744304
>can't press between letters
>have to explicitly press on the play font
>>
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>>147746206
PIXELFAGS BLOWN THE FUCK OUT
>>
>>147748035
He is defending himself, whodevs are that pathetic.
>>
>>147748154
Enough so that you know how games work.

If you do a big project as your first, it's going to be a mess
>>
>>147748157
So you leech? And then you think you have the right to post your demo here?
Just fuck off to reddit.
>>
What's the best c# tutorial/resource that won't teach me shit coding practices?
>>
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I'm bored, does anyone need a low poly tank?
>>
>>147748304
what's a whodev
>>
>>147745365
>>147745438
>>147745454
HOLD YOUR FIRE
I recognize the bricks around the doorway from a week or two ago, someone posted a timelapse of making one of them
>>
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>>147748268
What is wrong with people
>>
>>147733396
>gun and sword

there are not nearly enough games with this combo, doing gods work here anon
>>
>>147748330
>implying I don't help others too

I just think this place has a very anti-success frame of mind. Everyone seems to claim that the good devs leave when they get the chance. And no, I'm not the "whodev" who posted that webm way up there.
>>
>>147744304
>http://www.newgrounds.com/portal/view/555181
I remember this game. Markiplier played it, that's why it's so popular.
>>
>>147748592
If you don't post progress as you make it, you're not part of this community.
>>
>>147748313
I was thinking of something around a 13$ release price. A Slime Rancher type of game in the global thing if you know what I mean.

It would be about playing in the same room again and again (time limit), you acquire currency, and buy upgrades to gather faster. The absolute goal of the game is to use the currency to help you completing collectibles lists.
>>
>>147746998
ok well basically Crunch is the hardline rules of the game (Armor Class is subtracted from To-Hit Rate, When HP reaches 0 you are Dying, etc)

The opposite of this is Fluff; it is the sum of the game's setting, story, and expected player improvisation when rules don't exist for an interaction (That dragons have hide tougher than steel, the language of the land is "Common" and not just French or English, conversing in-character with NPCs the GM has created, etc.)

These intersect commonly, such as the existence of fantasy races itself being fluff, but there is also crunch in the specific game-related definitions of such a race. For example, that dragons can breathe fire and have huge dicks is important setting info, but it also tells you about their gameplay abilities -- a generic fire breath attack found in the rulebook's annex, and that Seduction checks always fail with anything smaller than "Huge", let's say.

A crunch-heavy game would rely mostly on declaring an action and then looking things up in rules to see if they work. D&D is a good example -- you can try to seduce the dragon, but it comes down to a dice roll and some listed prohibitions on who can seduce a dragon based on abstracted stats.

A fluff-heavy game relies on setting, story, and the players' storytelling abilities to work. The Dresden Files RPG is a good example -- you can try to seduce the dragon, but it's up to the GM's discretion to see if it makes any sense in context and if you as a player have some sweet scalie pick-up lines.

Neither is better than the other, and the balance between them working out is more up to player preference than any hard and fast rules of design. A game should have plenty of both, though, so that the rules are intuitive through an understood general context of play and overarching objectives.

(this was a bad writeup)
>>
>>147748330
This shit is why people leave /agdg/. because memes aside, this place is a fucking crab bucket, jesus.
>>
>>147748501
Someone who just so happens to suddenly appear in the thread shortly ahead of some event for which it would be advantageous for them to do so, e.g. demo day, kickstarter, greenlight, release date.
>>
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>>147748682
I agree
This is why the recap is valuable

But people are too quick to call new devs whos
>>
>>147747761
There's no game to rate.
Don't ideaguy anon, go code it and then we'll rate it.
>>
>>147748684
No one is going to buy your first game for $13.
And you won't finish a game worth $13 as your first game.
>>
>>147748736
Good. The less whodevs the better. Now fuck off.
>>
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>>147744830
Gaming needs more little girls.
>>
>>147748682
I don't see that anywhere in the OP. There's nothing wrong with posting progress in chunks
>>
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>>147746610
>he knows about Zone of the Enders
most people do, it had a fairly recent HD re-release even
>>
can someone link me to the time when the jak run started? thanks
>>
>>147707274
bake precomputed lights anon
>>
>>147748963
Post your own game, or I'm going to assume you're a bitter nodev.
>>
>>147748904
If that guy had just posted progress without mentioning a demo, no one would have called him a whodev
>>
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>>147748931
WHAT DO I DO NOW
>>
>>147748982
L-lewd
Are you going to make it before demoday or should I wait a bit more to play your game anon?
>>
>>147748982
remove lone stray pixels
>>
>>147749083
k
>>
>>147744120
>copying zoe quinn
>>
>>147749116
Make pong
>>
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Enemies can now aim reasonably well... little too well in fact.. have to make them shittier shots, since nobody likes to be headshot from across the map. Also going to make them fire in bursts instead of just holding the trigger down until they run dry
>>
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>>147741787
>Are you planning to add simulation elements, i.e. if certain parts of a ship get damaged it affects performance?

Right now it's just the obvious. If any internal parts (shown here in green) get blown up, then you won't be able to use them.

There's also the issue of weight balance. Right now, if your center of mass is way off, some of your thrusters will get pared way down to keep torque and lateral acceleration to zero. If for e.g. it's impossible to go forward without inducing lateral motion, then the thrust controller simply won't let you do it. This may change to a best-effort scheme in the future.

Also my """""demo""""" is more or less ready. Time for bed I guess.
>>
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My game. :)
>>
>>147748691
How would you even make a computer game with fluff? It seems like crunch is the only option since all rules are predetermined
>>
>>147749187
Thanks, now that we know you're a giant cunt we can just ignore your game.
Might as well make a trip too so we can filter you, faggot.
>>
>>147749187
>>147749083
Burn.
>>
>>147748906
I'm already making a game.

This was just an idea m9.
>>
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>>
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>>147749187
I need to see that fucking secret costume.
>>
>>147744120
Find someone with a Waterphone instrument to make the soundtrack for you.
>>
>>147749032
OH WOW OH WOW OH WOW
>>
>>147749359
I can sense the BTFO from here.
>>
>>147710486
but those people never get this fast, they go to a torrent site, pirate the unity or ue4 with a bunch of asset packs, install that shit, realize that game dev is hard as fuck 1% of the way into their pong clone and quit
>>
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>Think I'm all ready to go for demo day
>Remembered something I forgot to test a long while ago
>It breaks fucking everything when used in that situation
>Fix it up so it doesn't do that anymore

That was close. I'm sure I'm forgetting something else, too.
>>
>>147749187
Will make sure you'll game never succeeds.

I'll spam NIGGER all over your demoday page.
>>
>>147749187
Use that fan art that was made of the bunny for your start screen
>>
I need to make a slider to set something (tools used: C++ openGL SDL2). I've never done GUI stuff before. How do I implement a slider?
>>
>>147749035
That shit was glorious. I would pay to hear more Bonesaw and Patrick banter.
>>
>>147749469
Then you better practice.

>>147749591
I will do the same with your game. Oh wait, you don't have one.
>>
>>147749591
>>
>>147749187
A dev who stands up to something, nice to see there's spine left in AGDG.

I'll buy your game on steam sales in 2022 if I haven't killed myself before. Keep up the good work.
>>
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>>147749497
Nope, just think that if you're gonna be a cunt to people for no reason, you may as well get the same treatment back.
>>
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>>147749663
>>
>>147749663
Damn bunnydev you're a savage
>>
>>147749224
Had to look that up.
Nah, I'm going to take the piss on depression, not raise awareness, also I'm making a 3d game, not a text based thing.
>>
>>147749783
>for no reason
Whodevs are cancer. This is a fact.
>>
What does your game's protagonist look like, /agdg/?
>>
>>147749335
>How would you even make a computer game with fluff
By having a story and setting and such?

fluff is 99% setting information, it's just that sometimes there's call for players to fill in blanks (like a GM acting as an NPC in a conversation)
>>
>>147749904
a box for testing purposes.
>>
>>147749451
The way that block fits there is really sexy.
>>
>>147749783
>if you're gonna be a cunt to people for no reason
>for no reason
Being a whodev is a pretty good reason.
At least one of these fucks pops up every demo day.
>>
>>147749187
>No carrot mic

If you include this, I will buy your game.
>>
>>147749663
brutal
>>
>>147749663
>destroyed in seconds
>>
>>147749904
A dog.
>>
>>147749897
And cuntdevs are the black plague. I'd rather cancer instead because I at least have a chance at recovery unlike your kind.
>>
>>147750049
I would but the song has no vocals so it would make little sense to have a mike on stage when there's no singing.
>>
>>147750028
ur sexyr bby ;)
>>
>tfw bokubedev was a whodev last demo day
>no one cares anymore

But that's none of my business desu.
>>
>>147749783
I don't even know what are you trying to convey with that image autist
>>
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why are you people such cunts
>>
>>147750251
I care
>>
>>147750106
Go be cancer somewhere else then.

>>147750251
He wasn't. He's also making Dream Knights.
>>
By AGDG logic, anyone who hasn't been posting progress since their game was little more than "Hello, World!" is a whodev. I don't see the point in turning talent away from this place
>>
>>147750386
You don't know what a whodev is.
>>
>>147750256
>autist
>buzzword
take your game that practically plays itself and go back to le /v/, fag. leave actual game dev to people who know how to make games and not some trashy miku ripoff.
>>
>>147750176
Will you have something to simulate vocals at some point?Like beeps with different pitches? Because you can't have an idol without singing man.
>>
>>147749897
>>147750029
But whodevving is sometimes just an annoying meme. Like it doesn't matter if you post about your game every other day. You really have to shill it, like 2-3 times a day, and your game has to be appealing and memorable in some aspects so people will remember it. Otherwise, there will be always someone whoing you.
>>
>>147750386
Honestly it seems like just the time (close to demoday). If you ignore the anons calling you whodev once, every time after you're fine. No one says shit
>>
>>147750457
I've had it very obnoxiously explained to me over the course of several arguments, so yes. I do know what a whodev is.
>>
>>147750487
t b h if you post your game and then get constantly who'd your game has a serious problem and its probably better you find out here than on steam sales
>>
>tfw it makes me sick looking at all those devs being successful and there's nothing in the world I don't wish for more than to see them fail, and every time they do I get happy because that's the only thing that I can get happiness from in my miserable life.
>>
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I envy them, even though they pretty much made something that's hardly a game, they're already set up for success with all the hype being generated for them. I can already see the pretentious reviews, I can already see always the hubbub it's going to generate, people talking non-stop about it for at least a month.

And what can we gather from this? What is the lesson to be learned? "Don't make a game, make hype"?
>>
>>147750386
It's not that, it's the fact that he hadsn't been seen around before and showed up just for demo day.
If that dev sticks around and keeps posting screenshots for a while he will be eventually part of the community, but as of now, he's just a spammer.

This place would become a wall of spam in no time if the anons weren't as salty towards people who spring out of nowhere. So even though it sounds harsh, telling people to GTFO when it looks like plain shilling does make sense.
>>
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>>147750529
This is you. This is all you'll ever amount to, shitfam. Do you really think you're still allowed here? Haha. :)
>>
>>147750479
I might, we'll see. I do agree that an idol on stage just dancing is a bit stupid.
>>
>>147750602
>your game has a serious problem
Seeing that only good-looking games get who'd to death, I'd have to disagree.
>>
>>147750649
>20 people
>Tiny team
>>
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>>147750605
>>
>>147750315
Because its frustrating when a professional developer comes in with a nearly finished product and blows all of our projects away. They contribute nothing to the community but steal the feedback. For example, Super Pretentious Underground Dungeon even admitted they weren't part of AGDG but said they'd start participating if we let them in the demo day.

Of course they moved on immediately afterwards.

With that said, it seems like people are false flagging the whodev hunters right now.
>>
>>147750602
>AMATEUR game dev
>sales

Why does everyone here think the only reason to make games or game accessories is to make money?
>>
>>147750707
Gee, maybe because the first time the game is posted it's 90% done?
>>
>>147750710
That is a tiny game dev team, idiot

Paradox Interactive makes the same reskinned niche grand strategy game every year and they have 150 employees
>>
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>>147750605
i know this
>>
>>147750779
Because some people here also believe the meme that you can't find making or playing your own games fun, in which case why bother if not for money.
>>
>>147750837
Paradox Interactive is also a publisher, 150 of those employees aren't all developing their games.

15 devs isn't a small development team, especially nowadays.
>>
>>147750710
Video game development has changed. It's no longer about fun, camaraderie and teamwork. It's a series of endless steps in the corporate ladder, made of people who had their dreams and hopes sucked right out of them.
>>
>>147750819
>>147750752
>nearly finished
>90% done

Putting one good-looking level into a webm doesn't mean a game is "90% done" you mongoloids. You're confusing "not looking like shit" with "being a non-amateur"
>>
>>147750819
Can you stop false flagging
>>
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>>147750605
Of course, shitfam. Your ebin le crow :^) game will totally be the next Final Fantasy XIII: Lightning Returns. Of course. :)
>>
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which should i work on

- weaponry
- harvesting resources
- energy
- crew management
- npc ships
>>
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>>147749904
disgust and regret
>>
>>147750649
I'm expecting exact opposite really. people will see "procedural generation" isnt magic, it's repitetive and boring etc etc.
if they made it happen, they deserve it all but I'm really doubtful
>>
>>147751050
Weaponry because demo day shiny.

The thrust balancing offer still stands.
>>
>>147751050
What's the most difficult thing to start with?
>>
>>147750664
Yup, thas meee :p
>>
>>147750649
Can't wait to see this flop.
>>
>>147751050
Are the NPC ships combat or not?
>>
>>147750964
Honestly, I was always really enthusiastic about making vidya stuff until I had one bad project, and actually took it in stride, but then read this thread and saw that no, that one bad project is in fact the norm and that 100% of developers and their audiences are all complete garbage human beings who deserve nothing.

I'd rather go back to serving people coffee and pancakes than do game dev now. At least people at coffee shops don't spit in your face for taking their order.
>>
>>147750983
>putting shiny graphix before gameplay
>non-amateur
L O L
>>
>>147751103
But she's cute.
>>
>>147751034
Can't wait to see this flop.
>>
>>147751205
That's what I'm implying dude. Posting progress with nice graphics doesn't mean you're not an amateur and all the butthurt shitdevs need to come to terms with this.
>>
>>147750649
this team is too white... that's just not right...
>>
>>147750605
Why? Shouldn't it be the opposite? For me, seeing a game like Toby Fox's Undertale succeed gives me hope. It reminds me that there's more to a game than visuals and gameplay, and by making a game, I realize that games really are art, at least, the process of making one is.
>>
>>147751175
People at coffee shops dont have an anonymous platform from which to spit in your face without repercussions. If they did, they probably would.
>>
>>147750983
The most recent knight-based platformer is a good example

They came in with a well polished game, got called a whodev, stuck around despite the light bullying, and now when they post progress its no problem, and its only been a few months. Every community has some sort of hazing, its our way of trying to balance keeping our culture intact while still letting new people in
>>
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>>147750649
>>
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What is your dev philosophy?
>>
>>147751404
Yelp.ca, FourSquare, UrbanSpoon, etc. There's also just the act of not tipping at all, and they can leave wordlessly even if they do get a tip. I've never had someone I've served who didn't at least shoot me a smile.

>>147751457
directly demanding that someone leave is not hazing, it's just demanding that they leave

everywhere has their bantz, but here it's just "WHO THEF FUCK R U GET OUT GET OUT GET OUT!!!! REEEEEEEEEEEEEEEEE"
>>
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>>147751313
>>
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>>147751571
>>
>>147751604
We tell them to fuck off. They don't need to.
>>
>>147751457
You know what? You're right. You've explained it to me in a way that finally makes sense. I'm done arguing about whodev stuff now.
>>
>>147751374
>there's more to a game than ... gameplay
There are people on agdg RIGHT NOW that believe this
>>
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ok after working on it for whole fucking day, I decided to go for the most straight forward solution and made it for in 15 mins. keep. it. simple.
webm related, havent found any problems yet, all blocks are moving as they should for now
>>
Hey, guys I'm going to be really serious now.

My schedule is this go to sleep at 1am, wake up at 7pm, do 1 of sculpting, 30 minutes of handpaiting, go to work, get home at 6pm, do 5 hours of 3d art, 1 hour of algorithm study, 1 hour of C++.

On weekend do 5 hours of programming, 10 hours of art.

Going to make a game /agdg/. Going to get good.
>>
>>147751571
JUST
>>
Made some progress with my terrain, but it somehow looks worse than last time. I need to made a new placeholder shader.
>>
>>147751571
If this is how Japanese feel then why do they hate non-virgin women?
>>
>>147751814
I like how they move
>>
More or less screen shake?
>>
>>147751698
>They don't need to.
Why wouldn't they? There's a million other better resources than this shithole.
>>
>>147751698
Can you blame them? Why would anyone consciously stay with retards screaming at them for existing? Might as well go get a job as a special ed teacher instead- pays more consistently.
>>
>>147751895
They wouldn't want a broken vase that was held together with jizz
>>
>>147751961
More.

Gun needs to shake, too.
>>
>>147751757
What makes a game a game, Anon?
>>
>>147751571
You gotta have fun making it or it won't be fun to play.

It's the same when fucking, if you hate fuck someone the resulting kid will be ugly.
>>
>People falling for the flagging
>>147749187

Wow, the subtle saboteur do really exist. I didn't know he was hating on anime and cute things so much.
>>
>>147751571
"Fun is a series of interesting decisions"
Paraphrased from Sid Meier

>>147751604
If someone leaves because some frogposter was mean to them ironically they're probably a newfag to 4chan and would only cancer up the general.
>>
>>147752093

Consider it done.
>>
>>147751984
Care to name any? I hate forums and Reddit is full of dicksuckers
>>
>>147751984
Eh, I prefer people to shit on my stuff than to tell me it's great while it's actually shit.
>>
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>>
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>>147751571
>>
>>147751984
Reddit is for shilling and mobile dev, Tigsource is a hugbox.

There's no other place.
>>
>>147751961
First game I've seen that has an earthquake every time you fire.
>>
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>>147751571
Players are all shit, other devs are all shit, and anything you make WILL be disliked by everyone just because you're not already a household name from 1979.

>>147752160
>i hate forums
you're on one right now

>>147752227
There's a difference between constructive criticism and "WHODEV GET OUT"
>>
>>147752272

You've got to feel the power. Wait until i add the double barrel.
>>
>>147752302
>There's a difference between constructive criticism and "WHODEV GET OUT"
this tbqh fám

that shit needs to stop

also new thread when
>>
>>147730009
If i make videogames and i get money with that, i'm going to marry Taylor Swift.
>>
>>147752302
>you're on one right now

That's not what I meant. I mean the forums that you go to when you click "forum" on a website. The kinds with avatars and postcounts and moderator ball-fondling
>>
>>147752302
The "WHODEV GET OUT" fades away after a few posts.
You usually don't get any of that if you don't suddenly appear during demo day or a jam.
>>
>>147749904

>>147745446
just alot shorter shes going to be a kobold
>>
>>147752385
She'll probably dump you.
>>
>>147749276
>>147750664
>>147751034
>>147752375
All of you Danny, shitfam and Blake something need to fuck off this board and fuck off life permanently.
>>
>>147752385
Why would you marry an uggo if you had money?
>>
calling someone a whodev = telling them to lurk more
>>
>63 games

how many will be whodevs
>>
We in it.

>>147752582
>>147752582
>>147752582

NEW THREAD
>>
>>147752453
All you really have to do is sign up for a jam on day 1 and use it as proof that you didn't just come out of the woodworks
>>
>>147752385
Dumbass. You have to be wealthy AND famous AND hot.

Aim lower. You could probably get a good price on a used Taylor Momsen.
>>
>>147752596
My bet is at least 5.
>>
>>147752559
lurking more = not posting progress = still a whodev

if someone calls you a whodev, keep posting your shit so that they either shut up or have a hilarious tantrum about it
>>
>>147752420
And signatures
And "experts" that only try to belittle other people
And blogposts
>>
>>147752542
>Everyone except assholes like me needs to get off this thread!

It's like you personally enjoy living in hell.
>>
>>147752729
Yep. Fuck those places
>>
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>>147707103
>>147707506
>Everything I see your game I think the scale and camera view is fucked up and looks unpleasant and your level layout is a bit claustrophobic (not in a good way)
>Your resolution of the main character is too high and the camera should be further away so you can see more level.

>bad level design
>you should put the camera further
The problem is not the camera, it's the level design.
See pic related: several enemies, an entry to a secret area, and a part of the secret area.

Furryvania is currently bad because its camera cuts the path. Per example, when Furry Aran is climbing down the ladder, you can't see the ground at the right: it creates a feeling of uneasiness (and forces to a Leap of Faith). By the way, there are no ladders in 2D Metroids and Castlevanias as there would be unnecessary: all reachable platforms are supposed to be visible on screen, and you get the jump upgrade to reach the "not yet" platforms.

There are of course a few exceptions, such as in Super Metroid the pit before Norfair, designed to cut any possibilities to go back until you get the Ice Beam.
http://portforward.com/games/walkthroughs/Super-Metroid/5.-Ice-Beam-to-Grapple-Beam.htm

In Furrytroid, the solution is not to put the camera further, but to make better level design.
But due to the fact Furrydev posted a "we Super Metroid now" with ladders, despite Super Metroid having no ladders at all, I suspect him to lack the basic understanding of a lot of common knowledge about Metroidvania.

Furrydev, you should spent more time studying your classics.
"The Invisible Hand of Super Metroid" is a great starter:
http://www.gamasutra.com/blogs/HugoBille/20120114/90903/The_Invisible_Hand_of_Super_Metroid.php

You should also try to reproduce Super Metroid screens in you game engine, and see how they look. Note that I'm saying "screens", not "levels", because you should compare games on what appears on screen.
>>
>>147714526
>VampiresbitBanner
Your (placeholder) banner is not that good, as it doesn't pass the "can I read it from far away / from a miniature" test.
Just make it so it passes the test and it will be technically ok.
>>
>>147752548
because uggo is easier for an inmigrant like me.
>>
>>147751961
Way too much shake
>>
>>147751814
that's pretty cool my man
can't wait to play your demo tomorrow
>>
>>147751825
more dedication than ill ever show
>>
>>147754729
>>147754729
>>147754729
Proper thread over here.
>>
>>147751825

This is what i tell my self i'm going to do every week. It's a nice fantasy to have in your head but in the end you will not have the energy, motivation or discipline for it.
>>
>>147733053
But VR games are 3d, so shouldn't it be 3 per eye??
>>
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>tfw i've already worked for 4 hours on my game after the "this is good enough for dd9" point
Thread posts: 782
Thread images: 149


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