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/agdg/ - Amateur Game Dev General

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Thread replies: 773
Thread images: 219

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Play Demo Day 9 games!

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

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

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

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

> Previous Demo Days
http://pastebin.com/Qi63yBxd

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

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

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

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
First for waifus
>>
Second for get off of 4chan and go work on your game you stinky nodev
>>
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>>148132921
low poly military waifus
>>
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I fixed the light bug, doesn't this look better?
>>
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>>148132921
Cube waifus
>>
>>148132991
d-do you need sound or art...
>>
>>148132991
your whole game looks like shit honestly
>>
>>148132287
Those are great news. Would you mind posting a screenshot with the whole map unlocked? I want to check if I missed any room.
>>
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For the RoR with mechs dev:
I can''t tell if they are quite in scale with your sprites. I know the shading on the body is pretty bad.

Do these fit the aesthetic?
Can you post the image with all the sprites you've made so far?
>>
How hard would it be to make an online competitive game as a one-man dev
>>
>>148132985
>that guy that was making a soldier girl game for Waifu Jam
>disappeared halfway through
>tfw no cute WW1 soldier girl game ever
Fuck
>>
>>148132991
Shots are too faded. looks like dustballs.

My personal choice would be to make them bright saturated colours and then adjust bloom threshold effects so bullets and afterburners end up blooming but normal ships don''t, makes shot appear more like glowing hot dangerous plasma.
>>
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Where is recap guy?
>>
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>>148133109
I could use concept art/drawings of battles for advertising
>>
>>148133228
The hard part would probably be having enough concurrent players for it to be competitive
>>
>>148132991
Those thick lightbeams need fixing and your sprites/models could use some detail
>>
>>148133118
Your game looks great. Pic related is your game.
>>
>>148133279
He died. RIP in piss__
>>
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>>148133296
kk, downloading now.

Also I'm this musicbro js-
>>148131984
>>
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>>148133167
Here's full map of demo.
>>
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>>148133279
There was another guy doing his job because the actual one is like dead, he is probably going to post soon.
>>
Reposting.
I need ideas for my next idol(s) and new songs. I already have a couple of musicbros available but more options is always better.

What should my next idol look like?
https://www.suggestionox.com/r/hsQoL8
>>
>>148132991

I like it, however it looks a little washed out or sun bleached
>>
>>148133324
How hard is it to even set up the thing to get to that point
>>
>>148133564
This is so fucking cool. What are you making this in?
>>
>>148133646
You're asking how hard is it to make a game?
>>
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>>148133593
Make the next song this:
https://www.youtube.com/watch?v=efSsILTqPo4

>>148133341
I'm not good at drawing, so the sprites are going to have to stay for now. Are you talking about the trails behind the orange projectiles?
>>148133262
The gray shells are flak, so they're not the most dangerous weapons in the game, is >>148133296 better with the orange shells?
>>
>>148132991

are you colour blind?
>>
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>>148122979
If that jellyfish had a nose it'd be bleeding right now.
>>148124610
>implying she didnt BRRRAPPPP instead
>>
>>148133720
GM:S.

You don't even want to know how awful it was to write map system with it.
>>
>>148133762
How hard it is to make a game with online features while being a one man dev
>>
>>148132991
Looks awesome but that planet isn't a perfect circle which triggers my autism
>>
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>>148122979
>still no bunny
>>
>>148133806
Dungeon Break dev here. How did you wind up doing your map system? Mine was easy because each map is a grid, but I'm curious how you handled a freeform map like that.
>>
Guys, today is the day. I'm gonna launch my Greenlight campaign. For real.
It's time to see if there are enough people who care about nanomachines.

We will get the answer in a few hours.
>>
>>148133783
No the projectiles themselves. They look like Cheetos in that webm
>>
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Hello, I'm writing Pong.
>>
>>148133979
does anyone go to greenlight without being linked there? I sure as fuck don't. do you have any way to get people there to vote you up? other than spamming it here of course
>>
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>>148133979
Congrats anon!
>>
>>148133979
Good luck.
>>
>>148133884
About 29 difficulty units.

You haven't even said if it's 2D/3D, what genre, what art style. And even with all that information an estimate is useless because it entirely depends on your ability.
>>
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>>148133979
aww shit
>>
>>148133564
>game is like 360x240 at best
>image is 960x640

??
>>
>>148134021
Why?
>>
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>>148133914
It's a work in progress nerd
>>
>>148134109
Because they told me to write Pong as my first game.
>>
>>148134089
If I haven't said what kind of game I'm making, that would mean I'm asking about general online features that could apply to any game, geez anon it's not hard using insight
>>
>>148134021
Wow where do I learn C++ and how long will it take me
>>
>>148134225
I know, I'm just getting impatient because I've been looking forward to it from before DD9 even started.
>>
>>148134246
Make your own game instead
>>
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Every time I make a song for my game it sounds wildly different to the last one.

https://clyp.it/wm5da3a1
https://clyp.it/eq1epfj0
https://clyp.it/mvamiytg

Is there any way to help make them all sound similar? I imagine making all the instruments be the same will help to a degree.
>>
>>148134452
http://www.pastefile.com/JgA9lN
>>
>>148133956
I have basically 2 map systems. The rooms are named like "rm_XX_YY" and XX and YY are coordinates and every time you leave the boundaries, you are moved in grid. Okay, if all rooms were same size, I could just do ds_grid that checks position from those coordinates, but as rooms are different sizes, this doesn't work.

So I created my own map editor which saves full map as grid and create temporary map which checks the values of full map's ds_grid (each grid has variable depending on which room image it should have, 0 being empty).

Then I have controller which checks player's position on map depending on from where he entered and size of the room and then add few values to the map position to correct the movement on minimap.

I can't really describe it any better.
>>
>>148134303
Because online chess and WoW have the same netcode
>>
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>>148134439
step 1. you don't
>>
>>148134523
Oh shit man, that sounds really similar to what I did.

So my dungeons are always 8x8, but rooms can be 1 or 2 rooms tall. So basically each cell is still it's own cell, but if a room is 2 cells tall, only one cell hold's the "room" data, and the other cell is assigned as a "subroom", and if the game tries to retrieve information about a subroom, its directed to the main "cell" of that room to get info.

It was a bitch and a half to get working, especially since I use a similar "if player is outside of room bounds, move him to the next cell over"
>>
>>148134647
>C
>C++
>>
how do I stop myself from getting constant boners while deving?
>>
>>148134732
with cpp you can learn to be a code monkey

with c you can learn to be a programmer
>>
>>148134798
Masturbate a lot.
>>
>>148134798
fap until your dick stops working temporarily. takes about 6 hours of fapping for me.
>>
>>148134798
remove the cute anime girl from your desktop and think about math
>>
>>148134463
motifs and the same instruments, yeah

I really like your third song and I think you're in the right direction here. identify the hook and make a variation for the next one

otherwise try a 3/4 time signature, slightly slower tempo and more liberal use of reverb to achieve a more underwatery feel

https://clyp.it/wpt3tykt
>>
>>148134103
You can change the screen scale from settings. The native resolution is 240x160. You can also stretch the window and set it as fullscreen and shit, but there won't be any mixels or rixels or whatever fuck.

>>148134704
Yeah it definitely isn't easy, especially when trying to calculate player's position and add values to map position, because GM:S count's X and Y from top left so I had to reverse the math behind position when player enters from "bottom" or/and "right" part of map.

At least it works.
>>
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Day 15, still no gameplay. At least it's getting kind of comfy...
>>
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>>148133995
I never noticed them as cheetos before.
>>
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>>148134931

I remember this song. I have both versions you sent saved still. I always thought it was nice.
>>
>>148135108
Definitely need some ground shadows and crepuscular rays

and gameplay
>>
>>148134021
Dude, I have the same goal in my mind now, what resources have you used? (What library, tutorial, etc.)
>>
>>148135141
I don't think it fits your game anymore since it plays much faster and arcadey now, back then I thought it was a bit like ecco the dolphin or aquaria

I loved your demo by the way, and the new controls are much better
>>
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Here is the link:
http://steamcommunity.com/sharedfiles/filedetails/?id=722390586
I think it will appear publicly in the "recent submissions" when Steam Guys will have checked it.

>>148134058
>do you have any way to get people there to vote you up? other than spamming it here of course
I made an OC for Aggy Daggy >>148132835

Also, I tried to carefully insert some chan culture into my game.

Generally, I intend to tell aggy daggy how things work for me, so people here will be able to avoid my mistakes / do things right.
>>
Are there some other channels like Game Maker's Toolkit for devs?
>>
>>148134931
Aaaah what instruments are you using here

How do you construct a song

All my shit sounds boring and awful god show me a tutorial or something please.
>>
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testing out new toys
>>
>>148135445
so you intend to spam it here, generating ill will from the community, and hope someone notices it for the 5 seconds it's on the recent submissions on steam?

and you expect to get votes?
>>
Do you credit stackoverflow and various online programming resources in the credits to your video game? If not for them, you would've never completed your game.
>>
>>148133592
I thought Homph was recap guy?
>>
>>148135445
I voted no thanks/not interested
>>
>>148135532
You got a blog or something? Your game looks fucking sick.
>>
>>148133593
Why don't you fix the real issues with your game first? You still haven't addressed the problem with the gameplay: keys, rows and whatnot.
>>
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Apparently GM does support sprite fonts, just not through the IDE.
>>
>>148133564
Thanks! seems I did miss one room after all.
>>
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*~====Weekly Recap====~*
>>Recap Guy Is Dead Edition

Reply to this post with the format filled out below and join the weekly recap. Do not stray from the format below or else the scraper will probably miss your response. Try not to use things like additional line breaks or quotes.

A 1.5x1 .png file works best. A .webm will probably look awful since I just use the thumbnail for those.

====Recap Format====
Game Name:
Dev Name:
Tools Used:
Website(s):
Progress:
(+ For positive progress)
(- For negative progress)
>>
>>148135525
did you ask me the same thing yesterday

I like to help but your question is vague and I can't really write you a tutorial. I also don't know any music tutorials that aren't just... books

collect samples, write a shitton of songs until it stops sounding bad. copy other songs. try to start chords first since it's easier
>>
>>148135558
>so you intend to spam it here, generating ill will from the community, and hope someone notices it for the 5 seconds it's on the recent submissions on steam?
The question was "any to get people THERE". So I talked about how I intend to get people THERE.
I have of course a bigger advertising strategy, involving the community I built up during the last 18 months, professional contacts, site news ready to write things, niche subreddits, IRL communities caring about robots, etc.
>>
So I'm completely new to GM and coding in general, and I might be overthinking this, but let's say I want to have stat types that are shared between every enemy and ally in the game (stuff like HP, Armor, Evade). Do I have to define all of those variables for each object or would I want to set up a script to define what each one is?

Or am I completely overthinking it and all I have to do is put in like "hp = 100;" into each character? If I use the same terms between them all, would the game know what I'm talking about when I'm trying to have an enemy attack someone?
>>
>>148135115
dangerously cheesy
>>
>>148135532
Awesomeee
How long have you been working on this? Why haven't I seen you here before the last couple days?
>>
>>148135606
Yeah, when he dissapeared in April Sayaka took his place. There was recap last week but it was a little late, maybe today happens the same.
>>
>>148135796
Game Name: God is a Cube
Dev Name: King Kadelfek
Tools Used: Unity 3D
Website(s): www.godisacube.com
Progress:
+ launching the Greenlight campaign http://www.godisacube.com/greenlight
>>
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>>148135318
I think the shader for the ground is broken, you can barely see shadows with dark textures.
There's a lot to do, i don't even need to think about gameplay right now.
>>
What does /agdg/ thinks of Superpowers?

http://superpowers-html5.com/index.en.html

https://itch.io/c/27733/games-made-with-superpowers
>>
>>148135946
Nevermind that's what I get for posting before reading all the new posts.
>>
>>148135858
Make a script to initialize each type of enemy and then set the object to run said script on the create event.

So if you had a goblin, you'd have a "on_create_goblin" script and a "goblin" object. In the goblin object's create event, you'd execute the script. The script would define and initialize any variables like HP.
>>
>>148135532
Whodev as fuck, but slick game nonetheless.
>>
>>148135757
>think to myself "that reminds me of the C64"
>read the window title
You're cool in my book, anon.
>>
>>148136117
You're too new to be acting like you know what whodevs are. Stop trying so hard.
>>
>>148136063
Also, you might want to be a little more generic and just use script_execute with arguments to execute a "on_create_enemy" type script. That'd prevent you from accidentally creating enemies missing required values.
>>
>>148135817
Im a different person. I just wanna know your process, I know enough about music in theory to make songs but they don't sound as complete and varied as the one you posted. How do you decide what instruments to use? What did you make first? How do you know that the song should bring in another instrument at such and such a place. I find my issue is that the further I go into a song (Adding instruments, new patterns and so on) The more it begins to fall apart and sound wrong.

I wish there was some channel on Youtube that would explain this kind of thing more in the context of a DAC, all I get when i look up FL Studio related stuff is people making generic dance music and sound mixing rather than anything to do with the actual composition of a song.
>>
>>148136297
Doesn't it taste good, anon, the taste of your own poison? :)

You made me
>>
A free released 2D or 3D cute girl etc.
>>
>>148136063
>>148136303
That makes sense. So that way I could basically just create a library of each type of enemy in the game and whenever I wanted, just use a generic script to call and place a predefined copy.
>>
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>>148135796
Game Name: Vampire's Bit
Dev Name: Vampiredev (JCS)
Tools Used: Game Maker, Photoshop
Website(s): https://jcs.itch.io/vampires-bit-demo
Progress:
All this updates are included in the Demo Day 9 build
+ A few more changes to level design and hunter's AI.
+ Small tweaks on some assets and bug fixing.
+ Added a "Thanks for playing" screen.
- X-Input doesn't work properly.
- Didn't like the banner on the itch.io page so got rid of it.
- Still haven't finished promotional art.
>>
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>>148135717
no, but that's an interesting idea.

>>148135874
last 8 months, tho technically we started 5 years ago, then laid it to rest for 4 years because we sucked at it

so guess there just wasnt that much to show off yet

pic related

>>148136117

t-thanks
>>
>>148136620
A serious case of art being more interesting than the sprites in-game.
>>
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>>148135796
Game Name: SNEK
Dev Name: snekdev
Tools Used: Unity, Blender
Website(s): snekdev.tumblr.com
Progress:
+All new unit graphics
+Units have trails for better visibility
+Removed one-hit-kill system, units are damaged now
+3 new unit types
+Multiple moves in a line
+THE GAME IS FUN NOW
>>
>>148135532
Brb stealing those fireballs
>>
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>>148135796
>Game Name: Ball Run
>Dev Name: Raflosti
>Tools Used: Unity, paint tool Sai, Photoshop
>Website(s): None yet
>Progress:
+Back from a loong break
+Demo submitted (see in Demoday 9)
+Began working on a control mapping menu because people who played the demo didn't know the controls
-Bugs list piling up
>>
>>148136297
>newfag desperately tries to garner favor with random whodevs
>>
>>148136703
Doesn't that apply to pretty much any 2D games? Also keep in mind he's doing NES graphics on purpose, obviously fan arts are going to be prettier than his game, but there's nothing wrong with that.
>>
>>148135796
Game Name: Idol Comm@ander
Dev Name: SquareDev
Tools Used: Unity, Blender
Website(s): squaredev.itch.io, squaredev.tumblr.com
Progress:
+ working on implementi the feedback I received
+ beatmap overlayed on the stage
+ removed twists in the map (I might put them back though)
+ stage camera rotates and zooms around Bunny
- need to make different control schemes
- need suggestions for new idols
- need to make easier version of the beatmap and work on syncing it better with the music
>>
>>148136575
See
>>148054823
>>
>>148136575
I promise anon, one day when I get good at 3D I will make an AGDG-chan model complete with skeleton and animation. And it will be free to use for agdg only.
>>
>>148136703
I have plans of reworking the sprites a little bit to improve them as much as I can, but I will keep the 8-bit look so don't expect nothing too big either. I'll slowly make and add more art to the game too.
>>
>>148136626
>we
Dropped
>>
>>148135331
SDL2.
>>
>>148137029

me and bruv
>>
>>148136434
>How do you decide what instruments to use?

a lot of the decisions I make are simply from memory or imitation. in truth I write cliches rather than songs, they only have just enough of a personal style to sound unique

e.g I knew I wanted a slow watery song so I started out with a 3/4 time signature (ecco the dolphin) added a slow lead with a very long attack (I can't recall what game this is from, maybe duck tales). then the bells (I add bells to everything) and reverby percussion

https://clyp.it/anghnsml

same here. I wanted to write something jun ishikawa ish so I listened to a shitton of kirby songs until I figured out I needed to have stabby panflute chords and short bursts of melody

I hope this helps but probably not
>>
>>148136703

I guess you never played SNES games. The cover art most of the time looked nothing like the game ad we liked it!! You young whippersnappers don't like anything!
>>
>>148135796
Game Name: [Placeholder Title]
Dev Name: Ogier
Tools Used: GM:S, GraphicsGale
Website(s): https://ogier.itch.io/placeholder-title
Progress:
+Moved boss to new room
+Boss attack adjustments
+Fixed some bugs
+Posted Demo on DD9 page
+Working on adding a bit of a tutorial
+One-way platforms now work
+Redesigning older maps to account for new jump height
>>
>>148137078

mah negbro
>>
>>148134521
>http://www.pastefile.com/JgA9lN
GUYs herei s my pong demo try i
>>
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Small update.
Now the explosion radius of the mines is visible and the HUD fades when the torpedo is near it.
>>
>>148137191
>short bursts of melody

these are called accents but alas I'm retarded
>>
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The hand unit can break obstacles now.

So the player has Bit-Man to add and remove obstacles, but that could be seriously broken if you could just block the orb. The AI player is too stupid to know which obstacles are important and use its own bit-man effectively. I gave obstacle removal to the hand instead because it can be used for attacking too
>>
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>>148135796
Game Name: Frogs Life
Dev Name: Nasty Old Wizard
Tools Used: GM:S
Website(s): http://nastyoldwizard.tumblr.com/
Progress:
+watering can
+walking with tools
+tool bar/item switching
+better fishing
+first steps for cooking
+easier to understand shop UI
>>
>>148137206
So can you not draw whatsoever or...
>>
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Next critical asset done, can go back to game making. Truck gonna be visible from distance and it's for mobile, so my rubish texture skills won't be so visible.
>>
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>>148135796
Game Name: Clarent
Dev Name: Arikado, SouthCXC, P.H.I
Tools Used: GM:S, Aseprite, Paint.net
Website(s): https://arikado.itch.io/clarent-demo
Progress:
+grappling hook can be used while crouching
+fixed bugs
+AI tweaks
+fixed audio settings and gamepad deadzone
+gameplay balances
+changed how ledge grab works
+lots of other stuff
+released patch for the demo I released on demo day 9
>>
>>148137317
Fuck off with your shitty Stardew Valley clone
>>
>>148137380
I'm pretty sure Twinsen's Oddysey: Relentless Adventure was released with an animation exactly like yours. you're all good
>>
>>148137285
Nice, that's fantastic.
>>
>>148137443
lol
>>
>>148137191
Nah this is helpful, And that kirby esque song is very good, at least to my amateur shit ear. You use soundfonts right? How do you get them to sound good? Because mine always sound terrible.
>>
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>>148135796
Game Name: Ordinary Platformer Life
Dev Name: Wur
Tools Used: GM:S, CSP
Website(s): Nothing yet
Progress:
+ Enemies
+ Simple GUI
+ Score system
+ Lives, death animation and a game over screen
- There are some weird hitbox related bugs
>>
>>148137443
stardew valley is a clone itself, I've never even played the game, I like to think of it as an animal crossing clone with farming.
>>
>>148137505
>How do you get them to sound good?

layering. even in retro sounding songs I add stuff until it takes the edge off the soundfonts
>>
>>148137450
Animation is just for the webm. Such silly things won't happen in game.
>>
>>148137419
Is this a game for ants?
>>
>>148137206
I'm not trying to bully you but why do you use GraphicsGale if you are only drawing boxes?
>>
>>148137720
Let me guess, you were born after 2000.
>>
>>148137861
for maximum box quality
>>
>>148137568
>CSP
What's this?
>>
>>148133593
Add more songs.

But first change keyboard mapping between qwer or sdkl for both hands.
>>
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>>148137330
Nope.

>>148137861
It makes my life easier (drawing the slash effects is simpler in it compared to GM:S), and I kinda wanted to get used to the program.
>>
>>148137912
No, actually around the time I could hold a controller to play SotN, which still had a better resolution than this
>>
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I guess I should post to the recap to motivate myself but I don't have much to show so I'd feel bad about cluttering it with low energy shit
>>
>>148133797
I want to fuck the pink one.
>>
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>>148133797
>>
>>148138038
Do it so you can see improvement from week to week
>>
>>148137309
shit looks like a mini map tho
>>
idea guy here

its like a video game but theres a fast forward button
>>
>>148138038
Oh shut up and post it.
>>
>>148138148
What do you mean? I cropped the image because otherwise it hits 3mb in like 5 seconds
>>
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>>148137309
remove tron glow
go full vector
>>
>>148137969
Clip Studio Paint, It's an illustration software.
>>
>>148138180
I lost track of time being sick so I honestly can't even remember if it was this week or last week I accomplished something
>>
>>148134463
I think you're overthinking it, I think they sound like they would work together just fine.
>>
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>>148138276
It looks cleaner but much duller.
>>
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Game Name: Tier 1
Dev Name: Zillo7
Tools Used: C#, .NET
Website(s): http://zillo7.itch.io/tier-1, http://www.indiedb.com/games/tier-1/stats
Progress:
+Revamped the UI
+Fixed minor bugs
>>
>>148138026
That game's resolution has less than 100 pixels of diference with Playstation's.
>>
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Working away hard at a first level. The important geometry is already laid out, now it just needs to be dressed to look convincing. Doing up the enemies to look passable.

WIP of a standard enemy soldier. I know it's not the most impressive project ever, but I want a decent, short, FPS that isn't a trainwreck.
>>
>>148138509
It looks better with bloom.
>>
>>148134587
That would obviously exclude a question about netcode anon, where IS your insight???
>>
>>148138585
is that the wew lad guy
>>
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>>148138585
>>
>>148138540
But 100 pixels is like half the pixels
>>
>>148138693
cool thumbnail champ
>>
>>148138723
Who cares? Still looks good.
>>
>>148138509
let me help you out

[OPTIONS]
BLOOM ON[] OFF[]

no prob friend
>>
>>148138846
but muh artistic vision
>>
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>>148135796
Game Name: Unnamed Pixel Platformer
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Aseprite, Tiled
Website(s): N/A
Progress:
+Added enemies and spikes as hazards
+Added states instead of jumping straight into game, paving way for menus and such
+Various new sounds and sprites
+Added attacks for the player
+Level goal so you can actually finish levels now
+Made a complete level for demo
+Participated in DD9
+Changed the player controls a bit based on demo feedback
+Various little tweaks and bugfixes
-Some of the rushed features for demo day need to be refactored
-Still no name, just kill me now
>>
>>148138840
Who cares? It plays like shit.
>>
>>148139098
Meme Girl Jump Game
>>
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Added toaster support and fixed some bugs
>>
>>148135532
Holy fucking shit
Who are you and why does your game look so good
Is that a metroidvania SHMUP?

>>148135858
Make a parent "character" object that sets default stats.
Every ally and enemy object inherits from "character" and uses event_inherited() to get the default stats upon creation. After that you can set the stats again to non-default values if necessary.

If you calculate damage, handle abilities, etc. all on your "character" parent object every child object should use the same code and you'll avoid duplicating a thousand lines of code every time.

DON'T USE SCRIPTS. If you make a script for every single enemy you'll clog up your script folder with useless shit. Really. Don't.
>>
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>>148135796
Game Name: Knightly Terrors (working title)
Dev Name: Razmig, Theonian
Tools Used: GM:S
Website(s): http://theonian.tumblr.com/
Progress:
+some particle systems added
+working on a new MC, with more character and (hopefully) better animations
-working on new MC
-still supposed to write finals
-spent more time than intended on making video tutorials
>>
>>148138540
Relatively, that's a lot

maybe increasing the resolution would allow you to make actually detailed sprites, but that requires effort
>>
>>148138585
What's wrong with your face
>>
>>148139382
I see a lot of your pixel art around, do you have a finished game or a demo somewhere?
>>
>>148137285
What's the point of the mines if you can avoid them by naturally dodging enemy rockets?

>>148138509
That would look really sick if the inside of units was black with colored outlines.
>>
Why is everyone here doing a Metroidvania / sidescroller game? No love for top/down? Or is it because top/down requires more work?

Though it could be that I never was much into sidescroller but RPGs, etc, instead.
>>
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I added a health bar and stamina bar. My game is starting to kinda look like a real video game now! I just mean mechanically though, the sprites aren't mine as always.
>>
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>>148138629
What doesn't?
>>
>>148138585
you really captured the russian characteristics with that face.
>>
>>148139569
>black with colored outlines
I wanted to. I looked for a wireframe shader but couldn't find one that worked with multiple triangles inside one quad.
At this point I think using one would reduce the contrast of the units against the background too much

>>148139573
Several tactics games too, I've noticed
>>
>>148139659
>What doesn't?
dwarf fortress
>>
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Thanks to Unvanquished, I learned that q3map2 can create high resolution map files, and I CAN'T GO BACK. Too bad compiling this map went from 5 seconds to 6 and a half minutes. Here's a jump from 128x128 to 1024x1024.
>>
>>148139573
2d platformers are easy to make

>>148139885
use the shitty version for testing, quality for final, don't wanna fuck with your workflow
>>
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>>148139573
I am doing a top down atm and I don't think it is more work but you have to cut corners in other ways like I have very few actual animations. I'm adding a shitload of features that would be weird to put into a sidescroller game I think.
>>
>>148139334
Okay, cool. What if I have to call from multiple things for the full picture? Like say I have a robot that has a pilot, and you can change the pilots out. Would I just make two objects called "Robot" and "Pilot", and the "Robot" would draw from the "Pilot" for stats to add together? Would that still work with event_inherited()?

I'm basically trying to do a turn based robot army game.
>>
>>148139559
Nope.
I've had four programmers flake on me before, but currently I'm the one working slowly and letting my programmer down because of school and family.

Have been spending years not getting anywhere, so after I'm completely done with all the university shit I'll be going all-in, working full-time on this for at least 5-6 months.
During that time, we aim to get a really polished demo done.
>>
>>148139885
Don't fall for the lightmap meme, do dynamic GI instead.
>>
>>148140016
What kind of game is it?
>>
>tfw you drink too much coffee while devving and end up spending half of your dev time pissing
>>
Why the FUCK would you post your game on 4chan
>>
>>148140160
Why not?
Is le anonymoose army gonna steal my idea?
>>
>>148140117
It's a MMORPG. With neural networks. Hand coded in assembly for maximum performance and graphics implemented with Vulkan for portability.
>>
>>148140160
To get raw feedback.
>>
>>148140117
Metroidvania - Trying to make something similar to SoTN or the DS Castlevanias. I just love how those look, and they inspired me to waste my life trying to figure out how to make similar graphics.
>>
>>148139098
The game with the little girl on it.
>>
>>148140160
I've never seen anyone having problems after posting their game on 4chan unless they were a dick themselves.

That or if you're a girl then hide it. You have no reason to mention you're a girl; and yes, we have girls around here.
>>
>>148139593
nice stolen art.
>>
>>148140334
Not him but if you can't get raw feedback on your game irl then you are never going to finish your game
>>
>>148140137
I had to cut back on coffee because I get the shits. And then my anus starts bleeding from all the shitting and wiping. And then I come here to post about it and the thread is derailed by caffeine meme debates instead.
>>
Videos for Console Pet, Comfyville, Bokube, Snek, Raiders, Deeplinks, Essence Tactics, and Tender Arms are done processing now. If that's your game, check it out at:
https://www.youtube.com/watch?v=uHfmUDxyiCM&index=20&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S
>>
>>148140572
>open
>ASMR
>close
>>
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>>148140502
mfw I had to cut back on coffee because it was fucking my stomach too much.
>>
>>148140498
Feedback from IRL playtesters is watered down even in professional playtests. In my country it is even more than others I think.
>>
>>148140685
>open
>made by gogem
>close
>>
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>tfw you color pick from environments of other games and hope you don't get caught
>>
When it comes to Gamedev. What are enum States? and how am I supposed to use them?
>>
>>148140137
>>148140502
>>148140690
I haven't had coffee in many years now. Why aren't you guys trying tea? There many sorts, just a bunch until you find one(s) you like.

Don't buy teabags though, they're acid and taste like iron. Get a teaball and buy/order real tea - nah it's not more expensive, all the opposite.
>>
>>148140868
>how am I supposed to use them?
Very carefully.
>>
>>148140778
You could slightly alter their colors. If the # is the same then it's kinda dumb of you.
>>
>>148140729
I don't mean just playtesters, I mean like, mentors and other game devs

If you're working on your game all by yourself at home you are not very likely to finish
>>
>>148139382
If you removed the bones on the cape, it would probably be great. Btw, in the left frames, you have a solid dark area at the very top of the cape which looks like a void. Makes it look like he's holding a tower shield.
>>
>>148140868
In order to officially become a noob.
>>
>>148139334

twinstick shmup, structure's more like BoI
>>
It's like World of Warcraft but with all the features from the start
>>
>>148141036
Oh, that is not a problem for me.
>>
oh fuck, I was writing some texture atlas shit for unity but it actually repacks everything behind the scenes

I don't know if I should feel good that it does it automatically or bad that I wasted time on this
>>
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>>148135796
Game Name: Dark Elf
Dev Name: Anonymous
Tools Used: Aseprite
Website(s): None
Progress:
+Darker Elf (new palette)
+Fixed tit size on portrait... I think
+Improved kick motion I still can't decide whether I like it or not
-Realized legs are too short
-Will have to fix all frames of all animations
>>
>>148141694
Post portrait. Post animations. Post anything that isn't that fucking sprite.
>>
>>148141673
Sure thing pal, that's what all the neverfinishdevs say
>>
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>>148135796
game: Throbot
tools: PS CS6, GM:S
site: http://scarfdev.tumblr.com/

+basic platform and slope stuff started
+designed player character/ made some sprites
+upgraded from notepad document to slightly more specific documentation for game plans
-only 10% done with player sprites
-have 0 enemies or platforms sprited
-can't suck it up and use placeholders
-fuck sprite sheets
>>
>>148141694
Have you ever showed anything else than this particular sprite? Just asking.

Anon beat me to it.
>>
>>148140889
Yeah, I switched to green tea when I had to stop with the coffee. I didn't like it too much before, but now I'm crazy for it.
>>
>>148141694
This is my favorite agdg game
>>
>>148141810
I think you need to copy exactly what the Recap Format say so the automatized program thing add your post.
Also those are some sweet animation, hope you post some webms of your game when you got something made.
>>
>>148141786
but anon i am the mentor
>>
>>148140729
/agdg/ is pretty weak for gameplay feedack, but excellent for marketing feedback.
Just count the (You)s.
Having other devs give you gameplay feedback during demo day is good, though. Most IRL playtesters are not game designers, but devs will give suggestions for gameplay in the thread.
>>
>>148142354
Most people who buy and play games are not game designers
>>
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MC concept on the left I guess.

I'm kind of trying out a style that apes Cave Story and Paper Mario 64.
>>
What's the simplest path finding algorithm around?

I'm looking at A* and breadth first search but I'm kinda confused.

A* looks really complex and BFS looks relatively simple and they look like they give similar results.

Can somebody give me a rundown on these path finding algorithms?
>>
>>148142532
CUTE
>>
>>148142274
>the automatized program
Anon's a robot? I thought he was dead

>>148142532
Looks nice but having outlines that light might limit your color choices, so i'd say lower it just a bit.
>>
>>148142597
A* and BFS are the same, the only difference is in how they pick the next node to expand

try implementing BFS and then A* should make more sense
>>
>>148132835
I've considered ways of getting more reach. Marketing and such. And after some thought I think maybe giving keys to sites like g2a or hrk would be beneficial. If you could come to an agreement where they're only given away randomly then that'd get the game more reach.

Is there something I'm missing here? I don't think it'd affect my game negatively to _look_ like it's being farmed by g2a or hrk.

The idea is to flood the service with your keys so when they do their random keys shit they often pick your game. Not to offer it for sale on these sites directly (not below steam/humbebundle prices anyway).
>>
How do I draw a ship that doesn't look like penis
>>
>>148139569
The mines work as an invisible wall.

it is a lot harder to dodge the enemy torpedoes when you don't know how much room you actually have.
>>
>>148142597
A* cuts out paths that it knows are bad, but BFS search is basically an expanding square, so you'll get O(N^2) search time. A * is O(Nlog(N)) maybe? It's smaller at least.
At a small scale you could get away with both.
>>
>>148142532
Really nice, friend.
>>
>>148142698
Short and sweet, thanks!
>>
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>>148142778
Take inspiration from VTOL's rather than spaceships. Space ships are just the patriarchy's way of asserting it's dominance. VTOL's fight for freedom.

Every good faction uses VTOL's. Bad factions use strike ships.
>>
>>148142532
you are missing skeletons, a robot, a child, and a scaly.
>>
>>148142597
This is a good resource for understanding what they do in practice.
https://qiao.github.io/PathFinding.js/visual/

I'd say you should go with A* or a variant though, simply because it's rather efficient (doesn't _really_ matter on modern computers), produces a good result and is simple to implement.
>>
>>148142778
Why would you want to do that?
>>
>>148140572
Thanks anon for playing Tender Arms. It's a shame that it wasn't your first run, but the comments did help - fixed the overlapping text and you can select your own tile using "space", the controls should be rebindable at some point.
>>
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>>148142778
Stop thinking about penises
>>
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>>148142778
You need inspiration.
https://1drv.ms/f/s!ArdiMPwFCbN-k880kSWurQQVBqhiEw
>>
>>148143215
>>148142941
>>148143272
This. The male mind is drawn to the penis when there's no other inspiration.

Good thing it's fairly aerodynamic.
>>
short mall preview + rocket launcher
>>
>>148142683
I think he is dead but he uses some kind of script that make the work for him, that's why the posts needs to follow those specific rules.
>>
>>148143343
>low poly
>triggered
>>
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Quick progress post
This is what the control menu will look like
>>
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>>148142683
>Anon's a robot? I thought he was dead
Exactly.
>>
>>148142676
>>148142869
Thanks

>>148142683
You're probably right. Value is set to 40 right now, I'll try 30 and stuff as well.

>>148142896
For the real test enemy I was actually gonna try making a security robit.

I'm going to try to keep the animations really simple. Animating these in general is going to be a big buttache. But I think I'll try to use some stretches and scale foolery like PM does, to make up for simplicity.
>>
>>148143343
>Going for some primitive look
>not really stylistic lighting but just super shiny
Not impressed. Reflex did it better and they're not really done.
>>
>>148143343
You know that using all the post processing options isn't mandatory right?
>>
>>148133783
>I'm not good at drawing, so the sprites are going to have to stay for now.
Honestly upon playing this I'd be happy to design additional assets for you as well.
>>
>>148143551
>in agdg
>refers to lighting effects as 'post processing'
Come on anon. Step it up.
>>
>>148143343
I like the aesthetic. The occasional bright flares from the sun or shiny objects may not be good if this is supposed to be a fast arena shooter-like game. That could be too distracting.
>>
>>148143535
yea this map is pretty shiny
>>148143551
most post processing it turned off
>>
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>>148143676
>>
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7/11
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
>>
>>148143343
this had better have a fucking mallcore Blank Banshee PC Music ass soundtrack.
>>
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>>148143343
Have the clock's hands move and set them to the system time.
>>
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Having some trouble getting this to work, it was working earlier but now the speed seems tied to frame rate pls help ;_;
>>
>>148141771
Hang on

>>148141821
Yes I have

>>148142002
Thanks I appreciate
>>
>>148143343
The structure of the mall is pretty cool, I would spend a lot of time just running there.
But the colors looks pretty weird in my opinion, you should add a bit more of that pink, or more warm colors so it looks more complete.
>>
>>148143919
He has some bloom. The rest of what can be post process is hard to tell.
What bothers me is the highly reflective surfaces (not post process I'm confident) the emissive surfaces (see escalator) etc.

It's not the post process that's the problem imo.

Aside from that one light that was just ridiculously bright of course (about 2 seconds in, flashes through a reflective surface as he passes by).
>>
Easiest way to develop a 2D RTS game?

I know Java, C# and a lil bit of Game Maker, should I continue to learn Game Maker and go with it or try another engine for this?
>>
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Is 80 column a good width for a text based game?
>>
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>>148143580
That would be nice, thanks! But at the same time, do these ships really look that bad? It seems like a simple ship style would be easier to see when zoomed out a lot.
>>148144128
I'm not sure what engine that is, but there might be a time value that increases at the same rate as the system clock.
>>
>>148144128
Are you seriously delimiting a big function with regions instead of just having a smaller function for crouch? That shit triggers me.
>>
>>148144279
Please make the real starcraft 2
>>
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>>148138102
Who's the one with the gold headband and nice tits?
>>
>>148144438
Seems good to me. What's your game going to be about?
>>
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>>148143343
make the projectile inherit the velocity of the gun god damn you

basic physics, it looks wrong as FUCK

HELP HELP
I'M BEING TRIGGERED
>>
>>148144250
>the reflections
Assuming they are screen space, post process
>the emissive surfaces
Bloom, post process
>the ambient occlusion everywhere
post process
>>
hey guys, another nightly game jam coming in tonight

i'm gonna get this one up on itch.io in their jam's section too

i think it would help improve participation because there' are only a handful of jams going on at any time, so i think it would improve visibility

here's a list of ideas for tonights theme, tell me which one you like or come up with your own

sokoban with a twist
tetris clone
tile/card - laying game
flashlight mechanic
tron clone
missile command
angry birds clone
fruit ninja
base defense / castle defense game
typing game
pipe/flow game
>>
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>>148144529
Will you help me if I fix it?
>>
>>148144680
Generic text based adventure #9852619512521215
>>
>>148144708
Please no typing games, those are just stupid.
>>
>>148144708
typing game
>>
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>>148144708
How about working on a real game rather than making something in one night and throwing it away?
>>
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2comfy4spooks
>>
>>148144791
Fuck I asked for it
>>
>>148144825
hes a nodev
>>
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>>148135796

Game Name: Vindis Saga Tactics
Dev Name:Pooksoft
Tools Used: C#
Website(s): vindissaga.tumblr.com
Progress:
+VFX for status effects, like poison, bleeding, and one spell (Lightning)
+Model for Sir Thorsten, a title screen introduction NPC
+Re-exported and fixed movement/attack tile width
+Basic rework of damage outcome prediction layout
+Status effect bubble/icon framework about 75% done
- lost loads of coding time due to a housewarming party... I just want to dev.
>>
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>>148135796
Game Name: Scribblerunner
Dev Name: Pfanne
Tools Used: Unity
Website(s): pfannedev.tumblr.com
Progress:
+got the core gameplay mechanics working and should be fully functional
+got the basic obstacles working
+the menus should be fully functional
-no whole level yet
-controls should be introduced in the game
-animate level reset
-tweak difficulty of endless mode
-gotta remove the placeholders but can't into art
-can't into audio
>>
>>148144586
this hot babe
>>
>>148144556
>starcraft 2 will never be 1080p 2D graphics
>>
>>148135796
>>148135796
>>148135796

whoops

>>148143942
>>
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>>148144438
Oh, guess GM also has a line break method for text. Less work for me.
>>
>>148144992
My dick
>>
>>148144506
it looks amazingly bad, you don't have an artistic bone in your body
>>
>>148144905
Building game elements?
>>
>>148145079
Why are you using a game engine to make a text based game? This makes no sense.
>>
>>148145176
>darkelf
Alright post the lewds
>>
>>148144128
>>148144128
>>148144128
Seriously though please help me.
>>
>>148144707
>Assuming they are screen space
That's a bold assumption
>ambient occlusion
Well. for this game it'd be silly not to bake it.
>emissive surfaces =bloom
Oh yeah sure that's the same thing as bloom. There's plenty of implementations. As a post process effect is probably among the worst ways.
>>
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>>148142941
>>148143215
>>148143272
I STOPPED THINKING ABOUT PENISES
>>
>>148145283
they are clearly blooming
>>
>>148144128
>>148145246
Basic guide to asking for help:
1. Post relevant information
2. Describe the problem you're having
3. Give enough context for what you're doing so people could suggest better solutions if they have them.
>>
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D-does this look like a spaceship?
>>
>>148145406
Yes the lightsource is blooming. But it's an emissive surface. Are you telling me that it's an emissive surface that just produces bloom? That'd be very silly.

But yeah if that's the case then obviously it's a screenspace effect. But if you look closer you can see that the gun (among other things) reflect the light coming from that surface.

Not a screenspace effect.
>>
>>148145283
>That's a bold assumption
Not really, you can see how the reflections come in when he drops that they only reflect what he can see.
>Well. for this game it'd be silly not to bake it.
Again you can tell it isn't baked because of the way it changes depending on the angle at which he looks at things.
>>
what do you do when you dont feel like working on your game? and youve also felt like that for a few weeks.
>>
>>148145501
This is mean but my honest view:
It looks like a 10 year old made a 'cool robot'. Exhausts look like two legs, there's incredibly limited detail and the beak you have at the top there just looks like the kid decided he wanted a hat.
>>
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>>148145218
pretty basic, yeah
>>
>>148145754
R-rude yet true
>>
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>>148145582
ue4 ssr is screenspace, any reflection that isn't a baked cube is ssr

that's literally what ssr stands for, Screen-Space Reflection

>hurr durr it's not bloom because it's emissive
>yeah I know bloom is turned on but it's still not bloom :^)

are you merely pretending or what?
>>
>>148145863
+1
>>
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>>148145447
>1. Post relevant information
<< My C# code, delta is delta time

>2. Describe the problem you're having
The time it takes to crouch down is lower when the frame rate is higher

>3. Give enough context for what you're doing so people could suggest better solutions if they have them
I'm trying to make crouching not switch instantly
>>
>>148144905
would not recommend doing noodle arms/legs
>>
>>148145501
I-It looks like it's made of plastic, it isn't even symmetrical...
>>
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>>148144506
I mean I get you that gradients are cool and they definitely provide an aesthetic but a lot could be done to improve upon them while still maintaining their simplistic shapes so they're easy to identify.
>>
>>148145176

jesus christ that butterface
>>
>>148144279
Please guise.

I *think* the two options would be Unity or Game Maker, any advice?
>>
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Would you fight these guys?
>>
>>148145812
Looks like my kinda game, will be watching for updates.
>>
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caught
>>
>>148146106
game maker for pixelshit, unity for everything else

neither is a good rts engine desu
>>
>>148146143
is this the juiciest pixelshit game of all time or what
>>
>>148146057
Don't worry she actually looks better
>>
>>148145910
;_;
>>
>>148146143
I'm going to play the shit out of your game when you finish it some day
>>
>>148145910
How are you testing for lower or higher framerate?
>>148146353
Yes it's frustrating. This code looks very correct and very well written honestly. (really clear)
>>
>>148146143
movement looks really slidey, i hope that's not the case
>>
>>148146182
>neither is a good rts engine desu
And what engine or whatever would you recommend other than those two?
>>
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>>148145170
I never said I did
>>148145950
Another thing is that since they're primarily white (before shading) they're easier to see against the black background. They can also be made fast; I want to add even more ship classes over time.
>>
>>148146407
>This code looks very correct and very well written honestly.
>very well written honestly.

kek, good joke
>>
>>148146143
Nice.

Also why didn't you take my suggestion and make the shadows from the clouds above you shadows instead of making the 'holes' light?

Now we have these solid shapes for the holes. Nobody will probably care but i do.
>>
>>148144825
exploring game mechanics to find something fun

i can always spend hours on polish and making additional content and levels, but getting something that's really fun on a super basic level is rare

I'm studying programming from the perspective of implementing different ideas with code, and learning all the ins and outs of the game engine i'm using

lastly, i'm considered merging all the decent games i come up with into some kind of mini-game party game thing. there are 2-3 out of the last 8 that got way more attention and favorable feedback, so it's already thinning out even now.
>>
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>>148144279
Godot. If you're making 2D there's no reason to spend money on Game Maker when Godot can do everything for free and open source.
There's even an open source strategy game that you could check out here https://w84death.itch.io/tanks-of-freedom
It's turn based, but could still be helpful.
>>
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>>148146407
>How are you testing for lower or higher framerate?
I have an int that increments one every frame, every second I write it to the window title and then set it to 0.

>This code looks very correct and very well written honestly.
T-thanks.
>>
>>148146660
yui is a slut
>>
>>148146643
>using a turn based isometric engine for an rts
You know starcraft only had isometric graphics, right?
>>
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>>148146114
>>
>>148146143
Is an enviroment like that more difficult than the standard 2D Zelda style one
>>
>>148146551
How is it bad? He sets the current crouch state in the first if based on the input. The second if determines if the crouch is changing or not. The implementation for the transition is nice, it even uses smoothstep instead of lerp which I don't doubt will look nice.
He uses the ternary operators in places where they make sense rather than using if statements that'd clutter the code.
Everything has descriptive names except maybe 'crouch' (could be 'crouching or something instead to make it explicit that that's the current crouched/uncrouched state).
He even put it in a region. Which is nice.
>>148146660
>I have an int that increments one every frame, every second I write it to the window title and then set it to 0.
No I mean how you're limiting the framerate in monogame (presumably).
>>
>>148146660
1/deltatime
>>
How likely is it to get funding for a game that's still in an early stage before a prototype is even done?
>>
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Here's a different map from Trigger Spree. A Japanese garden

>>148143970
im working on an 80's/electronic song for this particular map

>>148144031
yea right now they just move from a set point, alto setting it to a time base don server will probably be implemented, altho it wouldn't match the lighting

>>148143816
yea ill minimaze some flares/reflectionsthanks.
>>148144178
thanks, interesting map design and aesthetic is 1 of my main concerns. many FPS dont seem to understand this. yea ill work on the color scheme
>>148144681
yea, many of the weapon/projectiles still needs work
>>
>>148146643
>>148146908
Yeah, I want to make a RTS game. Real Time goes in genre name, you can develop Real Time videogames using Godot, right?
>>
>>148147024
>He even put it in a region. Which is nice.

You're the funniest poster on here, keep it up.
>>
>>148146908
Godot is not a turn based isometric engine. I just linked an example of a game that is somewhat similar. It's probably easier to do a real time strategy game.
Also the poster said they wanted to make a 2D RTS. Godot can do 3D though.
>>
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>>148146551
>>148146773
mean
>>
>>148147101
Ask 2GD.
>>148147120
Aim to please.
>>
>>148147101
Depends if you have previously released games
>>
>>148147160
I don't
>>
>>148147107
just a note, the aspect ratio got messed up, it's stretched vertically
>>
>>148147159
>ask 2GD
please elaborate
>>
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>>148147263
http://wiki.reborn.gg/index.php?title=Diabotical:_FPS_Reborn
He got funding for an FPS with just a GDD. Which if I understand it correctly wasn't all that good.

I'm sure he'd answer if you email him. Just make your question serious and give plenty of detail.

Also a tl;dr, he's a very impatient and often rude man.
>>
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also i started playing mario rpg for the first time and i swear this is completely unintentional

>>148146326
gravity dudes desu senpai

>>148146369
someday

>>148146565
you slide less than half a tile of distance, it might seem like more from a recording because of the camera smoothing

>>148146565
for cloud shadows thats definitely the most sensible way to do it, for tree canopy cracks (what this effect is going for) this makes more sense to me. I want the effect to color whatever is the smaller percentage of the screen. so, if something supposedly covers most of the screen except for some cracks it makes sense to me to just have an effect that lightens those cracks

>>148146962
yes
>>
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>>148147146
I'm sorry I didn't mean it like that. She just takes money in exchange for sexual favors is all.
>>
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this could be you selling your game
believe and just like make game
>>
>>148147024
>how you're limiting the framerate in monogame (presumably)
I'm using OpenTK it has a variable for target update or render frequencies.

>>148147069
>1/deltatime
I don't understand.
>>
>>148147449
woops, third reply is meant for >>148146468
>you slide less than half a tile of distance, it might seem like more from a recording because of the camera smoothing
>>
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>>148147390
Meant to post this damn it. He looks almost OK there.
>>148147449
>tree canopy cracks
Hmm. Well I can't exactly tell that from the webm. Maybe given the introduction through the story.
>>
>>148147478
Nice Recettear clone fag
>>
>>148147478
Nice Recettear clone.
>>
>>148147449
Can you tell me how to make an enviroment like that
>>
>>148147478
>eveyone checks it out
>nobody touches it, nevermind buying it
Seems accurate.
>>
>>148140572
Thanks anon, this is an excellent thing to wake up to
>>
>>148147478
>agdgreleaseslewdgame.webm
Fixed.
>>
>>148147390
>Also a tl;dr, he's a very impatient and often rude man.
Oh yeah. I watched him quite a lot when I was active in Dota, that's why I was interested in that gamefunding story. thanks man
>>
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would you a moth?

also what sort of feet do mothgirls even have
>>
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>>148147476
Oh ok
Mio best girl
>>
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Attribute Buffs and Debuffs are now working.

webm related is a vitality buff that runs out and resets max health (also taking damage over time - to show that the value of that isn't just statically set but dynamically adopts to whatever the current value is)
>>
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Who won Demo Day?
Whodev Boomerang doesn't count
>>
>>148137380
>not WRRRRRRRRRRRRRRRRRRRRRRRRY.webm

you failed me.
>>
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first npc
>>
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>>148147909
I haven't actually seen k-on >girls join the light music club fucking amazing premise right there
>>
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>>148147390
>>
>>148147490
I just wanted to throw in that instead of getting the average every fixed second you can calculate the rate by the inverse of how long the last frame took to process for every frame
>>
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>>148147880
Hot as fuck.
I don't know, those tiny feets look cute
>>
Why the heck wasn't that one blue hair anime girl in the opening post?

I gotta admit, I really like her and miss her a lot!
>>
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>>148147880
Holy shit
>>
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>>148147946
Same thing the other way around (debuff)
>>
>>148147950
The one game with good game play: Chsesthtipo, or whatever
>>
>>148147880
Pls use the sexy moth moan in SS13 and I swear i'll buy your game
>>
>>148148061
>I haven't actually seen k-on
What are you doing here? Go marathon it right now.
Try not to cry at the end of S2 and the movie
>>
>>148148035
Engine?
>>
>>148148209
>watching anime with characters you can care about
2 hardcore for me m8.
I couldn't watch Mirai Nikki because there's a good chance characters I care about die at the end.
>>
>>148148306
java
>>
>>148148035
>another shitty space game
why even do jams if you fags are so uncreative
>>
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>>148147880
if you're looking for some lore, legit theory goes moth people are a product of alien gene splicing, certain abductees report being threatened with being turned into one
>>
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>>148148106
Ir's okay. I'm sure fanart anon won't disappoint us.

Anyway, instead of working on important things, I made an half-assed female fan model.
How does she look? Can you even tell she's supposed to be a girl?
>>
Post top tier dev music

https://www.youtube.com/watch?v=g-sjAqB-twc
>>
Turns out I'm a very special person so I got invited to play a videogame.
Nodev here I come.
Who else makes videogames because they can't afford buying them?
>>
>>148148393
>for the jam
>>
>>148148084
That makes sense I guess though my delta flutters quite a bit so I thought it would be easier to just count the frames than try to find a delta that is more reliable.
The frame rate jumps everywhere in between 3850 and 3880.
>>
>>148147113
yeah, I was just meming on the other anon because he suggested adapting a turn based game to real time

are planning on doing 2d graphics for the units?
>>
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>>148148441
>>
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>>148148163
>SS13 moth moan
tell me more

>>148148441
>
>>
>>148148441
That's fucking spooky
>>
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>>148148472
www.youtube.com/watch?v=kSlYTn_pg3A
>>
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>>148144279
Guise, can I get advice?

Game Maker? Unity? Gotor was also suggested but I dunno if I can develop a real time game with that engine

Any other engine is also on the table.
>>
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>>148135796
Game Name: (Mech Game)
Dev Name: Mauldren
Tools Used: Game Maker
Progress:
+Lot of recoding
+Can get in and out of the mech smoothly
+Added first enemy that follows and faces the mech or player, prioritizing player
>>
>>148148393
Where is your game?
>>
>>148146182
Isn't Homeworld Deserts of Kharak made in Unity?
>>
>>148148645
How much coding/previous game experience do you have? This is important.
>>
>>148148463
Your idol dances way too fucking slow
Does she have no energy? Is he american?
>>
>>148148714
not wasting my time on a generic space game thats for sure faggot
>>
>>148144279
>2D RTS game
2D because you can't art?
https://springrts.com/
This is probably the easiest way to make an RTS. Just do something other than 3D render.
>>
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>>148147616
>>148147749
thanks

>>148147749
sorry, that was the whodev version, heres the yesdev version

>>148147781
that too
>>
>>148148780
Ok, but where is it?
>>
>>148148693
I made a sprite for you but I'd like some feedback before animating: >>148133184.
the right one is a second draft
>>
>>148148780
I guess that time is better wasted doing nothing at all =)
>>
>>148148693
>mech game
>pixel art
>space setting
I can see the next RoR here.
Seriously get the same feeling I got from when hopoo posted his rope-humping animation anon.
>>
>>148148720
woah it really is

for some reason I thought they were still using some distant ancestor of the hw2 engine
>>
>>148148853

>>148139382
>>
>>148148773
Her animations are all placeholders.
I plan to make her switch animation based on the part of the song, so faster paced moves during fast part and viceversa.
>>
>>148148693
How do I make art this good?
>>
>>148148463
What are you doing to calculate the accuracy of the note playing? Are you going by where the object is in the circle? or by how close the input is to the beat?
>>
>>148148996
I doubt it.
>>
>>148149147
I'm going by how close the note is to the cursor when the key is pressed.
>>
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>>148135796
Game Name: Spooky spyro game
Dev Name: Anonymous
Tools Used: C#, OpenTK, BulletSharp
Website(s): None
Progress:
+ Bullet Physics implemented
- Crouch is now broken and tied to frame rate
>>
>>148148978
>ancestor

I meant descendant

time for bed
>>
>>148148840
Too dark for a commercial establishment
>>
>>148149331
Demo when? I wanna get spooked m8
>>
>>148139258
that tree is still too detailed for your art style

but at least you made an attempt this time
>>
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>>148148105
>not a boy
>>
>>148149331
Is it gonna be better than this maze game tho
>>
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>>148148886
This is what I've made so far besides the background. I like the sprites you made but I would probably adjust the colors to be more muted. Looks good to me. The enemies in my game are supposed to be more abstract robots that aren't necessarily functional looking.

>tfw second person to make sprites for my game
feels good

>>148148965
(you)s like this give me strength. I won't let you down anon

>>148149095
r u makin fun of me
>>
>>148149410
the point was to make it be grim in the beginning and then get lighter as it gets wealthier, realism plays no role in this game

i havent worked on it in 2 months though, couldn't bother with ui so this is as far as it got
>>
>>148149567
>r u makin fun of me
I genuinely like it a lot and wish to learn.
What are the color variants? Some kind of information for dynamic coloring?
>>
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>>148149436
There will definitely be a demo out by next year, definitely!

>>148149545
y-yes.
>>
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Holy shit, how can gamedev be so fun?
Just a little more polish now.
>>
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Fug, I think I can fit 4-5 more guys.
>>
>>148135796
Game Name: Sokovival
Dev Name: Sokodev
Tools Used: GameMaker, Aseprite
Website(s): /agdg/
Progress:
+First recap
+Got movement and pushing working
+Then rewrote it because it was buggy
-It's still bad so I'm redoing it again
+Played around with spreading plant enemy
>>
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>>148135796
Game Name: idk
Dev Name: L
Tools Used: java, mspaint
Website(s):
Progress:
+ added energy
+ this means solar panels do something and engines and gunes require energy
+ added a battery
+ added a menu to jump to different systems
+ added a useless npc
+ reduced recap post tries by 3
+ made a bunch of textures for crew members
+ wrote one part of the story (not yet implemented)
- npcs do nothing
- still have yet to optimize background rendering
- still have yet to add in crew members
- still have yet to add asteroid and planet harvesting
>>
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Started the equipment screen, starting with the Weapon Tree screen.

Every character only gets one weapon, but you can upgrade their weapons using the game's currency. The upgrades are similar to a WoW talent tree, and there will be many different paths that you can take to upgrade. Node 1 needs to be unlocked to unlock Node 2, for example (there should be an arrow from 1 to 2 showing this, forgot to put it in).
>>
>>148149567
do you know how many frames of animation you will use? I could do two to start

and I assume you want more smaller enemies, right?
>>
>>148149745
That's what every girl in that image said
>>
>>148135445
As much as I am ideologically opposed to reddit,
https://www.reddit.com/r/gamedev/comments/1dejg1/have_a_game_on_greenlight_a_little_tip_to_make_it/
Theirs is the first result for making a link that opens up your Steam to greenlight to vote
>>
>>148149745
WIHTF is a girl????
>>
>>148149964
dev told me the blue one was a girl
>>
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>>148149745
>charlotte tities
>vampire girl
You are the hero we need
>>
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SOS send antidote
>>
>>148149745
I'm loving it.
>>
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>>148149930
>undocumented secret feature that required hex examining
>the steam browser protocol
It has a wiki page
>>
>>148149331
first thing comes to mind was farting/scat

fucking internet
>>
>>148150032
what is this, bionicle?
>>
>>148149745
if bunnydev can make the actual bunny one tenth as cute as this he will have already won
>>
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>>148149745

You should add this ugly prick from the left side of >>148150137 pretty please
>>
>>148149745
Bunny Idol is so cute here that I almost don't hate her anymore.
Good job on the frog, and the torpedo is really subtle. I like it.
In other news, /agdg/ sure loves cute girls and knights.
>>
>>148150137
wowaids.ytmnd.com
>>
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>>148149648
This is actually my first attempt at pixel art, I'm still trying to figure it out myself. I don't know much about terminology or basic techniques. I started with pixel tutorials but as with programming I tend to not really wrap my head around concepts until I try to figure it out myself. The color variants were just me experimenting with different colors so I could decide for myself what works and what doesn't. I realized I wasn't that good at picking so I started to look at other art to think about why they picked the colors they did. The current mech color is based on Dorothy from Valhalla.

>>148149840
The player has 8 frames of animation and the enemy has 2 so far. I haven't decided on anything concrete because I'm still experimenting. More smaller enemies is fine.
>>
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>>148150173
>>
>>148149745
is this for demo day
>>
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What do you think of a menu-based dungeon crawl/resource management simulator where you have to decide things like "this fighter is level four and broke his leg. We barely made it out alive. Do we spend money to heal him? Find someone to take his place even though they're unlikely to be as good? Wait months for him to recover? You won't live forever, you know." And mediating conflicts between party members and such.

Thinking an interface like pic related except replace wrestling with D&D.
>>
>>148149745
>DungeonBreak guy made it in
YES

When you have this finished, would you be cool with me printing it off? I've got an Epson SC9000 and some metallic paper I've been dying to use.

I've never had fanart of a character of mine made before. What is this feeling
>>
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>>148150173
>>
>>148149745
Put a small jet from wingman flying on the back
>>
>>148149745
add mecha-dev's mech
>>
>>148149745
>>148150561
This.
>>
>>148149745
If you really want requests:
Skull Chainz
Tender Arms
Viplike
Clarent
>>
>>148149745
Amazing
>>
>>148149745
i need a waifu in my game
>>
>>148150561
+1
>>
>>148150293
they are demo day 9 characters, was your game there? I might missed it.
>>
>>148150690
whens the next demo day
>>
>>148149567
heeey this is neat. I 'm just starting to do sprite work myself. Currently I'm just ripping sprites from open game art to see how they get it, but your whole process thing with the gradual shading looks swank. I'll have to give that a try.
>>
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>>148150561
>>148150596
>>148150684
u guise

I didn't submit anything to demo day though
>>
>>148150690

Oh if it's demo day, I missed it. I thought it was just general agdg

My bad
>>
>>148150623
>>148149745
Clarent's MC should be hanging out with the metroidvania-club in the back row haha
>>
>>148150504
I personally like games like those, but a lot of people don't seem to. As long as you're OK with a niche audience then go for it.
>>
>>148149745
AYY DATS MY FROG
>>
Is this a nice spesship?
>>
>>148150949
the camouflage is working great, very convincing stealth ship, anon.
>>
>>148150949
no it looks horrible
>>
>>148150949
Yeah, I have never seen a spaceship like this. Literally.
>>
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>>148149745
Oh wow.
My dream is to get fanart from you one day.
Of course this had to be the one demo day I decided to opt out of.
>>
>>148139573
I've had a few top down projects, but they were either small and quickly finished or never went super far. To be honest, top down games weren't my childhood and didn't get me into game dev.

>>148148463
>Notes across the screen in a way that doesn't obstruct the scene
Perfect. Great job, bunnydev, this is a legitimately good compromise.

>>148150949
It's got a pretty cool invisibility cloak.
>>
>>148151063
What game?
>>
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>>148149745
I love drawfags.
>>
>>148149745
>you will never be that squid and get sat on
>>
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F-forgot the image
Forgive me

>>148148626
Just search for Space Station 13 on github, all the sounds and files are there for free
>>
>>148149745
>Fug, I think I can fit 4-5 more guys.
thats what she said referring to your waifu
>>
>>148149745
>dat frog pose
Excellent.
>>
>>148149745
>TFW couldn't make it into DD9 due to work
W-well, maybe next time ;n;

>>148148472
https://www.youtube.com/watch?v=QWOyXmLOA_Q

>>148149796
UI work is underappreciated. Sweet progress!

>>148149750
These graphics remind me of Creeper World. Not a bad thing.
>>
>>148149331
>FPS 3823

Are you sure it isn't a sonic game?
>>
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>>148149745
Can you have a character holding a ball from my game?
My game doesn't have any waifus
>>
>>148149745
Bunnydev here, I love you.
>>
>>148149745
The robots from Ctesiphon.
The quest giver from Deeplinks.
The high-five giving snake from SNEK.
The white rectangle from [Placeholder Title].
>>
>>148151251
He could probably make the frog stand over it.
>>
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>>148151307
>tfw your animation gets worse every frame
>>
>>148149745
That is right there my motivation to keep on going. Thank you, anon, for making this general a better place!
>>
>>148151175
>the imageless post gets ton of replies
>the one with the image gets ignored

Such is the dev life
>>
How do we stop anime
>>
>>148151507
He could do a balancing act on it
>>
>>148151606
the same way you stop the spread of islam.
>>
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>>148151606
by leaving 4chan
>>
>>148151175
Eeh is okay.
>>
>>148151131
This >>148149796.
Not like there's much of anything to draw from besides the overworld sprites anyway, so I don't mind really.

>>148151230
Thanks!
>>
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>>148151234
Runs fast enough to be a sonic game, spyro just needs to stand on two legs and he's pretty much sonic.
That is the actual game fps btw.
>>
>>148143343
great look and feel based on the colors, mall theme, general atmosphere

awful level design for a shooter. Visit a few mapmaker forums for popular creators and absorb some of their design principles.
>>
>>148150516
Sure, if you don't mind my lazy lineart and painting, just look it from afar and don't zoom it.

>>148151307
Placeholder title already has his character there

>>148151251
Why did you make it a white featureless ball?
>>
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>>148149745
is that supposed to be sorcerobe on the top left
>>
>>148149745
Did I ever tell you that I fucking love you? no homo
>>
>>148149745

Tumblr/Twitter?
>>
>>148151874
>Placeholder title already has his character there
The dude with the sunglasses? Wow.
>>
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Part 1 of the first episode is up!
I already regret everything

https://www.youtube.com/watch?v=8L7QIXIsrcc

Part 2 should be done and uploaded by tonight.
>>
>>148151874
It's supposed to be a ping pong ball
>>
>>148151924
It's card tactix protag, they are demo day 9 characters
>>
>>148151924
No, it's the guy from Card Tactics.
But who's the glasses guy besides him?
>>
>>148151874
I think it looks kickass man. If you've got a PayPal I can even kick a few bucks your way for the print. You do good work.
>>
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>>148149875
>>
>>148152059
I can't watch now but I already bookmarked for later watching.

Thanks for doing this man.
>>
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>>148151606
kll it with memes
>>
>>148152059
My dick is rock hard, anon, I hope I can finally make my dream a reality. Thank you for your efforts!
>>
>>148152169
You're a cool guy
Remind me to draw your protag once I stop being a lazy shitter
>>
>>148151924
did you ever find a musician, friend? I remember writing you a demo song a year+ ago
>>
>>148152123
>>148152147
o ok
>>
>>148152326
this is good solution
>>
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very basic npc movemeny
>>
>>148152169
N-no, thank you. I'm happy you like it. You guys motivate me a lot anyway.
>>
>>148152369
oh hey i remember that rad song, you're cool. still no musician really. chances are i'll probably just end up doing music myself even though i know nothing about music
>>
>>148152308
>>148152359
I hope you won't be disappointed, Anons.
Please come back with feedback - And I'm pretty much always around, so don't hesitate to ask questions if there's something you don't understand.

Good luck with the pixellin'!
>>
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>>148152326

>24

step your game up senpai
>>
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>>148152568
See you next DD
I'll have my demo with a cute girl in it for sure
>>
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>>148152740
>>
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>demoday
>pixelart tutorial
>MC group photo
>recap monday
>>
>>148152326
>fps: 24
shouldnt it be 30
>>
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>>148152037
>>
>>148149745
I'm going to put a cute girl in my Space Jam game in the hope of you making fanart of it once the Jam is over.
>>
>>148152910
>>148152740
here we go again, people who don't know a thing about animation and still have the >>>/v/ "muh mustard fps" mentality
>>
>>148152365
A protag? What is a protag

>>148152568
If you're sure. It's awesome though. Alot of people like me don't really have a whisper of hope of having a game gain any kind of fandom, so this means alot to motivating me as well.
>>
> tfw programmer art
> tfw shitty mechanics
ayy
>>
>>148152910
>shouldnt it be 30
you are like a little baby
>>
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>>148152910
i set it to 120 to please the nodevs
>>
>>148153071
Is your code at least optimized, clean, and well commented?
>>
>>148153064
protagonist, mc, whoever you play as
>>
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>>148153131
> blender
>>
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Get a load of these bleeding edge decorative borders
>>
When space jam is
>>
>>148153335
nigga i can't understand latin
>>
>>148153335
>Lorem Ipsum placeholder
>GET LAMP

I don't know why this made me laugh so hard.

Borders look cool, but the blue is a little too blue. Maybe turn down the saturation a little?
>>
>>148153395
in 3 days
>>
>>148153045

It looks jittery senpai, don't try to /v/ me
>>
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>>148151606
Bombs
>>
>>148153178
Oh, durr. I feel stupid haha.

People should probably wait until Dungeon Break is longer than one level before dedicating art to it lol

I appreciate the thought though!
>>
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>>148149745
Really awesome!

>>148149964
>>148150032
Yup, blue one is female. Masculine on purpose because of the theme.
>>
>>148153309
Get medical help you degenerate
>>
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>>148153172
>>
The animers are overtaking our general

What the fuck do we do
>>
>>148153672

idk, keep progress up?
>>
>>148153672
Quick! Let's all move to reddit and never come back here!
>>
>>148153889

What is this guy doing?
This meme is to deep to understand
>>
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>>148149745
Vampiredev here. Your art makes me happy, anon.
>>
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Makes me wonder if the reports here do anything.

It literally took around 50 of them to get 2 of this guy shitpost deleted. Further proves that he's using proxies to shitpost simultaneously.
>>
>>148149745
Amazing.
>>
Okay so I'm working on mu frost game ever in gamemaker other than following a tutorial for pong, and I'm having some trouble with the directional inputs--I'm only using up and down for now. I didn't want to have speed set to zero when the button is released because then if they press down before they release up etc., they stop even when down is being held. I fixed this by setting the speed negative relative to the current speed which worked great, except that my game has a mechanic that takes control away from the player at points, and of course if they press the button down during this and release it when they're given control again they start moving in the opposite direction.

Any idea how I could solve this?
>>
>>148154259
>windows xp
Holy shit what
>>
>>148154304
Just get 4chan X and filter him. Believe, It makes wonders for these threads.
>>
If I have a bounding box around a 2d object, and I want a ball (also with a bounding box around it), to be hit away from it, how do I do this?

If I write to check if the boxes collide, and I make it reverse the X velocity, it makes no sense when it hits the bottom of a square. If I make it reverse the Y it makes no sense when it hits the side. If I make it reverse both the x and y, then it doesn't make logical sense hitting either side.
>>
>>148154304
or you know

a phone
>>
>>148154460
Ancient laptop is comfy.
>>
>>148154304
multi track shitposting?!
>>
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>>148153309
>god said they were dancing
>>
i'm thinking for tonight's theme we do a typing game where you simulate being a chat moderator

you have to ban people who shitpost and mute them properly

you get points based on concurrent chatters

banning someone who isn't shitposting will piss off normal people and reduce the user count

when people shit post it will slowly reduce your number of chatters, so you've got to ban them to make sure your chat channel grows.

the interface for the game is a text box, so you'll type commands like !ban anon or !ip anon or !mute anon based on the severity of their offense
>>
>>148154216
wtf is this meme, kill yourself anon
>>
>>148144935
red tactics dev, is that you?
>>
>>148154259
Good idea.

>>148149745
Not now, but please post the final version with a transparent background, too.
>>
>>148154525
find the angle between the center point of the two objects and have both travel opposite directions?
>>
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I didn't intend for idles to blend into damage but they actually do fairly well. Huh.
>>
>>148154664
Seems kinda complex. "Doing it for free" simulator.
>>
>>148155094
all your animations should start from idle
http://www.zweifuss.ca/
http://www.zweifuss.ca/
http://www.zweifuss.ca/
http://www.zweifuss.ca/
http://www.zweifuss.ca/
>>
>>148152712
Hey man, are you using a tablet for drawing in paint? I don't have one so I feel like I can't make those lines as nicely as you do :(
>>
>>148154525
If the the ball will either reverse the x or y velocity, but never both.

If the ball right side > box left side or vice versa, reverse the x, same idea for the Y.
>>
How do you guys decide how big to make your sprites? I'm kinda at a loss here.
>>
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>when the code starts looking like TempleOS
>>
>>148155370
depends on how much detail you want your game to uave
>>
>>148155370
Depends on how much detail you want/can make.
Generally multiples of 8 are a good starting point (8x8, 32x32, 64x64)
>>
I'll do a horror game, agdg. Wish me luck.
>>
>>148155370
Keep in mind, the smaller you make your sprites, the worse (slow) pixel-perfect movement will look.
>>
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>>148155415
your code is blessed
>>
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>>148155370
i say, at what resolution can i use this fucking tablet

then i do it
>>
>>148155553
You skipped the best size.
>>
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>>148155593
be strong, anonymous friend
>>
>>148155742
24x24
>>
>>148155370
1:1 with any monitor, then layer every colour and let it be able to scale to any resolution
>>
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Why is the camera lagging?

transform.position = Vector3.MoveTowards(transform.position, new Vector3(player.position.x,player.position.y,-10f), speed * Vector2.Distance(transform.position,player.position));
>>
>>148156024
it's not lagging, something is being updated out of sync
>>
>>148156024
You can fix it with Unity Pro™
>>
>>148148746
Sorry for the wait.

I'm currently developing a game just in plain java with swing, it's a menu-based game so it does the trick (I hope).

Non videogame related coding I got my experience, I worked in a company as a developer for a year and a half.

I know it's not a lot, but still.
>>
>>148156024
put speed * Time.deltaTime instead.
>>
>>148155774
>day 10
>hunger

i dont think anyone would do that after only 10 days without food anon
>>
>>148156313
Americans would.
>>
File: boids3.gif (4MB, 1348x753px) Image search: [Google]
boids3.gif
4MB, 1348x753px
Not sure if this is better

For context: I'm trying to make AI that won't all move inside each other when chasing the player at Smash TV tier enemy counts
>>
>>148152643
that's a shame. don't underestimate music, especially since your game will be slow paced and puzzly the player might have to spend a lot of time listening to the same tunes

I'm tempted to help but I think I have too much on my plate already and I don't want to let one of my favorite aggydags down
>>
>>148156063
I'm using Rigidbody2D.AddForce, maybe it has something to do with that?

>>148156286
Didn't solve the problem
>>
Is this decent? No bully.
>>
>>148156586
did you turn on interpolation?
>>
File: predator.0.0.jpg (124KB, 1280x720px) Image search: [Google]
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>>148156476
>>148156476
>>148156476
>>
>>148156024
It looks like he is nervous about something.
>>
>>148156476
look into boids, make some of the try to cut you off and surround you rather than just being dragged along too
>>
>>148156586
Try putting that code inside FixedUpdate. I read that physics related stuff should go there.
Since the camera is following the ship that's using physics, the camera follow code should go in FixedUpdate as well.
>>
File: boids4.gif (4MB, 1348x753px) Image search: [Google]
boids4.gif
4MB, 1348x753px
>>148156476
And this is with cohesion turned on
>>
>>148156616
You're not really saving anything using grids if you're still using GM's built-in collision detection.
>>
You need to pay for some kind of expansion pack to develop mobile games with GameMaker, right?
>>
File: 20160710232214_1.jpg (253KB, 1904x1042px) Image search: [Google]
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I need to make some low detail models like pic related. Blender?
>>
>>148156791
camera code should never go inside fixedupdate, you'll only guarantee lag that way

don't give bad advice
>>
File: Capture.jpg (73KB, 928x754px) Image search: [Google]
Capture.jpg
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biggest flaws before i move on for the head?
>>
>>148156925
No.
If the camera is following an object that uses physics, the code for the camera movement should go into FixedUpdate. I literally found this watching the official Unity tutorials.
>>
>>148156024
If you don't want the camera to lag, why are you programming it to follow at a distance (including Z distance) instead of just placing it above the player?
>>
>>148156831
It only uses collisions when spawning the object, I guessed it would be better than checking for collisions every moving step.
>>
>>148156626
Just did, it's working perfectly now

Thanks anon
>>
>>148157027
its shit anon, SHIT!!!
>>
>>148157027
Because it creates a nice effect. Placing it directly above the player makes the movement look horrible
>>
>>148157027
He needs to be a bit wider.
>>
File: Mk1.png (92KB, 848x800px) Image search: [Google]
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working on the giant robot

One of his arms will end with a giant bbq grill, the other will just be a big hand. The forearm of the one with the hand will have a baseball bat coming out upwards and you'll be able to engage it so it rotates downwards and the robot grabs it for an ultra fast finisher. Round things on the chest are guns/canons.

The grill bearing arm will also have a whole M16 encrusted into it (because its design is so perfect, engineers didn't want to temper with it so they just fit the whole thing in there).

Will post progress later in the evening
>>
>>148157027
The feet look terrible.

Dogs walk on their toes, they don't put their heels on the ground. It looks like you just made a small regular foot and stuck it on the bottom of a dog leg.
>>
>>148154802

Yeah I changed the name of the project after a new artist joined up last year. I think the old name was giving me bad luck

>foolz is dead and I can't link to my trip's ancient posts for people who call me whodev
It burns
>>
>>148156421
Canadians did it at 3rd day.
>>
>>148157602
as a canada i can 100% very confirm this
>>
>>148148124
need source for this one
>>
>>148153309
>This is him. This is sourcefam.
But you are sourcefam. He's a figment of your mind. Look at his face, he have tardive dyskinesia. That's a side effect of antipsychotic drugs. But when you're off the drugs you become a shitposter instead.
>>
>>148149745
you could add my character >>148137419
>>
>>148156616
ebin braces
>>
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What AGDG games made it to steam?
>>
>>148157435
>>148157491
I was planning on making this a borozi-dragon hybrid similar to the sirruf from Generation П. I also forgot the wings because i'm retarded.

Brb learnin dragon feet
>>
>>148158154
http://www.homph.com/steam/
>>
File: graph.png (36KB, 1016x842px) Image search: [Google]
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>>148157032
>>148157132
this should help you understand, dunno if it got too busy

>>148157032
the camera will move eratically because it is not being moved at the same time as a frame is being rendered, and it is not able to be interpolated

>>148157132
you should still use deltatime also, without deltatime speed is "distance per frame", which could be very different depending on the fps

with dT, it's "distance per second", which is more consistent
>>
>>148154304
>Makes me wonder if the reports here do anything.

Lots of dead appeared right now. Seems some mod swept by.
>>
>>148158154
Risk of Rain
>>
>>148139573
I only started on my platformer project because I figured it would be a simple enough place to start. I want to a beat-em-up or top-down hack-n-slash after I finish it.
>>
>>148158182
...and not a single one is good.
>>
>>148158659
>>>/v/
>>
>>148158659
Where is your "gooder" game?
>>
File: playerShip.png (1KB, 204x101px) Image search: [Google]
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Took me like four hours jeez.
Why didn't I spend 6 years at college for art instead of coding.
>>
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>>148158280
>>
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>>148158776
>tfw i'm in IT college and once i'm done i'm going to art college
>>
Is any dev interested in a first impression recording of their game? I'm looking mainly at 2D games like Clarent, Charlotte and Phantom Hack because I have shitty PC and I can't make anything else run. Even Torpedo AI started lagging after world 2.
>>
>>148157896
Dunno might be shindol though
>>
>>148158280
Bad font for an infographic
>>
>>148138846
>>148138919
This should be in the options anyway
>>
>>148148082
What are they doing
>>
File: file.png (64KB, 1125x768px) Image search: [Google]
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does she need the usual neck scruff and abdomen or is this fine

no wings is lore
>>
>>148158934
Is Deeplink runnable?
>>
>>148159316
nice muffet clone
>>
>>148158934
Can you do Ball Run?
Two other helpful anons did videos for me but both times I forgot to mention that the controls are listed on the download page, so I don't have much feedback other than "how do I play".
I'm also curious if it will run on a low-power pc.
>>
>>148159316
you asshole I have enough fanart to draw already
>>
>>148159278
coping a feel
>>
File: ay.webm (403KB, 800x450px) Image search: [Google]
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>his game doesn't have inertia
are you even trying?
>>
>>148159401
So insect girls are off-limits forever now since they'll all just be Muffet clones?
>>
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>>148149745
Sugoi
>>
>>148159605
or you could check for collisions
>>
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>>148159316
>>
>>148158182
Thanks, i didnt come here in a while and lost the link.
>>
>>148159316
It isn't a moth without neck fluff. Abdomen is fine too.
>>
>>148152926
holy shit
>>
>>148159605
my brain hurts from looking to that
>>
>>148159605

I am but I'm brain dead and can't implement basic features for the life of me.
>>
>>148158934
Do the ones you can and are keen on trying out. The devs LOVE this.
>>
>>148159610
No but she genuinely looks like muffet senpai
>>
File: 1468032423359.png (524KB, 770x713px) Image search: [Google]
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>>148159316
>no wings
>pedoshit
>furr shit

kill yourself on so many levels
>>
IS IT STILL MONDAY, CAN I POST MY ENTRY FOR THE RECAP??
>>
>>148159605
That could actually be a nice gimmick in a puzzle platformer: you link your character to a certain platform/object so that you move along them and such.
>>
File: 12.png (2MB, 2060x2000px) Image search: [Google]
12.png
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>>148138585
>>
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>>148152926
>>
>>148158909
College forever man
>>
>>148160085
I'm not the recap guy but usually YES.
>>
>>148152926
I only noticed the 3 now holy shit
>>
Looking for someone to make a game with this summer. l can code and do shitty 3d models although l'm not against making a 2d game

l was making a game with someone from here but he literally dissapeared one day and hasn't connected for like 2 months, l guess it's time to move on. Reply to this message if you're up for it. l don't have anything in mind so we could discuss what would the game have. A small RPG would be cool for me although l'm open for other genres
>>
>>148157525
cool. i showed up here short after you seemingly abandoned RT and am making my own tactics game also. nice to see you back
>>
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>>148159810
I'd argue it depends on whether it's a girlmoth or a mothgirl

insect-like is smaller head, more fluff, segmented arms and no mouth
>>
File: zza.png (11KB, 589x532px) Image search: [Google]
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Remember to take a break regularly and stay hydrated
>>
>>148160317
I made those moths because of that picture
if it's yours you're pretty good
>>
>>148159882
This
Its invaluable to see how someone else plays your game, and what assumptions they make. A few jams ago someone ended up playing the game backwards
>>
>>148160317
You can't have a moth-entity without neck fluff. It isn't natural.
>>
>>148160295
What do you think of minigames and Unity?
>>
File: mot.png (49KB, 410x328px) Image search: [Google]
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>>148160576
oh damn. I like your moths friend

it's like I got reverse fanart!
>>
File: gamu.png (52KB, 964x629px) Image search: [Google]
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>>148135796
Game Name: Generic newgrounds rpg game with date sim but improved
Dev Name: Augere
Tools Used: Paint.net/ Macromedia 8
Website(s):https://twitter.com/AugereMark ( just did it, no progress there yet )
Progress:
+animations for the characters
+npcs not relavant will have a shade
+animations for different npcs
+turned stock pics into art for the scenary
+did basic code for character walking
>>
>>148157027
Silhouette is good but you should really retopologise it when you are done. Those tris will not deform well once you start animating it.
>>
>>148155214
No, using a mouse, but you don't even need that.
I'm sure you could do it with a touch pad, even. Just try, man - it's easier than you think!

>I feel like I can't make those lines as nicely as you do :(
Thanks, but I don't really make any nice lines. I just draw lines on top of lines, forcing a general shape (also Ctrl+Z a lot).
>>
>>148149678
w h o a
>>
>>148149678
become your own danmaku TODAY
>>
>>148160706
l like Unity like everyone from around here (l believe). Minigames are nice
>>
File: Danmaku Unlimited 2 2.jpg (144KB, 1024x768px) Image search: [Google]
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>>148149678
You too can make a simplistic looking game about space ships and turn a profit!
>>
>>148161073
>like everyone from around here (l believe)

Oh boy
>>
File: multicharge.webm (1MB, 640x480px) Image search: [Google]
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Weapons can now have multiple charge levels.
>>
>>148161292
what does the lemon staff on the ground do
>>
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Do I continue trying and failing to fix the sprite shuddering or should I add shooting
>>
File: Capture.jpg (140KB, 1080x1080px) Image search: [Google]
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>>148157491
is it better? i guess i could improve it but the legs are just parallelepipeds after all.

>>148160829
like pic related?
>>
>>148161531
shooting
>>
Visual Studio has been installing for half a day now holy shit Microsoft
>>
>>148161292
make the shadow drawn closer to the fireball the less life it has left
>>
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Would anyone be interested in playing a game where you can design a thermal power station, get paid for power output, research new parts, reduce pollution etc.?
>>
File: test2.png (1MB, 1920x1080px) Image search: [Google]
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>>148149745
can you fit a tank?
>>
>>148161292
>camera moves with cursor while using the inventory
Please don't do this
>>
>>148161891
Only as a part of a larger game a la factorio.
>>
>>148161891
People who play Zachtronics games would.
>>
>>148161891
anon that's great.
>>
>>148161536
Those feet are acceptable.

If you really want to be detailed, you could put a dewclaw on the inner side of the foot, just a bit above the regular toes.
But it's acceptable as it is.
>>
>>148162031
But Factorio already exists. I thought about making it a part of a game about managing an energy service provider, but then I would have to reduce the scope of the actual power plant design.
>>
>>148161891
Come up with some kind of loose representation of the world so the entire game isn't just that build screen.

Aside from that, yeah I think people would play it. People play Spacechem, after all.
>>
>>148160295
whats your experience with coding?
email me [email protected]
>>
File: tank.webm (223KB, 850x440px) Image search: [Google]
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>>148161916
>>
>>148160296

got any screenshots? I'd like to see it
>>
>>148161531
My guess is the sprite is scaled such that its height is not an integer, like 10.7 pixels tall

So when you're jumping, sometimes its position will be
50.9

So it position plus its height = 61.6 = the bottom of the sprite
but these values get truncated to integers, so

50.9 becomes 50, and 61.6 becomes 61

So now your sprite is 11 units tall instead of 10, so it scales the sprite to add an extra row, which is the popping that you're seeing, but thats all just a guess
>>
>>148161891
yes but only if the numbers were abstracted away to some extent
>>
File: rocketxeno320ad_rockette.png (100KB, 315x250px) Image search: [Google]
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Some progress for space jam update:

-Going to add a mascot to the game. She will provide a better tutorial. I figured people would want someone actually talking to you instead of just LOLWALLOFTEXT HEREISHOWYOUPLAYMUHGAME

-Per feedback, easymode will be made harder and hardmode will be made easier. There will now be a "limiter" on enemy fire, aliens cannot shoot more attacks at you then your maximum number of rockets to intercept them.
>>
I want to muff about with some basic game dev, i work as programmer anyway, so might as well embrace my autism.

I want to use js/html to make simple-ish roguelike to get a feel for things, how many guns am i shooting myself in the foot with?

I usually use c#/c++, but want to go outside of my comfort zone.
>>
>>148162283
>gta 3 GIVEUSATANK
>>
>>148161531
What if the shuddering fucks where the shooting should come? you should fix that first.
>>
>>148162282
is this email even real? it looks suspiciously fake
>>
>>148162495

don't be a full on sperg, and just use unity.
>>
>>148162632
Assuming it's real, I think he made it so that he didn't have to give out his real email on here.
>>
File: reachforthestars.gif (54KB, 840x2211px) Image search: [Google]
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option 1: create a battlemanager entity at the location of the battle, have it take care of all the logic of resolving combat

option 2: involved fleets manage the logic themselves by passing messages

I'm so bad at this stuff
>>
>>148162850
Merge both options
>>
>>148163005
???
>>
>>148162850
Why not both?
>>
>>148162632
i just made it
>>
>>148161891
If you would add powergrid building over it I think you got nice idea for a game.
Kinda like that metro building game I forgot name of.
>>
>>148163005
That would just be option 1
>>
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Seemed a bit too lacking of personality to just have a blank cube, so now planning to give user customizeable or at least predefined faces to the walking fortresses.

Also tried MUCH faster walk speed. It's not flawless as it sometimes step throught the ground and gets stuck.

It's going to be a walking sim. With huge guns.
>>
>>148162850
Why would fleets need to pass messages?
>>
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>>148144279
Sorry to bother but I'm looking for some advice.
I am thinking of making a RTS (Real Time Strategy) game using 2D graphics.

I think of the gameplay (an maybe even visuals) as something very Starcraft-like (see picture).

As far, Godot and SpringRTS got suggested. I was thinking in maybe Game Maker or Unity. I have experience with none except for Game Maker though I have very little.

About my experience I asnwered >>148148746 with
>>148156140
>>
>>148163213
what the fuck
>>
>>148163213
>personality

it looked much more menacing without the face though...
>>
>>148163297
You're probably going to do fine with Game Maker.
>>
>>148155094
My god, I love your work.

I need to play both good Paper Marios again.
>>
Progress feedback!

>>148149745

I don't see pantsuwhitch on here

>>148161916

these are good tanks.

>>148161891

just add a cute boilerroom girl and it will sell 10 billion copies

!>>148161536

Too "Squarish" you need another edgeloop on the side of that foot to smooth it out. Goto
/3/ for better help on this sort of thing.

>>148161531

Is that D.va

>>148162491

She's cute enough 10 billion copies etc
>>
>>148163283
because how else would they know about the state of the other fleet and whose turn it is?
>>
>>148163175
email sent
>>
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>>148162310
ya its 'Essence Tactics' on DDAY9, im currently redo'ing the art stuff
>>
>>148163437
>I don't see pantsuwhitch on here
Its funny that they were shopped into the demoday OC stuff, but then didn't put a demo up
>>
>>148162283
kek, perfect!
>>
>>148163213
It looks pretty cute! Can you control the height of the box or it's automated?
>>
Why no one has created a pepe-oh game?
>>
>>148162491
Isn't she from 3D custom girl?
>>
>>148162715
Dont really see a reason to use unity for ascii roguelike. Plus I want to be able to dev on the go without unity editor.
>>
>>148163423
It will be optional to have a face. Though some detail on the front part will probably be mandatory to indicate the forward direction, even if just a circle or square. And if you have some form of eye beams you'd need some symbolics to shoot them from.

>>148163731
>Can you control the height
You can control it and you need to do it to climb up and down terrain, only up so far but it's coded to actually utilize the legs as ground probes so walking down should work in the same manner.
>>
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>>148163213
u wanna go m8
>>
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>>148161439
It makes lemon balls fall from the sky

>>148161832
I don't understand
>>
>>148163437
pantsuwitch dev was late and didn't want to upload a buggy demo to DD9
>>
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>>148164047

>people who think devving on the go is more important than making a fun game
>>
>>148152059
Thanks anon!
>>
Why doesn't this work

if (Input.GetMouseButtonDown (0)) {
GameObject newbul = Instantiate (bullet, bulletspawn.position, transform.rotation) as GameObject;
newbul.GetComponent<Rigidbody2D> ().AddForce (newbul.transform.forward * bulletspeed);
}
>>
>>148163647

Nice, I'll try it out sometime this week. Hopefully I'll have my shit together by demo day 10, assuming it's in September

I was dumb and worked on an auction house system last month instead of polishing the battlefield stuff, even though battles are the primary focus
>>
new thread,

>>148164332
>>148164332
>>148164332
>>
Maybe I'm just dumb.

I have a class called Paddle, which I use to generate an object called paddle.

I have another class called Ball. I want a function in ball that puts the location at the middle of the paddle. I can't use the object paddle to reference it though (to find where the paddle is on the screen). Why not?
>>
>>148164279
Because AddForce needs to be applied every frame, not just the frame when the bullet is instantiated.
Use AddForce(newbul.transform.forward * bulletspeed, ForceMode.Impulse);
>>
>>148164412
calm your fucking tits it hasn't even bumplimited yet
>>
>>148164618

it is now
>>
>>148164618
>bump limit
>not auto-sage
>>
>>148163909

"sort of"

more like 3d custom girl was used as a reference and I remade her in gimp and added some things.
>>
>>148164220
It is in this case, I very much doubt my first go at making vidya will be any good.
>>
>>148163891
Why don't (You)?
>>
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>>148164696
smooth
>>
>>148164773
MOOOOOOT
>>
>>148162283
where is depression game dev?
Been around longer than 90% of these whodevs
>>
>>148164118
Those should be the AGDG logo instead.
>>
>>148164917
Are you retarded? Those are all DD9 game protags. Depression dev wasn't in it.
>>
File: gemu.webm (1MB, 960x480px) Image search: [Google]
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I have a small problem with my game, so I thought maybe someone here could help me.
There is this parallax map, a couple of transparent layers in PNG but when they start moving it looks like this. Buildings that should be in the background are overlapping with buildings in front of them. I think the problem is with VBOs and the way SDL2 handles them but I'm not sure. Any ideas how to fix it?
>>
>>148161891
That could certainly work as an idle game (e.g. orteil's cookie clicker)
>>
>>148167492
>orteil
Now that's a name I haven't seen here in a long time.
>>
>>148166221
> Any ideas how to fix it?
Make her dick proportional.
>>
If someone wants to use this music feel free to do so https://soundcloud.com/pedro-montoto-garc-a/a-fireball-for-your-friends-action-theme-wip
>>
Do i really need to use physics in unity to handle my collisions?
>>
>>148168724
no, but why wouldn't you want it
>>
>>148168724
You might be confusing the Collider components with the RigidBody ones. Check the manual.
>>
File: screen.png (9KB, 640x430px) Image search: [Google]
screen.png
9KB, 640x430px
>>148135796
Game Name: Untitled ARPG
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Gimp
Website(s): None
Progress:
+Basic AI
+DD9 Demo
+Item descriptions
+Multiple weapon attacks
+Optimization
>>
I'm trying to make a charged attack that shoots more fireballs the longer you keep the fire button pressed, in Unity. If I have 2 fireball prefabs (say, guided and normal, for Fire1 and Fire2) what would be a good way to manage both? Coroutines? FixedUpdate code in the fireball prefabs?
>>
>>148168724
no, but physx is a lot faster than anything you could write
>>
>>148161531
you're using gm, right? for basically anything that moves, make a draw event and floor the x/y values you draw at ie:

draw_sprite_ext(sprite_index,image_index,floor(x),floor(y),1,1,0,c_white,1);
>>
File: lea.png (1MB, 1131x555px) Image search: [Google]
lea.png
1MB, 1131x555px
>>148135796
Game Name: Icarus
Dev Name: IcarusDev
Tools Used: C#, Unity, Sketchbook Pro 2011,Paint.net
Progress:
+found some free space textures which i'm going to use as placeholder
+finished basic movement
+added guns
Thread posts: 773
Thread images: 219


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