[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 786
Thread images: 126

File: seca.png (386KB, 733x551px) Image search: [Google]
seca.png
386KB, 733x551px
Just like make progress

>Next Demo Day (Ten)
https://itch.io/jam/agdg-demo-day-10
>Previous Demo Day
https://itch.io/jam/agdg-demo-day-9

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

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

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

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

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

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

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

>Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
File: 1469324236232.gif (163KB, 631x423px) Image search: [Google]
1469324236232.gif
163KB, 631x423px
>>
My game sucks
>>
(hire me)
>>
>>148103548
Rest in peace yesdev. You tried.
>>
(embed)
>>
>>148103054
Sorry I don't want to be bullied if you don't like my game
>>148103675
Whoops
>>
>>148103596
I'm not sure how to use array/lists, I'm using this as a learning experience, too.

cross postan from the last thread.
>>
>>148103459
>love2d is on there, a framework with no notable games
>Monogame/xna isn't

explain
>>
>>148077692
I feel I might doing something wrong, but I never felt the need to use pointers. The only reason to use them would be in the case of some huge data, like graphics. However if I just, I don't know, load all my assets into a global array, then I won't face issues where they get copied or multiplied.
>>
>>148103787

Arraylists are just variable length arrays,

You add an item, it +1's the size, you remove, it -1's the size.

Much more useful for a lot of things, especially considering you can add Generics.
>>
>>148103904
Most of the OP is useless.
We should honestly just have the dd and jam stuff and possibly the site and that's it.
But autists will flip because something changed.
>>
>>148103961
I mean, I get the general idea, I just don't understand how I'd implement it in regards to adding/removing something.

Would I call an item from the same array in the update/render loops, then delete it when it was done? Wouldn't it reference a certain index and mess everything up?

ex, if my listarray goes dog, cat, dog, and I delete the cat, won't it just point to the dog, now?
>>
>>148103919
>The only reason to use them would be in the case of some huge data, like graphics

Or in the case of absolutely anything, even if it's small, if you want to avoid unnecessary copying, or if you want to change the values (though a reference could work here too).

>globals
bad oop design
>>
>>148104142
Err, explaining a bit better

Arraylist goes dog, cat, fish. I point to the cat in a loop. Cat is removed from arraylist, won't everything that pointed to that cat, now point to fish?
>>
thread theme

https://www.youtube.com/watch?v=s66g-FFGksI
>>
Anyone have an idea for a game that can be programmed in 1 day like flappy birds or stacked.
But that hasn't been overdone
>>
>>148104142

If you're pointing at Cat (position 1)
And you remove Cat, it should squeeze the list and point to dog, which is now position 1.
>>
>>148104016
Its a little offensive to have one specific music guys site on there, but not the agdg soundcloud group

The Engines list is pointless too, its not like if you google Unity its address won't be the first result
>>
>>148104289
But wouldn't I want it to point to nothing, so that thing in general is removed from update/render?
>>
>>148104412
I am

But what does that have to do with make game?
>>
>>148104269
Program alternate rules of tetris?

The reason most 1 day program stuff is overdone is because not only is it simple to program, but people already understand it completely, so of course it will feel overdone.
>>
>>148104412
DELETE THIS

DELETE IT

NOW
>>
>>148104359
The SC is not there purely because we forget about it.

I don't know, maybe I'll try for like the fifth time, and see how the tantrums fair.
>>
>>148104549
add monogame too. It's probably the best option imo for people who wanna use a framework to make a 2d game, and is certaintly more powerful/flexible than love2d.
>>
File: 300px-Bully_Free_Zone6.jpg (29KB, 300x400px) Image search: [Google]
300px-Bully_Free_Zone6.jpg
29KB, 300x400px
>>
>>148104601
fck you
>>
>>148104601
don't try to bully me into not bullying people you faggot.
>>
File: 1468088117663.jpg (18KB, 270x320px) Image search: [Google]
1468088117663.jpg
18KB, 270x320px
I don't want people to rush things but when there is gonna be a video in the DD10's page?
>>
what the hell
http://pastebin.com/aamrX5rG
>>
>>148104720

>that appear to be female

kek
>>
>>148104720
whenever MMBN dev decides he wants more attention.
>>
>>148104807
>MMBN

?
>>
>>148104807
He should spend some time actually making games lol
>>
File: e-WQT4.png (22KB, 550x448px) Image search: [Google]
e-WQT4.png
22KB, 550x448px
>>148104828
mega man battle network dev
>but how do yo
he admitted it.
>>
>>148104828
MeMeBaNe
>>
File: 1463243076599.jpg (374KB, 1280x720px) Image search: [Google]
1463243076599.jpg
374KB, 1280x720px
Any suggestions for sites/docs/books that deal with planning game systems? Not engine things like display and movement, but the actual mechanics of the game: dialogue, items, battle, menu, etc. I feel like when I work on a project, I spend way too much time trying to figure out what gets implemented first, and exactly how I do it. A guide might be helpful.
>>
>>148104252
In a sense yes but you're not doing things right then.. An array list is like a normal physical list, picture that. You have cat, dog and bird on the list. Now let's say you're really fucking sick of dog. You get your scissors (remove function) and remove dog. You then, to keep the list a list, shift bird up the list (move the lower part of the list up) to cover the hole that dog made.
So, now let's say you kept this list to count how many cat dogs and birds you saw, you will now look at things, go through the list to see if what you saw on the list is there or not. When dog is removed you won't find dog anymore. But let's say you had decided to do something else, we don't normally use lists like that. Lets say you had been counting the amount of poop a dog let's out. And you decided for yourself 'dog is always in the second spot'. If you remove dog you have to account for that
Or else you will count the dog poop into the place where you were counting eagles (birds). Since that's now second.

Maybe it makes more sense now? In your case you have specific functionality for each element, you don't really have to index them like we did in the second example.
>>
>>148104828
MyMinusculeBeNis
>>
>>148104946
UuUu
>>
I've heard that a free released 2D or 3D cute girl turns you into a dev.
>>
>>148104368
If it points to nothing and you try to render it you get an error.
But you're not rendering cat because cat doesn't exist anymore. So there's less work.
>>
>>148104773
aha, I figured it out

calling GetWorld() in one function returned a different result than the other function
>>
>>148105095
You've been lied to.
>>
1st person vs 3rd person

Debate
>>
>>148105179
3rd is objectively better.
>>
>>148105179
First person is for puzzle games and walking simulators
Third person is for action, fightan shootan
>>
>>148105179
1st person because muh immersion
>>
>>148105109
Wait, setting aside the fact that I'm pretty sure I'd get an error anytime I shrink the size of the list then,

why doesn't it just render/update dog in every instance/update it should have rendered cat?

>>148105020
So, basically I'd be making a bunch of if checks in render/update, to see if an index in the list is what I want? Won't the changing size of the array mean that when I change 1 thing, everything after it is broken, or do I change it from "dog" to "nodog", and stop counting?
>>
>>148105273
Serious Sam is the best FPS and shooter in general though.
>>
>>148105335
My nigga
>>
>>148105335
FPS is an inherently flawed genre

Serious Sam is flawed
>>
>>148105179
why not both
>>
>>148105330
you don't store references/pointers to anything inside an array list. any time you want to access the data, you call arraylist.get(index), which returns the value there, so you never should actually be touching deleted data.

when you loop over it, you loop from 0 to arraylist.size(), which will update if you remove something, so you're ensured you don't try to access an index that no longer exists
>>
>>148105330
>why doesn't it just render/update dog in every instance/update it should have rendered cat?

Why would it do that? Computers only do what you tell them to. Arrays aren't setup to provide that behaviour, nor should they
>>
>>148105179
third person requires you to model and animate your character(s), too much work
>>
>>148105179
Whichever serves the idea of your game better.
>>
>>148105478
>Serious Sam is flawed
whoa now, watch that tongue.
only the hitscan
>>
>>148105478
>FPS is an inherently flawed genre
How so?
>>
>>148105627
Serious Sam isn't a good game, it's just different from other FPS
>>
File: explosions.webm (2MB, 1301x637px) Image search: [Google]
explosions.webm
2MB, 1301x637px
Particle effects now play when things explode (other than fireballs, which already exploded). When trying to mix potions without a valid recipe, they'll explode and do damage based on how high-level the potion was. If you fail to disarm a trap, it'll explode and play an effect depending on its trap type (the air trap explosion is almost unnoticeable right now, but whatever)
>>
File: 1406961076230.jpg (3KB, 125x119px) Image search: [Google]
1406961076230.jpg
3KB, 125x119px
Anyone else here feels comfy making progress knowing that DD is not in a week?
>>
>>148105502
Maybe I'm thinking about how to use this in render/update all wrong then.

Say I just wanna render a grid of sprites, and the grid goes:

dog, dog, cat, cat, dog..
dog, dog, cat, cat, dog

I'd assume I'd store that in an array, right? Then, I'd make a loop that says, draw everything in the x co-ordinate at positions n, add to the y co-ordinate, draw everything in x co-ordinate, etc until you hit the end.

If I delete one thing, doesn't the whole array shift and the positions after the thing I deleted get all messed up?
>>
>>148105702
How is it not a good game?
>puzzles
>gameplay puzzles
>having to constantly choose and switch between weapons for the current situation
>as well as balancing which enemies to prioritize first
>>
>>148105837
in that case, yeah. you'd have to store an empty value in place of the thing you deleted

though, for a dynamic inventory list or something, that is exactly what you'd want (auto-shift to first open place)
>>
>>148105753
dope stuff
>>
>>148105702
>A game is not good if it's only good feature is that it's different from the rest
Okay? So SMB3 is not better than 1?
>>
>>148105837

>If I delete one thing, doesn't the whole array shift and the positions

No. If you delete something, you have an empty element in your array

>I'd assume I'd store that in an array, right? Then, I'd make a loop that says, draw everything in the x co-ordinate at positions n, add to the y co-ordinate, draw everything in x co-ordinate, etc until you hit the end.

each animal has an x and y position. loop through the array and draw the current animal at its x and y position
>>
>>148105179
second
>>
>>148105665
limits what you can do. why more aren't like mirror's edge is strange.
>>
>>148105921
>>148106027
>Yes
>No

???

Maybe the yes only applies in a dynamic arraylist?

If I tell spritebatch to render "bird", and "bird" is not stated anywhere, will it just skip it? Or will it throw me an error? How would I make it skip an "empty" place, if the latter?
>>
>>148106139
>limits what you can do.
That's it?
So every game is flawed because you literally can't do everything?

FPS aren't limited by nature, they're only limited by the people and their tech.
>>
give me a free idea for my first real GM:S game
>>
>>148106139
>limits what you can do
Nigga, every genre does that.
>>
>>148105837
You're getting bad advice from different directions, and I don't think you understand the difference between deleting an object, and removing an element from an array. No offense but you should go back to the basics of OOP before trying to learn from anons on the internet due to Mount Stupid
>>
File: oblinacrop.png (58KB, 284x324px) Image search: [Google]
oblinacrop.png
58KB, 284x324px
>>148070728
>oh zero quest was fun. I wanted to put her in a picture along with jelly but I'm going to ask jellydev first about that

It seems as if people are not familiar with my other works.
>>
>>148103459

I want to make a 2D game without using a full engine like Game Maker. I would like my skills to be transferable in the future. Where do I start?
>>
>>148105837
Yes that's a good example for when to use an array rather than an array list.
And what you'd want to do then is use a 'dead' or 'visible' variable which you store in every entity to set the "deleted" tile so it's invisible. Basically what you did with your pong game. You have an if that checks on the bool to render or not.

But for less simple structures, say you have an MMO/platformer/whatever and you want to delete an old mob that died you could use an array-list and just remove the object. By doing that you don't have to check on the bool all the time and the list takes less memory. Since it doesn't need to store every monster that has died ever and check if it's dead or not.

Which honestly for the scale of game you're making it's not an issue, you'd consider having an excessive amount of memory that you don't use to be a 'memory leak'. I think it's something you gain perspective on later.
For a simple platformer with say a few thousand entities per level, even if you never get rid of them they're not gonna be a problem. It's bad practice to just leave them laying around. Going through the array and checking if they're alive or not may eventually cause lag on slow machines (your frame doesn't have time to render at a constant 60fps+). But it's not a big deal.

I can't really find any good guides on how to do what we've been describing because it's such a simple system. All I can find is entity component system guides.
>>
>>148106501
By learning c++ or C# instead.
by learning c++
>>
>>148106302
Yeah, I think I should focus more on the basics as well. Again, I'm using this stuff to try and understand c# and coding in general, learning as I go.

Though, I think I get the difference, the object isn't actually stored in the array, it's kind of just like a label that references it, right? Like, if I have an object, dog, and my array stores 3 "dog" in a row, deleting 1 "dog" won't remove the dog object, because that's what all "dog" logic/rendering is based off of. Right?
>>
>>148106231

It doesn't just skip it, unless you can show that the language feature is defined to make it do that.

When you access an empty element, most languages would simply give you an error, or do nothing and give you a warning.

You could make the loop not call the render function if the element is null, but that'd be bad. just make sure your entity list has no empty elements in it.

You might consider using a linked list for your entity list
>>
>>148106501

Monogame then?
http://www.monogame.net/

Seems the same but I mean most coding of this kind is just learning the basic principles like variables, booleans, making your own functions, class inherence, numerators, coroutines, switch statements.

I mean you can make most games with just those alone. Sometimes you need a little more complext things like Lists, dictionaries and learning how to write a node system for AI to cycle through to pathfind (and then make it so they avoid moving obstacles while doing it) but that's probably quite a while away from what you want.

It's mostly concepts you have to become familiar with so then you can apply them in any language.
>>
>>148106302
>You're getting bad advice from different directions
Elaborate how anything said is bad advice.
Are you saying that it'd be a bad idea to have an array of entities? Are you saying it's a bad idea to have a list of entites?

I don't see any of the advice given as bad. Aside from the fact that we're maybe trying to teach him at the same time, rather than pointing him to MSDN list/arraylist.
https://msdn.microsoft.com/en-us/library/41107z8a.aspx
>>148106569
Which would be something you should look at.
>>
>>148105179

I wrote a long ass thing and decided not to post it because it was kind of gay desu.

Pretty much came down to whatever you create the game around is the best perspective. I personally prefer first in general.
>>
>>148077374
>1. looks amazing
This is THE thing that'll make your game featured on all those platforms, isn't it?..
>>
>>148106826
Duh.
>>
>>148106231
>Yes
>No
No that's not a correct interpretation.
>>148106027 Is saying
What you predicted. It's Yes in a 'dynamic' arraylist (dynamic is redundant because arraylists are dynamic by their very nature).
In an _Array_ it's 'no' because. There's really no way to 'remove' from an array. An array is just a set of memory. As such you can't really remove the memory. What you can do is set it to something invalid.
>>
Why does my player object shake when I jump in game maker
>>
>>148106953
it's antsy to do more things.
>>
>>148106548
Well, I'd like to try to understand how I would use it in less simple structures.

Say I have a level in a platformer, and it has 3 goombas, so the array looks like [Goomba, Goomba, Goomba], For sake of clarity, the goomba at 0,0 is goomba A, next is goomba b, etc.

If I remove goomba b from the arraylist (by jumping on it or whatever), won't the update/render just stop updating/rendering goomba c, and goomba b will be fine? Why not?
>>
Console Pet guy I'm uploading your video now. I increased the bitrate a ton from yesterday cause a lot of games had the jpg-compression-looking thing going on, but now my videos are like 5x more filesize, so it'll take a bit longer to upload.

If anyone else wants me to do a video review of their game, let me know.
>>
>fighting general useless as fuck
>emulation general useless as fuck
To think I've been complaining about agdg..
>>
>>148107017
or rather, goomba B will be removed, but to the player, it will look like goomba b is fine, in the game.
>>
>>148107170
Go have a look at /tes/,/fog/, and /terag/ as well.

I wish we were as comfy as /rpgmg/ is though.
>>
I want to make a game that is the ultimate cash grab. I want it to be game where no matter which angle you look from or how optimistic you are, the only thing you can describe it as is a cash grab. It should have real money currency, loot unboxing, limited item durability, member subscription and everything that would make you shy away from a normal game.

And it would be part of the games identity. You wouldn't download the game and then realize its a cash grab, it would all be clear to see from the trailer that the game is mafe from the ground up to rip you off.
>>
>>148107315
And why would I want that?
>>
>>148107315
the sad thing is people would play this ironically and "ironically" give you money for a joke.
Especially if some autist on /v/ found it.
>>
>>148107012
but what's the actual reason
>>
>>148107315

cool you should probably hit up a company that already has a game made but wasn't as successful and throw the name of a bigger game on it but make you pay extra for all the shit and make millions off of debt-ridden 20 year old fuckheads best of luck
>>
>>148106826
Yeah. People don't give your game a second look if it's not pretty.
You can of course not just live on pretty looks.
Or maybe you can, thinking back to some games
>>148106953
Post code.
>>148107017
>won't the update/render just stop updating/rendering goomba c
It will keep rendering any goomba that's alive because it's still in the list.

The reason the stomped goomba isn't rendered is because it's not in the list anymore. The list shrunk because it's an arraylist.

If it were an array you'd have to take special care to make sure it's not being rendered. Since as mentioned >>148106939 it's not really 'removed'.

This is why I think C is a good programming language to start with. Because it's painfully obvious how memory works.

>>148107176
You're probably thinking about referencing. That's a very complex topic to go into now. I'm not sure I can be bothered honestly. But generally it's a bad idea to give individual entities a structure where they reference each-other directly unless you take care to handle it.

I'm thinking maybe you got this idea from how you're writing your pong project. Your ball knows about both the paddles in some sense right? Either you write the update in a way that checks the ball against the paddles or the paddles know about the ball and make sure it's not allowed to pass through.

In a more advanced pong where you have dynamic objects the simplest possible way to do collision like in pong would be to have the ball loop over the arraylist of entities and respond to the walls or paddles, whatever entities there are. When you remove them from the arraylist they're no longer in the list, the ball won't do collision checks against them and because of that it won't collide with the deleted paddle.

You're pretty smart anon. That's obvious from this conversation.
>>
100 posts

2 progress
>>
>>148107496
There's tons of learning anon. That's progress.
>>
>>148107496
There's plenty of on-topic discussion, kill yourself.
And as always
>bitches about no progress while posting none of his own
>>
File: please no bully.png (40KB, 1020x1020px) Image search: [Google]
please no bully.png
40KB, 1020x1020px
>>148107456
Warning, I've never coded anything before
>>
>>148107456
>This is why I think C is a good programming language to start with. Because it's painfully obvious how memory works.
Fucking exactly. Memory management becomes so much less of a mystery when you're forced to actually think about what is actually happening in memory, rather than how some opaque abstraction is designed.
>>
>>148107718
>>148107456
I too like pushing on outdated advice.
>>
>>148107521
i dont like posting half-finished progress
>>
>>148107641
not bad, the only real thing you need to improve is consistent spacing and bracket placing with your functions.

Also one statement ifs don't require brackets in GM do they?
Otherwise you can make things a little neater if you're absolutely sure nothing else will need to go in there.
>>
>>148107718
>Memory management
Well it's not even that in this case.
>>148107747
>outdated advice
Anon do you not see how the confusion of what an array is vs an array list and how it would be elleviated by learning an array as a primitive computer science project first
>>148107641
Is it _just_ shaking. Or is it jumping and shaking? Also since you're using vspeed for vertical movement maybe do it for horizontal movement too? Just apply friction. It's not that difficult.
>>
>>148107456
Thanks anon. I'm trying to wrap my head around these concepts, I can't thank you and any other anons helping me enough for explaining this stuff to me. I honestly, really appreciate it.

Basically, I have a rectangle set around the paddles, and the ball, the update checks if they intersect, and if they do, it reverses the ball's velocity.

re: goombas, won't the program see it like this:

Goombas position 0, 1 and 2 are all fine
[Stomp on goomba]
[now there are goombas in 0, 1, because it shrunk]
There are goombas in position 0, 1.

How will the program which goomba to stop rendering? No matter which goomba is stomped, won't I just be left with goombas in 0 and 1?
>>
>>148107870
>primitive computer science project first
Not sure where that came from.
Primitive datastrucutre first*.
>>
>>148107892
You would put all the goombas in a ds_list, then when one dies, it removes itself from the ds_list.
>>
File: 1467592697184.webm (811KB, 1024x576px) Image search: [Google]
1467592697184.webm
811KB, 1024x576px
Where are the lewd games?
>>
>>148107747
>outdated advice
Except that, ultimately, you're relying on someone else's code that is built upon that very same "outdated advice". Computers work the exact same way, at their core, as they did sixty years ago, and the same rules apply. If I'm going to use an abstraction to obscure them, I at least want to have a really good idea how that abstraction works.
>>
>>148108014
so that is what uncovered breasts look like
>>
>>148108034
>>148107870
Sure, but you can learn that by reading up on it, rather than wasting time directly learning/practicing C.
>>
>>148108014
liru was pretty disappointing.
>>
>>148108127

you take that back heathen
>>
>>148108179
I mean some scenes were alright, but they dropped the ball on her full model.
You can clearly see a quality difference between her face/head and the rest of the body.
>>
>>148108097
I don't believe it's the sort of thing you can learn to any useful degree without actually practicing with it. It's like saying that it's good enough to just read about chord theory when becoming a musician, or to just read about color theory when becoming a visual artist.
>>
File: TriggerSpree_Metro1.webm (3MB, 1920x1080px) Image search: [Google]
TriggerSpree_Metro1.webm
3MB, 1920x1080px
City map with bouncy lasers - Trigger Spree

I cant seem to get a clear webm under 3MB.
>>
>>148107892
Its not [Goomba, Goomba, Goomba]
its
[GoombaA, GoombaB, GoombaC]
stomping Goomba B and removing it from the list changes it to
[GoombaA, GoombaC]

Exactly where an object is in an array means nothing, if you're just iterating over all of them
>>
mfw this is the question on my mind:

>>148105016

>but whenever it comes up people just start arguing about fundamental CS concepts and manual memory management in C

how is jump formed? how mario get airborne???
>>
>>148108097
>wasting time directly learning/practicing C
Except if you ever have any sort of requirement on memory usage or how fast your game should run. Right now C is pretty much the only language for that. No Go and Rust hasn't seen wide adoption yet.
>>148108014
B-blue board!
Nice animation though
>>
>>148108246

This guy is talking a load of shit

Just learn what you want to learn, in the language you want to learn it
>>
>>148108531
How would you adjust your code to be more cache friendly in whatever language you're using?
>>
>>148108394
Oooh. I see. That makes a lot more sense. Now I feel silly for thinking it would be [Goomba, Goomba, Goomba]. At least I have a better understanding of some basic programming concepts, now.

Thanks again for everyone who helped me out. I really appreciate it.
>>
>>148107315
So you want to make Tree of Savior?
>>
>>148107641

Look up some coding standards so you can make your code easier to read, in 2 weeks you won't remember shit about what those variable names meant and what bracket ends where.
Also spacing.
Add more comments. IBM recommends a line of comments every 2 lines of code.
>>
>>148108698
>IBM recommends a line of comments every 2 lines of code.
how about no stallman.
>>
>>148108391

how many years did this take
>>
Last call for video reviews of your demo

Console Pet guy's video is here (HD still processing... but it's a text game anyway):
https://www.youtube.com/watch?v=S2RTIj2Q4mw&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S&index=16
>>
Fuck guys I will never learn how to program and my art is shit all i want ot do is make game
>>
>>148108531
>Just learn what you want to learn
I agree, actually. But my point was that if you don't want to blindly rely on someone else's memory management implementation, then you have to get practice managing memory manually, so that you understand how it works. If you're completely uninterested in that and the game/project you want to make isn't going to be demanding on memory, then sure, don't bother with it.
>>
>>148108689

Help yourself out by learning programming instead of trying to learn it and combine it with architecting games, which are generally complex programs
>>
>>148108880
>I will never learn how to program
because instead of keeping at it you give up after three seconds, tab back into /agdg/ and bitch.
>>
File: sourcedev.jpg (1013KB, 1440x1080px) Image search: [Google]
sourcedev.jpg
1013KB, 1440x1080px
This is you. This is all you've ever amounted to. How's it feel? And how's that liver treating you? :)
>>
>>148108880

are you me tbqh
>>
>>148107315
ortiel already has you foreverially beat
>>
>>148108812
STOP WHISPERING. I feel like I'm being molested.
Thanks for reviewing games
>>148108880
>I will never learn how to program
What are you having issues with?
>>
>Sit on bed to rest a little because my chair is old and uncomfortable as fuck
>Fall asleep
>Dream that I'm coding
>Can't get my code to work properly
>Wake up confused as fuck
Guess I got to the point of no return. Maybe DD9 kinda burned me up.
>>
>>148108769
started working on it about 3-4years ago

but i work alone and have worked on other games at the same time.
>>
>>148108812
thanks, i appreciate it
age is increased by a week, every second, by a different thread
>>
>>148108391
N I C E !!

>>148108927
I... What?
Who makes crap like this?
>>
>>148108927
>>148109009
>92 seconds
I mean everybody knows you're samefagging but make it a bit less obvious if you're going to do it.
>>
>>148109009
>I... What?
Shitposting old memes. Ignore or filter don't answer.
>>
File: nap.jpg (51KB, 540x429px) Image search: [Google]
nap.jpg
51KB, 540x429px
Fuck, why aren't there any good "female getting hurt" sounds.

The only ones I can find are too weeb for my game. Nothing wrong with them I mean, but it just doesn't suit my game.
>>
File: abs.png (375KB, 661x793px) Image search: [Google]
abs.png
375KB, 661x793px
>>148103459
I just recorded 7 "lets play" videos of DD9 games that are 15 mins+ a piece. The first one is taking literally 4 hours to upload so feel free to wait forever in anticipation before you find out that I didn't do one for your game..
>>
>>148108927

I could make something better in about three seconds in sketchup though lmao
>>
File: emojii.png (13KB, 109x86px) Image search: [Google]
emojii.png
13KB, 109x86px
>>148108927
ok
>>
To think we were free of both source and "danny" posting for the last few weeks.

Dont know what you've got until its gone.
>>
>>148108945

I seriously can't pay the fuck attention and just do it. I actually get headaches when I try to do math or logic-puzzles. The amount of folders and libraries and languages, etc... I just get overwhelmed.
>>
Can the sourceguy be reported for quoting himself?
Or maybe for avatarfagging? he is using the same 2 pictures all the time anyway.
>>
File: jihad.png (3KB, 128x32px) Image search: [Google]
jihad.png
3KB, 128x32px
>>148108927
your life ends here.
>>
>>148109170
>>148109191
he hasn't gone past my filters this whole thread
http://pastebin.com/dkVd5wCC
>>
>>148108880
>I will never learn how to program
>my art is shit
That doesn't have to be true, but you have to practice and start small, possibly smaller than you think you should have to. Just accept that whatever you make early on will suck, and focus on making small improvements every day.

>>148108391
Looks fucking incredible. Is it fully textured? My only criticism is that it seems like there isn't much consistency between what is noticeably textured and what appears to just have flat colors.
>>
>>148109097
make a request in >>>/soc/fsa
>>
File: shitfamnodevprogression.png (487KB, 1068x890px) Image search: [Google]
shitfamnodevprogression.png
487KB, 1068x890px
Aww, is poor little baby scared of his reflection? Don't worry. Look at it enough and you might get better. Or just kill yourself. Lol. :)
>>
>>148109302
Hmm. Might work, thanks.
>>
>>148108812
Hey man thanks for doing Ball Run
I should have mentioned that the controls are listed on the download page. But next time they'll be listed in-game.

What kind of hardware are you using? That shit was running at like 200+ fps. I didn't realize that I didn't have it locked at 60 until I watched your video.

Also I don't have dual monitors or a different mouse, but when I do I'll look into those problems.
Thanks for the video!
>>
>>148108391
seems like the sightlines are too open, you'll get shot from every direction in most places if there were enemies
>>
>>148109190
>I just get overwhelmed.
Do you want me to put togeather a rather simple guide to start using Angel2D and do some normal things? It's a C++ framework which is very simple to understand.
>>
>>148109287
What extension are you using? I want to filter all the post replying to him too.
>>
File: sourcefam.jpg (382KB, 1024x768px) Image search: [Google]
sourcefam.jpg
382KB, 1024x768px
>>148109390
Uh huh. As if you can do better, shitfam. :)
>>
>>148109097
>>148109302
>>148109369
These are free assets I've collected.
https://mega.nz/#F!yMRAFYiI!5PejtX8VQLGLZHlyl2Z79A
Maybe something fits.
>>
>>148109481
appchan x
Script-> filtering hide stubs
>>
level design is NOT Game Dev.
>>
>>148109579
correction, level design IS game design
>>
>>148109563
uncheck "stubs"*
>>
>>148109509
That looks like shit! Who made this? Can they please stop??
>>
>>148109387
I have an i7 skylake and gtx970
>>
>>148103459
anyone used haxeflixel before?
it has potential or is just a waste of time?
>>
>>148109579
things that aren't gamedev:
art
level design
sound
music
programming
game dev
>>
>>148109798
Can I give updates about how my gardening is going, though, is that game dev
>>
File: 3.webm (3MB, 1280x694px) Image search: [Google]
3.webm
3MB, 1280x694px
just finished this tech demo for the nightly game jam

i spent all night just getting this katamri mechanic working
didn't do any actual game design
>>
File: 086586345699.jpg (95KB, 376x320px) Image search: [Google]
086586345699.jpg
95KB, 376x320px
>>148109302
>mfw soc
>>
File: sourceprogress.gif (105KB, 800x600px) Image search: [Google]
sourceprogress.gif
105KB, 800x600px
>someone actually made this thinking it'd be ok
fucking Lol. :)
>>
>>148109762
haxeflixel is html5 for flashfags
>>
>>148109862
that's the only thing that IS game dev
>>
>>148109881
Never understood why it was a thing on an "anonymous" image-board.
>>
>>148109879
grats anon
>>
>>148109886
it doesn't support html5 my nigg
>>
File: 1437690824362.png (139KB, 1249x618px) Image search: [Google]
1437690824362.png
139KB, 1249x618px
>>148109883
This needs to end now.
>>
>>148109879
So how long are you going to keep doing this and are you ever going to work on a real project?
>>
>>148109956
to contain the fujoshits
>>
>>148109956
Because normalfags had started invading every other board. Not that soc helped in any way.
>>
>>148109883
What the fuck is this?
>>
>>148110047
I wish 4chan had a sadpanda filter.
>>
>>148108812
>agdg asmr
Good stuff man, thanks for doing this
>>
>>148110027
my goal is to get 10 of these that are actually fun,

then i want to make a wario ware style game where i'll do a clean rewrite of the best nightly games i've done
>>
>>148110117
What do you mean?
>>
>>148109883
Can this ever be stopped? Or is this just the life we've chosen
>>
>>148110047
>Not that soc helped in any way
It did get the trap threads out of /v/ unfortunately
>>
>>148105753
but what if i tried to the two potions positions? U N F A I R
>>
>>148109879
haha I love it, nice work
>>
>>148109107
Best part of demo day
>>
>>148110134
>a wario ware
You should make a new warioland m8.
Everyone does ww clones.
>>148110142
To access and post on 4chan would require the same thing as exhentai
>>
This guy is still at it. I mean, think about it. There's a guy behind his screen that has nothing better to do in his life than shitposting and samefagging for almost a whole day straight.
>>
Consider this:

https://www.youtube.com/watch?v=geYBLxYEITo
>>
>>148110217
Oh yeah that would be great. It's actually trivial to access sadpanda yet people STILL don't know how. It would definitely help keep the retards out.
>>
>>148109879
N I C E ! !

>>148109883
Can you please fuck off with your nodev bullshit already? That's not a game. You'll never have a game. Fuck off, shitfam, and take your booty boy blake with you!
>>
>>148109009
thanks
>>148109297
thanks. yes, its kind of hard to tell from the video, but there are all textures except metal is flat. altho some are just more subtle, and some arent final.
>>148109390
maybe so in some parts, but ill adjust what needs to be.
>>
>>148110264
Does /g/ still talk about him?
>>
>>148109302
Oh my god
http://chirb.it/cfvCz8
>>
>>148110320
He streams more now. Yeah.
>>
File: crying].png (139KB, 275x238px) Image search: [Google]
crying].png
139KB, 275x238px
>>148108927
why would u post this
>>
>>148110339
>foreigner
of course
>>
Is Esc the best option for pause/options/quit/controls or is there a different key people use?
>>
>>148110443
P for pause
>>
>>148109883
Does anyone actually think that this shit is okay?

>>148110443
Can you PLEASE fuck off with your Full Sail assignments, shitfam? It's been over ten years now, and you STILL haven't finished! Don't you think you should give up? On life, I mean. :)
>>
>>148110443
it's pretty standard, yeah.
Personally I like 'p' for small/arcadey games though.
But as always, make everything rebindable.
>>
>>148110264
>3d models render inline with your source code

for what purpose
>>
File: aku-no-hana-sad-2-600x337[1].jpg (33KB, 600x337px) Image search: [Google]
aku-no-hana-sad-2-600x337[1].jpg
33KB, 600x337px
>>148110264
>>
File: confused anime girl 1.jpg (34KB, 276x277px) Image search: [Google]
confused anime girl 1.jpg
34KB, 276x277px
How big should a capital city in an RPG be?
>>
>>148110264

what the fuck did I just watch?
>>
>>148110517
He's storing the 3D model in source.
It's more of a programmer thing than for serious production.

He's schizophrenic. So who knows what the reason actually is. It's really sad to see.
>>
>>148110551
4 houses and a store.
>>
>>148109883
Who made this and how can we end their life
>>
>>148110509
>But as always, make everything rebindable.
Even the options menu??
>>
>>148110604
You're probably okay there, as most people are used to esc. But more options never hurt.
>>
>>148110604
In my opinion, everything except esc should be rebindable.
Esc should be the "escape" to the menu in case someone is really having a hard time figuring the shit out.
>>
>>148110589
O, mines 40 houses so far
>>
>>148110551
>>148110551
big enough to contain the characters and quests, and no bigger
>>
File: famas.jpg (2MB, 2496x1664px) Image search: [Google]
famas.jpg
2MB, 2496x1664px
>>148109883
Can we please fucking kill whoever keeps making this filth?
>>
>>148109959
>>148110027
>>148110195
>>148110283

playable tech demo here

https://hephaestus_rg.itch.io/destinari-nightly-game-8
>>148110217
maybe more like mario party then?

i dunno i could also take one of these and just flesh it out into a real game, with multiple levels and just adding more content
>>
File: spess4_targeting.webm (3MB, 480x320px) Image search: [Google]
spess4_targeting.webm
3MB, 480x320px
P R O G R E S

>New target marker for enemies
>"Targeting computer" for AI ships, will hit a linearly moving target easily
>Fiddled with B L O O M


I might try to add some form of targeting computer for the player ship as well, maye as a powerup of sorts. Right now the AI ships are maye even too accurate, considering the short ranges.
>>
File: roll.webm (535KB, 820x780px) Image search: [Google]
roll.webm
535KB, 820x780px
Game Name: Guns n Stuff (temporary name, previously named Pu Me Mea)
Dev Name : me
Tools Used : blender, unity, FL studio, sai, photshop
Progress :
+Running Animation, Idle Animation, 1st Attack Animation
+modeled a set of clothes
+modeled weapons(2 swords, 2 guns)
+cooked bacon
-adding more animations soon
-another set of clothes
once all the character actions are done i can start to form something playable
>>
>>148110828
change that hud right now.
>>
>>148109883
Literally worse than that weird schizo christian OS. Why do you keep trying to make shit, shitfam? You're shit!
>>
>>148110551
Bigger than the other cities.
Skyrim got away with it. Even if it's woefully unimpressive.

I think the problem is that Skyrim decided that every NPC should be someone.
So they couldn't populate the world without effort.

It seems like they should be able to though. It's not hard to add hunters that go out to hunt, farmers that go out to farm etc. They can practically be auto-generated.
>>
>>148110858
That animation is pretty good
>>
>>148109883
WHY DOES THIS EXIST
>>
>>148110952
reference reference
>>
>>148110828
Nice anon. Really like this game so far.

Are there going to be movement abilities or something that makes movement more interesting?
>>
File: ohgodwtf.png (289KB, 523x644px) Image search: [Google]
ohgodwtf.png
289KB, 523x644px
>>148110264


>"god said they were dancing."
>>
File: videos.jpg (31KB, 586x159px) Image search: [Google]
videos.jpg
31KB, 586x159px
I'll try to get a couple more done tonight and then call it quits.
>>
>>148111345
May I ask at what speed can you upload? Giving video feedback is a great idea, but uploading that much data would take me days.
>>
>this is what his life is
>>
>>148111345
youtube channel?
>>
>>148111454
I dunno exactly, a few hundred kB I think. It's about 30-60 minutes per video now. I was doing much smaller bitrate before and they were only like ~20-50mb each, but they didn't work well for 3D games where all the pixels were changing constantly. I expect this'll all be done by the time I wake up in the morning.

>>148111549
https://www.youtube.com/user/Lapislosh/videos
>>
>>148110264
Is this a Death Grips music video?
>>
>>148110264
Holy fucking lol. This is him. This is the man who made source.tiff. Fucking Lol. :)
>>
>>148109563
>>148109643
Thanks, worked perfectly
>>
File: Untitled.png (1MB, 1920x1080px) Image search: [Google]
Untitled.png
1MB, 1920x1080px
i am successfully doing tessellation on planes. but does anyone know how to do it on rounded objects? is that even possible? every time i try something rounder than plane, the 3d model brokes to different pieces like in the picture
>>
>>148111378
>>148111720
>>148111649
Don't do this to schizophrenic people. That's incredibly low.
>>
>>148110870
care to elaorate?
is it too intrusive? would you rather have it on the sides of the screen like usual?

>>148111026
Thanks.

>Are there going to be movement abilities or something that makes movement more interesting?

I was planning on making the player have a few selectable abilities with cooldowns, like speed boost / supercharging shields / increasing firepower, and propaly some kind of "evasive maneuvers" like the legendary barrel roll or flipping 180.

That, and ships have adjustable top speed / acceleration / handling / turnin speed stats, so I can easily have ships that move a bit differently.
>>
>>148111736
mhm, anytime.
for comments
use:
/^<specific thing to filter$/
for misc terms use
/ <word/phrase to filter> / and it will filter the whole post.
>>
>>148110264
Hahahahahahahahahaha. Holy shit. Is this the face behind Source? Jesus christ.
>>
>>148111378
Is this sourcefam? Wow.

>>148111795
No, don't worry. This is fine. Unity is the only way to make a game.
>>
>>148110264
Everytime you see source, remember that THIS is the face behind it!

STILL think source should be allowed in aggy daggy, literally insane shitposters?
>>
File: img_6087[1].jpg (65KB, 540x568px) Image search: [Google]
img_6087[1].jpg
65KB, 540x568px
>>148111345
>>
>>148111898
Thanks, based anon, its working beautifully.
>>
File: Untitled.png (57KB, 1556x706px) Image search: [Google]
Untitled.png
57KB, 1556x706px
FUCK YOU /AGDG/

IM GONNA DO IT, IM GONNA FUCKING DO IT, IM GONNA MAKE A GAME WITH MY VERY LIMITED JAVA EXPERIENCE, JUST LEARN AS I GO IM GONNA FUCKIN DO IT, MAKE A GAME AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
>>148112452
>Java
>>
>>148112447
Yep, also be sure to change any themes from pure blacks/whites as they're harmful to your eyes which will directly impact your motivation.

A nice saturated theme is best.
>>
File: kill it.png (2MB, 1880x672px) Image search: [Google]
kill it.png
2MB, 1880x672px
>>148110264
>>
File: obj.png (3KB, 980x50px) Image search: [Google]
obj.png
3KB, 980x50px
>github thinks intriniscs are objective-shit
>>
File: davis.png (20KB, 615x208px) Image search: [Google]
davis.png
20KB, 615x208px
>>148110264
>>148112196


Sounds like he fits in here fine enough.
>>
File: 1380600870787.gif (1023KB, 500x503px) Image search: [Google]
1380600870787.gif
1023KB, 500x503px
>>148103459
Video 1 of 7.

Bokube
https://www.youtube.com/watch?v=-IiJrM4yM7Q&feature=youtu.be
>>
File: stop hitting yourself.webm (701KB, 956x538px) Image search: [Google]
stop hitting yourself.webm
701KB, 956x538px
Hello again, I made a working enemy class which produces a reaction when hit. This is just a real basic implementation, next I'm going to make proper physical hit reactions instead of just "ouch", but this is a good proof of concept I think.
>>
>>148113002
gj m8.
>>
>record 15 minute video
>less than 200 Mb
>record 13 minute video
>2 Gb
What is OBS doing?
>>
File: spess5_autoaim.webm (3MB, 480x320px) Image search: [Google]
spess5_autoaim.webm
3MB, 480x320px
>>148110828
>>148110870
>>148111026


Another one.

>HUD arrows pointing towards off-screen enemies & allies

>Autoaim system for the player with target leading
>>Almost as OP as Torbjörn's turrets
>>
>>148112848
you played ConsolePet right
>>
In blender i can flatten stuff with the scale and an axis button, but that turns the selected verts to be perfectly flat, how do i do it if i want to flatten them for example only half way so there are still bumps left?
>>
>>148113197
Thank you.
>>
File: swing sword 6 double slash.webm (787KB, 924x780px) Image search: [Google]
swing sword 6 double slash.webm
787KB, 924x780px
>>148110858
working on the extension of the sword combo

i also added a small "getting hit" animation

im so tired ill work on this more tomorrow.
>>
>>148113397
do you have CBR disabled? still though it should never be that high for 13 minutes unless it's just raw video or something
>>
>>148113397
nVidia ShadowPlay > OBS
>>
>>148113442
go into wireframe mode and orthographic, select only halfway you want to flatten to and then do the same. Asssuming you want a perfectly flat surface with some bumps on it.

Or you select all of it and use axis scale but don't hit zero and just scale it regularly to fit your desired flatness.
>>
>>148113442
Cant you just only scale them 50%? There is a menu in the bottom left that lets you choose more specific options when scaling.
>>
Let's say you have a turn based character that can move four directions.
How would you record which directions the character moves each turn?

The idea is being able to compare it to a pattern. Say Up, Up, Down, Left is the correct answer

My shitty idea was having a variable that collects each turn making it longer each move. this would save on space if the variable wasn't being set. So for example 0, 1, 1, 3 etc
>>
>>148113735
Why not just record the panels in your <assumed> grid?
>>
>>148113735

If you're doing it that way you can't have a single variable since you need to store the moves.

This is literally a perfect example for an arraylist. You just make it some pre-defined type, like an enum for compass directions and make an arraylist of that type, and every time the character moves you use add(North) or whatever you're using.

Unless you're having like a rewind mechanic, it's probably worthless to store the previous positions data as it's usually not relevant to anything.
>>
>>148112115
thanks for that fucking helpful answer
>>
>>148113728
>>148113645
Thanks i managed to figure it out.

I have one last questtion though, when i press 0 it plops me over to the camera view, but how do i make the camera rectangle bigger? so it is able to see more? i can't move the camera farther for the object because there is a wall behind the camera
>>
>>148113735
Are you not assigning grid coordinates?

like 0,0 0,1 0,2 0,3 0,4 1,0 1,1 1,2 etc?

You don't need to store the changes in mvoement, you can just store the previous grid coordinate.
>>
>>148113878
I'll keep that in mind if I can't figure out a different way

>>148114174
I'm building an array of moves made
Basically the same thing, I think?

>>148113993
Hmm, good idea
How would I go about finding a pattern in an array? That's stumped me for awhile.
>>
>>148114285
you just store the pattern in the same type of data structure, then compare the value at each index (assuming size of each structure is equal)
>>
>>148113421
Nice anon. Can I follow this somewhere?
>>
>>148114425
hmm, this makes sense thanks
>>
>>148113594
Much better than the 'sloppy' animation I saw earlier. Not sure how to improve this ignoring that weird back to start animation.
>>
>>148113617
>do you have CBR disabled?
I don't think that's an option. The recording quality is set to "indistinguishable quality." And the video in question was of a low-res 2D game.

Also thanks Bokube dev for using copyrighted music in your game.
>>
>>148105179
1st on kb+m, 3rd on gamepad.
For some reason, it feels weird for me if switched.
>>
File: potions.jpg (86KB, 372x647px) Image search: [Google]
potions.jpg
86KB, 372x647px
well, time to make some potions

I haven't implemented status effects yet so I won't be able to do most of the potions yet
>>
>>148112452
>not PascalCase functions
java people i swear to god
>>
>>148114754
NO
STOP
FIX THIS RIGHT NOW
>>
>>148109547
>assets
Thanks for the effort, but they're too exaggerated / too undead.
>>
>>148114794
fix what?
>>
File: 1422559943940.png (604KB, 1312x860px) Image search: [Google]
1422559943940.png
604KB, 1312x860px
>>148114828
>fix what?
>>
>>148114909
>>148114794
What's wrong with this?
It's pretty good.
>>
>>148113594
Looking at these bones make me think.
He needs tracksuit pants.
>>
>>148114952
This. Not like he's using ifs or anything
>>
>>148115063
It's not like languages give you better options right now anyway.
It's pretty painful.
>>
File: potions2.jpg (60KB, 373x490px) Image search: [Google]
potions2.jpg
60KB, 373x490px
>>148115063
maybe he wanted every potion type to be a subclass so I could use some sick virtual functions. I dunno
>>
>>148115093
This

>>148114754
pass a function reference to handle that back to the original class. keep your code clean.
>>
Ugh! Finally got my character importing correctly into ue4 from Blender! Just had to turn off some fancy stuff.
>>
>>148115235
What is this "fancy stuff"?
>>
File: 14003882033.png (84KB, 233x216px) Image search: [Google]
14003882033.png
84KB, 233x216px
>OOP
>>
Is it bad to check an array every frame?
>>
>>148115305
show me your functional code pls
>>
File: Untitled 447.webm (189KB, 592x312px) Image search: [Google]
Untitled 447.webm
189KB, 592x312px
Skeleton wanders around until hears some noise, then rushes to the position to see what's up. All I need now is for it to find other dead skeletons, say "Must have been the wind." and walk back for some AAA quality.

>>148111345
Can't wait, anon.
>>
>>148115424
No. Arrays are pretty lite.

That said, you should try to minimize scanning every index of the array, but it's perfectly fine for necessary things.
>>
>>148115257
Err I said that wrong. I meant use older tools. Like when ue4 wants to generate normals for the model it's better for me to use the built in generator rather than the Mikk TSpace one that it wants to use by default and when exporting from Blender it's better for me to export to fbx using FBX 6.1 ASCII as opposed to the newer FBX 7.4 Binary that Blender likes to use by default.
>>
File: abb.png (13KB, 602x379px) Image search: [Google]
abb.png
13KB, 602x379px
PROGRESS: pretty basic stat system for each soldier with short in-game description of each stat (hunger, mood, sanity). Stats will be used to determine the outcome of events.

That's it for today, I'm literally forcing myself to stop deving not to overdo myself this time
>>
>>148115569
The only thing that's really going to fuck your performance is a huge recursive function.
>>
File: 1466360076438.png (48KB, 577x945px) Image search: [Google]
1466360076438.png
48KB, 577x945px
>>148115441
>>
>>148115640
Well, a huge multidimensional array will already get pretty heavy, you don't even have to be doing shit recursively.
>>
>>148115194
Yeah. Probably. Seems entirely pointless for something like this.
>>148115424
>Is it bad to check an array every frame?
This isn't even on the right scale anon. You should worry about how many million array branchings you're doing.

Don't worry about it. Optimize your code when it runs poorly. It's not a good idea to get distracted by that when you don't know anything about optimizing.
>>
>>148115483
Hoh! That's really cool. What causes the noises, though?
>>
>>148115441
>functional code
As opposed to OOP? What is this lunacy.
There's pretty much nobody who thinks OOP is sane anymore. Everyone is avoiding it.

This has to be bait. Maybe you're new. In that case I suggest you steer clear of all kinds of principles for programming. You will likely end up somewhere quite nice.
>>
Is it bad to check a grid every frame?
>>
>>148109097
Get a video of two woman playing tennis.
>>
>>148115886
hahaha that might just be good
>>
>>148115846
>grid
That sounds like some scripting language structure.

So yes. Don't keep data flow in scripts. Try to only do logic in scripts. If you're 'checking a grid' you're way off.
>>
>>148115821

I'm not tat well versed in programming but OOP seems ok. The only major thing I think it doesn't seem to have is something like global (static?) variables.

but you can circumvent that, despite the method being goofy.
>>
>>148109097
Just buy handcuffs and a baseball bat and record them yourself
>>
>>148115821
>Everyone is avoiding it.
So when did Epic port UE to haskell?
Has Unity finished yet?
your're dum

then show me your c code.
the only bad OO is bad OO code.
>>
>>148115931
>>148115960
don't respond to shitposting
>>
>>148115913
>>148115886
https://www.youtube.com/watch?v=YRGWXh1r7I4
>>
File: 1466723863556.jpg (35KB, 640x480px) Image search: [Google]
1466723863556.jpg
35KB, 640x480px
>>148115931

>global variables
>>
Is it bad to check my bank account balance every frame?
>>
>>148116029
returning 0s aren't that bad, no.
>>
>>148116029
Might be bad for your self-esteem
>>
>>148116021
Seriously, what's wrong with global variables?
>>
File: arya.jpg (95KB, 1181x1280px) Image search: [Google]
arya.jpg
95KB, 1181x1280px
>>148116110

>global variables
>>
>>148116029
I check my bullet count every frame.

it hasn't gotten bad enough for me to use the last one yet
>>
>>148116110
its like you took a shit all over your house. sure it's convenient being able to shit anywhere but shit belongs in the toilet
>>
File: 1466037926557.jpg (13KB, 360x360px) Image search: [Google]
1466037926557.jpg
13KB, 360x360px
>Dawmino (Daco)
>In-App
>GameMaker: Studio
>>
>>148115960
Show me good OO code.
Then I can show you how it's not good code.
>So when did Epic port UE to haskell?
Maybe you haven't looked at the UE4 source yet? Just subscribe, it's really cheap.
>Has Unity finished yet?
Yeah I'm not saying Unity is good, or even Unreal (they would be valid to point at if I had mentioned them as good engines). Most games you find that has any kind of asset load or complex logic tends to avoid integrating deeply with these engines, if they use them at all.

Give me examples of good project leads who are saying 'we love object oriented programming'. Because usually if they use OOP in any form it's because there's tons of students available that are being taught to use OOP. If they had been good programmers instead people wouldn't use OOP.
>>
>>148115805
You do
>>
>>148116110
They encourage bad habits and avoiding them forces you to learn and practice good habits. As well as clean code.

Also unless you literally just plop them all in a header, you're gonna be ctrl-f'ing a lot.
>>
>>148116186

So put it in an object and never destroy it. JEEZ. does literally the same thing.
>>
>>148116191
He's probably just refining his raffle machine.
>>
>>148116007
<monster> can you please stop grunting like that, it's digusting
>>
>>148116209
You still haven't posted your code yet, /g/.
>>
>>148116240
How is writing code that WORKS a bad habit? Globals are perfectly fine if you have several objects need to refer to it at the same time, it saves a lot of time since you don't need expensive recursive checks and shit.
>>
>>148116021
>>148116157
Shitposting nodevs
>>148116110
There's nothing wrong with global variables if given namespaces.

OOP is a very problematic philosophy though. And what people really tend to 'gain' from it and how people tend to use it is just about virtual functions/dynamic dispatch. Which is a very minor syntactical gain for the many many issues it has. And performance hits.
Here's a very simple introduction to the problems:
https://www.youtube.com/watch?v=QM1iUe6IofM
>44 minutes
Yes of course, it's not like it's a small topic.
>>148116240
Hi professor. Maybe go back to jerking off in your office and let real software developers talk.
>>
>>148116364
Because where there's global variables, there's a better solution waiting to be written.
>OOP is a very problematic philosophy though.
the ironing.
>>
>>148103459
>>148112848
Video 2 of 7.

MUTEKI
https://www.youtube.com/watch?v=M0jwtg9eSBs&list=PLQOFZ7Uvt6Wx9OGfxMSRadAYIoVZNLytb&index=2

>>148113426
who
>>
>>148116310
What do you want to see?
I'm nto gonna post every piece of code i have.
Also you're putting some kind of burden of proof on me when you're clearly the one that has to prove the exceptional claim that OOP is any good.

It's weird to me that I'm requesting _ANY_ good OOP code you know of and you can't even point me to it.

It's insane. I could point you to good procedural code:
https://github.com/nothings/stb
They're incredibly simple, performant, easy to read and interface incredibly well with practically any system.
I haven't found OOP libraries that do that. Not even when we consider very simple OOP systems.
>>
>>148116459
>better solution to be written
Anon you don't seem to understand what a pointer is. That's problematic.

Sure, in the limit functional programming is better in every way but we're simply not there yet. The compiler work hasn't been done.

Perhaps explain what makes global variablres bad? Do you think the compiler is going to optimize out every single pointer you have that boils down to a statically declared variable at some base scope?
That's never gonna happen.
>>
>>148116538
>Also you're putting some kind of burden of proof on me
Because you shitposting
>OOP
I want to see some non-OOP code that's actually yours.
>>
>>148116645
I literally just told you why GV's are bad.
They're lazy, encourage bad habits and make your code a nightmare to maintain. And god help anyone if you ever collab.
>>
>>148116651
>I want to see some non-OOP code that's actually yours.
Why is my code relevant to the argument? Are we arguing that I'm supposed to be a good programmer? No. The argument we're having is self contained. It doesn't matter who says these words. It could be a newborn and it doesn't make them any more or less true.

Same with you. Except you're simply bad at programming and want to make others bad. So it's not really a pure argument here when you have ill intent.
>>
Good books/articles/tips on level design? It's one of my least favorite parts of game dev.
>>
>>148116728
>They're lazy
How is a set of data lazy?
> encourage bad habits
The use of global variables? What bad habits? That you're not passing pointers to your functions?
>code a nightmare to maintain.
Except this needs to be qualified.

You make claims, back them up or consider yourself a sophist.
>>
>>148116738
>Why is my code relevant to the argument?
Because people who shit on OOP should be able to prove their competency to back up their opinion.
When someone like Carmack tells me why OOP can be bad, I can respect it because he knows his stuff.
>>
>>148116364
>>148116459

>How is writing code that works a bad habit

My teacher in Uni was obsessed with no magic numbers.

Absolutely none.

So when you had a quick / 2 or whatever he would give you automatic -1's to your assignments.

So you want to know how over half the fucking class got around this?

It wasn't a fucking method or function.

They literally defined global variables.

int one = 1;
int two = 2;
int three = 3;
int four = 4;
int five = 5;

All that fucking did was make everyone's code look really fucking retarded

And guess what? They all got passing grades because they followed the rules.

If you did that shit in industry for functions you would be laughed at. Fucking ridiculed like crazy.

I also had a guy at school who used recursion for every thing because he couldn't think outside the box. Every single one of his programs was disgustingly slow as a result.

He got 100's on assignments where others who actually had much better speed and usability got 90's because they did stuff like use magic numbers.

SO I guess school is just retarded.
>>
File: 1422776585378.jpg (2KB, 126x126px) Image search: [Google]
1422776585378.jpg
2KB, 126x126px
>>148116864
>myVal = oldVar / two;
>>
File: 1337005193136[1].png (289KB, 492x492px) Image search: [Google]
1337005193136[1].png
289KB, 492x492px
>>148116186
>>148116240
>retarded analogies
>doesn't mention a single thing that is wrong

OOP babbies in a nutshell
>>
>>148116538
You ruse skills are decent, but you push certain points too brashly too quickly which really gives you away.
>>
>>148116749


Platformer? Emphasize flow. You shouldn't be stopping and starting constantly, you should be able to make adjustments to your speed on the fly to overcome the obstacles and pitfalls, usually requires being able to see further than most games let you.

Obvious stuff like pits shouldn't be pixel perfect jumps. I try and take a forgiveness over punishment stance (those strong christian values) since I think being a bit on the easy side is better than being frustratingly difficult.
>>
>>148116814
The rhetoric isn't just rhetoric if it has truth to it. I forced myself off globals and it's helped my code a shit ton.
>ancedotal
sure, but do what you want m8.
>>
>>148116923
>implying I'm talking about OOP
hello mount stupid
>>
>>148114575
What? The music license was purchased from the artist along with the music. Did you get a copyright claim on youtube or something? I will have to look into that then.
>>
>>148116923
The only language with shitty OOP is C++ because they took C, which isn't OO and decided to ram OOP stuff in it.

C# and Java and other languages designed with OOP are much better.

I hate CPP. C is fine, but CPP is just retarded.
>>
>>148116749
You can't really teach level design.
You can analyze why fun things are fun, but it all just comes down to trial and error playtesting and playing lots of vidya to know why X things are bad.
>>
>>148117104
>C# and Java and other languages designed with OOP are much better.
Is this a fucking joke?
>C is fine, but CPP is just retarded.
oh no, it's just mt stupid parroting.
>>
>>148117104
Cpp is not c with classes, stop this spreading this meme
>>
>>148116749
https://books.google.se/books?id=cbdfCgAAQBAJ&printsec=frontcover&hl=sv#v=onepage&q&f=false (G.A.M.E. Games Autonomy Motivation & Education)
This is a good book.
>>148116848
And people who use shitty OOP shouldn't be able to substantiate their claims? Lets extract this argument. Anything is fine unless opposed and proven to be bad. So murder/stealing is fine unless you prove murder to not be negative. Because we can't really predict the outcomes of stealing in every instance and we don't know what happens after death. Murder should be considered neutral. Even if I bring the _argument_ that because murder appears to be robbing you of your freedom it's morally unjust to murder it wouldn't be valid in your view because I haven't shown that not murdering people is better for them. Which I can't.
Bet you buy into pascals wager too.
>I accept appeal to authority arguments
Yes, maybe as a shorthand. But that doesn't mean you shouldn't listen to argument. And even Carmack should explain why.
Well, here's perhaps an appeal you can accept:
https://twitter.com/id_aa_carmack/status/265574952772722690
>>148116958
>rusing
>pushing points brashly
Anon you're retarded or you're pretending to be. You're good enough for me to not be able to tell. It's not an art to pretend to be retarded though.
>>148116991
Ah, finally
>I forced myself off globals and it's helped my code a shit ton.
So it's your _experience_ which tells you that globals are bad. Not that they're 'lazy' (whatever that would mean) or any of the other things you said. So yes, certainly a sophist. Thanks for being honest for once.
Instead of this we could have had a code example and discussed it and came to a conclusion. Shame.

You didn't even mention the pure functional argument which I certainly could accept is decent. You need anti-global keywords in languages. Would be most helpful for people who don't know shit about the code.
>>
>>148117394
you know you still haven't even said why OOP is bad.
>>
>>148117457
you still haven't said why global variables are bad
>>
>shitposting non-stop
POST PROGRESS
>>
>>148116007
https://acousticengineering.wordpress.com/2013/07/03/acoustic-analysis-of-tennis-grunts/
>>
>>148117231
Yes but sadly it's largely garbage regardless.
Aside from how slow C++ compilers are there's no real reason not to use (what i'd consider a small) subset of C++. So yes because you can use C++ well doesn't make it strictly bad. But there's a problematic culture in C++. Which is OOP among other things. Stroustrup is still on the committee for instance..
>>
>>148117521
Believe me, you don't want to see what I made today.
>>
>>148117498
i said it twice now.
but apparently they don't count because you don't like them.

But sure keep calling me a sophist when you're doing the same shit on the opposite side.
>>
>>148117457
I haven't explained in this post 40 minutes of content which I linked to. True.
Because it's a lot of effort to type.
Do you expect every (good?) argument to be really short?

That simply isn't the case. //Unsubstantiated claim
>>
>>148117547
there's nothing cpp can do that C can't do better
>>
File: spacesip.png (587B, 32x32px) Image search: [Google]
spacesip.png
587B, 32x32px
>>148117521
>>
Just like use whatever works for you.
>>
>>148117547
>But there's a problematic culture in C++.
can you stop with the buzzwords please.
C++ is now its own language.
ISO could drop all C support tomorrow and we'd still have c++.
>>148117626
>what are real strings
>what are proper classes
>what are not writing your own bools
>what are finally getting c++ features years later
>>
>>148117670
Nothing works
>>
>>148117587
c'mon anon, I won't bully
>>148117636
that's a comfy looking spaceship
>>
File: potions.webm (2MB, 1310x641px) Image search: [Google]
potions.webm
2MB, 1310x641px
It is bed time but alchemy is almost done. I have the (placeholder) assets for 2d and 3d, they are mixable, they explode with bad recipes, and some of them can be consumed for effects (the rest will wait until I implement status effects). Things remaining: name them, add tooltips, and the mixing needs to actually do a skillcheck on alchemy
>>
>>148117626
Not sure if that's true.
>>148117670
Problem is that devs limit their scope because of OOP. That hurts everyone.
I'm more supportive of higher level languages because at least they're easier to use. C++ isn't.
>>148117691
Buzzwords? You mean I'm correctly expressing my perception of the current situation with C++? Sure I'l stop doing that but it's not much of a discussion.
>C++ is it's own language ...
Ok? Did you not think I knew this? Why do you think I wouldn't?
Seems to me you don't understand what the word culture means now. Perhaps get a bit more of a general education, assuming you were educated in programming (easy to believe honestly).
>>
My game uses Numpad and Mouse as the main control scheme.
>>
How do I even decide on which colors to use in sprites?
Also why doesn't Aseprite support bit depth crushing?
>>
>>148117691
>real strings
Woah. C++ added real string support? Show me.
>proper classes
Why would you want 'classes' in the sense of C++ classes when you have C-structs?
>not writing your own bool
What is this bs? How is that even a problem?
>finally getting C++ features
Presuming this is a positive is a bit obnoxious. it's like saying.
>"oh man I finally got cholera, now I get all the cholera symptoms, take that 'joy', you can't have those "
You're such a fedora tipper it's insane honestly.
>>
>>148112452
>java

might as well just use c# breh.
>>
>>148117824
I just pick whatever looks good.
>>
>>148117691
>what are real strings
a sequence of characters

>what are proper classes
a bad idea

>what are not writing your own bools
1. it are bad grammar
2. it are slow, chars are not computable

>what are finally getting c++ features
what does this even mean? C generics are much better than templates
>>
>>148117914
>c structs
gross
how can people put up with constantly having to label struct instances.
>>
>>148118109
you can typedef shit you use a lot
>>
File: 642346754321.jpg (18KB, 320x320px) Image search: [Google]
642346754321.jpg
18KB, 320x320px
>tutorial tells you to just copy the code
>>
>>148117590
As I see if you avoid global variables, your code becomes more flexible. Good. Yet I think you're missing an important point here. We are talking programs here made by one person. This program does not generate input for other applications and does not get output from others. It's an isolated island.

I want my code be the best it can be regardless who will ever see it, yet I don't understand why it would be a problem if, I don't know, have a global variable for the player's position, since I work with that all the time in every function imaginable, and it is more easier to read and more maintainable for me to have it this way.
>>
File: tumblr_oa5d1t0kAR1u84ozfo1_540.png (490KB, 514x805px) Image search: [Google]
tumblr_oa5d1t0kAR1u84ozfo1_540.png
490KB, 514x805px
>>148116191
>Dawmino's Dank Dicking Dungeon
oh no
OH NO
>>
and before I go to sleep, here is the link to the video reviews again:
https://www.youtube.com/watch?v=uHfmUDxyiCM&index=20&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S

I think most people saw their videos yesterday, but today I added ConsolePet, Comfyville, Bokube, Snek, Raiders, Deeplinks, Essence Tactics (uploading now), and Tender Arms (uploading next). they should all be in the playlist, so if you see your game, check it out
>>
>>148116191
Is he still working on Zuka's game?
>>
>>148118135
>just fix it with a workaround
Yep, that's pretty much C's mantra of denial.
Meanwhile classes are saner and infinitely more powerful.
>>
>>148118109
>he considers these things issues
Even if there weren't solutions it'd be so close to irrelevant.
>>148118143
>tutorial
Try reading about what you aim to do instead and write it yourself. It tends to be more effective learning.
>>
>>148114457
Yeah, I just added progress to my tumblr.
oakleaff.tumblr.com
>>
>>148118174
you have lots of static in your recording dude
>>
>>148118219
it's not a workaround, it's literally the exact same thing that cpp does, defining an object as a type

literally only difference is C is explicit about it
>>
We need more lewd games
>>
>>148118271
Anon it's obvious he doesn't know anything about these languages. Just stop replying. He can go to /g/ and be corrected.
>>
Look at all these c games released after 2000, oh wait...
>>
File: 1457688460277.jpg (20KB, 306x306px) Image search: [Google]
1457688460277.jpg
20KB, 306x306px
>read tutorial on how to do thing
>the code is horribly shaky and basic and is impossible to expand upon
I'm trying to learn from people who know even less than me and I don't know if that's a good thing or not.
>>
>>148118263
yeah, it's because the mic records really quietly so I have to up the input a bit. I dunno, it was fine in windows 7 but something is messed up with 10.
>>
>>148118234
>it's not an issue if it's in my language of choice
You damn well know if bjarne chose to stick to that design it'd be ammo for anti-C++ evangelists.
>>148118271
>it's literally the exact same thing that cpp does
Yes except I don't have to label everything because it's common sense I'm making an instance and the compiler knows this.
>>
>>148118418
>it was fine in windows 7 something is messed up with 10
No surprise there.
>>
>>148118418
SPEAK LOUDER, SISSY
>>
>>148118418
>>148118475

t. bakas
>>
>>148118392
Risk of Rain: Game Maker
Deadbolt: Game Maker
Cash_Out: Game Maker
Cavern Kings: Game Maker
Spaceman Sparkles: Game Maker
Uncanny Valley: Game Maker
Pixel Star: Game Maker

Skyrogue: Unity
Catmouth Island: Unity
Megabyte Punch: Unity
Xenoraptor: Unity
Stormworm+: Unity

Vagante: C++
Lethal League: C++

Painter's Guild: Flash
Restricted RPS: Flash

Aviary Attorney: Construct 2
Dreaming Sarah: Construct 2

Vampire of the Sands: Java

Aerannis: LÖVE
>>
>>148118530
RoR is the only relevant GM game there
>>
>>148118495
someone is sleeping behind a door like 15 feet away. anyway it's time for me to sleep. I have to wake up for work in 4.5 hours
>>
>>148118503
Let me be happy with my Windows 7 and no spyware, senpai.
>>
File: 7373.jpg (197KB, 3000x1688px) Image search: [Google]
7373.jpg
197KB, 3000x1688px
>>148118530
>Aerannis
>>
>>148118437
>You damn well know if bjarne chose to stick to that design it'd be ammo for anti-C++ evangelists.
Well if you base your language around being similar to another language instead of fixing the issues it has. Nobody here is saying C is great. It's all in comparison to C++. If I could choose I'd pick JAI. Even if it wasn't broadly supported honestly. It seems so incredibly good.
>>148118392
>>148118530
Retards who can't even follow a discussion. Both of you. (assuming that list poster had some implications)
>>
>>148118592
You know they're all AGDG games, right?
>>
The best way to figure out if an engine is good is by checking if established developers keep developing for it or switch to another engine on their second games.

No one switches from GameMaker, no one.
>>
>>148118597
if you seriously believe windows 7 has no telemetry and phone home functions you are delusional
>>
>>148118664
Yes, and that's not really the point.
>>
>>148118624
No implications other than "none of use who released a game happened to use C".
>>
File: 1264891234.jpg (4KB, 251x251px) Image search: [Google]
1264891234.jpg
4KB, 251x251px
>>148118530
RPS was done in Flash?
So it didn't just LOOK disgusting...
>>
File: 1462022471039.jpg (72KB, 720x690px) Image search: [Google]
1462022471039.jpg
72KB, 720x690px
>checking the itch.io front page
>90% of the games have PARTICLES AND SCREEN SHAKE EVERYWHERE EVEN THE FUCKING PLATFORMERS
>>
>>148118729
Atleast he's moved on to Unity, even though it's pretty much a side-step because he only makes UI navigation sims.
>>
>>148118721
Anon who says you have to associate your game with agdg?
>>
>>148118721
you need to be a competent developer to use C
>>
Is it bad to check all instances (thousands of them) of an object every frame?
>>
>>148118842
>you need to be a competent developer to use C
oh wow.
C is almost as bad as PHP m8
>>
>>148118881
Don't tell me you're actually checking your SHMUP bullets against everything.
>>
I want to make an indie Pokemon Go clone. Where should I start?
>>
>>148118881
Only if it has a noticeable impact on perfomance
>>
>>148118881
What are you doing that requires you to poll thousands of instances per frame over an event driven approach?
>>
>>148118990
Well, does it?
>>
>>148118979
Purchasing a server.
>>
>>148118979
licencing out Niantic, because otherwise you have zero chance.
And the ONLY reason PGO is successful is because of the pokemon part.

But leave it to a mobile shit dev to be a dummy.
>>
>>148119012
How am I supposed to know?
>>
>>148119003
Self-replicating nanobots.
>>
>>148118805
No one. Obviously I can only go off of what was shared with us, though.
>>
>tfw touched a tooth cavity with a paperclip
I don't think I can dev for the rest of the day
>>
>>148118978
Ok
>>
>>148119071
I thought you guys were supposed to be smart.
>>
File: 1384685248816.jpg (516KB, 1024x706px) Image search: [Google]
1384685248816.jpg
516KB, 1024x706px
I just had a dream I was an adventurer's horse
>>
>>148118915
Hey that's unfair.

C is super human unfriendly sure, but it's also very exact. It's mostly assy because of how down to the metal it is.

PHP is shit to use because of all the weird pitfalls caused from undisciplined/bad developers.
>>
File: 1414348460410.gif (2MB, 335x237px) Image search: [Google]
1414348460410.gif
2MB, 335x237px
>i care about the graphics of other games
you guys have too much free time. you should all be devvin' right now.
>>
>>148119158
I'm smart not a psychic
>>
>>148119204
I'm devving right now.

Selecting girl moans.
>>
>>148119172
did u fug him?
>>
what's the best way to do interact with objects in unity? say doing damage to another object? it's not clear, dealing with other scripts that don't have explicit references is very clunky
>>
>>148119271
Are we getting a lewd game?
>>
>>148119172
Huh.

Tangential games can be fun. Like being a shopkeeper who sells shit to adventurers.

That said being the horse for an adventurer seems perhaps too limited? Maybe if you're helping out in combat or some shit.

>tfw packhorse and just shuttle between towns and dungeons for bulk of gameplay
>>
>>148119280
I did not fug my adventurer, but he got in trouble and I had to distract some monsters so he wouldn't have to tank all of them
>>
>>148108391
nice work. shit like those windows really fucks with the map flow though..
imo gameplay flow > realistic geometry

also it seemed like you placed highlights/focal points all over the place which isn't so good for navigation/leading the player.. looks too complicated to me. i would grey the entire map, then think carefully about detail/color locations
>>
>>148119448
the worst part is if I was playing this game I'd be like "no you fucking horse stop taking aggro and running away you shit"

my mind has been opened...
>>
File: 2016-07-11-1342-00.webm (3MB, 768x440px) Image search: [Google]
2016-07-11-1342-00.webm
3MB, 768x440px
I don't know what to do with this.
I mean, I have ideas but it would take me weeks to figure out how to implement them. I can't even come up with how to make enemy ships move in a non-retarded way.
>>
Who /devvinontv/ here?
>>
>>148119620
You're making a tower defense right?
because i want it
>>
damn i really want to use 3d, but im super new to gamedev and all so I know I should use 2d.
>>
>>148119910
Nothing wrong with starting with 3D. Especially now that engines like Unity and UE4 are available.
>>
>>148119704
Nope, it's a top sown space shooter where you can decide to
>ally with the good guys and kill spess pirates
>ally with the pirates and kill civilians to steal their stuff
>hunt for minerals to make big dosh
At least that's the idea.

I think I'm going to make it a traditional "everybody shoots at you, you shoot everybody else" kind of game for Space Jam then try to implement my vision later on.
>>
boring menus
paper mario clones
full on microgame bullshit

idea guys... i know you're out there... one of you must know

what is the REAL way to make fun turn based combat?

there has to be an answer... something no one has thought of yet
>>
>>148119910
Just finish some simple 2D games so you get a general idea of how game dev works.

Even the simplest 3D games are some effort
>>
>>148120246
Cute girls
>>
>>148120246
Roguelikes
>>
>>148120246
battle worlds kronos
>>
Pokemon Go, the most popular game ever created in the history of humanity, uses Unity, so why are you guys using other engines? Do you not want to be successful?
>>
>>148120246

Very difficult fights + Radiant Historia styled control of combat pace/combos
>>
>>148120246
>to make fun turn based combat?
Have actual depth and long-term gameplay.
>>
Casuals make the worst games.
>>
>>148120246
The RPG I'm making soon will have microgames for special attacks and timed hits for standard ones.

I'm trying to come up with microgames related to each kind of attack (like magic related, weapon related etc).
>>
File: peter_molyneux.jpg (74KB, 463x372px) Image search: [Google]
peter_molyneux.jpg
74KB, 463x372px
>>148120326
>>148120370
>>148120398
>>148120435
>>148120459
please stop replying to my post if you're not a visionary ideas guy

i need a molyneux here

something so out of the box that no one would see it coming
>>
>>148120480
Guilty
>>
So what's after space jam?
>>
>>148120582

Why should I give you my million dollar idea?
>>
>>148120582
make it realtime
>>
>>148120640
DDX
>>
>>148120582
Cuter girls
>>
>>148120582
Okay how about this.
Each turn you get 10 action points to split between attack, defense, skill, item etc
The more points you use on something, the more effective it is.
>>
>>148120582
I just had the greatest idea but I'm not sharing.
>>
>>148120582
a game where you're an adventurer's horse
>>
>>148116749
>He doesn't think level design is the most fun part of game dev

I don't have any books to recommend, but I'm here if you need advice on specific things or general guidelines. Especially if you're doing something platformer-esque.

>>148120246
I gotta agree with >>148120370
Brogue has some of the best purely turn-based combat in any game I've played.

I also really enjoyed FTL's combat, with its energy distribution mechanic to power your own abilities while at the same time disabling specific enemy skills. I figure it shouldn't be too complicated to make into something turn based.
>>
How should i go about making my player grind along a rail? Is there some way to make curve guides in unity?
>>
>>148120641
>>148120754
i dont want your lame ideas... a real visionary ideas guy couldnt help but share it... stop replying to me

>>148120750
>>148120673
>>148120958
still too mundane and everyday... i want a paradigm shift

>>148120656
this joke reply is the closest thing to a visionary idea posted so far

what happened to /agdg/? this place used to be infested with REAL ideas guys

forget everything you know about video games before you come up with another idea
>>
>>148120582
You are a hero cursed with extreme slowness and every turn is one month.
You see the seasons pass by and the world changing as you move around.
>>
>>148118624
No one uses C because it lacks tons of features ( which you could write but hey money isnt unlimited) whereas C++ have everything done and you have the low level power. Stop spreading C meme for games, its good for learning but not for game production.
>>
File: movement_.webm (2MB, 640x360px) Image search: [Google]
movement_.webm
2MB, 640x360px
I've adjusted my movement based on demo feedback. Deceleration is faster than before and you can now instantly turn around in the air.

Also some visual feedback for enemies taking damage.
>>
>>148116749
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
https://www.youtube.com/watch?v=FRBisIZvl24
>>
File: IN ADVANCE PAYMENT.jpg (127KB, 1080x720px) Image search: [Google]
IN ADVANCE PAYMENT.jpg
127KB, 1080x720px
Guys. Guys. I've asked this about thirteen times since three days ago and nobody replied.

I have a tile-based map loaded from Tiled.
I have runtime-created objects (they're defined in the map file)

How do I deal with collision in this case? Should I handle object-tile first or object-object first?

Should I turn all tiles to objects?

What about moveable platform objects? Is that just a matter of special-casing the player-platform iteraction?
>>
>>148110264
He looks always in pain
>>
I have a couple of questions. i am completely new to programming/game development. I have never programmed anything or read anything about programming. I understand I need to learn about C++, but I also need a game engine in order to make the actual game.

Basically I don't understand how the two are related/connected. So I am pretty much at ground 0 as you can tell. If someone could just go over briefly the relationship that the two have, I would appreciate it.
>>
>>148120582
You play as Earth and must decide how to react to an ever growing human race.
>>
File: zz.png (12KB, 546x264px) Image search: [Google]
zz.png
12KB, 546x264px
post unsettling things that can happen in the desert
>>
>>148120582
An augmented reality game that overlays your own computer screen so it looks like you're making progress.
>>
>>148118597
>thinking you are safe with windows 7
>released 2009
>surely microsoft didnt spy on people then
you'll never be safe using windows, time to learn how to linux my family, if you're that autistic
>>
>>148121446
Try all of the methods you can think of and see what works best.
>>
>>148121623
Things and places vanishing, leaving you lost when you look for them again.
>>
>>148121301
Good progress!
I've got a question though. Do you feel like your shooting mechanic adds anything to the game? From what I've seen, it leads to a very boring optimal playthrough, consisting of standing just out of range of the enemies and raining pinecones on them until you can progress 100% safely, with almost every single enemy.
This completely eliminates the need to dodge enemies, and instead replaces it with a safe, but slow, boring process of acorn spamming until the path is clear. We call this a dominant strategy, and it's a pretty bad thing. Especially when it's time-consuming and not super fun.

If I were you, I would do one of the following:
-Make sure every enemy can be dodged, and remove acorns altogether, or limit ammunition so the player can bypass a foe or too
-Make it so confrontations take skill. This will likely involve removing acorn gravity and forcing the player to go head to head against more aggressive foes, creating a valuable risk-vs-reward approach.
>>
>>148121623
Finding a child sinking in sand, unable to help them without you being caught in it as well, and hearing their muffled screams for hours -- this scream playing every so often during play
>>
>>148121623
Person melted under a large lens
>>
>>148121623
no Kobold waifus to be found in the desert
>>
>>148121164
Cutest girls
>>
>>148121623
A message in a bottle: "You, the player, as everything in this universe, will eventually die".
>>
Is it better to pre-compute a big array of data all at the same time or do it in runtime as necessary?
>>
How is your game coming along, aggy daggy?
>>
3 days to space
>>
>>148121623
You find a beautiful oasis.
There is fresh water in the pond at the center, and ripe fruit adorns the trees.
There is a human skeleton laying on the bank of the pond.
>>
>>148122221
Figuring out ds_grids to control movement instead of collision checks.
>>
>>148122221
My todo list is becoming worryingly short, I might actually finish
>>
>>148122003
True despair
>>
>>148122221
Fixed some issues I was having with one way platforms. Now I can actually use them.
>>
>>148122221
shitty, trying to make pixel game in unity, turns out that is a recipe for disaster, now i browse internet until i go to bed rinse and repeat
>>
>>148108391
make your projectiles inherit the speed of the gun for chrissakes
>>
>>148122221
Doing some tough math
>>
>>148122221
Not making progress atm, trying to learn to draw, and checking out MonoGame in the meanwhile.
>>
>>148122221
I started making it in Unity and got what could be considered a tech demo done, but the movement wasn't just right and I couldn't get it to function how I wanted it to. Then I shelved it for six months and have only recently started trying again, this time with UE4. But UE4 seems to be more complex than Unity and I'm having to learn the engine before I can actually do anything and I still have no guarantee that I'll be able to force it to do what I want it to do.
>>
Breast growth and all other changes seems to have slowed down a lot. I am not sure if I should be concerned. No change in dev motivation.
>>
>>148121867
He can even add enemies which also shoot.
>>
>>148121867
I've thought about this, and already have some plans, out of your suggestions I'm definitely going for the latter. The default weapon will not be affected by gravity, though the pinecones might be available as an ammo based alt, and there will be other types of enemies, some of which will actively attack you to keep you on the move.
>>
>>148119910
2d isn't any easier than 3d if you're using an engine like unity or UE4. The problem with 3d is that it takes more time to plug in assets and A LOT more time to make them.
>>
>>148121484
A game engine is simply a framework that provides you with tools to build your game with, and sometimes take care of complicated background things for you. In exchange, you have less freedom over the detailed architecture of your game.

It is possible to make a game with your own engine, but that involves creating your own game-making tools in whatever programming language you want to use (C++ is just one of many, and close to the industry standard).

This is not a beginner-friendly option (you should learn how to use a chainsaw before you build a chainsaw, IMO) and it only proves useful if you need or want absolute control over your tools.

To get started, you should check out an "easy" game engine which will provide you with a lot of tools and do a lot of behind-the-scenes work for you. These engines usually require you to use a specific programming language.

Game Maker is best for 2D games, and uses its own language called GML. GML is useless outside of Game Maker, but it will still teach you the mindset you need in order to code. Unity is best for 3D, and it uses C#, which is slightly tougher.

There are other engines available. Construct 2 and Multimedia Fusion are like Game Maker; Unreal Engine is a more complex and professional Unity from what I've heard; Godot and Monogame are best for 2D but require more knowledge than Game Maker.

Good luck, anon! Keep us updated. We're here to help.
>>
>>148121623
The sand turns into some kind of trypophobia nightmare come to life. Or ants. Billions upon billions of ants. Occasionally you can hear them scream your name as you crush them underfoot.
>>
>>148122608
good thing there's alot of free ones, eh?
>>
File: 1466544326223.jpg (32KB, 557x612px) Image search: [Google]
1466544326223.jpg
32KB, 557x612px
>>148122659
>It is possible to make a game with your own engine, but that involves creating your own game-making tools
>>
Reminder that casually browsing the internet (or this thread) while devving is NOT okay.

You will NOT finish your game if you allow yourself to be distracted like that on a regular basis.
>>
>>148122659
>Unity is best for 3D
I've always heard that UE4 is the best because Unity games run badly.
>>
>>148116510
https://consolepet.itch.io/console-pet
>>
>>148122767
jokes on you, im not even deving
>>
>>148122702
Free assets are fine for learning, but if you want to make a game worth mentioning, you have to make your own assets.
>>
File: disgusting shade of blue.png (6KB, 413x80px) Image search: [Google]
disgusting shade of blue.png
6KB, 413x80px
How do I learn Euler Angles /agdg/ ?

I know some people say you don't need it but I'd like to understand what it's meant to be. But maths is hard!
>>
>>148122659
>it's a carpentry analogy
honestly worse than /v/'s food analogies.
>>
File: demo-day-9.png (717KB, 1047x945px) Image search: [Google]
demo-day-9.png
717KB, 1047x945px
I hope fanart-anon is still working on this. It's my favorite part of demo day.
>>
File: yawpitchroll.jpg (33KB, 800x519px) Image search: [Google]
yawpitchroll.jpg
33KB, 800x519px
>>148122853
>>
File: kobold waifus.png (10KB, 605x377px) Image search: [Google]
kobold waifus.png
10KB, 605x377px
>>148122003
>>
>>148122853
You have the full power of the internet at your fingers and yet you have to ask questions like that?

Try typing "Euler Angles" into youtube some time. Here's one I prepared earlier:
https://www.youtube.com/watch?v=q0jgqeS_ACM
>>
>>148122723
Okay, "creating your tools" is kind of stupid, but I mean building functionalities from scratch, like a rendering system.

But I have only been doing this for a couple years tops, so feel free to correct my mistakes if you want to.

>>148122913
I could have used a toast buttering analogy. Consider yourself lucky.
>>
>>148123161
>but I mean building functionalities from scratch, like a rendering system.
>what are libraries
>>
>>148122979
Holy fuck do I regret missing demo day now that I see this.
>>
>>148122979
Honestly the possibility of getting fanart is one of the reason I keep working on my games. Not even kidding.
>>
File: fanart1.png (525KB, 618x860px) Image search: [Google]
fanart1.png
525KB, 618x860px
>>148123256
I hope you didn't miss demo day 8 too
>>
>>148123256
The only real thing you missed was lots of bitching and petty drama.
>>
>>148123039
it may be good news for some. but its horrible news for me

i-it was a silly suggestion anyway
>>
>>148123442
You seem to be confused.
>>
>>148123224
Alright, you don't have to build ALL your tools. Fair enough.

I'm gonna need a ladder to get down from Mount Stupid, I guess.
>>
>>148122853
I could understand if you asked about quaternions or matrices some other 4 dimensional bullshit like that, but euler angles are as straight forward as it gets mate
>>
File: 1418860851100.jpg (4KB, 250x250px) Image search: [Google]
1418860851100.jpg
4KB, 250x250px
>>148122979
>13 characters in DD9 fanart
>73 entries
>>
>>148123474
yes, yes I know.
But DD was more of the usual than fun.
>>
So my engine and systems are done.

What do I do now?
>>
>>148123546
Content.
>>
>>148123534
Draw some fanart of the characters that are missing
DO IT
>>
File: meirl.jpg (37KB, 919x530px) Image search: [Google]
meirl.jpg
37KB, 919x530px
>>148123405
I've missed every single demo day
>>
>>148123045
>>148123000
Thanks. I tried looking it up for a bit but what I found didn't help me understand the concept since they either glossed over the subject or assumed knowledge I didn't have.

I don't know why I had so much trouble understanding something that seems so simple now.
>>
Best sound effects library? Is the Sony one good?

http://www.sonycreativesoftware.com/sfxseries1-10
>>
>>148122221
I shamefuly confess I didn't work on anything related to my game today.
I just wanted to rest a little after demo day. But tomorrow I'll go back to it..
>>
>>148123534
>he wants whodevs in the image
>>
>>148123642
IKTF bro
>>
>>148123534
The obviously can't add a character from every single game, that'd take way too long (or they'd have to reduce the quality on them).

I think they usually pick a good mix of characters from both the big popular ones and the less well known ones. They didn't just slap bunny + vampire in there despite how easy it'd be, while they included "hair receive bullet".

Plus it's a work in progress anyway, who knows how many characters the final version will have.
>>
>>148123642
I've only submitted a demo for 1 of the 10 Demo Days.
>>
What are some game genres that could be done with grid-based movement that wouldn't make the game terrible?
>>
>>148123405
Do You have more fanart of agdg games? Would you mind dumping them id you do?
>>
>>148123505
I'm probably going to have trouble with that as well but I'll try harder to learn for myself for now.

... unless you've got a helpful resource on quaternions for idiots.
>>
>>148123721
what is whodev?
>>
>>148123931
people who dont post here or only post here for marketing
>>
>>148123887
>>148123887
I don't even understand quaternions myself desu, don't think a lot of people who aren't mathematicians do. just accept the implementation of your engine/library/whatever, it usually just werks
>>
>>148123405
r34 from pink girl!!!
She looks literally made for love.
>>
>tfw I don't want to post my game until its nearly finished but also don't want to be called a whodev
>>
>>148123859
Roguelike
Strategy (like Advance Wars or Fire Emblem)
Certain puzzle games

>>148123931
Someone who submitted to Demo Day but never posts progress here, not even once.
>>
>>148123931
Let me translate >>148123996 into English

It's a derogatory term by one or two autismos in this thread to get normie non-enginedev/1MAmustardrace people to stop posting their visible progress, because it makes them jelly
>>
What software do my audiobros around here use to make their sick beats?
>>
>>148123887
You don't need to understand quaternions to use them.
>>
>>148122221
Haven't made any progress in the last two months due to an internship and now the 50 pages report I gotta write about it. So right now I'm just lurking AGDG. But I'll be on break in time for Space Jam, thankfully.

>>148123859
Traditional roguelikes
Strategy
Puzzle games
>>
>>148123931
People that join the Demo Day or Jam but have never posted anything here before. I agree that they shouldn't be part of the drawing, but the artist will have the last word on that, and I'll respect their opinion.
>>
>>148124058
Prepare progress posts but never post them
Then when you are nearly finishing your game you post them one a day. Makes it seem like you are making a lot of progress realy fast. That's what I do.
>>
>>148124071
>>148124129
Woah.
>>
File: ( ͡° ͜ʖ ͡°).png (406KB, 564x1538px) Image search: [Google]
( ͡° ͜ʖ ͡°).png
406KB, 564x1538px
>>148122979
>>
>>148124117
t. whodev
>>
>>148123695
I use Universal sound FX, I recommend it if you don't want to spend all that much.
>>
>>148123859
Why not just ditch grid movement if you're concerned about it?
>>
File: pong.gif (131KB, 799x621px) Image search: [Google]
pong.gif
131KB, 799x621px
look /v/! i sort of made pong without a tutorial!

i also made r the game restart button if i lose!

are you proud of me? im posting progress for the first time!
>>
File: 2015-07-26-2050-38.webm (2MB, 1280x720px) Image search: [Google]
2015-07-26-2050-38.webm
2MB, 1280x720px
>>148122979
>tfw your game doesn't have any characters
>>
>>148124117
nice one, don't think you can come here with your almost complete game only to market it, not posting any progress except for the occasional "i just added x feature! follow me on tumblr pls", where'd you come from, fucking tigsource or some shit?
>>
File: 1468173490302.webm (876KB, 1280x720px) Image search: [Google]
1468173490302.webm
876KB, 1280x720px
Progress from yesterday. Going to try and get a mini-version of this game ready for Space Jam, and then go back and focus on cleaning up Dungeon Break based on feedback.

>>148122979
I also really hope this gets done. I'd request a full-size version so I could print it out like 16x20 and put it up in my computer room for MOTIVATION
>>
>>148124117
It's pretty ubiquitous. You'd have to be pretty out of it to think it's only one or two people.
>>
>>148124281
also i didnt use code to make that, just the gamemaker blocks
>>
File: 1443630090868.jpg (49KB, 500x403px) Image search: [Google]
1443630090868.jpg
49KB, 500x403px
>>148124002
>>148124119
I was worried about that. But I'll take your words for it.
>>
>>148124301

Is this going to be like the old incredible machine games? they wee fun.
>>
>>148124281
>are you proud of me?
get a P2 and score system going and maybe.
>>
>>148124301
Why would you make a game without any characters? I don't see any advantage in that
>>
So, who's doing a collab for Space Jam?
http://www.strawpoll.me/10720138
>>
>>148124328
I feel like, perhaps, he's going too far down to shoot.

It looks like he's ducking and shooting... but then the shot is still pretty high up.
>>
>>148124301
Remember Mel from the Incredible Machine?

Make an anime girl version of him. Done.
>>
File: 1461522537431.jpg (323KB, 764x800px) Image search: [Google]
1461522537431.jpg
323KB, 764x800px
How do you make it to get time to dev your game.
I'm very busy at work, how do you get time to dev?
>>
>>148124447
easy
dont have a work to go to
>>
>>148124328
Did you get permission from Marvel to have Star Lord as the main character?
>>
>>148124447
Wagies don't get to have hobbies. Sorry.

Maybe next time you respawn.
>>
>>148124369
Yeah it will be a bit like that. Same idea when it comes to puzzles, but more physics based.
>>148124380
>>148124435
I thought about having an anime girl give you the tutorial but not sure about it.
>>
File: spook.webm (967KB, 962x542px) Image search: [Google]
spook.webm
967KB, 962x542px
My game now has skeletons you can beat up. Presently they pose no threat to the player so I'm going to work on that next. Figuring out how to make multiple enemy entities work and function independently was harder than I thought it'd be.
>>
>>148124447
chances are you have more time than you think. If you can spend time watching a movie or playing a game then you could have used that time for game dev.

Try putting at least an hour a day into your game.
>>
File: lewd.jpg (536KB, 564x1538px) Image search: [Google]
lewd.jpg
536KB, 564x1538px
>>148124195
>>
>>148124447
>muh dick
>>
>>148124328
You said before that both Dungeon Break and this use the "same engine".

How does that even work with GM? Isn't it going to be a pain in the ass to keep them both updated (assuming you keep improving the core engine stuff)?
>>
>>148124447
>How do you make it to get time to dev your game.
I saved up a year and can now NEET for ~two.
>>
>>148124394
>all those "No"s
>>
Can I make a game?
>>
>>148124428
That is crouch shooting, haha. If you stand and fire, he doesn't crouch down like that.

>>148124535
Nah they're totally different. There's no 80s mixtapes or quirky Pratt humor here.
>>
>>148124662
Nope, sorry. Only non-virgins are allowed to make game.
>>
>>148124447
>work from home as programmer
>get to spend time at home programmin vidya
>>
>>148124627
Well, by that I mean I essentially copy/pasted movement code and the dungeon generator from Dungeon Break to get a headstart on this one, but after that, they're both separate games. The dungeon generator in this one is already fairly different from DB, as well as obviously the player's movement and being able to aim and whatnot. But they're both standalone.
>>
>>148124697
Ok then, pretend I bitched that his shot is too high up for a crouch shot.

Or was that some sort of intentional?
>>
>>148124447
she is virgin?
>>
>>148123546
just like
>>
>>148124936
and subscribe
>>
http://www.strawpoll.me/10720197
http://www.strawpoll.me/10720197
http://www.strawpoll.me/10720197
>>
File: 10824912.png (16KB, 259x224px) Image search: [Google]
10824912.png
16KB, 259x224px
Is it wrong to be attracted to my own character?

Aren't they basically like my daughter?
>>
>>148125189
Very wrong.

You're disgusting
>>
>>148125189
Nothing wrong with being attracted to your daughter.
>>
>>148125189
Would you fap to your character?
>>
>>148125189
no. You're going to draw what you like, whether consciously, or unconsciously.
>>
>>148124870
Not entirely. I think it's a bit difficult to draw a pose where he isn't hip-firing that thing, and his spine isn't broken either. He fires at about half the original height, which is enough to hit smaller enemies. Can you think of any games that have a good crouch pose for this kind of pistol firing animation? Could check out those sprites to see how it was handled.
>>
>>148125189
They're basically like your GF.
>>
>>148124328
looks cool, what you making this in?
>>
How do I turn off GM's snap to grid for certain tiles? I'm trying to build a floor layer but I can't overlap any objects.
>>
File: 1416792101521.jpg (61KB, 900x675px) Image search: [Google]
1416792101521.jpg
61KB, 900x675px
>>
>>148125580
Joke's on you, its my day off today.
>>
File: 1467347727291.png (112KB, 208x266px) Image search: [Google]
1467347727291.png
112KB, 208x266px
>>148125189
Was it wrong for Zeus to be attracted to his creations?
>>
>>148125580
I work to fund my game nodev

Gamedev aint' cheap
>>
>>148125475
Just set the grid snap X and grid snap Y values to 0.
>>
>>148125740
yeah probably
>>
>>148125580
>your face when you're the driver
>>
File: dunno_lol.png (758B, 128x128px) Image search: [Google]
dunno_lol.png
758B, 128x128px
>>148125290
I cannot.

I seem to remember something like this, though.

I've seen games where the dude crouches with both knees in front, but that looks a little awkward.
>>
>>148125892
NO
faggot
>>
File: breach wip 2.webm (427KB, 480x827px) Image search: [Google]
breach wip 2.webm
427KB, 480x827px
Posting progress. Collision done. Tempo-feel closer to what I want too.
>>
File: squat.png (3KB, 724x104px) Image search: [Google]
squat.png
3KB, 724x104px
>>148125290
heh
>>
>>148125432
Game Maker: Studio

>>148125943
Yeah this has been my problem; all the games that have low-to-the-ground firing have awkward sprites, or the character is proned, or like in Super Metroid, Samus is hip-firing her arm cannon. Then games that have a pose like mine, such as Metal Slug or Super Star Wars, your crouch isn't actually all that low, and you straighten up a bit to fire.
>>
hey, this might be a retarded question but

is there any way of making photoshop not trim the transparent pixels around a layer?

it makes it really annoying to line up a new frame in a spritesheet when all the padding pixels are gone
>>
Ok, anons, I feel like I'm trapped in an infinite loop.

If I sleep, I can not dev, and it being unproductive makes me depressed.
If I don't sleep, I can dev. First. Then I'll became more and more tired, which makes me depressed, which makes me less and less effective during dev time, which makes me think I'm unproductive, which also makes me depressed.

Please help.
>>
>>148123859
xcom
>>
>>148125852
http://www.strawpoll.me/10720317
http://www.strawpoll.me/10720317
>>
>>148126157
Well... as long as you're able to hit all small enemies when crouching it's fine.

I mean hell you can even make some not hittable, it's just annoying.
>>
File: 1436750131346.jpg (106KB, 467x1166px) Image search: [Google]
1436750131346.jpg
106KB, 467x1166px
>>148125580
>mfw this is going to be at some point because i've been a NEET so long my employment gaps makes it impossible to get a job
>mfw im not gonna make
>mfw my future is fucked

kill me
>>
>>148125580
>tfw already in the game industry
>banking up experience, new skills and people every week
>doing programming courses for java SE and EE

>>148126321
Take sleeping as your battery recharge, if you don't like sleeping too much, set an eight hour sleep time and then get back to work from there, it's a much needed break, it's beneficial to you.
>>
File: chillin.png (81KB, 4508x380px) Image search: [Google]
chillin.png
81KB, 4508x380px
Dang. So many frames for what is probably (I haven't seen it in game) used exactly once.
>>
>>148126329
>My time is worthless
lads...
>>
>>148126506
Your time probably is.
>>
>>148126570
Wow you sure showed me
>>
>>148126345
just innovate you don't need a career if you're smart.
>>
>>148125883
Thanks m8!
>>
>>148126329
http://www.strawpoll.me/10720369
http://www.strawpoll.me/10720369
>>
>>148106139
A game is literall a set of limits
>>
File: 3d2.gif (2MB, 540x361px) Image search: [Google]
3d2.gif
2MB, 540x361px
I think the soldier style clashes with the environment style.
>>
>want to just like finish game
>demotivated by limiting scope to simple games
>demotivated by having no flashy art
>never finish game
>>
>>148126276
Make a new layer below the one you are working on, paint it on a solid color. Select the area you want and instead of using Ctrl+C to copy use Ctrl+Shift+C this copies all the layers.
>>
I'm going to make a real time strategy game.
>>
>>148126983
Anyone have that Venn Diagram of
>games I want to make
>games I can make
>games people want
>>
>>148125740
zeus didn't create humans, prometheus and athena did
>>
>>148127085
people don't know what they want, you just have to tell them they want the thing you made, that's marketing
>>
File: 1468203394555.png (23KB, 582x622px) Image search: [Google]
1468203394555.png
23KB, 582x622px
Is anon from pic related around? I have folders for my favorite pixel artists and I'd love to make one for you. Truth be told over the past months I've always thought your stuff were cool but not to the point of saving anything. Now I realize I'd like to have everything you've done so far. I'd hate to have to dig previous /agdg/ threads for that; do you have a blog or something?

By the way you were also the one about the make tutorials right?
>>
>>148126901
Maybe but that effects style looks very nice, especially the melee combat, maybe make the soldiers really small, non walking game pieces that hope around at slightly different times to look less onpoint.


>>148127290
Pretty sure those are different guys, anon. Tutorial guy uses much much much more AA
>>
Are there any good sources on """professional""" development in GameMaker? Right now my projects feel like an awkward combination of IDE-based elements and scripts. Not sure if there's a better way of going about this or not.
>>
>>148127005
yeah I know about that but it's not really a solution, you're discarding your transparency

I guess I'll just have to suck it up
>>
>>148126983
>>148127085
heres some more og qq for my blog
>want to use unity to make pixel game
>nope
>look at other engine options
>javascript, shitty custom engine scripting language, flash
>have used monogame before, might go back to that
>remember i didnt get anywhere because i dont know shit about game architecture so endless cycle of refactoring everything

it's the reason i started looking into using unity
and unity 2d is worse to deal with than using monogame
>>
>>148127697
>pixel game

Use Game Maker. Why the fuck would you use anything else?
>>
>>148127697
>remember i didnt get anywhere because i dont know shit about game architecture
http://www.gameenginebook.com/
>>
>>148127797
>shitty custom scripting language
its ridiculous
>>
I just bought two GTX 1080s for game dev. Is that good or should I get another?
>>
File: Hopoo_in_His_Dev_Office.jpg (52KB, 599x298px) Image search: [Google]
Hopoo_in_His_Dev_Office.jpg
52KB, 599x298px
>>148127884
It's fine.
>>
>>148127965
I dunno, you tend to burn through them rather quickly. I'd get another few pairs just to be safe.
>>
File: 1468083452786.jpg (43KB, 495x480px) Image search: [Google]
1468083452786.jpg
43KB, 495x480px
>>148127965
>I just bought two GTX 1080s for game dev. Is that good
what the fu-
>or should I get another?
You could have had a perfectly fine shit post there but then you fucked it up.
>>
>>148127965
You should probably get at least three more.
That is, if you really want to make the next Risk of Rain
>>
>>148127965
>he doesn't have a quad-video-card rig
>>
>>148127472
Really? Their style look very similar though. I'm pretty sure it's Knight artist dev.

Well time will tell.
>>
>>148127965
You might be a little underpowered for the average steam computer. You might want to get another to match their alienwares.
>>
>>148127797
not him, but i'd like to learn a language that also has some uses other than game maker

why bother spending so much time making a game with a language that will only be useful in that one engine?
>>
>>148128261
Because when GM:S 2 hit you can profit from it since it'll likely be the best engine on the market.
>>
>>148128156
I figure it's going to be ~6 months before my game is finished so I want to represent the average gaming rig 6 months from now.
>>
>>148127290
His tumblr
http://theonian.tumblr.com/
>>
>>148128261
It's also the most disgusting language ever invented, don't ever listen to anybody that tells you to use GM.
>>
>>148128339
>~6 mo. game dev
There you go. A+ shitpost.
>>
>>148128357
Sweet, thanks.

Yeah that's him, he talked about making tuts while posting that fish.
>>
>>148128357
>>148128196
Well I'll be, they're the same guy.
>>
>>148128261
GML isn't exactly a deep language. If you have any programming experience you'll pick it up essentially immediately. The API is a little more convoluted, but that's going to be a problem no matter what framework you use in any language.
>>
>>148128261
Because learning programming has little to do with the language. Concepts learned in GML apply to C# and C++.

I can learn a new programming language in a few days.
>>
>>148128396
There is no other good alternative for 2D.
>>
>>148128642
>I can learn a new programming language in a few days.

That's a pretty dumb thing to say. You're not going to learn the base libraries of any mainstream programming language in that amount of time, and good luck getting anything done without those. You could learn the basic syntax of any language in literally minutes to hours, but there's going to be more obscure syntax that even people programming in that language for years don't know.
>>
>>148124394
>0 collabs
agdg is dead
>>
>>148128810
Maybe when it comes to real programming but if it takes you more than a few days to learn Unity or UE4 from GM then you're functionally retarded.
>>
>>148127109
actually, we evolved from monkeys
>>
>>148128261
Becoming a good programmer isn't about learning languages, it's about learning the fundamentals that are common to all languages (yes even GM, although it's fairly basic).

Once you are a good programmer you should be able to pick up any C-like language near instantly, while other languages would only take a day or so.
>>
File: killmeplease.webm (1MB, 728x623px) Image search: [Google]
killmeplease.webm
1MB, 728x623px
I have no fucking clue what I'm doing
>>
>>148128339
>the average gaming rig 6 months from now.
It's going to be a PS4 or Xbone just like it already is today.
>>
>>148128952
This is wrong in so many levels
>>
>>148128952
Maybe you did. I'm okay with the athena theory.
>>
File: Rendering.jpg (387KB, 1920x1080px) Image search: [Google]
Rendering.jpg
387KB, 1920x1080px
>>148127290
>>148127472
>>148128196
>>148128458
Thanks! -and yes, that's me.
Also, yes, making tutorial. Part one of the fish tutorial is rendering right now (pic).

It might not be much, but it was a fuckload of work (mainly because I had to learn how to use the software, and also because my mic port broke, so I had to reinstall windows on an old machine to be able to record sound at all).

Going to complete part to tonight (I hope)
>>
>>148128810
Languages are not their libraries. In any case, you don't need to learn the standard libraries to be a proficient programmer; you learn how they're structured so that it's easy to look up something you need.
>>
>>148129049
Do you have any lewds of your character?
>>
>>148129123
>>148129237
Oh god it's like I'm back in /csgog/.
>>
>>148129582
I seriously hope you don't actually believe we evolved from monkey
>>
File: maxresdefault[1].jpg (79KB, 1280x720px) Image search: [Google]
maxresdefault[1].jpg
79KB, 1280x720px
Does your game have elementary school girls in it?
Reminder that elementary schoolers are the best.
>>
tfw no team
Making shitty programmer art feels like such a waste of time.
>>
>>148129720
>we probably evolved from a common ancestor as monkeys

Sorry you're so autistic
>>
tfw no team
Making shitty artist code feels like such a waste of time.
>>
>>148129902
No need to get butthurt just because you'e objectively wrong
>>
>>148130040
Source?
>>
tfw no team
Making songs for a nogame feels like such a waste of time
>>
Why do ds_maps use so much memory?
I tried creating a ds_grid with each tile having its own ds_map but it easily eats GBs of memory.
>>
>>148130120
>>148129996
I'm an artist who needs a programmer and music man
>>
https://www.youtube.com/watch?v=7miRCLeFSJo

Dev music?
>>
>>148130178
Why, oh why, does each tile need a key-value store?
>>
>>148130115
kek
>>
>>148130228
to keep track of stuff happening in the map
>>
Why do all unity 2d tutorials use the fucking physics system to handle collision and such? Is it the best method? Or shoul i write my collision? 2d games
>>
File: CarmaPoems-endleaf.gif (229KB, 618x510px) Image search: [Google]
CarmaPoems-endleaf.gif
229KB, 618x510px
How do I make a game that makes me feel like this poem makes me feel?
>>
>>148127472
Thanks anon, yeah I think I'm going to redo the soldier style. It's hard to fit everything on the tile and make the weapon still recognizable.
>>
Who else spends a ridiculous amount of time deciding on what a certain variable or function should be called?
Truly, naming things is the most difficult part of gamedev.
>>
>>148130306
How much stuff is happening on each tile?

Depending on how much data you need to store per tile you could always use an array.

Alternatively you could store all of the data in comma-delineated format in an external file and call it. Depends on how massive of quantities of data we're talkin'
>>
>>148130465
Nope

var_1
var_2
var_3
var_4
var_5
>>
>>148130408
You make it a requirement to be played dual monitor, with the focus being in the middle of the two monitors.
>>
>>148130408
Just like make it really boring.
>>
>>148130465
My score variable is just called banana
>>
>>148130408
>not sure if the poem being split in half is meant to be an intentional poetic effect or not
well, how does it make you feel? i feel confused?
>>
>>148129781
Middle school a best
>>
File: MAKE IT.png (221KB, 287x390px) Image search: [Google]
MAKE IT.png
221KB, 287x390px
>>148130541
>using separated variables instead of array.
>>
>>148130209
Together we could become unstoppable
>>
>>148130465
Just name the thing what it is or does, if you don't know how to name it then you probably don't even know what your variable is for or what your function does, which probably means your function is too big.
>>
>>148130221
>>148129781
https://www.youtube.com/watch?v=dvfMHKbHXLg
>>
>>148130517
I heard that arrays are slower than DSes so I was trying to avoid them and I want to be able to store and find an arbitrary amount of data and Arrays don't seem to have "find" functions.
Turns out ds_lists are much much lighter than ds_maps for some reason even though a ds_map is basically two ds_lists glued together so maybe I will go with that.
>>
>>148108391
nice map design anon
>>
>>148130706
you should collab on a game for space jam
>>
File: triggered.jpg (16KB, 320x371px) Image search: [Google]
triggered.jpg
16KB, 320x371px
>>148130541
>using numbers in variables
>>
>>148130465
Currently having that problem.
What should I name the folder for ladders, springs, doors. Stuff you can interact with.
Interactables?
>>
>>148131113
>Not using xXx420xXxCase for your variables.
>>
Bunnydev here, I need your help. While I work on the feedback I received, I want to do things to expand the game. So I plan to
>make a new idol
>get a musicbro to make me a new song (I would like the final game to have songs made by many different musicbros)

So first, if any musicbro feels like making a cute song for Idol Comm@nder, let me know so we can keep in touch.

Second, if you have any suggestions about my next idol(s), go here
https://www.suggestionox.com/r/hsQoL8

Thanks in advance aggy daggy.
>inb4 WHERE'S MY COSTUME YOU LIED YOU JUST WANT MORE DOWNLOADS

By the way, amazing how the game changed in less than a month.
>>
>>148130541
>>
>>148131329
bunny girl in a playboy bunny leotard when?
>>
>>148131329
Add my song for a drum, guitar or bass idol.
https://soundcloud.com/sebastian-valdenegro-1/down-on-the-street
>>
File: lewd4u.jpg (143KB, 600x812px) Image search: [Google]
lewd4u.jpg
143KB, 600x812px
>>148129562
Here u go papi
>>
>>148131329
personally I'd say get rid of the weeb girl cos its embarrassing that a fully grown man would want to put little jap girls as main characters

why not have something like the Elite Beat Agents? It's stupid as shit but it's funny and you can be flamboyant as you want.

Or just a theme in general. I mean look at everything from DDR to even Jet Set Radio and look at the worlds they create through the characters.
>>
>>148131329
Just use obscure music like this:
https://www.youtube.com/watch?v=efSsILTqPo4
>>
>>148130465
>what does it do?
>it fucks things up
>then call it FuckThingsUp()
>>
>>148131663
>its embarrassing that a fully grown man would want to put little jap girls as main characters
>>>/tumblr/
>>>/reddit/
>>
File: sexi.gif (272KB, 500x264px) Image search: [Google]
sexi.gif
272KB, 500x264px
>>148131329
cat boy pussy when?
>>
>>148131865
Are male idols a thing?
>>
>>148129781

Would rather have busty teens and milfs dressed like elementary school girls
>>
you're a grown ass man you weeb fuck
>>
>>148131663
>its embarrassing that a fully grown man would want to put little jap girls as main characters
Why?
>>
https://instaud.io/sIt alien tribe- free for your use /agdg/

https://instaud.io/sIu (looping version.)
>>
>>148131938
of course.
>>
>>148131984
Nice
>>
normies pls
>>
>>148131984
Awubwubwubesome!

I wish I knew how t make this kind of stuff. I should try installing Fruity Loops or that other program again and try a bit harder to learn.
>>
>>148131329
What kind of music are you looking for? I'll do something.

Also it might be because there's no type of game I'm worse at than rhythm games but I found the keys qwer quite difficult to use, I feel like the familiar wasd or having 2 keys with left hand and 2 keys with right hand would be easier. But that's just me, I don't know anything about the genre. Game looks very nice and smooth and is probably one of the most polished games I've played from the DD9 lot.
>>
File: gif13.gif (3MB, 480x320px) Image search: [Google]
gif13.gif
3MB, 480x320px
I uploaded patched version of 3.60 to https://arikado.itch.io/clarent-demo

You might want to check it out if you liked the demo. Tons of stuff fixed and tweaked. Patch notes are on the game's page.
>>
>>148129781
I'm making a game where the main character is a guy who gets turned into a little girl after going urban exploring in a cursed elementary school.
>>
>looking for tutorials on youtube
>oh hey this looks interesting
>play it
>fucking pajeet voiceover
Every time.
>>
File: 1409913891317.jpg (20KB, 180x260px) Image search: [Google]
1409913891317.jpg
20KB, 180x260px
>>148132332
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>video tutortials
>>
File: d1gjoagv1re8sspfwzb3.jpg (56KB, 500x334px) Image search: [Google]
d1gjoagv1re8sspfwzb3.jpg
56KB, 500x334px
>tfw want to do demo day ten but scared I won't be able to make anything in time
>Plus, I'm not nearly a engine dev yet and I'm only just learning gamemaker

Maybe day 11..
>>
File: CnCYjT5UEAAOK9K.jpg large.jpg (19KB, 242x239px) Image search: [Google]
CnCYjT5UEAAOK9K.jpg large.jpg
19KB, 242x239px
>>148132225
>Awubwubwubesome!
>>
>>148103459
I made an OC for Aggy Daggy. Feel free to use it for OP pictures.
>>
File: 1133221204-13.jpg (17KB, 200x200px) Image search: [Google]
1133221204-13.jpg
17KB, 200x200px
>>148132443
You can do it
Fight!
>>
>>148132332
tbqh senpai, making games with ben is pretty much the only good tutorial series. Just make sure you have some background in c++ because he works fast in the later tutorials.
>>
>>148132237
Not sure what kind of song I need. My only description is "cute, peppy, anime-like" but I might actually use sad slower songs or more heavy rock songs too so I guess anything goes.

Yeah I'm definitely working on giving the player the ability of choosing different control schemes. I got used to playing one-handed and never realized how much more sense it makes to play it two handed.

Thanks for the praise but I don't feel like I deserve them.
>>
File: b.png (29KB, 247x247px) Image search: [Google]
b.png
29KB, 247x247px
>>148131329
>>148132578
this is the cutest shit I have produced

https://clyp.it/l5eelhgg

if this was today I'd probably replace the vocals with miku since they're... not very good
>>
>>148132504
Pretty good anon, we really need more OC.
>>
>>148132467
I meant to spoiler the wubwubwub if that matters. ;_;
>>
>>148132443
Try doing something for Space Jam. Just something small and easy to get your feet wet. Its what I'm doing.
>>
>>148128339
>average gaming rig 6 months from now is going to be 3x the highest end card now

yeah, no. you might be looking at 1060 performance for "average", most people probably won't even upgrade by then
>>
I'm feeling devilish today.
Give me a dev to cuck, /agdg/.
I will find everything I can on their game, code it up myself better than they ever could, and also add features and make the game better than they ever could.
>>
>>148132287
If it's a patched version 3.60 then shouldn't that just make it version 3.61? Definitely checking it out, though.
>>
>>148132287
>https://arikado.itch.io/clarent-demo
>Bookmarked for when I get out of work tonight.
I love seeing your progress man, really excited to get myself the final product.
>>
>>148132504
Nice desu
>>
>>148132640
Sounds great. Do you have soundcloud or something where I can follow you? I would love to use your tracks for my game.
>>
File: shipvsship2.webm (3MB, 800x600px) Image search: [Google]
shipvsship2.webm
3MB, 800x600px
>>148132743
>>
new thread
>>148132835
>>148132835
>>148132835
new thread
>>
>>148131938
Haven't you seen the huge amount of boy bands japs have? And on top of that they also have trap boy bands.
>>
>>148132779
https://soundcloud.com/happy-eighth-note

I probably shouldn't but I'll try to either write you a song or at least touch up that one
>>
I want to do a text based game in GM using a custom font. What's the best way of approaching this? The built in font and text rendering stuff seems more geared towards actual fonts, whereas I just wanted to use like an image file. I also wanted to draw certain text with effects, which doesn't seem possible with the text API. Should I just treat text as sprites?
>>
>>148132548
I-I'll try
>>148132714
Now that you mention it, I just remembered this simple game idea I had like a year or so ago. I might give it a shot with GM. Thanks!
>>
>>148132670
It's ok thank you for the compliment

If you can spare a dollar, I recommend you go get the sounds of KSHMR vol2 pack from Splice for it (it's a gig compressed of high quality cinematic samples.) That, plus about 2 dozen kontakt libraries and the default FL Studio synths are what I usually use to make game music.

A lot of people think you need like Massive or some shit but 90% of the sounds I make are just 3xOsc or the free VST "Synth1" layered over each other with various effects to make fatter/wider sounds.

Here grab this thing https://splice.com/sounds/splice/sounds-of-kshmr-vol-2
>>
>>148131164
Yeah, I call these "Interactive objects" in my game.

>>148131984
Gives me a Star Control vibe. Pretty neato.

>>148132743
>I will find everything I can on their game, code it up myself better than they ever could, and also add features and make the game better than they ever could.
How about yourselfdev
>>
>>148132760
Yeah it should be but my version control is fucked up anyways due spaghetti code still existing.

>>148132762
It's gonna be good.

The major things I fixed were:
-jumping not always registering
-MC doesnt let go when ledge grabbing until jump is pressed
-shroom AI was corrected
-grappling hook can now be used while crouching
>>
>>148122659

Thank you anon, if you are still here
>>
File: dd9-hmm.png (306KB, 548x525px) Image search: [Google]
dd9-hmm.png
306KB, 548x525px
>>148122979
If that jellyfish had a nose it'd be bleeding right now.
>>148124610
>implying she didnt BRRRAPPPPFFFF instead
>>
File: 1I8zcz2.jpg (141KB, 700x700px) Image search: [Google]
1I8zcz2.jpg
141KB, 700x700px
>>148124165
This is brilliant and I'm going to do it. Expect to see one of your semi-regulars disappear for a while.
>>
>>148133537
Is she a virgin?
>>
File: 1457811549478.jpg (365KB, 2464x1648px) Image search: [Google]
1457811549478.jpg
365KB, 2464x1648px
>>148122979
>zero quest gets 2 characters drawn.
>I get none
fuck you.
>>
>>148133970
Post cute girl character
>>
>>148122979
>>148123841
I think they only drew the ones with cute girls senpai
>>
File: agdg mascots PROPER VERSION.png (820KB, 1047x945px) Image search: [Google]
agdg mascots PROPER VERSION.png
820KB, 1047x945px
>>148122979

Please use the official version, jeez.
>>
File: crying_colorless_elfman.jpg (13KB, 204x247px) Image search: [Google]
crying_colorless_elfman.jpg
13KB, 204x247px
>>148134869
>tfw my character is not on that
>>
>>148135467

whos your character
>>
>>148129516
Sweet. I assume you'll be releasing both parts at the same time?
>>
>>148134869
i want to fuck the pink one.
>>
>>148124350
Then it's worthless
>>
File: Screenshot_7.jpg (8KB, 196x181px) Image search: [Google]
Screenshot_7.jpg
8KB, 196x181px
>>148137293
Thread posts: 786
Thread images: 126


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.