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/agdg/ - Amateur Game Dev General

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Thread replies: 826
Thread images: 204

File: demo-day-9.png (717KB, 1047x945px) Image search: [Google]
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"Demo Day 9 is over, but still play games (especially the last minute submissions!)" edition

(also look at this in-progress fan art, isn't it nice)

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

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

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

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

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

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

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

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

>Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
please help me gamedev is killing me
>>
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Daily reminder
>>
>>148003075
i want hard trance music
id like to learn how to make it but i havent composed much in 5 years
>>
>>148003292
Bunnydev here, can you please stop lying about the secret costume? Yes it's there, multiple anon have posted screenshots of it (albeit censored) so I know the costume is unlockable.
I don't give a fuck about getting downloads, I can upload it to MEGA or something and post the link here if you want.

Thanks for telling me about the pause cheat, I'll fix that right away.
>>
https://nurikabe.itch.io/viplikedd9

this game was submitted literally minutes before the deadline

lets bully it
>>
>>148003591
you dodgy bastard
>>
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You still have time guys!
>>
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>>148003591
>>
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More tetris progress!

- mallocs a tetrimino on collision with the y limit
- rngen of colors (just for this, but useful)
- code refactoring shit


The next things are shapes, rotation and collision in that order.

> tfw it starts to feel like gameplay
>>
Gib me a simple prop to model.
>>
>>148003601
please do
>>
>>148003591
I'm not going to believe your lies, probably the next DD.
>>
bunny dev: can we make an alliance
>>
https://consolepet.itch.io/console-pet

i wasn't able to get the battle system done, i thought i had more time
for now, whoever replies to this post with the highest stat total when their pet passes wins i guess
>>
>>148003716
wooden chair with armrests
>>
>>148003716
A HOUSE
A SIMPLE ONE STORY COOKIE CUTTER HOUSE.
PREFERABLY WITH A CHIMNEY AS WELL
>>
I had a dream.

A dream with a free released 2D or 3D cute girl.
>>
>>148003716
A bed from the European renaissance Era suitable for fucking a waifu on.
>>
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>>148003737
forgot pic
please note that not all pets shown in this image are available in-game
>>
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For future reference, how do I submit my project? I uploaded my files, set payment to 0, and made my page, but when I tried to submit it at the dd9 page, it said I didn't upload any and kept asking me to upload. What did I do wrong?
>>
>>148003850
this is false advertising i demand a refund
>>
>>148003902
You had no game.
>>
Alright does that outfit exists or you're all memeing?. I have been doing nothing but playing games and browsing /agdg/ for the last two days and I havent seen any screenshots of the secret outfit
>>
>>148003902
Sounds to me like you weren't ready for demo day any and are making excuses
>>
>>148003902
It was probably too late.
>>
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Look out now! We're really devving now!

I was actually pretty excited about being able to parent the animation bones in the hands to the sword and shield meshes, which mentally for me make swapping out items at lot more approachable!
>>
>>148003817
I dreamed that you tried to make one yourself.
>>
>>148003910
anon the game was free
if you bought it then know that it was from an uncertified distributer and try to get your money back
>>
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>tfw game is submitted at 2:58
>>
>>148003930
>>148003947
>>148003951

No, I had 20 minutes. I had my demo ready. I spent the little free time I had making this. Someone play my demo please.

https://kawaiibruh.itch.io/the-cookie-quest
>>
>>148004202
If it's not part of the game jam then i am not touching it you slimy nodev
>>
>>148004202
>404: Not Found!
GOTY
>>
>>148004202
404: Not Found!
>>
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So I'm having trouble designing levels for SuperStock. Right now in the current demo it's I wanna be the guy type levels short and difficult. Some say it doesn't work since the jumping doesn't allow for precision movement. What would be a good example of level design where the characters move in broad strokes like in this gif?
>>
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Welp now that the Demoday is over I don't have any excuse to not make progress.
>>
What kind of music do aggydaggers usually need? I'm trying to become a musicbro.

>>148003534
untz untz untz. I haven't done trance before, maybe I need the practice.
>>
>>148003902
>>148003902
Artist?
>>
>>148004329
DELETE THIS
>>
>>148004423
Don't know. An talented anon here made it based on my sprites.
>>
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>>148004329
>>
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>>148004117
>>
I know what you're doing. I see you.
>>
>>148004576
Don't joke like that.
t. paranoid schizo
>>
>>148004329
Faggot.
>>
alright, i updated my game page
now i wait for the downloads to come, right?
>>
How many hours do you guys with a full-time job put in? Or is everyone a NEET?
>>
>>148004838
Yeah, wait two months, when DD10 will begin
>>
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>>148004885
>>
>>148004345
Give me back my spikes
>>
>>148004345
You could check out Dustforce
IMO, it's the best 2d platformer made period, and the level design seems to fit what you're asking for
>>
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So what exactly happened here

What caused the explosion of sudden progress
>>
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>>148004885
>full time job
>>
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>>148004117
>mfw
>>
>>148004980
I posted DD on /r/gamedev
>>
>>148004345
You can have the levels be like that but you need to encourage really good flow and pacing. The levels I played basically required me to stop and adjust which in conjunction with the imprecise hopping made it difficult.
>>
>>148004980
>What caused the explosion of sudden progress
summer
but in a good way
>>
>>148004961
Oh I'm sorry I'll make them more isoscelesated.
>>
>>148003292
>no bunny
:(
>>
>>148005135
this.
I'm admittedly a summerfag.
>>
>>148004885
I have shit all to do at my eng internship. Some days I can almost put 9 to 5 into my game with lots of alt-tabbing and "h-hi, you too", especially if I eat lunch at my desk. EEs are expected to do coding and most people can't tell the difference between one Whitesmiths-indented shitheap and the other. I look super productive and synergistic and shit.
>>
>>148005134
I feel like the levels that are vertical are the true offender to that.

You're not wrong at all though, I'll need to practice more with the levels.
>>
>>148005283
we have lewd fanart already
>>
>>148005283
It's a wip anon
>>
>>148005356
But wanted cute fanart, not lewd one.
>>
File: Untitled.png (2KB, 198x98px) Image search: [Google]
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Post final scores
>>
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BunnyDev here again. Pause cheat is now fixed, you may download the game again. If there's amother cheat or anything like that, please don't hesitate to tell me so I can update the file and upload it again.

Also, please stop the falseflaggin. Thanks.
>>
>>148004968
Man that would be good. Do you think the only jump movement would make it hard though?
>>
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>>148005465
I feel loved.
>>
>>148004202

Please fix the link. I would like to check out your game!
>>
>your game will never have a dedicated shitposting squad
>>
would you ever suck a dick?
>>
>>148005724
yes
no
>>
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>>148005530
Get a trip. It's not literally illegal.

Don't shitpost or blogshit with it and you'll be fine.
>>
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>>148005465
The download was me
But its only been up for half an hour
>>
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>>148005465
I'm very happy.
>>
>>148005785
Which one are (You)? I'll give you an extra download before I go off.
>>
>>148004980
>progress
Okay steamchat.
>>
>>148005724
Sweden
yes
>>
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It hasn't been up long but i feel like its probably better to upload as soon as possible.
>>
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Who is this whodev?
also how is he doing this in unity?
>>
>>148005784
Agdg is one of the few places where tripcodes are still guaranteed to cause problems. Don't lie.
>>
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>>148005879
https://itch.io/jam/agdg-demo-day-9/rate/75222
Thanks, my dude
>>
>>148005784
Done. Also, don't forget to download it and test it.
>https://squaredev.itch.io/idol-commnder-dd9-edition
>>
>>148006120
I'd secure it just for the protection m8.
Be prepared to get filtered though.
>>
>>148006063
I just feel like there's a way to do it properly. If you don't inject your """"personality"""" into your progress posts, at least not to a significant extent, people will be less inclined to lash out.
>>
>>148006043
What are you talking about, he posted very frequently here.
>>
>>148005784
>please reply
lol
>>
>>148006120
Prove you're bunny dev by editing your tripcode into your itch.io page
>>
>>148005337
I can deal with the spikes, I really really disliked the gun emplacements.

It felt genuinely terrible to me. I think they were too densely packed together.

Like I said earlier, I don't really like these games so I'm not your target market.

I do think for any platformer though, you should be trying to emphasis fast pacing and flow (like your webm's show). Obviously you've had a lot of time with the game to get good at it and learn the nuances.

I think having a better difficulty curve would be good. probably something like

>First level has no pitfalls and no spikes, just purely for learning. Teach about jump dashing, double jumping, the flow for jumping and 3 delayed dashes.
Then slowly encorporate the stuff in small amounts.

>add one or two pitfalls in a segment
>a few spike traps in a segment
>one or two gun emplacements in a segment

Then a segment that incorporates all three.
>>
>>148005784
Despite being itself an ironic MSPaint image, it is a pretty accurate summation of cutting edge internet culture.
>>
>>148006221
i don't know what i'm talking about, i've been avoiding the thread
:^)
>>
>>148006120
filtered
thanks
>>
>>148006120
>trigger autist nodevs and saltfags into false flagging you
>listening to the mouth breather who has told so many devs before that tripcodes are okay if you behave properly as if your behavior has anything to do with anything
RIP BunnyDev they got you exactly where they want you now.

>>148006215
>I just feel like there's a way to do it properly.
Your feelings are worthless.
>people will be less inclined to lash out.
BunnyDev has already caused cancer posters to lash out. Best thing to do now is leave agdg behind because it's not fucking worth it.
>>
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>>148006043
I've been posting kid scribbles here since early July and I'm not telling you.

I think I've spilled the secret sauce like twice by now.
>>
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>>148005465
>literally over 100% download rate
well at least its something
>>
>>148005530
Don't impersonate me faggot.
>>
>>148006385
How the fuck is that possible
>>
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>>148003292
Whos the artist of this?
It looks like Lendo
>>
>>148006306
> BunnyDev has already caused cancer posters to lash out
those meme posts were from him though
>>
>>148006434
Its me downloading it 10 times so I can burn them on disks and sell them half price.
>>
loving all these bunny girl shitposts
I'll be in steamchat, someone call me when the cancer ends
>>
>>148006453
>my shitposts towards a dev were actually the dev
So fresh!
>>
I wish there were more games with bunny girls in them.
>>
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I think it would be funny to make a Visual Novel, to be like 10 hours long trying to romance a Waifu
Then at the end of the game a demon comes and steals your waifu and then it becomes a hack and slash for that one boss fight for you to save your waifu
>>
>>148006502
kek

>>148006434
Probably downloading all versions (mac/linux/pc) in one pageview
>>
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haha hey guys whats up
>>
>>148006583
I think you should go back to /a/.
>>
>>148006583
I like it
>>
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>>148006306
>>148005530
This guy is right. Attach a PGP digest to your post instead, it's new and scary and will make shitposters think you're a hacker.

a4ae04f5e4be1d75cd6e713f4b404438

Sent from my iPhone.
>>
>>148006120
Why do you need a trip to prove you are Bunnydev? Just post a never seen before screenshot of you working on Bunny stating everything people needs to know and you are done, no trip, no name, no cancer. If anyone impersonates you and tell lies again you just link that post from the archive.
>>
Start getting ready for the demo day 10 you lazy shits
https://itch.io/jam/agdg-demo-day-10
It's specially important one since it's the 10th anniversary
>>
>>148006583
So, Berserk? I'd be happy to play a Beserk VN/Hack n Slash.
>>
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>>148005465
they're just trying out all of the other games first i'm sure
(see lower left)
>>
>>148006583
Probably one of the two parts is going to suck, you can't just go and make two different kind of games in one and expect it to be perfect.
>>
>>148006686
You're right.
>>
File: got me.gif (55KB, 312x274px) Image search: [Google]
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Now available in blazingly fast downloads at a size of only 7 MB a pop!

https://merteor.itch.io/beni
>>
>>148006703
>not Demo Day X
You already fucked it up.
>>
>>148006656
Use it for progress posts, feedback reply and releases only you suicidal fuck.
>>
The tripfag is not me.
>>
>>148006779
you've caused enough cancer bunny dev
please leave
>>
>>148006772
This forum is mostly visited by american serfs you dumbass they don't know what roman numerals mean
>>
>>148006779
>Shit resolution
>Shit quality
Yee, nice Photoshop skills.
>>
The only proper thing to do once cancer faggots have a vendetta against you in agdg is to leave agdg or stop posting progress here.
>>
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Working on forest assets for the forest world. (world after the dd9 demo).

Maya to unity porting is E-Z I recommend.
>>
>>148006703
There is no funny video?
>>
>>148006769
I've got an NES and can play Super Mario Bros already.
>>
>>148006821
Okay then.
Yeah no, I'm here to make games
>>
>>148006860
>>148006821
>>
>>148006779
>>148006914
Not even the supposed BunnyDev has the Secret Costume. Very nice, indeed.
>>
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it's ok if I just don't have any surfaces past 90 degrees, r-right?
>>
>>148006887
>No Funny video
Why would he change what hes been doing so far?
>>
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>>148006860
this desu
I remember when a dude searched for all my posts from various imageboards and compiled them into one big cancer image.

That was not a good time to be the dogposter.
>>
>>148006946
Yeah because getting into an eternal struggle with top tier faggots who have no life is the brave thing to do.
>>
>>148006903
I think I might scrap this project and work on something more unique.
>>
>>148007025
You probably should have said that before you made that fucking bear you shit
>>
>>148006860
WRONG the right thing to do is keep posting progress on your game and ignore the salty nodevs as you keep making dank progress.
>>
Reminder that devs that crave attention are what's ruining /agdg/

Yes, most of the "bunnydev" posts are false flagging shitposters, but the real bunnydev has some of the blame for the way they've handled their game lately

Don't be like Bunnydev. Be like Clarentdev or that FPS dev or the Frog dev - humble yesdevs that just make game (instead of making it about themselves)
>>
>>148006836
We already when through this. Anyone that has gone to school or that knows how to read the time on an analog a clock knows what roman numerals mean. If they don't I doubt they can even into gamedev, so nothing of value is lost.
>>
>>148006703
Wow two months? I thought it was only one, I'm going to get my game fucking completed in that day.
>>
>>148007135
No you aren't. There are more than 20 devs here who said to themselves this exact thing 5 demo days ago and now are depressed when they realized their demo won't be ready yet again for the demo day 9
>>
>>148007098
Agree 100% with the post. Bunnydev has a lot of talent, but doesn't manage the attention he gets well and creates a lot of drama/circlejerking/shitposting.
>>
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>>148007098

Jelly dev here, I been wondering what kind of platformer mechanics do people find fun? I would like to add a bit more variety to my game to keep interest through the whole time.

also as an aside does anyone know how to store values through uses in unity? I've been considering using a text file because unity has some goofy registry writing shit and I'd rather not edit people's registries for a simple game.
>>
Should I just make a visual novel? I can't fucking make anything I want to make, but at least with ren'py I won't have to program any complex shit I don't understand
>>
Setting up the menu sure is boring senpai
>>
>>148005568
Either hard or just less satisfying. I think part of what makes Dustforce great is the really varied moveset the player has, and how the later levels really reward you for knowing every little movement you can do.
You should look for some gimmick to stand out from other platformers and if you do, have that be the rewarding other dimension to your level design along with those sweeping moments of flow. If you really like the idea of flow and playing at a fast pace, you could maybe add some mechanic that forces the player forward. To perfect a level in Dustforce (which is how you unlock more levels) you can't wait any more than like 5 seconds without sweeping up dust or hitting enemies (moving through the level).
Good luck with your stuff, I've never thought too hard about making a platformer so don't take what I'm saying too seriously.
>>
>>148007098
>The shitposters aren't to blame, the dev provoked them!
You're worse than #blacklivesmatter posters
>>
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>>148006960
>supposed
I really hope this is all some complex way to make me post the secret costume. In which case I'm not posting it, git gud or fuck off
>>
>>148007069
Yeah no. The right thing to do is either leave or bully your shitposters until they literally lose their minds about you and/or start dressing like a girl. It takes a very long time and it isn't gamedev but it's very satisfying.
>>
>>148007056
It's fine, this only took like 5 days, plus I learned the framework and build processes. Also, the sprite was made by a different anon.
>>
>>148007185
Okay I take that, I'm just going to work trying to get something decent.
>>
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>>148007272
SHE DIDNT START DRESSING AS A GIRL SHE WAS A GIRL ALL ALONG
>>
>>148007259
pretty good but the type hinting is wrong, try Strong instead

hell you should always use Strong anyway
>>
>>148007098
>Reminder that devs that crave attention are what's ruining /agdg/
>Yes, most of the "bunnydev" posts are false flagging shitposters, but the real bunnydev has some of the blame
Wow we've never heard this exact same thing about other devs before.
>>148007254
Pretty much.
>>
>>148007339
It was a faggot all along and I called that very early on.
>>
>>148007369
t. BunnyDev
>>
>currently have no game
>signed up for Demo Day

I'm going to have something playable that hopefully actually looks good too.
>>
I lost like 3 hours of dev time today because I discovered SDT loader lmao
>>
>>148007215
Use passwords like the atari games
>>
>>148007098
>for the way they've handled their game lately
How did I handle the game lately exactly?

Anyway, I'm going back to devving for some time. It's been fun.
>>
>>148007368
i actually just patched the IL assembly and edited the intro scene file
>>
>>148007369
>Wow we've never heard this exact same thing about other devs before.
There is a lot of devs here that never had any kind of drama surrounding them, because they do what they need to do. Post progress, post game updates, ask for feedback, give feedback to other devs and nothing else. IF someone impersonates tem they don't give a fuck because they can prove who they are by making what any impersonator can't. Working on their game.
>>
>>148007513
why does the subtitle text look blurry then?
>>
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>>148006860
Thats stupid
You're stupid
You're a coward
>>
>>148007590
never mind, maybe I'm just tired
>>
>>148007587
Cuck.
>>
>>148007590
i think its the text scaling mate
it looks sharper at lower resolutions
>>
>>148005465
Here's mine
>>
>>148007215
>I been wondering what kind of platformer mechanics do people find fun?

I thought your game was a swimming game. At what point do the platforms come in?

Just look at Super Mario World for inspiration - it's one of the best platformers ever.
>>
>>148007662
I just gave that advice I never actually did that though. I stayed around and bullied my shitposters until they had mental breakdowns lasting many months in a row.

The advice I gave wasn't stupid you retarded cuck faggot it was sensible advice. Kill yourself.
>>
>>148007712
10/10 Great argumenting skills.
>>
>>148007215
>>148007797
Most people would quote SMW, but I'd say that Super Mario Bros. 3 has the best feeling controls in the series.
>>
>>148007932
All you did was repeat yourself, cuck.
>>
>>148007258
>git gud or fuck off
If you knew to fix your shit before uploading it you wouldn't have this problem. The thing is that people got gud and recieved a "fuck off" from you.
>>
Has there been any paper mario style games made by anyone? (like 3d model stages and 2d based player/npcs).
>>
If I have a large 2d tilemap, like 250x250, should I be spawning every tile at once, or should I like separate it to 50x50 plots and spawn/destroy when you get closer to/get farther away from them? There's about 22x14 tiles on screen at any given moment.
>>
>>148008041
One anon here was working on something like that. Visually it looked a lot like wind waker.
>>
>>148008041
that's my plan yeah but my game is pretty reduced in scope
>>
>>148008085
Oh sweet. Anyone happen to have a name for it by chance?
>>
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>make animation for character some months ago
>take a long break
>come back
>character went gay
>>
>>148008054
I would create all the objects at level start, then frequently deactivate the ones, say, more than two screens away, while activating the ones closer than that. But that's just me and I don't know everything.
>>
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>>148007797
>>148007995

I use platformer as it is the closet description I could give to this kind of a game. I'm not really sure what genre it would be described as.

>>148007472
I think I might. I believe the game may be short enough to be played through in one sitting. I'm aiming for something simple and fun like Sparkster or sonic in nature. I feel there aren't too many games like that anymore. These types always tend to end up as metroidvania type of games which I don't enjoy too much.
>>
>>148008054
Are you asking based on performance or gameplay reasons? I would not worry about performance too much now unless you are targeting old hardware or your tiles have insane performance requirements for some reason.
>>
>>148008125
Reduced how? And in what, unity? I haven't heard how well U4 works with 2d (or if at all).
>>
>>148007098
>Don't be like Bunnydev. Be like Clarentdev
>Be like Clarentdev
You mean the other dev who had autistic shitposters riding his ass until he eventually left agdg? His name was Arikado and he wore a tripcode and did perfect behavior exactly as the cuck tards are currently claiming Bunnydev should. Still got obsessively shitposted at and false flagged until he left.

Do you realize how fucked up it is that someone has to explain this to you?
>>
Is there anything that might be useful for learning gamedev on Pluralsight?
>>
>>148008041
There's that one game someone was (is? haven't seen them for maybe a week or two unless I missed it) doing in the same visual style but with bug characters.

I think they mostly post over in the /v/ threads though.
>>
>>148008127
Someone in the /v/ game dev threads is making a paper mario clone with bugs. It stars a bee, a moth and a stag beetle. I don't know what it's called.
>>
>>148008160
Ecco and EVO are the only character sidescrollers with underwater movement that come to mind
>>
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>>148006962
That looks fucking sweet mang. How are you doing it?

I tried something similar myself ages ago but it was clunky as hell.
>>
>>148008145
>Just pooped my pants walk
>>
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Would anyone sue me if I made a game entirely with emojis?

I was thinking of making a mobile game before the Emoji movie comes out. Might call it "Emoji Go".

Pic related, just seeing what sort of UI/graphics I could make by arranging Emoji.
>>
>getting VM warmed up to play some demos
>windows in VM wants to restart to apply update
>"sure go ahead"
>the prompt was actually from my real windows
>desktop out of commission for another hour at least
fookin hell sorry mates, i tried
>>
>>148008145
reminds me of that Richard Williams lecture which I'm not going to link because I'm tired and deving
>>
>>148008351
I remember this
It's a pity you dropped it, it looked neat
>>
>>148008472
hahaha holy shit
>>
>>148008472
meme run got sued for using meme faces
You stand literally zero chance of not being sued into the ground
>>
>>148008472
Depends where you got the emoji and what license they are under. You probably want one that is free non-copyleft.
>>
>>148008127
Check the recaps, they should be easy to spot
>>
>>148008472

you could claim it under fair use for derivitive work because you're not actually using the emoticons _as_ emoticons but for something else. you might have to really change them up and make that more clear though. you could also go down the parody path too if you want super safety in a legal battle.
>>
>>148008319
>>148008160
There's also Starfy, though that series is mostly Japan only.

I was going to mention Aquaria but I'm going to guess that's one of the ones you're referring to when you say Metroidvanias.
>>
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>>148008576
by whom? the original artist?
>>
>>148008702
Facebook.
>>
>>148008232
To be fair, Arikado wasn't an attentionwhore, he just didn't trust enough to take our bantz about his stolen artwork as just bantz. Being susceptible to persistent bullying isn't a sin
>>
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Stellar Jets.
https://itch.io/jam/agdg-demo-day-9/rate/75023

I don't think 7 downloads is bad for the first demo.
>>
>>148008702
Trollface is copyrighted by the original artist, dude. He's probably made an assload just from telling people to pay him or get a cease and desist.
>>
>>148008472
> if you’re distributing the images from Apple Color emoji, you are violating copyright law.
Might try finding an open font version
>>
>>148008810
He was called a namefag attention whore normie by the shitposters who used the placeholder assets as an excuse to drive him out.
>>
>>148008472
>>148008927
these look like shit

https://github.com/Genshin/PhantomOpenEmoji
>>
>>148008838
Whynne did not sue anyone. He only made money by cashing on with merchandise such as T-shirts and through the partnership with DeviantArt.

>thinkb4youspeak
>>
>>148008173
Just worried about performance. Each tile has a sprite and holds some info so I'm worried if I might run into memory problems or something like that.
>>
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>>148008351
oh hey I remember your game

I get the upward direction by doing raycasts downward from the perimeter of the player and setting their up direction to the normal of the best plane fitting those points. The feet are just objects which have to stay a given distance from their parent and move back to it when out of range.

Still working out getting over acute angles
>>
>>148009010
He did take one game down because they refused to give him credit.

http://kotaku.com/the-maker-of-the-trollface-meme-is-counting-his-money-1696228810
>>
>>148009010
I wonder if the Whynne that posted Linecraft here was the real one

probably not
>>
>>148009037
You should be using the flyweight pattern for your sprite data. The other data probably does not matter but if you are that worried about it go calculate out how much space you want to allocate per level and divide that by your tile count then compare to how much you are using now.
>>
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>>148008494
My scope was too big. I ended up cutting a lot of corners and parts of the game to make it manageable.
Then I realized that I cut out too much, and what was going to make the game interesting was gone.

Now I'm trying to build my skills by working on smaller, self-contained projects before I attempt another game idea.
>>
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>>148009114
That is very cool.
>>
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>>148009114
Damn dude you managed to succeed where I failed. The way it walks on walls is A+, keep it up.
>>
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>>148009231
Id pay money if you took what you got there and combined it with this:
http://imgur.com/gallery/Vf95r
>>
>>148006368

It was something from the asset store.

Your main feature is literally an asset store asset.
>>
>>148009231
Have you ever played Deadly Creatures?
>>
Reposting my pasta containing some notes about all the Demo Day games. I've also included some thoughts about the overall Demo Day experience.
http://pastebin.com/CfBELs4X

Let me know if I have missed your game, and I'll try to find some time for it when I can.

Keep up to good work! Thank you for all the games! You are truly wonderful people!
>>
>>148009456
Thanks friend
>>
>>148009537
I don't even have a game in DD but it's cool to see other people care

I had recorded my playthroughs then my video got corrupted and I gave up

you're a cool dude!
>>
>>148009114
You should make a SM64/Banjo-kazooie-like where you play as a lizard and can get an upgrade/powerup to climb up any surface. FUND IT.
>>
>>148009486
Prove it faggot.
>>
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>>148006962
Depends on how you are doing that, are you using manually edited euler angles? If you you are probably getting fucked over by the gimbal lock. I am using simple direction assignment for my rotated movement.
>>
>>148009468
>Id pay money if you took what you got there and combined it with this:

Including shape-shifting into a hot chick?
>>
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>>148009486
Pretty much, yeah.

A few years back, I experimented with some of the algorithms that would be necessary to implement this thing myself. It looked really fucking tedious and computationally expensive so I dropped it.

Then I found the asset and said "fuck it" and dove in. The past month or so was spent adapting, optimizing, refactoring and fixing all the weird author idiosyncrasies to make it fit-for-purpose.

>>148009718
false flagger go home
>>
>>148009790
I was telling him to show us the asset. Faggot.
>>
>>148009730
Nah, it works fine on up to 60 degree angles, it's just a matter of getting it to detect sharp corners and compensate for it by increasing the hover height
>>
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>>148009537
>I was in a room with two text boxes, and a small wall to my right, and one platform at the top which I could not reach.
fuck, I forgot to tell people you can press up on a wall to wallclimb
>I was in a room with two text boxes
>text boxes
Fuck. Those are the start and close game buttons, not text boxes. The combat is what I want feedback on, and certainly more substantial than just the character moving around the start screen.
It's understandable if you don't feel like giving it another shot. The conveyance is shit right now because I'm waiting on my artfriend to make me assets. If you do feel like trying it again, tell me and I'll upload a newer build. I added a fourth level and fixed quite a few minor bugs.
>>
I've started looking at LÖVE, should I try using their shitty/non documented libraries, or just go with Unity?
>>
>>148009760
That would be a bonus, but just playing as a cute spider who likes to help the home owner would be kawaii.
>>
>>148010030
>Non documented library.
You might as well code in binary.
>>
>>148009537
Again, thanks for your feedback, and spot on review of Demo Day experience.

>>148009939
>The combat is what I want feedback on
Best feedback I can give you is that I discovered how to break the game. Put your back against the wall on the slope at the center of the screen and the enemies can't spawn behind you anymore, after that just keep spamming attacks and you can get really high scores without being touched even once.
>>
>>148009863
sorry friendly fire I guess

bunnydev's fanclub is putting me on edge
>>
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>>148009662
Thank you, anon!

Are you the guy who usually do the recordings? I remember that at DD7 your play trough of my game was really helpful. I know video editing takes a shit ton of time, so it's sad that all your hard work went to waste. Thank you for your efforts, nonetheless!

>>148009939
Berserk Kusoge? Here's a screenshot about the scene I don't know how to pass trough. Please, when you reupload your game, reply to my previous post (the one with the paste link), and I'll get back to it.

>>148010246
Thank you!
>>
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progress: Each soldier has their own mood, wounds and sanity level
>>
>>148009537
>You've lied to me. It's not a cool shooter. It's a radical shooter! Cowabunga, dude!
lol
>>
Any recommendations of where to go from flash/as3? I enjoy making 2d stuff but i really need a visual editor to build stuff in (and nest stuff), it's why i stuck with flash so long. Tried love2d but it was just nothing but code.
>>
>>148010104
To give them credit, the libraries others have made look ok. However lack of any real examples and most of the sample code is for an older version or just doesn't work at all.

I wanted to like LÖVE, but it has ages ago before much will come from it
>>
>>148010515

gamemaker or unity. Try GM first.
>>
>>148009537
Could you review mine? Deeplinks
Good point about zipping the game folder and not the individual files.
>>
>>148003292
Hey, this art is good, kinda want to participate in the next demo day now
>>
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>>148005465
I also did a write up about the aftermath like I do every demo day, but it's too big to post in thread.
>>
>>148010515
I went from flash as3 to unity and it only took me about a month to get equally comfortable
>>
>>148010660
I looked at GM but it seemed to be only sprite based in terms of animating. Maybe i just need to learn to animate and export out instead of doing ti all in one thing like i'm used to (although it's quite a foreign concept since the stuff i animate and put code into the nests for face animation/randomization).
>>
So how do people generally make their trees for Unity? The speedtree stuff feels horrible and it seems i'm not the only one having problems with them in 5.X . So blender (sapling addon)? Unity tree creator?
>>
>>148010710
this isn't fair
>>
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now all I need is everything else

Thoughts?
>>
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>>
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>>148005465
Also 5 comments. It got way better reception that I thought it would.
>>
>>148010925
Don't feel bad anon this isn't from this demo day the actual view count from this is about 20, this is accumulated views since I started
>>
>>148010716
What is coding like in unity? Is it all within one frame or multiple classes?

Say i want a menu system that pops up over screen when enter is called, how is that called onto screen (like in flash i'd use addchild to call an as3 linkd object).
>>
>>148010950
STOP that camera thump
>>
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>>148010710
Pastebin it bro, I think I'll do the same.
>>
>>148011020
>shooting without camera thump
>>
>>148010943
It looks great, I'm jelly

It's a ways away, but I'll be attempting to put something like that in my game too.
>>
>>148011035
http://pastebin.com/ys2vYE1L
>>
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Hello thread, this is my first ever progress post. I am an extreme coding novice so I'm using Scirra Construct 2 to make my game, it's fun and pretty easy so far. I'm making a 2D beat em up type game with an emphasis on dodging/parrying.

This is the first ever test of my stamina system, and it works! I have everything set up so that I can easily tweak the values later.

Ignore the floor texture, it's not mine, I'm not an artist so I'll probably be cooperating with someone else a long time from now to do the real art.
>>
>>148011176
Whodev?
>>
>>148011176
Who?
>>
>>148011176
Also, for some reason the framerate dips when I try to record footage of the game, but it runs at a perfectly smooth 60 when I'm not recording. I don't know why that happens.
>>
>>148011015
>Is it all within one frame or multiple classes?
Multiple classes
>>148011015
>(like in flash i'd use addchild to call an as3 linkd object).
Addchild in Unity is called Instantiate. It's actually easier in my opinion. Gameobjects (kind of like movieclips) are first declared as a variable. Then it appears in the script menu, so you can add the gameobject there, "linking it". Then once that's done, it can be instantiated normally, and works more or less the same way as it would in flash.
>>
>>148011176
Nice, keep it up!
>>
>>148010246
>Put your back against the wall on the slope at the center of the screen and the enemies can't spawn behind you anymore
that's actually pretty funny that you found that. I was wondering how to deal with that for a while yesterday. What I ended up decided was that since the later enemies can't be stunlocked, that won't work for any more than like 3-4 stages. And even when it IS working, it's significantly slower than going out and fighting. This is especially important because later the game will let you buy better special attacks and the faster you beat a level the more currency you get. I did change how/where enemies spawn since uploading that build, though.

>>148010359
>>148009537
Smash click that MF start button
Also, is that screen cap of your whole screen? If not I'd love to hear what that resolution is. I have a fancy camera that won't scroll on levels that are considered too small horizontally or vertically. It should always be showing about an inch of wall. I guess at small resolutions it's broken and isn't showing everything it should. Maybe I should only enable fancycam if your screen resolution is 16:9.
I wonder if that also means you tried to click the buttons but the resolution fucked up the clickbox or something.
If so, don't bother with the new download, tell me and I'll fix it.
Thanks for giving it another shot
>>
>>148011252
Thanks that helps a lot! I think i'll start diving into unity then. I took a look at unreal4 paper2d but it seems really archaic in comparison to unitys stuff sadly.
>>
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Early work on redoing the forest in the new style.
>>
>>148011273
Thanks. I've been nervous about posting here because people like to troll anybody about anything, but I feel like posting progress occasionally will help me stay away from giving up.
>>
>>148011364
Keep in mind that in Unity, you actually use "scenes" as opposed to in flash where you're always on "scene1".
Also, animating in Unity is way different, and will probably require watching a few tutorials. I'm still not used to Unity's animation to be honest.
>>
>>148011212
>>148011241
newdev, as he says.
>>
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Taking requests for reviews/feedback
Already did "Tactical RPG", "ShadowGame Demo", and "Deeplink"

First off, Tactical RPG
+The movement was pretty damn good
+Great stages
-Didn't really know what was happening or what I was doing
-Errors
>>
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>>148010950
>>
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Shadowgame Demo
+Awesome concept, wish I had thought of it
+Non-wordy yet informative tutorial
-Glitchy
>>
>>148011176
I like your ground texture, even if it's not yours.

You'll get a lot more responses if you keep choosing nice placeholder graphics like that. Keep it up!
>>
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Deeplink
+Great music
+Great menu art
-Some text is hard to read (blue text on black background)
-Didn't know how to access the hacking tools I purchased
>>
>>148011826
That's hilarious I completely forgot about the death state with the grabbing object, thanks anon I'll fix that now.
>>
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Just finished up my game of the night,

i'm compiling for webgl now and uploading to itch.io

does it look fun from the video?
>>
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I'm trying to implement the feedback I received from the people who played the demo. How does this look?

Next I'll look into making and managing different control schemes.
>>
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>>148011958
No problem keep it up etc
>>
>>148012016
i didn't even play your game, but having the notes over the top of the concert is way way better
>>
>>148011948
Thanks anon, Im seeing the stuff you download needs to be unpacked/installed automatically.
>>
>>148010943
How about some tongue mechanics?

You could also give him a power-up to become a chameleon. Actually make power ups that give him other lizard's abilities.
>>
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>>148011696
I'd like a review on mine, I've gotten no feedback as on yet.

"Leapy Knight" is my game. I just wanna know if theres potential there or if I should stop wasting my time.
>>
>>148012016
Try trowing a more opaque background over the note line, instead of the mostly transparent one you have, and have it fade out during luls for animations or whatever.
>>
If anyone wants me to do a video demo of their game, let me know. I have 8 so far but I'm not gonna be able to get through all of them. So if you're interested let me know.
>>
>>148012164
Either that or an easy way into the downloads folder. Keep it up
>>148012189
Downloading now, gonna eat breakfast and then try it
>>
>>148012260
>If anyone wants me to do a video demo of their game, let me know. I have 8 so far but I'm not gonna be able to get through all of them. So if you're interested let me know.


Leapy knight guy again, Id like to see how someone does playing my game please :)
>>
>>148012016
Can you angle it more so it's coming towards you somewhat?
>>
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Does this look too jarring? I've doubled each of the frames (3 frames)

It's for a turn into a walk, since I don't know how long the walk will go for I wanted to separate the animations, then I'll play it in reverse to go back to the idle.

I didn't do shit today in terms of artsan or game making.
>>
guys lets get Jupi to play our demos

She made Halloween Jam vids so maybe it'd be a way to get a little more feedback

https://www.youtube.com/watch?v=1vbKEuv0cCY
etc
>>
>>>/v/344520331
>>
>>148012513
>expecting /v/ to realize what WiP demos are like
>>
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It doesn't matter if you submit late, they said, I'll play every game.
>>
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>>148011696
https://merteor.itch.io/beni

Thinking of calling it finished and starting something more interesting
>>
>>148012550
I have two more downloads than that and I uploaded my game like 2 hours into the demo day.
>>
Clarent dev:
I appreciate the celtic flavour, and the grappling hook is boss. The auto-aiming throwing knife is also a really clever innovation. Also, the gloomy aesthetic is fine, but you really need to differentiate backgrounds and foreground/enemies more. The grey knights kind of sink into the background, and in the town section it was impossible to tell what was foreground and what was background. Give it a bit more contrast, maybe give the knights some color that makes them pop, in the same way the protag has the white stripe

Ctesiphon dev:
Two things I'd like to add: mouse sensitivity adjustment, and always-run.
>>
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Just finished my game of the night

I put more effort into polishing this one up.

What do you think, is it fun?

Play Here:

https://hephaestus_rg.itch.io/memedodger-nightly-game-7
>>
How would you feel about an RPG where special moves are performed by succeeding in various microgames? Never played undermeme by the way, but I think it would be a nice mechanic.
See Glory of Hercules on the DS.
>>
>>148012343
I'll post a link once it's finished processing. My mic is super low though so be prepared to turn your volume up and expect a bit of static sound.
>>
>>148013134
Forgot the pic.
>>
>>148011696
If you haven't already would you mind doing https://itch.io/jam/agdg-demo-day-9/rate/69496
I want to have as much feedback as possible to improve on it, specially on controls since some people felt it's too stiff..
>>
>>148013134
I think there are two different games with that premise coming out pretty soon. It's a good concept, but might be a bit oversaturated right now.
>>
>>148013338
Oh well, my game is still in concept stage so it wouldn't be out before a couple of here anyway.
>>
>tfw less than 10 views

I should just give up and dev cute anime girl games like everyone else.
>>
>>148013504
Post your game. I went through about half of them Ive got some time to kill so you can go ahead and post it and ill give you a strongly worded letter about it.
>>
>>148003817
See
>>147978980
>>
Here's my current playlist of video reviews of the demos so far. Up to 11 so far. Leapy Knight guy's should be finished processing now. If you want me to do yours, act now, because I'm probably going to sleep in a bit. I apologize for my terrible low-volume mic.

https://www.youtube.com/watch?v=7Dh79VckCP8&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S
>>
>>148013504
If it makes you feel any better I made one of those and I don't have many views either. Maybe they will pick up a bit after other people wake up.
>>
>>148013782
Could you do Ball Run please?
>>
>>148013782
my game is pretty short, i'd appreciate the feedback

https://itch.io/jam/agdg-demo-day-9/rate/74788

i'm considering using it 1 mini game in a 'wario ware' style game
>>
>>148013782
>STALKERbro
nice
>>
>>148013782
I'd love to see a video of Project Shmoop.
Having video reference of the first time something happens and the immediate gut reaction to it would be great.
>>
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Im trying to learn how to into waifus.
I followed this tutorial here and while I like the direction of the result, it still doesnt look 2D animu enough.

Is there some better way to get animu texturing
using blender? I also added the basic node setup im using to the pic.
>>
>>148013598
https://randallized.itch.io/rocket-xeno
>>
>>148012987
Seeing your work getting posted so frequently reminds me of how much work polishing actually is
>>
>>148013782


Thanks for the video review on Leapy Knight dude! Glad you got a few laughs from his climbing-up animation.
>>
>>148014153
literally who?
>>
>>148014093
Looks pretty good in my opinion, face or at least its uv mapping looks a little bit to wide though.
To get the full anime effect you either need a good celshading shader, or turn off al lights, have bajed shadows and the inverted normals for the black line border effect.
>>
>>148014153
Easy is too easy. First try. Was kind of mindless but pretty fun.

Hard is way too hard. It's like it's unbeatable. Way too much shit on screen and requires you to be exceptionally accurate with the 5 shot limit.

You're probably pretty close to having it be sellable on android.

Make the screen larger for PC, because it's really easy to click off and wreck yer game.

Graphics could be a bit better. I think the explosion specifically needs some work, It just doesn't look flashy enough, it's kind of grey, more like a dust cloud than an explosion.

Overall its pretty good.
>>
>>148014093
You made that? It's pretty good. I think the eyes need to be closer together though.

And yeah, as the other person said, you need a cel shader or something. It's actually pretty difficult to get it to look 2D. Even pro studios mess it up sometimes.
>>
Hey Bokube dev, I used the shield to block some shots in the air (no ground below the point), I think I blocked two shots at the same time, then the game hanged, the screen went black and the sounds kept going. No crash though.
>>
>>148014093
I think its the eyes
You need some subsurface scattering or something
>>
>>148013782
Thanks for the review of light/shadow game, you actually found some bugs I didn't know were possible, like the pick up a blue block and fly with it by crouching/launching at the same time.
>>
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Non-dev/Ideasguy here
I want to make a Fallout1/2 style Rougelike/lite would that be hard to code or fairly easy

Im talking randomly generated wasteland with random dungeons

Vault style shelters
Raider camps
and Trade cities
all randomly generated

Its seems like an Idea that would make alot of money because of peoples disappointment in Fallout 4
>>
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https://clyp.it/wm5da3a1
perhaps not so fitting for underwater but it could be for a more action packed part of the game.

I'm still not too great with music but I think I'm slowly improving.
>>
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I need some fucking support. I can't accomplish simple things.
>>
>>148014093
Ups, forgot to post the tutorial in case somebody else in interested
https://www.youtube.com/watch?v=u2GAHnDaUpU


>>148014426
>>148014630
>>148014859
Yeah Im still learning, I really need to watch the eye position more on my next try.

I will look in the words you guys posted, thanks.
>>
>>148015013

Randomly generating maps?

Trivial.

Refining it so it's not a total piece of shit?

Moderate.

Filling it with non-boring and interesting content?

Difficult.
>>
>>148014630
>sometimes
no cel shading from anyone has ever looked good

>muh xrd
still obviously 3d, instant fail
>>
>>148015013
Roguelikes are typically extremely programming heavy.
>>
>>148015013
Random generation increases complexity of a game with preset levels. Could you even make whatever you're proposing without rngen?
>>
>>148013872
>>148013906
>>148014074
sure, I'll take a look at these and then head to bed after. I just finished a long recording of my own game. Not sure how much longer my voice will hold up with this semi-whispering thing (someone is sleeping in the room over and it's 4am now).

>>148013958
I used to try and beat CoP without dying. I never actually did it, but that was my furthest attempt. In the last video, you can see my at the gauss rifle part and I didn't remember exactly what to do. The guy with the rifle was hidden behind the tree so I couldn't see him. At the last second, I notice, and you can see my view pan up at him ready to fire, and he blasts me in the head. rip
>>
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Are there any other obvious characters to include but I forgot about them?

>player chooses five classes in the beginning of the game
>getting to certain day milestones will unlock additional classes you can get at the start of the new game.
>>
>>148015226
I could
But that would mean i would need some type of story
>>
>>148015013
ASCII graphics, or simple 2d graphics, or Fallout 1 tier isometric graphics?
>>
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Anyone know if the Versus dev (remember him?) got anywhere?
>>
>>148015251

They need far more color variation.

>>148015069
Whats supposed to be wrong?
>>
>>148015251
Pretty generic, but a thief/drugdealer could be useful for stealth related stuff, drugs used as buffs, could be the one that knows the citty better than anyone else, could get an extra chance to get loot, or an extra chance to run away.
>>
>>148015293
Isometric like the fallout with a hex grid

I would also do what they did and make 3d models and turn them in to sprites
>>
>>148015251
I don't think flamethrowers are war-legal in modern times
>>
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Demo Day is over
Long live Space Jam

>tfw no comfy space city simulator
>>
>>148014572

Thanks for feedback. It actually probably won't even be on PC for the final version. The entire thing is designed for mobile gaming. Thats why for windows users I reccomend using fullscreen which fixes the click-off problem.

And yeah I'm going to redo that explosion. Probably add a mascot to the game for a better tutorial that isn't just WORDS WORDS WORDS.

Difficulty is a hard thing to balance. I can tell you hard mode is beatable though. Trick is to focus on killing things on the upper part of the screen before it gets out of hand.
>>
>>148015481

SC2000 with the one skin that made everything futuristic was nice.
>>
>>148015251
Probably an officer of some kind.

Also being in the military theres usually one guy who's everyones friend. I don't know what you'd call him, the goof? The funnyman? the comic relief? He's the guy who always is just fucking around.

Could have him raise morale, and there be a big morale drop if he dies.

Probably also need demolitions expert can be known as Sappers or Combat Engineers. Combat Engineers kind of do all encompassing stuff, building, maintainance, and demolitions..
>>
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Leapy Knight
Watch this webm and imagine me giggling like crazy
+hilarious (was laffin the whole time (in a good way))
+simple controls ((hint)could even work on a touch screen)
-one game breaking glitch at the end of the webm

Next up is Beni the bear
>>
>>148015535
The Friend/ Buddy.
>>
>>148015521
Fair enough but I think it ramps up too quickly, especially compared to easy. Probably make the difficulty curve smoother by having less stuff early while maintaining the endgame.
>>
>>148015251
Can you interact with non-hostile locals? A translator/interpetor/ambassador type would be good. See this documentary about Danish NATO soldiers in Afghanistan and their treating with the locals.

https://www.youtube.com/watch?v=IJLA3wUWePo#t=3m30
>>
>>148015556
>>148012189
>>
>>148015293
How do you make Fallout 1-style graphics in this day and age? A decade ago I used Poser to render the character sprites for an isometric game but it was a bit clunky to work with.
>>
>>148015457
It's set in faux-WWII with no way to determine where the soldiers are stationed.
>>148015380
that's the smallest problem right now, I want the basic characters to be generic with unlockable ones being more exotic.
>>148015419
They are stationing in the middle of nowhere though
>>148015535
both officer and comic relief are great, thanks! Demolition expert would be a nice variation of engineer
>>148015628
I was wondering if I should include locals. Travelling merchant selling food and occult trinkets for military equipment
>>
>>148015725

you use some sort of python script to set up the cameras to all render and save files when you're finished modeling and animating. It's how you used to add SC4 buildings to the game. I think it was called BAT. you could look into it.
>>
>>148015251
Probably some kind of special forces guy.

Green Beret, Spec Ops, etc.
>>
>>148015535
>>148015602
>>148015628
I think the goof is a personality type, not a job. It would be cool if each character had not only different skills, but a different personality. Like the heavy is quick to anger and deals with psychological stress badly. The surgeon is, like many doctors IRL, a kind of aspergian emotionless and doesn't do politeness.

Personally, I think the goof could fit the role of the radio operator. Because good morning vietnam, etc. He'd amuse himself by phrasing things in a funny way. The officer or sergeant is the guy who feels like the squad is his family and would sacrifice himself to protect them.
>>
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>>148015725

>admitting to using poser

lmao
>>
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>>148013782
>Change the jump height
>Try out the previous rooms but do them just fine so I didn't bother changing the layout because deadline was approaching
and I wanted to work on the boss more
>Watching the video

Oh man I really should have fixed those up first. Thanks for doing this by the way. First thing I am going to do when I finish Hyper Light Drifter is fix the maps up and make a bit of a tutorial.
>>
>>148015813
>Travelling merchant selling food and occult trinkets for military equipment
I was thinking more, like, dirt farmers and shepherds. They might give useful information to you about the enemy, or they might spy on you for the enemy.
>>
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>>148015380
nothing is wrong I just can't make things like I want them

I literally can't imagine how to make this happen
>>
>>148015556
Thanks for the feedback, glad you liked it! Yeah I don't know why it was doing that bug so I couldn't get around to fixing it in time. I thought about making it for mobile but the market is super saturated, and I'd like to sell it for a dollar or two on steam and see how it does there.
>>
>>148015251
gods will be watching clone?
>>
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This wasn't supposed to happen
>>
>>148015858
>some sort of python script
So, Blender?
>>148015907
I am not ashamed of it. It was great for rapid prototyping in an age before free/cheap premade assets were abundant.
>>
I finally found out what's causing my choppy movement. It's Rigidbody for some reason. Setting the interpolation to interpolate makes it choppier though. Holy shit I want to give up
>>
>>148015069
Ok, I will be your first-line support.
Have you tried turning it off and on again?
>>
>>148015627
That's something that will probably come with more levels.

My demo level is actually intended to be something like level 3 instead of 1. It's there to showcase how fast paced things can get.

Designing difficulty for the mobile audience is tricky since you have a lot of farmville/casual players.
>>
>>148016310
Keep it, it looks funky.
>>
>>148016352
Oh I had that problem recently. You need to set it to extrapolate.
Alternatively you can use transform.position assignments in Update() if you are moving the object from code.
>>
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>>148012653
Beni the Bear
+Fun and cute
+Fullscreen mode
+Not glitchy (as far as I could tell)
-Delay from letting the arrow key go to when Beni stops walking
-Enemies behind enemies
>>
>>148016191
use words, not shitty pictures
>>
>>148016458

forgot to add that it was GravityScale fucking up, not the entire Rigidbody
Extrapolate doesn't work also
>>
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>>148016208
more like oregon trail clone with managing resources while dealing with random stuff
>>
>>148016450
no

already fixed it
>>
>>148016476
Cool, thanks for playing and thanks for the feedback! There are maybe three glitches that I know of, but I agree, enemies actually staying apart is the most crucial feature it's lacking right now.
>>
>>148011696

If you have time could you do mine?
https://itch.io/jam/agdg-demo-day-9/rate/74897

Please use the v0.12 download it's the one with better controls. and you can set it up to use a gamepad if you have one via the unity input on the splash menu.
>>
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I need help with Unity guys.
I'm using sliders in the settings to regulate the Volume, but two out of three sliders always put 0 in the parameter. Only one of the sliders actually works how it's supposed to do.
I know that both sliders in the picture are set to change the mastervolume but that was just to test if the second still only uses the 0.
>>
>>148016635
I played your game.

I think your game would work a lot better if you had mouse based movement honestly.

I said it earlier but I don't know if you saw.I think Aquaria's movement is exactly the kind of movement your game should have.

It's on steam. It's not a bad game, kind of similar themes to yours, and it even gets really dark in some spots.
>>
>>148010063
this would honestly be one of the most original and interesting games ever made
>>
>>148016795
Did you copy-paste the sliders from the first one? Maybe a field is still referencing the original slider parts.
>>
>>148016502
what's there to say that isn't more easily understood from the picture?
>>
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>>148013334
Vampire's Bit
>I want to have as much feedback as possible to improve on it, specially on controls since some people felt it's too stiff
All you need is diagonal controls. The webm is a perfect example.
When I went up to try and go through the fence, naturally I tried to use UP and RIGHT at the same time, but it doesn't do anything.
You don't need to animate her walking in diagonals though. See the gameboy zelda titles.
+music
+cute anime girl
-controls

I also suggest having the layout of the stage change as you progress, maybe it gets bigger too.
>>
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Hi, I implemented dashing properly and running now works. Stamina also now properly regains by .5 intervals so that the stamina bar sprite won't look wonky when I eventually put it in. Again, I'm not an artist, so I'm using Soma from Castlevania as my test character. Those games are very well animated.
>>
Falling, Schmoop, and Ball Run, I made videos for you guys. They'll be up on the playlist whenever they're done processing (schmoop is still uploading now). Now I'm heading to sleep. I'll make more videos tomorrow if I can.

And if anyone wants to see my game New New Sorpigal without wasting time downloading/playing it (or couldn't figure out what to do), I put a walkthrough of it on the playlist.

https://www.youtube.com/watch?v=jgFH-_sqmt4&index=13&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S
>>
One more question about unity animation.

What is better in terms of rigging a skeleton:

using unitys built in thing, or spine and then exporting that out?
>>
So I'm writing Pong in C++.

https://www.youtube.com/watch?v=05aRRmKBTbE
>>
>>148017209
you're the best
>>
>>148016607
Oh, you're here, spurdodev. I have some feedback as well. Dunno if someone has pointed these out already.

- There's multiple ways to get stuck in the area where you need to climb the destructible blocks, either by getting hit by the shell so you're unable to break them or you break all of them and have nothing to jump on to get higher.
- Sometimes while jumping through one-way platforms you snap into them

Also, I'm on Linux, props for making the game multiplatform. However, I can't toggle fullscreen and alt+f4 doesn't quit the game (I guess you're relying on the system default key combination to close the window)

Sorry for only pointing out negative things, the game was pretty neat overall but nothing really stood out.
>>
Does your game have a drop-down console bound to the ~ key?
>>
>>148017308
why is the left paddle the only one with juice

still, nice job
>>
>>148017153
>>148013334
An alternative to diagonal controls would be to "funnel" the character towards the center of the tile, as in Zelda.
>>
travelers dev here thanks to everyone for their feedbacks and giving my first buggy mess of a demo a chance. gonna be real busy fixing all the stuff but i'm really fucking motivated right now.

grats to the other f a m s who participated in dd9
>>
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>>148017050
no. but I found the error now.
you can choose whether it shall use dynamic or static parameters and I seem to have blindly clicked on dynamic for the first slider
>>
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>>148017162
>considered saying something "this gen only needs one 2d action game based around dodging/parrying" when you posted your first post
>figured it wasn't funny enough

>I used that exact spritesheet as a placeholder when I started like a year ago

what the fuck
>>
>>148017497
I'm still working out the physics.
Also the multiplayer.
Nothing works and I'll probably not get it to a playable level.
>>
>>148017209
it's pretty hard to hear me in the schmoop video, so I'll summarize:
- the music is pretty loud (I guess you know this because of the comment in the game), I was recording at 20% volume
- it is brutally hard
- easy is brutally hard
- the bullet patterns seem very random so it's hard to predict how to not die without having played it before
- it seems like either the bullets move too fast or my ship moves too slow (I don't think I want the ship to move faster though). or maybe there's just too many bullets
- it's hard to see things. the ship is hard to see on the mountains, and there's just so much going on all the time it can be difficult to focus
- the bosses are very unique, I like that a lot
>>
>>148017590
Small world, I guess.
>>
>>148017149
I for example have no idea what the picture means, like if i look at it all i would see is that you are trying to make a point patrol between different positions
>>
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>>148016635
Jelly
+Holy shit what an improvement
+Seriously the controls feel way better now
+Art & music is great
-This part (webm) isn't fun
-Jelly should be upright after a transition
You game has potential
>>
Has anyone seen Kologeon on Kickstarter

How does a 4 man team expect to make a game like that without it being completely barebones with only 35k?
>>
>>148017783

It seems I need to make the moveable rock more obvious or add another rock with an explanation. Thank you for the response though.
>>
>>148017870
it just looks like hyperlight drifter

i don't know how much funding hyperlight drifter got though

maybe they all have day jobs
>>
>>148017913
Or just make it impassible without using the rock.
I would have looked around more if I couldn't get through
>>
>>148017993
Hyper Light Drifter made fucking 650k and it was still underwhelming. Kologeon is going for more detailed graphics that HLD so good luck to them I guess
>>
>>148011696
Could I get some feedback as well?
https://itch.io/jam/agdg-demo-day-9/rate/74978

I'd especially like to hear opinions about the difficulty.
>>
Why do devs still make pixel art? Why not just draw everything in a normal way?
>>
So /whodev/ here?
>>
>>148017613

>>conform settings
god dammit I forgot to fix that
it's almost like an EXTEND OF THE JAM thing so I might hold on to it.

>>shit's hard
Easy will actually have differences beyond lives and bombs in the future, but I wanted to have it in there for the demo for people who weren't as great at shmups.

>>visibility sucks
I'm actually working on that right now. That was the big complaint with everyone else too.

Thanks for the video. Everything helps, especially from someone that's not big on the genre.
>>
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Jellyfish dev:

I thought the controls on an xbox 360 pad were really good, actually. I don't know how you could make this work on keyboard, however. It was fun dodging stuff and trying to jump over obstacles (very much like Ecco), and I even found the secret coin, which was spooky! Nice variety in the art, but if I were you I'd make the pushable rock pop out a bit more.
>>
>>148003292
i wanna be that "jellyfish".
>>
>tfw bunnydev has reached a level of success nearly unattainable to the average agdg dev and has now been targeted
>>
>>148018389
I bet she isn't even wearing any panties.. slut :X
>>
>>148016352
>>148016458
>>148016545
I never noticed it but I think that might be in my game too. If you figure it out, post it here, I might see it. Good luck
>>
>>148018407
nodevs always target yesdevs to try and stop them from progressing to heights they can't themselves.
>>
>>148018178
If you go very low res its fast to produce. Basically Pixels strategy for 洞窟物語.
>>
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>>148018389
>>148018439
>>
>>148018407
Nah I'm still really bad, that's why I don't think I deserve to be bullied.
>>
>>148018689
>bouncing
is that a horny cry?
pls stop i cant fap right now.
>>
>>148017783
Played your demo and was surprised in a bad way when it hurt me when I rammed into a starfish.
three stars in a row says to me "it's a collectable" in videogame language, not "it's a mine"
So I dunno, you might want to look into changing that
>>
>>148017153
>>148017510
Thanks, this is exactly the kind of feedback I needed. I'll take a deep look onto it, Want to make the controls as good as possible. I tried the "funneling" idea at some point but then discarded it, guess I shoud go back to it. I'll also test the diagonal movement approach, to see what seems to work better
And yeah, for now I'm just repeating the same level as a test, but in the future I want to make different levels and some new/different mechanics as you progress in the game.
>>
>>148017685
never seen an orbit before?
>>
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alright pretty much beck to square one here

just
>>
>>148018689
Why does she have duck feet.
>>
>>148018389
>>148018439
Just look at how she chuckles and looks at the camera in a playfull way, she is totally humping that lucky jelly-bastard.
>>
>>148016476
Nice taskbar in the webm lol
>>
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>>148018083
Platformer
I don't think it's too hard, it just needs checkpoints.
It also could do with some kind of gimmick that makes it stand out from other platformers.
My two suggestions:
1. Allow the sprite to switch directions midair and shoot in that direction
2. Secret areas become transparent when you go inside them

+music
+cute anime girl
-the stuff mentioned
>>
>>148019272
lelelel lol thats funny man XD XD
>>
>>148019341
rude
>>
>>148019169
Yeah, her legs/boots do look a bit weird in that one... was going to look at fixing it later.
>>
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>>
>>148019698
Very busy
>>
>>148019783
THERE IS NO BUSY
>>
I'd post my game, but it moved to Canada
>>
>>148019698
rather than the big dumb sign, give boku a flashy entrance
>>
>>148019698
remove the red/green flower things on the corners - you don't need to try to fill every square inch of the level with "stuff" for no reason

the padlock thing looks a bit blurry/weird - I'd make it taller/thinner so it looks more like a door and less like a present

the vines should be a lighter green

i don't think torches typically emit that much glare

other than that, looks good, im glad we bullied you into making this look nice (the dd8 build was gross)
>>
>>148012476
The size of the sprite compared to how much detail it has is weird.

I feel the sprite should be smaller, though that could just be me.
>>
>>148010507
This looks cool.
>>
i give up just kill me now
>>
>>148019314
Alright, thank you.
>it just needs checkpoints
Already planned, a lot of people have suggested this

>Allow the sprite to switch directions midair and shoot in that direction
I'll give it a try as this too has been suggested multiple times now.

>Secret areas become transparent when you go inside them
Sounds like a good idea, but would require me to change how the foreground tile layers behave, currently they're disconnected from all game logic. I'll add that to my list of things to investigate later.
>>
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>>148015251
Radio operator doesn't sound particularly useful.

Also, dude, seriously, all your classes have the same silhouettes: rectangle torso and pixel-thin limbs. That's no good.

Look at the way TF2 handles it, every character's outline is very distinctive. Gang Garrison 2 even proves that you can achieve the same result with a ridiculously low resolution (hell, GG2's character sprites are slightly smaller than yours!)
>>
>>148020204
Hey, I also checked out your game
(Numpad up key didn't work so I had to edit the settings file manually)

Are you only looking for technical feedback, or do you want level design advice too?
>>
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>stuck on annoying problem
>give up for the day
>go to sleep
>wake up with the solution clear in my mind
CIA is messing with my mind.
>>
>>148019783
>>148019993

t. autists
>>
Will people know if I pirate Aseprite?
>>
>>148020386
its open source mate just get a legit build from another source
>>
>>148020386
I will.
Don't do it anon.For me.
>>
>>148020386
Well now that you told us...
>>
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>>148019917
Have any suggestions as to what a flashy entrance could be? I'm thinking he portals in/with a light explosion.

>>148019993
Will do anon I will apply your feedback with some diligence, but I love the red/green flowers because they puff up and down, but to show you here is the level in motion so you may get some second thoughts.

>>148020321
My sides have left orbit.
>>
Demo Day 9 turnout is incredible. So many yesdevs. I'm proud of the lads.
>>
>>148020285
Any and all feedback is welcome. The level was designed very hastily so I'm aware it has flaws, but if you have suggestions I'm all ears.

>so I had to edit the settings file manually
I'm honestly surprised you bothered to do that, considering you have to look up the scancodes on SDL wiki. Hopefully I can get menus in for the next demo.
>>
>>148020453
Open source doesn't mean free.
>>
>>148020497
A lot of games, but not enough feedback to go around for everyone apparently.
>>
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>>148020481
I don't like that spinning propeller, I would suggest either slowing it down or replacing it with a sort of rocket propeller just strong enough to keep it floating.
>>
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It has come to my attention that my game is a bit confusing.
I should have made controls the priority. Unfortunately I didn't, I just quickly wrote them down in the download page and no one saw them.

Anyway, if anyone is interested in trying my game again, the control list is here on the download page:
https://raflosti.itch.io/ball-run-demo-2

Sorry about that. I PROMISE that for DD10 it will not only have a proper in-game list of controls, but also control mapping. That way, hopefully, there will be a bit more creativity and a bit less confusion.
>>
>>148020617
I like this idea, I will try it anon! Thank you.
>>
>>148020552
Stop being such a crybaby. Want feedback on your game? A lot of anons have offered it and even offered to record themselves playing the games. If you didn't take that chance you are the only one to blame.
>>
>>148020481
I don't like how those lights shine through the tree and I think you should reduce the illumination area
>>
>>148020552
If anyone didn't get ANY helpful feedback and their game isn't a virus, let me know and I'll play it today.
>>
>>148019042
I did and because of that i know that isn't orbiting because bodies orbit on ellipses you shitheep
>>
>>148007890
Are you the one who gave to birth to the literally insane shitposter?
>>
>looking at the referrer list on my game's analysis page
>https://www.google.co.jp/ 1

>some poor jap actually thought my game had anything to do with Berserk
>he actually downloaded it too
>>
>>148020838
Yeah I was more so trying to convey light rays infront of the tree, but il try your feedback out and reduce the illumination of the torches.
>>
>>148008160
If you're going to go the password route, at least put in a "copy to clipboard" button for convenience's sake.
>>
>>148020386
Protip: Get legal advice from AGDG
>>
>>148009114
Your game is already a cute to me.
>>
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>>148021126
>Look at mine
>2 referrers are from facebook

How? It's unlisted in search/browse too.
>>
>>148020505
>look up the scancodes
Hah, in truth I just entered random values until I got a key that worked decently.

Here's what I have to say:
PHYSICS
There's noticeable lack of air and ground control. This can seriously kill a platformer, so if I were you I'd add some friction to both. It's especially horrible on the hidden area of little floating platforms above the massive spike pit.

DESIGN (mostly meant for your future levels, I know this one is a test)
I had no idea the level even had secrets until my fifth playthrough. They should be introduced in the form of an obvious and/or mandatory hidden passage near the beginning.
The first pit is brutal. You don't lead your player to off-camera death like that, even if it hides a secret. The spikes should be visible and the tunnel entrance should be a tad more obvious.
When there is a fork in the road, either both options should be worth as much (right now they aren't), or there should be a way to come back to the fork and take the other path.
The area of floating platforms mentioned above could afford a safety net, if it really must be accessed by a blind jump. The jump back to safe ground from the uppermost fruit platform could also benefit from a little guiding trail of fruits tailored to the jump arc.

JUICE
You've even got an idle animation, that's adorable!
There should be a way to tell you're damaging snakes. Like a white flash over their sprites.
Stars are a bit too eye-catching. Maybe make them smaller and not as affected by gravity.
Sometimes the character sprite pokes out of hidden passages. A common fix is to make the sides of hidden passages closer to the camera too.
Stars should either appear in front or behind all ground tiles, not behind secret ones and above the rest.
Some bees hover slightly under the terrain.
If I were you, I'd replace spikes by little carnivorous plants, like Super Mario World's Munchers, only more colorful. IT WOULD MAKE MORE SENSE SINCE SPIKES CAN KILL YOU FROM THE SIDES. ;_;
>>
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Motivation: how and why.
>>
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>>148020056
cheers
>>148021559
yeah, will get to that eventually

also, random events can target random living soldiers
>>
>>148021650
How? Have something you want to make.
Why? Because if you don't give a shit about what you're making, why would anybody else?
>>
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Netcode was driving me up the wall, so I decided to do some battledev instead. Targetting and moving relative to your target is a thing now.
>>
>>148008472
I had this same idea before (a game with emoji), I feel like this could make a lot of success with normies and ironic memellenials
>>
>>148021650
Building discipline (it's a knowledge issue not a willpower issue).
>>
>>148009231
>Do I happen?
Philosophical as fuck
>>
>>148021886
>it's a knowledge issue not a willpower issue
Really?
>>
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>>148017308
I like that paddle effect!
>>
>>148021650
faaaaaaTHEEEEEEEEEEEEEEEEEER
>>
>>148021650
FATHER IS THAT YOU?
>>
>>148017308
Sauce on da banger pls
>>
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>>148021472
>>148021126
>Look at mine
>https://itch.io/search?q=va-11 3
>3 guys reached to my game through the bartending game.
>Thanks I guess, Venezueladevs
>>
>>148021559
>Hah, in truth I just entered random values until I got a key that worked decently.
For what purpose

>There's noticeable lack of air and ground control.
I know, there's still some tweaking to do with all the variables.

>The spikes should be visible
The pit is briefly visible when you start running up the hill, but if you jump too high you might miss it. I'll be more careful about these things in the future. The berries are there to imply that even though it's a spike pit, there's something worthwhile in there (the 2nd secret)

>The area of floating platforms mentioned above could afford a safety net, if it really must be accessed by a blind jump.
It's an optional area with bonus items only, which you can get into either with a blind jump (not intended originally) or falling down from the area above.

>The jump back to safe ground from the uppermost fruit platform could also benefit from a little guiding trail of fruits tailored to the jump arc.
Sound advice, I'll remember this in my future levels.

>JUICE
Good points all around, I'll keep them in mind.

Thanks a lot for the in-depth feedback.
>>
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How do I get started with game dev? Like i've got absolutely no fuckin idea

i want to make a fighting game
>>
>>148022389
Do you know any programming?
>>
>>148022425
No, I would like to learn though. Im not sure where to start, is all.
>>
>>148022505
Read a book.
Read the OP.
>>
>>148022505
boolean logic
>>
>>148022389
>that pic
kek
>>
>>148022570
the agdg site?
>>
>>148022625
Avian Fighters when?
>>
>>148022389
Do note that if you want to make a 2D fighting game with original graphic, the animations are a lot of work
>>
>>148022505
hello world
>>
>>148010507
Progressing too fast, careful with burning out.
>>
>>148022819
Yeah, I know. But I wanna try doing place holder sprites and shit first.

>>148022856
i did that in python, i dont know where to go from there lmao
>>
>>148022856
make a loop which says hello world 5 times
>>
>>148022389
> -- Step 1 - Choose an engine/framework --
>"What language/engine/framework should I use/learn?"
What you're comfortable with. Just start using something. If you like it, stick with it. If you don't, try something else. Till you find something that you like. If it gets too easy change it for something else.

>"Okay but what do you recommend?"
If you want to make 3D games: Unity - https://unity3d.com/
If you want to make 2D games, there are tons of options

Game Maker - http://www.yoyogames.com/studio
https://www.youtube.com/watch?v=WuU1tEF1xYs

Unity - https://unity3d.com/
https://www.youtube.com/watch?v=56xOx8xVHyM

LÖVE - https://www.love2d.org/

Construct 2 - https://www.scirra.com/construct2
https://www.youtube.com/watch?v=N3VYSQZ28FI

Phaser - http://phaser.io/

HaxeFlixel - http://haxeflixel.com/

LibGDX - https://libgdx.badlogicgames.com/

Scratch - Please don't use this unless you're literally 3

> -- Step 2 - Learning --

Great, you picked a tool. Now to learn how to use it. Simply Google "[toolname] tutorial". There are tons of tutorials for every framework out there. Do not look up "How to make x in y". For example "How to make an rpg in Unity". You shouldn't learn how to make an rpg, you should learn how to use Unity. And then when you're good enough with Unity, you can start making an rpg, or a platformer, or anything, because you learned how to use Unity for everything and not for a specific thing.

Whenever you learn something, try to actually learn from it, don't just copy it.

> --Step 3 - Making games --

Know your limits. You won't be making an MMO. You will make small crappy games that get a bit better each time you make one. I recommend you try to make the following games, in this order, as practice:
Pong, Breakout, Space Invaders, Snake, Tetris
Something like that, you can skip games or change the order, it's just a recommendation.

> Congrats, you can make games now
>>
http://bitsquid.blogspot.com/2014/08/building-data-oriented-entity-system.html
For any gamedevs here.
>>
>>148023181
You forgot to include Godot in that list for 2D engines.
>>
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ok getting somewhere I think

this is the most horrible code I have ever written

I should probably expand this death line for example:

arrivalVector = OrbitHelper.EuclidianPos3(angleC + (Mathf.Sign(OrbitHelper.VectorAngle(B, A)) < 0 ? OrbitHelper.VectorAngle(B, C) * 0.9f : OrbitHelper.VectorAngle(B, C) * -0.9f), (rB - rC) * 0.9f + rC) - B;
>>
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>>148010943
It's so cute :3
>>
>>148012016
The most important thing you haven't changed: a visual cue other than color. Other rhythm games use position, maybe try that, or scrap keys and go the Osu! route.
>>
>>148012016
the angled line thing was kinda quirky, this looks more generic, it just needs to be more front and center
>>
>>148010943
Vine3D, is that you?
>>
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>>148023181
easier said than done, im a fucking retard
>>
>>148023580
Then you better start now because it'll take 10 years before you can make something decent
>>
>>148023580
construct is pretty retard friendly, but limited because of it
ue4 blueprint sortof too
>>
>>148023197
yawn this was hip 6 months ago
try to catch up kid
>>
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>>148023635
like i WANT to make game... I really want to make game...

I even have heartbeat's udemy course that i am going through. I havent opened it up in like 2 weeks.

I always find myself turning on my ps4 to play games, or playing some games on pc or i start watching anime or reading manga.

im distracted too easily.
>>
>stuff moves faster going up and to the left than going down and to the right

any reason why SDL would do this?
>>
>>148023767
Yeah I'm sure it's SDL's fault and not your shitty code
>>
>>148023767
this is why you build your own engine from scratch
>>
>>148023767
Does your movespeed depend on the camera somehow? Do you normalize direction then multiply by speed?
>>
>>148023754
We can't help you with that. Just fucking do it.
>>
>>148016202
If you really are serious about selling on Steam I think you'll have to add a lot more content before getting there.
>>
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>post sweet webm of my progress on twitter
>use all the hashtags like screenshotsaturday and shit
>24+ hours later
>1 like
>it's a bot
>>
>>148023847
twitter is not for advertising your game
twitter is for keeping pre-existing fans of your game updated
>>
>>148023767
Post movement code and we can see who's fault it is.
>>
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>>148023834
>>
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>orthographic camera in UE4 is currently bugged
>dynamic shadows dont work at all for it
>its been like this for several versions now

but why
>>
>>148016476
>1:15 PM
Where you @ famboi
>>
>>148023580
>>148023754
I hate to be a jerk and put a wet towel on your dreams but:
Making a fighting game is incredibly hard and not really worth it.
Think of all the fighting games that are great but still not played, Yatagarasu, Soku, Melty Blood, etc.
If you want anyone to buy your game it will need either a great singleplayer (why would it even be a fighting game at that point) or have a sizeable community. To have a community, it needs to be better than those games listed above.

Making an indie fighting game or arena FPS in 2016 is really just not worth it, honestly.
>>
>>148023935
just use a camera with like 10 fov
>>
>>148023767
>>148023795
>>148023804
>>148023828
>>148023923


it was my fault i figured it out the second i posted it, i just needed to round some movement variables
>>
>>148023967
>Yatagarasu, Soku, Melty Blood
> not played
> literally made millions
nigga wut
>>
>>148023935
Because using an orthographic camera in a 3D engine is silly
>>
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>>148023967
Oh i know that, anon. But i want to make one for me and my buddies, and maybe agdg will play it too.

Im not expecting it to be the next SF or Tekken, but fighting is fun.
>>
>>148024037
I guess Soku is special because it has Touhou in it.
Did Yatagarasu and Melty actually make money? Melty has some players, but Yatagarasu seems SUPER dead.
>>
>>148023580
MY DICK
>>
>>148024050
>Because using an orthographic camera in a 3D engine is silly
>>
>Inside was made in Unity
>>
>>148024067
For that kind of small project I think you are better making MUGEN characters. As limited as it is with a lot of time a pacience you can make a pretty decent looking game. And on the side start learning how to code.
A fighting game is a very ambicious project for someone who is just starting because of the amount of thinks you have to plan, think, program and draw.
>>
>>148023916
how to get fans pls?
>>
does anyone have a picture of the lewd costume for Idol Comm@nder?
I'm fucking terrible at DDR-like games so I'll never be able to unlock the lewd costume myself.
>>
>>148018689
Are you the dev? Can you can confirm whether she wears panties or not?

ty
>>
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>>148024312
create drama on twitter with people who have many followers, advertise on /v/, reddit, neogaf etc, sleep with corrupt journalists
>>
>>148024391
Pics or panties didn't happpen
>>
>>148024312
Post on twitter regularly.
>>
Tell us a little about yourself.
>What made you want to get into gamedev’?
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
>What have you worked on so farthat you are the most proud of?
>How long have you been in gamedev?
>Do you collaborate with other peopl
>What game inspires you the most?
>What are your current goals / what are you currently working on?
>>
>>148020386
>pirating open-source software that you can build for yourself
Holy shit
>>
>>148024308
Huh, I see what your getting at now

Alright then, whats something that a complete newbie to everything like me can do in GameMaker?
>>
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I implemented attacking, complete with different animations for continued attacks.When it's all fully implemented you'll be able to do different attacks while standing still/walking, while running, and coming out of a dash.

I also made it so that you can turn your character during the wind-up for the attack but not during, just because I probably will put in enemies that can dodge around like you can at some point.
>>
>>148024526
>you can build for yourself
>implying
>>
>>148024532
Pong -> Breakout -> Tetris
>>
>>148020630
As someone who's played the Incredible Machine I didn't think it was particularly confusing. But that might be just me.
>>
>>148021656
>their
If you're only going to have male soldiers go with "his"
>>
>>148024554
I just noticed that there's a little bug at the end, if you come out of a dash and attack while holding the opposite directional button, you get stuck in the attack wind-up until you hit the attack button again. Weird, I'll have to fix that.
>>
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>>148024391
i can confirm that this is what it would look like if you tried to look up her skirt
>>
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>>148024482
>What made you want to get into gamedev’?
I liked games and wanted to make them myself.
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Programming
>What have you worked on so farthat you are the most proud of?
I won Ludum Dare once
>How long have you been in gamedev?
10 years
>Do you collaborate with other peopl
Mostly not
>What game inspires you the most?
Cave Story
>What are your current goals / what are you currently working on?
Pic related
>>
>>148024736
Fixed it. I didn't put in an exception for pressing the attack button while dodging- the way I had it set up, after the player comes out of a dodge it sets the "player state" back to idling (which is then replaced by moving if the player's holding a direction button). But I also have the attack combo do the same, so if you do both at once like I did in that weebum, shit breaks to hell and back.
>>
>>148024959
hey it's you

i haven't seen you for a while

hi
>>
>>148024571
https://github.com/aseprite/aseprite

You don't even need to know how to do that shit, there are step-by-step instructions in there
>>
>>148025064
Hi, I was planning on working hard on my game for demo day but instead I got busy doing other stuff. But I'm now done with that other stuff and I think I can focus on gamedev again.
>>
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Hey aggydaggy,

What are some character status effects? (like e.g. poison)

Currently the system I've planed out covers a few, but i'm not sure whether it's generic/good enough to cover all the usual status effects present in modern day RPGs.
>>
>>148024554
Is he walking on ice? Damn that no traction.
>>
>>148025285
If your question pertains in-game content it's a bad question. If YOU don't know what you want to put in your own fucking game how the fuck should we?

The status can be whatever the fuck you want them to be, you can even have a status where the character is turned into fucking hot fudge if you want to.
>>
>>148025294
I said it earlier up in the thread, but none of the physics and stuff are final and the sprites aren't mine, I'm just messing around and got tired of looking at a purple box instead of something cool like castlevania sprites.

But actually, the slidy-ness is probably going to stay in because it makes it easier to do walk-to-standing transitions and vice versa.
>>
>>148025285
I like ones that mess with your controls but in a way in which you compensate for.
Like switching keybinds or reversing motion.

Though that sort of thing might not fit a 'serious' game.
>>
>>148024612
Thanks.
Two people made videos of it though, and I forgot both times to point them in the direction of the control list.
I think that's the only problem.
I'll just have a window pop up the first time you start the game showing the controls, and offering the option to change them.
>>
>>148023953
Norway
>>
>>148024959
this looks pretty neat
>>
>>148024067
That's the spirit, anon! Games don't need to be famous of successful to be worth making.

Have you given Mugen a shot? Is there anything it doesn't do that you'd like to make your own game for? In which case you should try out Game Maker, yeah. It's not really geared towards fighting games, but it'll teach you the basics of gamedev.

>>148024532
Here's what I did:
-Follow the default tutorials and make tutorial game
-Poke around the code of open source Game Maker games to try and understand what they're doing
-Mod them a little
-Read the manual at every opportunity
-Try to make a tiny first game as best as I can (you can clone arcade games, if you're not confident you'll come up with something simple enough)
-Finish tiny game
-Repeat with a second arcade game, if you feel like it
-You are now a GM game dev, plan your first real project!

>>148024312
You wanna talk about your game in places made for talking about video games.

>>148024959
Hey, I remember your game! Gives me a Hero Core vibe. Keep us updated.
>>
>>148024837
>dress with built-in panties
we sure are advanced now
>>
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>>148024482
>What made you want to get into gamedev’?
Nothing. I just started one day and went on from there.

>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
University level programming, software planning, beginner character art, kinda advanced environment and object art, 3D modelling

>What have you worked on so far that you are the most proud of?
A cheap little ball rolling game got 36k clicks and got me 200 dollars.
But I'm way more proud that TheBestGamers played one of my games on their stream once and 200 people watched. That was breddy cool.

>How long have you been in gamedev?
At the level I'm doing it right now (practically every day) since November 2014. Before that I did stuff in Java back when /vg/ and /agdg/ started out.
And before that I did some stuff in RPG Maker 2000, when I was 12, 13 or so.

>Do you collaborate with other people
No. I tend to abandon group projects if they are not properly planned out.

>What game inspires you the most?
Currently Dark Souls and King's Field

>What are your current goals / what are you currently working on?
Getting a good foundation for the mechanics of a King's Field clone going
>>
>>148025764
where can I find such "open-source GameMaker games"?
>>
>>148024959
you need to fix those ceiling noodle monsters since it looks like you don't even need to pay attention to them and just walk forward.Make the drop much faster
>>
>>148025449
>If your question pertains in-game content it's a bad question.

I got a system for permanent/temporary buffs/debuffs aka character status effects going.

What I was actually hoping for were some examples of such status effects, so I can see whether my system would have those covered.
>>
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>Aseprite doesn't have limited bit depth simulation
>>
>>148026165
>Getting a good foundation for the mechanics of a King's Field clone going
I like you
>>
why to use tessellation instead of modeling the mesh? is there somekind of optimizations for tesselated mesh vs. hand modelled (in the case they both have same amount of polygons)?

and what is the difference between displacement and tessellation?
>>
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>>148024482
>>What made you want to get into gamedev’?
Whenever I play video games, I get ideas and that creative urge to make something that people will see.
>>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
I'd say I'm equally mediocre at programming, art, music, and ideas. I'm probably a bit better at programming, and a bit worse at art though.
>>What have you worked on so farthat you are the most proud of?
Ball Run. I'm always proudest of my most recent thing though, since I'm always improving.
>>How long have you been in gamedev?
Since I was 12, maybe younger. My uncle gave me a copy of flash back then and I made a "game" where every frame, the character was in a different square, and the arrow key jumps to the correct frame.
Then I made a few sidescrollers with the most hilarious shitty art.
Too bad my hard drive from back then is broken.
>>Do you collaborate with other peopl
I tried to collaborate with two friends who are both fantastic artists, but one never actually finished anything for me, and the other only drew some concept work.
>>What game inspires you the most?
I think older final fantasy games inspire me the most, because it always seems like a lot of love is put into them. I also like games that have minigames that play very differently from the main game.
>>What are your current goals / what are you currently working on?
I have so many ideas for games, but I learned from when I was young that you have to keep focused on one project, or else you'll never finish anything.
So hopefully I'll be able to finish Ball Run soon so I can work on my next idea (a top down adventure game)
>>
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Being that my demo was really shitty I'm actually quite suprise that so many tried it.
>>
>>148026596
tessellation actually adds more geometry while displacement does not.
>>
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Things sure do look different when you throw some paint onto the sky
>>
>>148025285
Honestly, you should come up with good effect mechanics before you give them names and visuals.

But if you're really in need of ideas, here's a list of stock (and more "out there") status effects. I hope you'll find ways to make them interesting.

-Poison, fire, bleeding (you should try and give these different mechanics)
-Frozen, petrified
-Confused, disorientated, blinded
-Silenced (no magic), amnesia (no skills)
-Sleepy, asleep, paralyzed, afraid
-Polymorph/copy attack (if your system's really flexible; otherwise something simple like "turn into a sheep")
-X turns until instadeath ("Doomed")
-Take damage when attacking anything
-Can't use items
-Life link (you lose/gain health, I lose/gain health)
-Charmed
-Taunted (can only attack a specific foe)
-Berserk
-Resist death (remain at 1HP)
-Regenerating HP/magic
-Attackers get damaged
-Damage reduction/invincible
-Defending self/other character
-Reflect skills/magic
-Invisible (harder to be hit/dodged)
-Crit chance or luck increase/decrease
-Mind reading (you know what enemies will do next turn; player exclusive)

There.
>>
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>>148024482
>>What made you want to get into gamedev’?
My Dream Game
>>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Ideas
>>What have you worked on so farthat you are the most proud of?
A model in Blender
>>How long have you been in gamedev?
1 Day
>>Do you collaborate with other peopl
If i get gut enuff i have someone in mind
>>What game inspires you the most?
Tloz Wind waker
>>What are your current goals / what are you currently working on?
A model in Blender
>>
>>148026596
The amount of tessellation can be changed dynamically based on distance to the player.
If you wanted surfaces to look very smooth, even up close, you'd need VERY dense meshes and then to make progressive LoD meshes for every X distance away.
With tessellation you can have a reasonably dense mesh, still with the same lower LoD models, but it will look nicer up close without that very dense mesh being required.
>>
>>148012016
>that one fan that spends the whole webm staring at Bunny's underskirt
>>
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http://vocaroo.com/i/s0n9mnYH7RVa

can I feedback on this track
>>
>Looking at some of my devtwitter followers
>Lead Concept artist for the new Doom follows my dev twitter
>Now realize other actual AAA artist follow my dev twitter

Why? Is this how they feel better? They just look at my little twitter thing with my poor texture work so they feel better about the fact they can actually draw and texture? What's their plan? I dont even know how to paint.
>>
>>148024482
>What made you want to get into gamedev’?
I always liked making games
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
A bit of everything
>What have you worked on so farthat you are the most proud of?
I don't know. I'm most proud of my pixels though
>How long have you been in gamedev?
I don't know. A long time if you count RPG Maker games
>Do you collaborate with other peopl
Once in a blue moon with people IRL but we never finished anything. Not that I have finished anything by myself either.
>What game inspires you the most?
There isn't a single one
>What are your current goals / what are you currently working on?
I plan to make a shmup for space jam
>>
>>148027339
Pretty cool, kind of sounds like aliens.
I actually like it a lot but:
Maybe sounds a bit bare-bones, not as many instruments as most songs would have. I could see that being a buildup to a more exciting part with the melody staying the same.
>>
>>148026187
Relic Hunter Zero (FREE) can be gotten on steam. Its like Nuclear Throne and is made by the same guys who did Chroma Squad. They are still actively updating it and also made guides.
>>
>>148027806
yeah I dont know much about music composition so I can use all the help I can get
>>
>>148027806
To elaborate, I think this would work well in it's current state during a moment that's a little bit tense, but not particularly exciting or important.
>>
>>148027453
people who have no idea what theyre doing have a perspective that leads to them coming up with interesting ideas sometimes. they've noticed you have ideas they'll want to steal and do so much better that people will think you stole from them.
>>
>>148026187
http://lmgtfy.com/?q=open+source+game+maker+games&l=1
These are a bit old, but they should still do the trick.
>>
why are so many people shilling skeleton boomerang, seems like a whodev.
>>
>>148024482
>What made you want to get into gamedev’?
I want to make fun games! Making mods many years ago also got me interested.

>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Art, and idea guy. I'm mediocre at programming but I'm learning.

>What have you worked on so farthat you are the most proud of?
Despite my games being silly little jam games, they still get more downloads than I ever thought they would.

>How long have you been in gamedev?
1 year

>Do you collaborate with other peopl
No. Unless asking for help and advice is collab.

>What game inspires you the most?
Too many games, I can't think of just one.

>What are your current goals / what are you currently working on?
I'm trying to make a 3D mecha game for space jam. I really want to get better at AI. And I need to figure out how to add customizable weapons to the mech.
>>
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>>148003292
Ayy. I'm a 2nd year Computer Engineering student and I've recently been looking into game development. Is Love2D a good platform to start/learn on? Lua seems pretty easy and it seems like there's a lot of learning resources out there for Love2D. Is there something better to start with? Pico-8 looks cute but probably more for the #aesthetic #experience
>>
>>148024482
>What made you want to get into gamedev’?
Curiosity on how games work. It was a long process that started with SA2:B Chao raising.

>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Programming, but I am mostly blundering around with it.

>What have you worked on so far that you are the most proud of?
The boss fight probably. It was my first attempt at making AI that wasn't just move back and forth. It's too tall now I need to change all of its sprites.

>How long have you been in gamedev?
9 months now I guess. Doesn't feel like I've done a lot with the time spent on it.

>Do you collaborate with other people
No.

>What game inspires you the most?
Ys: The Oath in Felghana

>What are your current goals / what are you currently working on?
Making a tutorial of sorts and fixing up the maps (first couple of maps were made with a lower jump height in mind even). A bunch were incredibly unfinished to the point where I just put a line of blocks to prevent access.
>>
Sprite-based or grid-based collisions?
>>
>>148028062
>second year comp eng
Shouldn't you already know java/c# then? Go with unity or libGDX.
>>
>>148024482
>What made you want to get into gamedev’?
Mostly playing free games when I was a kid with no money.

>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Mainly programming but I am trying to one man army it right now.

>What have you worked on so far that you are the most proud of?
In an unprofessional capacity the project I am currently working on.

>How long have you been in gamedev?
Seriously 5 years but otherwise probably 12 or so.

>Do you collaborate with other people
Not at the moment.

>What game inspires you the most?
Cave Story

>What are your current goals / what are you currently working on?
I need to figure out where I am going with the game I am working on. The important parts to me are the overarching mechanics rather than the details of the combat, which is turning out to be troubled. I'm hoping to get feedback after I submitted the demo but if not I can maybe get some responses by posting more videos here. I have things to work on in the meantime though.

>>148027453
A lot of AAA devs dream of working on independent games. I think they probably want to see you be successful.
>>
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>>148024482
>What made you want to get into gamedev’?
I had ideas for games that no one else wanted to make. I really wanted to just make something cool people like
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Very light programming and art.
>What have you worked on so far that you are the most proud of?
I made my MC use a melee attack and it worked
>How long have you been in gamedev?
A year.
>Do you collaborate with other people
No, I wish I could. But I get scared I dont have the skills they need
>What game inspires you the most?
Blinx the Time Sweeper
>What are your current goals / what are you currently working on?
Figuring out Mecanim layers to make a Third person shooter.

Never give up! Always push forward!
>>
>>148028062
Yes, LÖVE is great for learning gamedev. I've made a tutorial series, check it out: https://www.youtube.com/watch?v=TUPbSJ5wF0k
>>
>>148027942
So basically they're try to do the Overwatch Conundrum to me? I KNEW IT!

>>148028210
I never thought of it like this..Thanks.
>>
For the other devs who submitted demos: do you prefer to get comments on your game's itch page or just catch it posted in these threads some time?
>>
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>>148024837
given her sailor moon ish outfit I think it would look like this
>>
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Well I really enjoyed my first Demo Day, and the feedback I got for Dungeon Break was incredibly useful at helping me track down some bugs. I've got alot of work to do to make the dungeons more interesting and less repetitive, but I'm still going to try and get my Space Jam game at least functional.

Added chests today, gonna work on the blaster upgrade system next.
>>
>>148028447
>implying you can see the panties of 90s magical girls
Haven't you heard of the magical skirt?
>>
>>148026165
>King's Field clone
My familia you better finish this game
>>
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>>148005465
>>148010710
>>148005809
>>148005570
Man, so jelly of your view/download ratios and the fact that people probably talked about your games. Literally no posts about my game in the last 6 or so threads
>>
>>148027012
>>148027270
ok thanks. how can i make tessellation maps and how can i apply them on unity5?
>>
>>148027949
He's an oldfag that doesn't post much anymore, but probably has posted more progress over the years than most of AGDG. Definitely not a whodev.
>>
>>148028523
>sm
>not 90's
>>
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>>148007258
if your game didn't play terribly i'd bother unlocking it. it's seriously unfun to play.
>>
>>148028582
Please try to read and understand a post before replying.
>>
>>148012016
make it two lines instead of one. one line gets Q and W and the other gets E and R. your game is now 50% more playable. you're welcome
>>
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Speech bubble or classic dialogue box a la final fantasy for dialogue?
>>
Unity was a mistake.
Unreal Engine was a blessing.
>>
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>>148027254
>1 Day
lul
>>
>>148028854
Speech bubble is rarer but I think it is a little bit more challenging because it could appear in many different parts of the screen. I guess you could find other ways of making sure its always at the same part or keeping it restricted to some area.

This reminds me that I need to implement multiple choice dialogs into my shitty dialog system.
>>
>>148028930
Don't bully cute anon!
>>
Is it possible to call a template object's class's constructor?
>>
>>148028541
what game?
>>
>>148028447
Goddamn that's hot
>>
>>148028385
What's the overwatch conundrum?
>>
>people with 50+ downloads complaining
Have you ever looked at how many posters we have per thread?
>>
>>148028149
Sprites, you can have about 500-1000 collider rectangles in a world without experiencing any slowdown on a modern machine, even on a rather naive implementation
>>
>>148028671
t. casual scrub
>>
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I've spent 2 weeks on this now. And I stil; don't know where I'm going.
But yay! Progress!
>>
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>>148024482
>What made you want to get into gamedev?
insanity
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
jack of all trades master of none
>What have you worked on so farthat you are the most proud of?
muh shaders
>How long have you been in gamedev?
far too long considering what I have accomplished
>Do you collaborate with other people
no
>What game inspires you the most?
halo
>What are your current goals / what are you currently working on?
ending my life
>>
>>148024482
>What made you want to get into gamedev’?
Want to make The Game
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
1MA
>What have you worked on so farthat you are the most proud of?
Completed a few starter games (pong, snek, invaders) without following tutorials, but reading official doc and figuring stuff out myself
>How long have you been in gamedev?
Under a month
>Do you collaborate with other peopl
I'd rather not at this point since I'm a babby
>What game inspires you the most?
Bomberman
>What are your current goals / what are you currently working on?
The goal is to release something at least some people will enjoy
>>
>>148021953
hehehee

>>148022180


So basically I'm having trouble with networking and physics (sometimes the ball flies through) and I'm thinking of scrapping the whole thing to make something I can sell.
Although I'm just bitching.

>>148022180
The banger is actually a track I mixed together, but the drop comes from Upper Echelon ft. 2 Chainz (you can find it on YouTube) or just put on my mixtape because that's what I have in the vid:
https://failiem.lv/u/2jj2cc79
Sorry about the ethnic filesharing site.
>>
>>148029634
Thanks senpai
>>
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>>148005465
did I win?
>>
>>148028475
Please keep working on Dungeon Break, I enjoyed the shit out of that game.
Would easily buy the full game for a few dollars.
>>
>>148029763
>posting global stats

tssk
>>
>>148029856
its my only game so its the same as the solo stats
>>
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>>148028524
The only thing i can promise you is that I'll never quit.
>>
i'm totally out of idea for GM at the minute so if anyone has anything they want figured out, i'm doing it for free
>>
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>>148029763
git gud, my demo won
>>
>>148029949
God damn, I already like it. Please never give up, stick to your word.
>>
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>>148024482
Tell us a little about yourself.
>What made you want to get into gamedev?
As a kid I suddenly asked my father how videogames were made. He couldn't really answer me, but since that moment I got interested on it-
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
I try to do a little bit of everything, I can do a little bit of art, and I know how to put the ideas I have in my mind into code. Music is something I'm having a lot of troubles to get in, since I'm having hard times translating a song that plays in my head to a midi file.
>What have you worked on so far that you are the most proud of?
I have an unfinished Super Smash clone I'm pretty proud about.
Right now I'm really proud about how much positive feedback my current project (pic related) has received.
>How long have you been in gamedev?
I found game maker around 2007 I guess, but never took it seriously and mostly used it to kill time. I started thinking about making something real and serious last year. Finding /agdg/ gave me the bit of motivation I was lacking.
>Do you collaborate with other people?
I have never done it, but I'm interesting on doing it someday. I tried to push a friend that is good at art into working with me on something, but I never had success on it.
>What game inspires you the most?
All the games that I have enjoyed a lot. I have a special soft spot for NES games since they were what I played the most in my childhood.
>What are your current goals / what are you currently working on?
My goal is making a game that people can play with their friends, and have a lot of fun with them everytime they play, in the same way I never get tired of playing some games with my friends. Again I'm currently working on pic related, and while it seems to lead to a totally opposite goal, I believe it can eventually evolve into something bigger and really fun to play.
>>
>>148030084
but where are the lewds bunny dev?
>>
>>148029949
https://www.youtube.com/watch?v=ZFr7AyT17sI
>>
>>148030090
>when youre the lead programmer, design aka create all the assets and shit all on your own
>in realistic shaded 3d renderings
>in unity

Dude's on twelve suicide watchlists, take it easy on him.
>>
>>148030195
>unity
>>
>>148030195
I too, am on a suicide watchlist. Not even joking lmao I'm good now though
>>
>>148030179
this music has a very dark souls feel to it.
>>
>>148029802
No worries, I've already gotten more done on Dungeon Break even since Demo Day started. Added new rooms, spikes, a "guaranteed" tag for chest/enemy/item spawns that throws the RNG out the window (nice for "reward" rooms) and a new enemy type.
>>
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>>148030084
>>148029763
>>
my game is unironically entirely composed of if statements. how fucked am i
>>
>>148030554
>made money on a game
Wow look at this fucking professional developer posting in the amateur thread
>>
>>148029182
Its not exactly "Overwatch" Conundrum. Okay so in the gaming sphere you have genres right? And when alot of the same genre/artstlye gets released or are in development in the same time people want the exact opposite cause they get sick of it. The "Hero Shooter" genre was getting resurgence in a time when most shooters/arena games were just "Dude with loadout" and mobas.

Many studios started developing "Moba Shooters" to differentiate themselves right? But the game isnt finished and is a very dodgy state so its given little marketing as to not kill the game off quickly. Overwatch is then announced, the internet is buzzing. Time passes. Most people now only know about Overwatch as THE "Hero shooter" so now when other studio release their Hero shooter they were developing for so long they are called "Overwatch Ripoffs".

TLDR: Popular entity does a thing that isnt well known causing the general public mind-share to think "They created it" and anything even slightly like it to be synonymous to it and a ripoff.

Good luck having your MC be cheered on by their friends via "Determination" ever again.
>>
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>>148030195
Been on unreal since november 2015
Pic related is the same project on unity in an older version and old assets.

>>148030179
>that synth music

This is actually one of my main concerns. It's really hard to modernize this style.
>>
>>148030271
Unity.

>>148030302
The fuck, am the only sane one around here?
>>
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>>148021650
My main goal in life is to make others happy with stuff that I produce
The idea that I could bring a light to someones day, even if just a day, just pumps me up
It sort of balances out the depressing thoughts of not actually being good
>>
>>148030476
Damn, you're fast.
Looking forward to the next demo.
>>
>>148028873
Did you switch or what?
>>
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http://www.saltgames.com/article/awareTiles/
>>
>>148030669
>modernize
Who the fuck cares what millenials think? Just do it the good old way.
>>
>>148030669
I am not impressed in the slightest degree. Show us game mechanics and shit.
>>
>>148030735
Based anime
>>
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>>148030382
you don't fucking say?
>>
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Responding to some feedback on itch, since I can't seem to find a way to respond to feedback on the page...

>Great game, the art etc...

Thanks! Glad you enjoyed it!

> Bug: objects spawn in midair, like chests/traps

Another anon reported this also, but unfortunately I've never seen this happen in all my testing, so I'm going to have to figure out what's causing this to happen and patch it. Appreciate you guys bringing it to my attention.

> Will there be shields in the game?

I've thought about it, I've just been waffling on how I would implement that. Obviously it'd be cool to have a loadout be shield in one hand, sword in the other, but I don't really have a system for item durability, aside from giving the shield "ammo" essentially, which would decrease based on the damage it soaked up. The next area I'm working on is the catacombs, which has enemies with swords and bows and such, so I think this is where I'll really be nailing down combat in the game, so I'll keep this in mind.
>>
>>148030805
starcraft did it
>>
>>148030805
neighbor aware tiles are neat.
Until you want tiles that are aware in all 8 direction. Then it becomes hell.
>>
How do I make a game that combines the best of Mario Party and 100% OJ?
>>
Where do you write dialogue?
Do you keep it in a separate file or do you just write all the lines in script?
>>
>>148030971
why would you need that? they only meet on the 4 sides
>>
>>148031020

learn netcode because minigames will need some seriously not shit connections.
>>
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>>148030669
Also: Different environment in the first unreal version (currently on the second one, which has a different visual standard).

>>148030810
King's Field's music always seemed to have a very barockish undertone.

https://www.youtube.com/watch?v=GVg8Oz2xqe4

https://youtu.be/3t7lyb1DP8g?list=PL817B4F92C9717873

It's more about using modern VSTs instead of the old synth sounds.

>>148030815
Give me time till tomorrow or so and I'll probably be able to show some character effects or so.
Currently I'm building the character controller as seen in >>148026165

Next two weeks will probably be inventory management.
After that I should probably start pushing towards combat.
>>
>>148030667
Thing is, Dirty Bomb came well before Overwatch. They just ruined their own game. I'm sure when Blesinzki's shooter comes out people will see the difference between it and Overwatch

But I think the phenomenon you're talking about is known most often in relation to Seinfeld: http://tvtropes.org/pmwiki/pmwiki.php/Main/SeinfeldIsUnfunny
>>
>>148003698
>mallocs a tetrimino on collision with the y limit
Why?
Why would you not just make he playing field an array and have each location just correspond to a number representing the color of the block?
>>
>>148031351
Ideally they are stored in some file which can be swapped out with other translated versions easily. If your game is freaking massive then you don't want to keep it all in memory at once though.
>>
>>148030805
Too limited.
Unless there's importance in keeping tiles recognizable as such you should just stamp down sprites to construct your surface. Maybe render an outline to make it more obvious what's foreground and background.
>>
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triangles are bad they said
>>
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>>148024482
>What made you want to get into gamedev’?
I want to create stuff
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Nothing, but Im learning art
>What have you worked on so fart hat you are the most proud of?
In game work It would be just getting character movement, I havent done much else
In art terms, just looking back at my begginner stuff, my GOD did I suck I still suck now, but hey, someone could enjoy my art
>How long have you been in gamedev?
I havent really started
>Do you collaborate with other people
I would consider it someday, just I need to develop myself first
>What game inspires you the most?
Right now? VA-11 HALL-A
>What are your current goals / what are you currently working on?
To get nice bodies drawn, todays studies are heads, lots and lots of heads

I mostly just lurk here watching you all live your dreams while I work on my own
I love you all and please look after yourself
>>
>>148024482
I'm a nodev waiting for a free released 2D or 3D cute girl to become a dev.
>>
>>148030667
>Overwatch Ripoffs
Are people genuinely retarded enough to care about this? That's a developer concern, not a gamer concern.
>>
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>>148024482
>>What made you want to get into gamedev’?
I wanted to play games that didn't exist yet
>>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
I'm 1MA but I'm not really good at anything
>>What have you worked on so far that you are the most proud of?
Probably how th code interacts in Idol Comm@ander, though it's nothing extraordinary but I learned a lot
>>How long have you been in gamedev?
Right about one year
>>Do you collaborate with other people
Not really, not counting musicbros that made songs for some of my games
>>What game inspires you the most?
Anima Crossing
>>What are your current goals / what are you currently working on?
My one and only goal is to get good enough to go back to working on my Comfy Forest Explorer and actually make it and also a monster girl RPGwith no lewds
I'm currently working on implementing the feedback I've received on Idol Comm@nder and working on my Space Jam game in my spare time.
>>
>>148031745
Whoever told you that is a moron and you are a moron for listening.
>>
>>148031781
develop a girl
>>
>>148031761
Anon please don't sit around doing studies forever. Start working on a game even if its just a little bit at a time. Otherwise you will spend to long raising the bar for what you want to strive for and never start on anything.
>>
>>148031745
triangles would make it worse

your topology and rigging probably sucks
>>
>>148031880
You were tricked
That isn't caused by triangle flipping at all
And are therefore on mount stupid

>>148031745
It's caused by texture filtering adjusting to the new geometry, use a higher res texture
>>
>>148030805
>articles on the most trivial topics possible
Why? Did you do this anon? It's kinda lame. Here's something far more interesting:
https://nothings.org/gamedev/herringbone/
Because someone who actually has something to say made it.
>>
>>148031781
You're never going to make anything anyway.
You can't do anything. You can't program, draw, compose, write.
I could go make a girl model right now and you would probably find some excuse that would make her "unusable" (like "this texture is shit, I can't use it!", "the weight painting is wrong on this bone, I can't use this!") and then go back to nodevving.
Just kill yourself already.
>>
>>148031874
Oh yeah forgot to say a couple of words about this progress.

While I work out the suggestions I got, I thought I would make the stage feel more alive by making the camera move around a bit. Of course this means I'll have to make more models to make the stage look like an actual stage.
What do you think?
>>
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>>148031917
I aim for the stars, also Im very indecisive and will probably change ideas over and over
I think I would want to make a Beat Em Up, or a RPG or a VN, Maybe I mixture of all 3
Im still thinking of a plot, which is starting to come together, I have the base setting, beginning, mid way and ending
Ive got the day off tomorrow and Im going to dive deep into Loomis/studies from life
I'd also consider working on someone elses game by being the art guy, just still have several months away from that
>>
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>>148024482
>What made you want to get into gamedev’?
idk dude, I used to make pivot animations because i thought they looked cool, then flash games, now I'm here.
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
I'm a 1ma, strongest skill being programming, weakest being music can't music at all actually
>What have you worked on so far that you are the most proud of?
everything about frogs life desu, it's my most complete game yet
>How long have you been in gamedev?
started when I was like 11-13ish, can't remember
>Do you collaborate with other people
I used to collab with my friend all of the time but he always gave up on the game after about a week so I decided to branch off on my own, now this shits actually coming along
>What game inspires you the most?
probably animal crossing or banjo-kazooie
>What are your current goals / what are you currently working on?
my goal is to just like make game, right now I'm working out some bugs and making fishing fun, maybe I'll spice up farming later on today idk
>>
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i made this "game" to get back into the gamedev groove after a long break, if anybody wants to try for some reason

https://dl.dropboxusercontent.com/u/69039392/typingGame2/index.html
>>
>>148032067
I didn't even look at the pic family. My point still stands.
>>
>>148032582
>with my friend all of the time but he always gave up on the game after about a week so
thats me
>>
>>148032510
At least set a date for you to start working on an actual game and stick to it. I'm saying this because I put it off for years and I don't want you to fall into the same thing.
>>
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There's always that one asshole.
>>
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A platformer rhythm-game. It takes place on a single screen with some platforms, which may or may not move around depending on the song and the part of the song. Instead of DDR type arrows, notes are bullets to be avoided that fly in from the edges of the play area in rhythm with the music.. The player loses points for getting hit or falling off the screen.
>>
>>148032754
>it's not actually a virus
>it's a really cool platformer with unique mechanics
>>
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>>148032678
my best

feels little laggy.. maybe its the web GL or how you did the audio, havent seen that before. at least it works on chrome now
>>
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Remember this?
>>
>>148033425
I do
>>
>>148033425
Sojourndev you bastard, where have you been
>>
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>>148032751
Im gonna make it some day
Were all gonna make it
Trust me, I know what its like to sit on stuff
Ive been trying to get into art for 2 years now, but only the last 3 months I have been improving because I kept just doing what I wanted to do and didnt study
Currently having a laugh at the stuff I did when I started Join in
>>
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Post your unfinished projects

And this just in GM
>>
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>>148030805
>>
>>148015251
pixel shit
>>
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Hey guys, I just bought this to start. Picked it up on the cheap. Anyone have any experience with it? Got the JAVA one too.
>>
>>148033520
I Am not him, I just rediscovered the sojourn alpha folder on one of my external drives
>>
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Tell me about your failed collabs aggy daggy.

I'll start with mine
>had recently started gamedevving but hadn't told anyone
>an IRL friend of mine asked me if I ever thought about making a game
>I say yeah I'm actually learning right now
>asks me if I want to try working with him on one
>he knows I'm decent at drawing (he thinks I'm super good but I don't think so of myself)
>I say sure but I don't know if I can actually be of any use
>the game is basically a mix of Professor Layton and Ace Attorney
>tells me he's been setting up a collab with some online friends he met on a forum and they need an artist because the previous one bailed on them and they had barely started anyway
>okay then
>set up Telegram channel, shared GDrive folder with everything for the game
>I'm supposed to do all the art for the game, character designs, portraits, backgroud, etc
>never done anything like this in my life
>as we keep in touch, find out that the programmers only know C
>they plan to make the game in Visionaire Studio, an obscure engine for adventure games that's not even free
>slowly pump out the character designs
>as I know more about the game, I find out it's pretty shit and cringy
>can't exactly say that to my friend (who is basically the ideasguy, I have no ide how he manage to gather other people for the project)
>after weeks, find out that the programmers barely know how to use the engine
>slowly the whole team starts to disappear and people stop keeping in touch
>finally the project dies and I'm free from the shackles

So yeah, 1MA forever.
>>
>>148033827
Fuck
>>
>>148033751
I learned my C++ with 7 years of experience.
>>
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>>148033673
Just in the past 2 months
>>
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>>148033673
God here, no hate pls
>>
>>148033673
I have literally over a thousand. Its been about 11 years since I started so 99.99% are gone now. I've switched computers too many times since then and they were never good enough to make it to the new harddrive.
>>
>>148032582
Did you make the music in froglife yourself? I thought it was really neat.
>>
>>148033930
Thank you for not answering my question. I don't need your blog.
>>
>>148024482
>What made you want to get into gamedev’?
dunno
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
makin game
>What have you worked on so farthat you are the most proud of?
farthat?
>How long have you been in gamedev?
some time now
>Do you collaborate with other peopl
peopl?
>What game inspires you the most?
dunno
>What are your current goals / what are you currently working on?
n/a
>>
working with group of friends
>the "leader" starts rallying friends from all over and appointing them to different "roles"
>facebook page created
>everyone ignores the roles and is basically just idea guys and no actual work ever gets started

-----------------------------------------------------------
post my sketches and sprite work in this thread and my email
>guy replies
>show him some random concepts
>he picks one
>2 weeks later i have a few sprites going and he has something i could have cooked up in game maker in 2 minutes
>delete that email
id still be willing to work with one of you competent code monkies one day
>>
reminder that letting people pay what they want for your game is suicide
>>
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>>148033631
>THAT FUCKING ASS
>>
>>148034138
nah, some anon gave me some music to use and the menu/shop music was found on the free music archive in the OP
>>
>>148031781
See
>>148013716
>>
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>>148033867
>start project with friend
>he's basically the idea guy and concept art
>I'm responsible for all the sprites, programming, sound, etc
>I continously set deadlines for when things need to be done
>I'm always on time while he can't even finish a monster concept in a week
>eventually stops working on it altogether because he's bored

never again
>>
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What compiler do you use?
>inb4 Unity
>>
>>148031461

Performance and using procedural instantiation

This way i can control every block, making easier
the implementation of some of the features of later
tetris games like cascading or block jumping
>>
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>>148033673
need to buy an external hard drive to keep all of my shit, i had like 10 projects i lost last year selling my computer
>>
>>148034324
>>148033867
w-why don't you both work together?
>>
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>>148034412
>unity
>compiler
>>
>>148031874
You should have the camera ocasionally rotate and get behind the bunny so we ca see her ass so we can see the audience, that way you can have the otaku hats the right way and let the player see the bunny logo on them
>>
>>148034275
Oh alright. Sweet game by the way. You can walk on the water but I don't know if that's intended or not. Can't wait till it has more features and polish.
>>
>>148033973
post danmaku screenshot
>>
>>148034324
I had basically the same experience, but I kept making games with him for like 4 years. just cut the cord now. feels good.
>>
>>148034508
>working with a frogposter
no thank you
>>
>>148034474
>malloc every tetrimino
>performance
???
>>
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>>148024482
>What made you want to get into gamedev’?
randomly downloaded game maker when i was in my teens and tried making stupid little games by googling tutorials and shit, and i have been doodling since i was a baby
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
art, music, idea guy
>What have you worked on so far that you are the most proud of?
a dota 2 mod with over 2k subs and 4* rating that is now dead
>How long have you been in gamedev?
maybe 6 or 7 years that dont really mean much till about 1 or 2 years ago when i started taking it serious
>Do you collaborate with other people
yes with a close friend of mine whos my programmer sometimes
>What game inspires you the most?
GunZ
>What are your current goals / what are you currently working on?
a top down action RPG
>When are you going to KYS?
soon
>>
>>148034273
NO
BAD ANON, ITS NOT EVEN THICK
>>
>>148034324
>get idea guy friend
>listen to his ideas
>cut ties with him and make game on your own

Ez pz
>>
>>148034590
yeah I know, I tried to rush in swimming but there was a bug with cutting my sprite in half, so I just let the frog be jesus for demo day
>>
>>148034324
>>148034613
Why are you such beta bitches? Just straight oout let them know that if they ain't doing shit in the project then they don't have a fucking project, anyone can come up with ideas.
>>
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I want to make a 3D action game, like DMC or Bayonetta.

I dont know any programming or game dev at all.

Should I start with GameMaker, then hop onto Unity? Will my skills carry over?
>>
>>148034832
Lower your scope. Make something really small for your first game.
>>
>>148034548
That makes sense except the part about Bunny's butt, no way in hell I'm letting you see that.
For now the camera just rotates around her so tho make it so you can se the audience I would have to set different pivot points and make the camera rotate around them during the song. Which is totally doable but will take some time.
Thanks for the suggestion though.
>>
>>148032097
>I could go make a girl model right now
You think you can, but you can't. It's not as easy as you're thinking.
>>
>>148033912
It's made in python and most of the .py files seems to be included. So I guess whoever wants to steal/hijack the project could do it.
>>
>>148034780
my guy was also the pixel artist, only reason I kept working with him.
>>
>>148034832
>3D
>GameMaker
Since when was this possible? Also listen to your first reply.
>>
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wud u play a game that look like this?
>>
>>148034892
Alright then, Pong in GM or Unity?
>>
>>148034745
underrated post
>>
>>148035027
UE4
>>
>>148024482
>What made you want to get into gamedev’?
I wanted to create something, seemed like a cool hobby to have
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Programming, trying to get more into art but it's hard since I don't have much time to dedicate to it.
>What have you worked on so farthat you are the most proud of?
Nothing ;-; I keep losing interest in my projects once I reach the phase where I need graphics
>How long have you been in gamedev?
5 years, unless you count that stint with game maker like 12 years ago.
>Do you collaborate with other people
I've tried but it goes pretty bad
>What game inspires you the most?
Old SNES and Gameboy through Gameboy advance games, although newer games like Metroid Prime and Dark Souls and Animal Crossing.

>What are your current goals / what are you currently working on?
I've just been messing with Unity, not really that interested in it though, so I'll probably go back to monogame.
>>
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>>148035091
>>
>>148035005
There was a Doom clone made in game maker way back in like 2001.
>>
>>148035005
>not programming a fps in rpg maker
pleb
>>
>>148034474
>Performance
>malloc is faster than array indexing
???
>and using procedural instantiation
Seems entirely arbitrary.
>this way I can control every block
But the tetrimino aren't tetrimino once they hit the ground in tetris. If you absolutely must retain them as tetrimino even when on the floor it would be much wiser to have an outside structure that keeps track of what parts are retained from the originals (you pick a tile and then do a query into the structure to get all associated tiles). Because then you can just use that structure when determining what associations you have. You can have far more complicated associations without rewriting tons and tons of code which you would have to do if you're storing behavior in each tetrimino.

Regardless do as you please. If you manage to make a tetris game run poorly or you manage to make it unworkable for yourself just realize that you don't know enough to make games yet.
>>
>>148034832
coming from someone who has used game maker for a long time, if you dont plan on sticking with the engine for a while move on to unity or UE4 (one of which is free)

and make something very small, imagine yourself as the time line for all video games

start with pong
move onto mario
move onto more and more complex games but always make sure you finish the games in your early stages, i would say finish atleast 5-10 different games before you can safely abandon projects without not learning anything
>>
>>148035186
Nice anal beads
>>
>>148034832
> like DMC or Bayonetta
this shit always makes me cringe

at most, you want to be aiming at fighting force on ps1

and yeah, id go gamemaker. people talk shit, but it can do basic 3D. Y axis can be a problem, easily solved with math, but u can just make your game have no Y axis, which wud easily solve it and allow the same gameplay tbqh

if you want to ever finish a game, let alone a 3D one, you have to kill your fucking ideas and dreams, and make some rudimentary shit which is like:
> no Y axis
> shitty block models
> only moves are: punck, kick, block
> 1 enemy model
> minecraft block levels
> 10 stages with 10 mins gameplay each

done. now u can playtest, iterate, sell that shit on greenlight and make $420

sadly, not 1 fucking person on this shitty board can actually accomplish that.. even tho if you do release something, they will talk shit on your game and give "constructive feedback" (nope) endlessly. protip: listen to me, but dont listen to the rest of agdg, they have never finished a game and their scope is always insane.
>>
>>148035189
whats so funny?
>>
>>148035189
>unity is less ludicrous than Unity
Anon Jesus Christ just fucking use a framework. It's far more appropriate for your game. You don't need a pipeline or a complex level editor for fucking pong.
>>
>>148035251
>>148035005
been possible for ages, and there are decent 3D games made in gamemaker

main limitation aside from graphics needing to be PS1 tier, is collision is handled like 2D, so y axis needs to be done with basic math. not really a problem tbqh
>>
>>148035364
Are you yandere dev?
>>
>>148033673
I don't have all my projects in one place but the list is like
-Super Mario World hack (~10 levels)
-Gang Garrison mod
-Multiplayer SHMUP with 1 finished level, full graphics
-Asteroids clone with a lot of content
-Simplified traditional roguelike for mobile
-Prototype for a shooter roguelite with procedural guns
-Short tower defense with almost full gameplay but no graphics
-Defense game that involved into an arena multiplayer thingy
-Mario fangame exploration platformer
-Also a Paper Mario thing that went nowhere
-Metroidvania (currently being worked on)

I think that's about it. All on GM except the first.
>>
>>148035415
>>148035454
I'm not that anon, I'm just another guy who thought "Pong in UE4" sounded a bit dramatic
>>
>>148035364
my scope is insane, yet i made more progress than any of you
>>
>>148011324
>>148010667
I've updated the pasta with a revisit of Berserk Kusoge and Deeplinks.
http://pastebin.com/CfBELs4X
>>
>>148035574
You're no Super Scope, so settle with a Zapper. sorry that was bad
>>
>>148035553
Pong in Unity and pong in gamemaker is also dramatic.

Gamemaker maybe less so but still plenty dramatic imo because it's literally adding a bunch of fluff you don't want when writing pong.
>>
>>148035550
>metriodvania
are you a 1MA on that
>>
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>>148033673
Not that anyone cares:
>Aerial City
Was going to be an adventure game but I never really made anything out of it
>awesome game
I don't remember this shit at all
>Bituir
I think it was supposed to be a parkour game but I never got anywhere with it.
>calendar
Made it for a friend, and actually finished it. It's on her website still probably. Not a game though.
>castoff
I think it was supposed to be le horror spooky game, but I only made an intro
>Lost & Found
survival. Only made a level select screen
>minigame cards
Was going to be an Uno-like minigame for a VN, but I never finished it
>Mystic thunder
Psychic action/puzzle game. It was bad
>sanic
Playable online somewhere. It's supposed to be funny but it really just sucks
>VisualN
Highschool-tier writing. My art skills were better at this point but its still bad
>Youtube Poop
I don't even want to open this shit
>DNA
Spore inspired RTS kind of thing. Never made anything other than the intro
>Emblems
This was a cool top-down adventure game. I'm planning on bringing it back once I finish my current project.
>>
>>148035364
You sound a little bitter
>>
What's the best way to get into art from ground zero? Should I learn to draw properly or learn pixel art or 3d models or what?
>>
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>>
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>>148024482
>>What made you want to get into gamedev’?
I was sick of seeing people like Peter Molyneux making games wrong. But I've always wanted to try it.
>>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
Art. but doing it alone has forced me to learn how to program which I guess is an okay skill to have.

>>What have you worked on so far that you are the most proud of?
The fact that I had a demo that other people played and seemed to look at favorably.
>>How long have you been in gamedev?
a couple years. 2 maybe.
>>Do you collaborate with other people
I've tried but it never ended well. Projects seem to fall apart as quickly as they form. I did some sprites for ss13 in that time though which was ok.

>>What game inspires you the most?
I don't think any one game inspires me the most. Maybe black and white (which may seem odd given my game)
>>What are your current goals / what are you currently working on?
To finish my Jelly game hopefully by this year. A future goal I would like is to make a god sim that doesn't suck because the community desperately needs one. but Jelly game comes first, I must focus more. Once the main game is done I will work on improving sound effects and either doing the music or hiring someone to do it (although I tried once before and it didn't end well)
>>
>>148035019
If it's good.
Look at this game for example:
http://www.kongregate.com/games/terrycavanagh/dont-look-back
It's one of my favorites.
>>
>>148035019
If the gameplay is good and it doesn't look like a JPG then probably.

>>148035689
Yeah, but the game is going to be really small. Like, An Untitled Story tier, except maybe even smaller. And I'm going to find a musicguy for the music I guess, so not full 1MA.
>>
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Hey guys, I'm sure you get this all the time but noob here. I'm wanting to create a 3D top down sort of game in the vein of Furi or any of those zombie top down shooters. I was wanting to start with small easier games though and then build upon that as I think I learn better that way. Any of you guys recommend a good way to go, like what engine, language, etc.
>>
>>148034745
Thats happened to me
Just he didnt actually do anything with it
>>
>>148034936
WHAT
He told us it was C++ and Ogre3D
>>
>>148035839
First demo I played
Game was fun, but I feel like the bullets should be a tad smaller
Also it just needs a bit more animations, like maybe get the starfish to rock back and forth, add some seaweed tot he BG
>>
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>>148033673
rip
>>
>>148035781
whats your point?
>>
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>>148033673
>>
>>148036017
It probably is. Turns out there's only 5 .py scripts in there. I just saw a few .py files and assumed the rest of the game would be found in the subfolders.
>>
>>148035814
It's going to be removed you shitposter.
>>
>>148035814
How to close a game in 5 seconds.gif
>>
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Would you guys play a game with this kind of shitty rushed mspaint art style?
>>
>>148033631
post current art
>>
>>148036542
Only if there's lewd fan art
>>
>>148036542
Cute but is it going to be animated or not?
>>
>>148035839
btw jellyfish dev see >>148018369
>>
>>148035791
http://drawabox.com/
I'm also going from ground zero and this was the best guide I've found so far.
>>
>>148035894
make a typing game
then make a game where you move an object while avoiding obstacles
then make a multiplayer game
>>
whenever i am making game

my parents think i am playing game

i want to KMS
>>
>page 9

MAKE NEW THREAD FAGS
>>
>>148036731
>>148036731
>>148036731

new
>>
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>>148031781
Is this a joke
Do these people actually exist
>>
>>148017870
>Kologeon
it looks like fucking naruto fanart
>>
>>148036709

Ah yes. I read it before but I didn't reply. Thank you for the feedback.
>>
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>>148036556
I just did this sketch
>>
>>148036542
Are you really Japanese? Why are you wasting your time with /agdg/ instead of the cool doujin circles from Japan?
>>
>>148026165
>university level programming

so, beginner?
>>
>>148004885
About 45 a week. It's very mentally exhausting work.Add in like a total of say 90 minutes commuting and maintaining a house and social life kills most of my time.

One of them has to give.
>>
>>148036828
This guy. Look at how much he does not enjoy playing violent videogames.
https://www.youtube.com/watch?v=ATI3MOwj42Q
His blank stare made me feel embarrassed for videogames. Even when it's just a battlefield game.
>>
>>148036902
Damn dog you've come a long way. Feel good about yourself and keep on it.
>>
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So like paddles and shit.
>>
>>148037207
That actually means a whole lot to me anon
God Im fucking tearing up
>>
>>148037304
>school shooter
Even normies have moved on from this. It's all about the gay bar shootings now.

You have to keep current if you want to make a profit.
>>
>>148024482
>What made you want to get into gamedev’?
Right now there are a lot of alternatives for people like me that don't know anything about code and don't want to spend 3 years learning before doing something decent
>What skills do you bring to gamedev (ie. Music, Idea Guy, Programming, Art, etc)?
I'm more like an art guy, I'm not a professional but with what I know I think I can make a colorful silly game.
>What have you worked on so farthat you are the most proud of?
The pixel art, Is pretty clunky yet but I'm learning a lot.
>How long have you been in gamedev?
Probably a month.
>Do you collaborate with other people
I'm have future project with a friend who wants to spend 3 years learning the important shit about code.
>What game inspires you the most?
Cave Story.
>What are your current goals / what are you currently working on?
Make a decent action-platformer game.
>>
>>148036694
I am only planning on animating sprites that are lower resolution than that but otherwise do quick cuts with static images.

>>148036960
No, I am gaijin. I am in a circle though, but it is not a game development circle.
>>
>>148037416
Nah, it's all about "what color was the shooter" simulators now
>>
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>>148037304
Wait no. This one.
>>
>>148035019
if it's good
>>
>>148036745
Looks neat, thanks for the link anon I will give it a good trying out.
>>
>>148034667

> Free after collision event
> Make blocks independent
> Linked list of blocks in playing field

>>148035290

> ???
I was talking about less pointers in comparison with the playfield array

> Seems entirely arbitrary
Why?

> But the tetrimino...
And they aren't a tetrimino on the collision event, see above.

I definitely did not want a control flow ocean in my source code, shit smells bad IMO.
And i'm still learning, i didn't realize i was talking to a realdev.
>>
Different tetris anon here. Is there a better way to write their hitboxes than defining each block as an object, and giving it say, two rectangular hitboxes for the L peice?
>>
>>148033867
>pretty shit and cringy
Was it 2moe4you?
>>
are there any free tessellation shaders to unity5?

can i get tessellation working without that shader?
>>
met a guy who makes independent films
talk to him about my game dev
he says i should try to learn cinema effects
tell him nah im pretty into game dev
always talking to him about what im working on and showing him stuff
hear him talking shit about me one day from another room
stop chatting it up with him
post progress all over my social media just to fuck with him,
he eventually asks me what im doing with all that progress
"just dicking around senpai"

fuck that guy
>>
>>148037914
Tessellation isn't really hard to write yourself.

What can be difficult is tessellation with LOD. (since ideally you'd like the transition to be seamless, which means you're scaling the effect with player distance, but there's more to hiding that stuff)
>>
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>>148037791
>malloc every block
>free every block
>linked lists
>performance
if you are gonna be a giga nigger you could download unity instead
>>
>mfw i know C++ and networking and shit
>everyone talking about unity
From 1 to 10 how much should I kill myself?
>>
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>>148038074
i never noticed the qt back there

would fg
>>
>>148037813
move them by grid and don't use hitboxes at all.
>>
>>148038275
you fucking idiot

>>148036805
>>
>>148038235
And how would I do that in monogame? I'm pretty fresh off the boat. Since it's 2d, would I just use an array for the x and y co-ordinates, check to make sure the current block won't occupy a space with a 1, and step down? And if it would occupy a space with a 1, lock the block, and move onto the next block?
>>
>>148038092
Are you a SJW? A MPCDot poster? Do you hate salads, no matter how well-prepared?
>>
>>148038092

Where's your game, or are you all talk no show? I think most of us already know which.
>>
>>148039296
see
>>148038353

It's pong.
>>
>>148037791
>I was talking about less pointers in comparison with the playfield array
Well ok, that's entirely arbitrary. Why fear pointers? Sure you take a cache miss every now and then _maybe_ but malloc is faaaar slower. See picture. A very primitive benchmark of malloc, just allocating 4 ints (you're not gonna get away with less than that) every iteration through the loop and averaging them. A cachemiss is ~200cycles people usually say. Malloc is 5 times slower than a cachemiss every time you make a new block.
And worse yet, since it's randomly allocated on the heap you're gonna take a cachemiss every time you access it too.
It's incredibly much slower.
But it won't mater for pong at all. Something like GM would be probably thousands of times slower than what you're doing. So performance isn't a reason you can mention but it's certainly not a concern for your game. So don't worry about that. Just good to know this stuff though.
>>148037813
>better way
There probably isn't a better collision detection method for tetris than making a rectangle for each element of the shape. Simply because it's easier than polygon intersection testing (and more effective unless you have massive 10x10 complex tetris shapes).

But that's only for if you want a tetris game where you don't move by solid increments and you'd rather want continual motion of the tetris block.

The best way is what >>148038235 said.
>>148038494
>>148038494
Yes pretty much whatever idea you have right now is correct. It's very simple.
I have ideas on how to make blocks more malleable and interesting but that's overkill certainly. It's better for you to explore that anyhow.
>>
>>148038072
ok. does tessellation use displacement maps? what it use to know where to displace geometry?
>>
>>148041247
see >>148041563
>>
>>148008351
Holy shit, when that spider started spinning I lost it.

Why don't you like, re-tool this into some spider disco game where you got to perform mad dance moves on webs before eating your victims.
>>
The jam says if I'm not part of the community the jam isn't for me

I've never made a game before is it acceptable for to me attempt to make one for the jam?

I'm going to anyways
>>
>>148043269
If you're posting progress in AGDG, you're part of the community. Welcome!
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