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/agdg/ - Amateur Game Dev General

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Thread replies: 775
Thread images: 171

File: 1468263961544.jpg (1MB, 1750x1003px) Image search: [Google]
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Space Jam in less than 3 days. While waiting, play some DD9 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/
>>
We are not going to post the link for the DD10 in the OP yet?
>>
>>148164332
First for
>your character isn't in a mashup image
>>
>>148164504

Cross posting

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?

c# btw.
>>
>>148164521

That's still 2 months away right?
>>
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>>148164550
ive been depressed since dday and now this
>>
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This is the proof that dreams do come true.
>>
>>148164662
Don't feel bad anon mine isn't either
>>
>>148164507
>>>/v/
>>>/eceleb/
>>
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Have you downloaded my game already?
>>
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>>148164510
>>
>>148164867
That's one buff bunny
>>
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>>148164332
They look kinda romantic
>>148164623
Well yeah, but you can put it after the DD9 link so people can join it with time
>>
>>148164954
hey it worked
>>
>>148164550
i don't have any characters so i don't feel bad

i mean it i'm not sad
>>
Is GML a meme?
>>
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>>148164550
I can dream
>>
Feeling a bit depressed, this shit I've been working on all day still isn't working, can I get some (You)'s for a quick confidence boost??
>>
>>148164845
>>148164954
>anime is not agdg
>Nick Ridgway is
Shut your mouth.
>>
>>148165006

np. Will put it in the next thread I make, if I get to make one.
>>
>>148165086
Reminder that if you work hard you will get a lot of fanart!
>>
>148165086
No, yo have to deserve it.
>>
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>>148165086
sure
>>
>>148165086 can do it. Just believe that >>148165101 are capable of doing anything!
>>
>>148165071
Woah there nodev
Where is your demo?
>>
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>>148165086
here ya go
>>
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>tfw just want to make a very simple game with cute girls
>can't into art FOR SHIT, like, not even stick people
At least I can program I guess, but the games I want to make are so simple programming knowledge isn't really necessary.

Any artbro want to do a mindswap with me so I can follow my dreams?
>>
>>148165245
>tfw i fucked up my motivational (You)post because I'm bad at clicking.
J-just pretend I didn't fuck that up.
>>
>>148165086
>this shit I've been working on all day still isn't working
post pastebin
>>
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Is Googum here today?
>>
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>>148164118
Come at me bro
>>
>>148164507
>those reviews
I needed a good laugh.
>>
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>>148165309
I didn't submit it because I didn't think anyone would want to play a game where you just walk around on platforms
>>
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Are you going to bully me into Oblivion if I make a VN game with Adventure elements? With Anime aesthetic, of course.
>>
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So, what are we doing after Space Jam?
>>
>>148165493
ah, the dreaded dandybot
>>
How expensive is it to draw sprites on GameMaker? I want permanent bullet marks and stuff.
>>
>>148165086
>got something i've been working on since last night to finally work today
We're all gonna make it.
>>
>>148165594
gogem jam

make a game in the style of our beloved shitposter within 2 days
>>
>>148165626
About two cents by the shell, but you can get it cheaper if you buy in bulk.
>>
>tfw wanna make a game but I have no idea what game I want to develop
>>
>>148165561
People have submitted demos with less content. Seriously though, this is literally the point of DD, it's not for finished games.
>>
>>148165468
googum shot up a school after being bullied about his art. police got him. turn on abc news tonight
>>
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>>148165468
>>148165712

probably sleeping since he's NEET
>>
At the risk of being called a shill you niggas need to check out pyxel edit. It's like if the developer isn't a complete retard and knows how make shit actually intuitive.
>>
>>148165580
Probably, but you'd have to become yesdev first.
>>
>>148165694
is it too late to post demos then, even tho demo day has passed?
>>
>>148165580
Only if it looks bad and/or has no cute girls.
>>
>>148165594
https://www.suggestionox.com/r/SBFF3k
>>
>>148165692
-.-
>>
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So what do you guys think about the portrait?
Also that red thing is going to be the dead player
>>
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>>148164867
no it looks too hard
>>
>>148165828
No, you can post your demo whenever you want, DD just gives it more visibility.
>>
>>148165907
why does she have such a narrow head though
>>
>>148165907
Doesn't really look like her, face should be WIDER
>>
>>148164557
any help on this? I get "paddle does not exist in current context"
>>
I'm so happy that superstock was in the group drawing for dd9. That made my day.
>>
Would Rumba Flamenco be a cool genre of music to have in a soundtrack?

https://youtu.be/-hwiCkU73NA?t=4m14s
>>
>>148165561
your webum breaks upon scrubbing, what do you use to encode?
>>
>>148165907
Should have a little upward bounce when taking damage from spikes.
>>
>>148165907
As the other guy said it doesn't really look it's the same character

I mean, I like both, but there's not much consistency
>>
>>148166152
Doesn't break here m8
>>
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>>148165594
>space jam is in 2 days
>haven't accomplished shit

STOP STOP STOPPPPP
>>
>>148165493
What a shitty hairstyle.
>>
>>148165907
IMO its okay to have a portrait that looks different from the in game character (Anubis for example) but even has a rendered character her proportions should match, duh
>>
>>148165561
Don't feel bad, I'm a hack who can't draw robots or mechanic parts so I would have ignored the cool mecha and draw the girl instead.

Fuck robots.

>>148165907
Yeah, she needs to be wider like the other anons said. Also make her cry.
>>
>>148165907
Midori-chan is wide. WIDE.
>>
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>>148166241
not dat anon
>>
>>148165907
If you can't jump up from that pit it better instantly kill you.
>>
Got hitting multiple targets at once working. This isn't what I planned on working on today at all, but that's how it always happens I suppose.
>>
Reposting: What should my next idol look like? I need fresh ideas.
https://www.suggestionox.com/r/hsQoL8

Also, if any musicbro wants to make me a song, let me know.
>>
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This is a professional game developer in Japan.
>>
What's a good pixel art program for Android? I wanna do stuff on the go.
>>
>>148166146
Depends on the pacing and how much the music influences the gameplay. A song like that one would look cool on a fast-paced action game.
>>
>>148166480
Damn your game is looking good.
>>
>>148165907
As I see I will be alone with my opinion, but I like it as it is. Maybe you should bring her a little bit more to the center.
>>
How do I into architecture?
>>
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>>148166518
this
>>
>>148166106
Sounds like your Ball doesn't have a reference to Paddle, which it probably shouldn't

I'd make a third object called Level, and give it references to both Ball and Paddle, and when the game is reset, Level is the entity that moves Ball into position above Paddle or whatever you're doing

If you're using Unity you can give things references to other things by putting

public Ball theBall;

inside a script, then after you save and switch back to the editor, it'll chug for a moment and recompile, and then what ever script you added that line to, will have an entry in the inspector called TheBall, which now you have to drag your ball gameobject onto.

Theres other ways to do it but theyre probably too advaced for babbys first project, no offense
>>
>>148166518
busty idol
>>
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>>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

Anyone got some ideas or tips for my game? I'm currently working on the basic gameplay, and once i'm done i'm going to work on the core mechanic, which is being able to walk around your ship, fix shit and basically control things
>>
>>148166480
Any reason for there not being any knockback on the enemies?
>>
>>148166518
shortstack
>>
>>148166518
Bunny girl but with a lewd costume.
>>
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reposting in new thread

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?
>>
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>>148166435
How would one make a game using glitch art as its aesthetic?
>>
>>148164332
>Cube Chan
It's super nice to see her being part of the mash up. Thanks to whoever did this.
It's one of the best thing to come out of the DemoDay. We really need to do one of these things for each DemoDay, I'm sure anons will really want to be part of the event just so they are included in the mash up.
>>
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>>148166262
This one better?

it gets stuck in a ground puncthrough at the end, I need to code a reset command to get out of it
>>
>>148166580
Thanks anon.

>>148166767
Those are supposed to be some kind of mysterious object that shoot things and is rooted in place so it is immune to knockback/launching. Maybe some kind of evil mutated plant? I don't know what could work for a mountain area.
>>
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Now I have some effects for when ships take damage.
>>
>>148166896
Git gud with shaders
>>
>>148166550
The only one I have ever used is dotpict. I don't know if it's good but the mascot is cute as fuck
>>
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>>148166749
Fuck wrong file
>>
>>148166708
I'm using monogame, not unity. for clarities sake, Ball is the class, ball is the object.

Do you know how to give reference to something in xna/monogame?

Why shouldn't the class Ball have reference to the object paddle?
>>
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>>148166518
>>
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>>148166094
>>148166103
What if she can't be WIDER enough?
>>148166170
That's in my list of "things to do"
>>148166216
>>148166287
Her sprite is pretty wide because of the proportions of the canvas, I wanted to make her cute and stuff, but that's pretty difficult if the sprite is 32x32 and if you use normal proportions on that. but I don't really have a problem with making the real design chibi too, I'm going to look at it.
>>148166374
>Make her cry
That's a bit rude!
>>148166407
Please don't bully her!
>>
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>>148165907
Can we press F to pay respect?
>>
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>>
>>148166915
It's worse.
The first is not that bad, I was just baiting Jojofags.
>>
>>148164507
>>148164279
>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);
>}

GetMouseButtonDown() is updated every Frame and Addforce() doesn't set the velocity but adds a force that pushes your body using physics.
physics should be manipulated in FixedUpdate() but the problem here is that FixedUpdate() might miss the Frame your MouseButtonDown() got registered, so you should remember in a variable that your mouse got pressed and reset it when it got processes by your FixedUpdate
>>
>>148165580
Nah, I will just ignore it. I can't bully people for shitty taste.
>>
>>148165580
I will like it
>>
>>148165764
>implying i would go to sleep this early
like around noon
>>
I've been thinking of changing the jumping mechanic in SuperStock to just walking. It wouldn't be fast and you would be more focused on dashing instead. It'll allow for better precision.
>>
>>148167558
Have you worked at a real job at any point in your life? Or have you been on the dole since arriving in autstralia?
>>
pokemon
>>
>>148167323
This first is probably more in line how it will appear in the actual game(emo haircut was just a response for you).

Each mech will have a nanite flow with which they can invest into additional modules and weapons. Because the legs are on the side and there's ground below the only real option is to build straight up. So all guns, launchers and shield generators will be stacked on top the existing base fortress. Some might appear as auxiliary slots behind but overall the better a mech/fortress is the taller its core will be. Which also happens to makes it an easier target.
>>
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What is this supposed to be?
>>
>>148167691
neither, ive never been on the dole and ive never worked a true scotsman
all you gotta do is earn some ameribux and manage your finances like you're living in india, not that hard
>>
>>148167840
>>148167898
what if... hear me out... wha-what if we make pokemon game that based around on children's trading cards
>>
>>148166480
That's pretty useful.
>>
>>148168046
A png for ants?
>>
>>148166258
It starts in 2 days. You've got until the end of the month to submit.
>>
>>148168139
Impressive
>>
>>148168196
https://en.wikipedia.org/wiki/Pok%C3%A9mon_Trading_Card_Game_(video_game)
>>
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i'm gonna make a multiplayer game
>>
>>148168046
It looks like a dog to me
>>
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>>148166374
>I would have ignored the cool mecha and draw the girl instead.
I'd be ok with this. I'm sure you'd do a better job than me.
>>
>>148168378
Will it be about who can act the worst?
>>
>>148167317
Your particle effects aren't very good. Do you have a contact email or should I message you via Itch when I have spare time later this week? I'm not a wizard but I'm pretty sure I could make them more sparkly than what you have right now.
>>
>>148168378
She's uglier than the troll girl. GoTfags truly have the worse shit taste of all.
>>
Things seem to run smoothly for my Greenlight campaign.Pic related (5 hours).

If you still support that I post here now that I'm famous, I will ask you to support the game on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=660056803
>>
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>>148167114
What is more beautiful than a girl crying? Isn't it a natural reaction of the life endangering situations you're forcing your heroine to go through? That salty nectar would move the hearts of your players and motivate them to move forward.
>>
>>148168378
solid plan
>>
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>>148168551
http://zillo7.itch.io/tier-1
The thing is though, is that I have to make effects for 20 something classes of ships. Just copying things around is taking forever.
>>
Too bad we didn't have a monday free released of a 2D or 3D cute girl.
>>
>>148168772
Damn, now I'm hard. BRB.
>>
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>>
>>148166673
pls respong
>>
>>148169120
what is this
>>
>>148166518
Give us some lewd Bunny
>>
>>148168046
brian
>>
>>148169192
I've spent about a day practicing sprite creation with 3D renders. Now that I've slept on it and have a chance to reflect on what I made, there is really only shame.
>>
>>148167061
>Why shouldn't the class Ball have reference to the object paddle?
Personal preference, objects shouldn't 'know about' things they arent directly concerned with, but it depends on where you do your collision checking

Where are you creating your ball and paddle objects?

as long as the Ball class has
public Paddle paddle;

just go
Ball ball = new Ball()
Paddle ThePaddle = new Paddle()
ball.paddle = ThePaddle;
>>
>>148169170
easiest way is to emulate other styles
>>
>>148168441
Kind of looks like Kusanagi Motoko
>>
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>think I'm nearing the end
>play through my game like a normal person
>make like 40 notes of things to fix
Never ever
>>
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finally working
one part of background was rendered in reverse order
>>
>>148169591
I mean software architecture, not building architecture

I can't imagine how to do the things I want to do. I've thought the whole day and nothing has come to me.
>>
>>148166673
I did some freelance work in arch viz. Couldn't be easier. Recreate your favorite stills from your favorite movies till you git gud.
>>
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>>148169640
>think I'm nearing the end
>play through like a normal person
>realize it's very poorly paced and basically requires a significant overhaul
>>
>>148168884
See
>>148136948
>>
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>>148164662
>dday was over 70 years ago
>tfw
>>
>>148169692
Nice
And lewd
>>
>>148168843
Shouldn't take very long to make 20 sortof juicy effects, maybe your particle workflow is a bit rusty?

I will probably be a bit busy for a few days but I'll try to send a message by the weekend or so if I can keep my motivation to be helpful going.
>>
>>148169708
map it out?

i'm just making things as i need them and cleaning them up when something can be
>>
>>148169640
The advantage of this is becoming more familiar with retard-proof designs. Specifically well made intuitive designs. The next thing you make will be even more resilient to their stupidity, so that kind of makes it worth slogging through it.

And lord knows video games need more good intuitive design.
>>
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>>148135796
Game Name: TacticalRPG
Dev Name: HowDoGameDev
Tools Used: OpenTK, GIMP, Blender, VS
Website(s): howdogamedev.itch.io/tacticalrpg
Progress:
+ Participated in Demo Day 9
+ Received a lot of good feedback
+ Store partially implemented
+ Alta Swamp and Alta river are fully functional
+ Deployment display angle for units and maps are customizable
- Several skills were hastily made and use the same effects
- One Demo Day tester encountered an error. No ideas on cause
>>
>>148169856
dday left to buy cigarettes and never came back
>>
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firing style 1 or 2?
>>
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>>148168046
Updated
>>
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I miss Cristian
>>
>>148166749
>mfw also making a space game named Icarus
SHIT
>>
>>148170338
1
>>
>>148170338
Neither.

It needs to fire faster and the bullets need to be bigger and easier to see, use style 1 if you want it to look cool, 2 if you want it to be completely functional.
>>
reminder

it was me who pitched pokemon go some years ago

i am the ultimate idea guy
>>
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Evolved a creature with an additional fitness constraint today - floor is lava, essentially. Touching the blue root block to the ground costs a huge amount of energy, and it kills the creature almost instantly.
I was already hoping for something with actual limbs, but I guess true walking can't really evolve before I put some balance and contact sensors into their brains.
>>
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>>148169940
I guess my big problem is I don't understand how gameobjects in unity are actually supposed to interact with each other in any meaningful/performant way, all I can come up with is a higher level object that stores references to everything and does it procedurally, but then how do you build the references?

I don't know how I'm supposed to organize shit either, do I make a ton of subobjects? a single massive behaviour per thing? I just don't know.

OOP just encapsulates things away from you being able to use them I guess
>>
>>148170514
difficulty to see is from 20 fps recording
>>
>>148170338
2, definitely
>>
>>148170550
Give me an idea so I can start my game.
>>
>>148170579
this is a nice science fair project but wheres the gameplay?
>>
Guys, did you get the news? Rotate shot up a school and killed himself.
>>
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>>148159810
how's this? too big/small? poor approach? (minus the artifacts)
>>
>>148170784

Did he drop any good loot
>>
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>>148164332
>mgw finally getting the hang of noise and shader
This is the first progress I've made in about a year. feelsgoodman
>>
>>148170787
Perfect.
>>
>>148169692
Looks good, anon.

She's going to get some clothes, right?
>>
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One more comparison. I can't get over it.
>>
>>148170768
Gameplay will come as soon as these creatures can pose any kind of threat to the player.
>>
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>>148171097
>>
>browse aggydaggy for years, posting every failed project along the way
>never work on any one thing for more than 3 months at a time
>decide posting puts too much pressure on myself and makes it feel like work to program
>begin new project, make a vow not to post progress
>have now been working on this project for almost 10 months and have submitted it to steam greenlight
>the whodevs were right all along
>>
Wheres the pastbin with the criticisms
>>
>>148170903
weren't you suppose to use stencil shadows?
>>
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Dungeon Break dev here.

Anyone have any experience with creating basic 3D models for Game Maker: Studio?

I've been working on some Star-Fox-esque space segments between the planets you explore in my Space Jam entry (which is in 2D otherwise), and I do not know where to begin with texturing this spaceship.

This ship is super simple, and basically my first 3D model ever, but I have no idea how to go about making a texture for it. I tried to bake a UV mesh thing in Blender, but I must've done something wrong because I wound up with an unintelligible mess of hundreds of triangles, which can't be right, given this ship has like 8 shapes.

I'd appreciate any help, or if someone who's way better than me at 3D wants to help with 3D models, I'd be down for that. I really just need the player ship and maybe an enemy ship, literally no more detailed than this, since its a Star-Fox-esque game.

Appreciate it in advance.
>>
>>148171209
>can't even handle /agdg/ "pressure"
>expecting to handle everyone else
wew lad
gz though m8
>>
>have 24 hours to evacuate my apartment and take everything I want to own with me.

RIP devtime.
>>
>>148171384
What did you do, anon.
>>
>>148171298
Lightmaps for level geometry, shadow maps for entities.
>>
>>148170579
Humans are the most intelligent species on earth yet as this webm shows even we cannot create true life, ergo something far beyond our intelligence is required to create humanity - your game is proof of God. You're checkmating those atheists one line of code at a time.
>>
>>148171454
he's behind on rent.
>>
Is there any point updating my demo now that the dd9 is over?
>>
>>148171384
>RIP devtime.
All the opposite. Go and make your dream game prototype in less than 24h then set up a kickstarter + patreon + gofundme pages.
>>
>>148170579
what are you doing to train the weights from the neural networks? genetic algorithm?
>>
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>>148170895
I tried to make her look like an android, but I didn't know how
Her metal skin just kinda reflects environment I think
>>
>>148171645
You can't make decent art assets in a day m8, and that's a necessary hook for a succesful kickstarter.
>>
>>148171532
>>148171384
How far behind?
>>
>>148171454
Decided to move back home to my parents

>>148171532
Nah, paid rent and could afford a few more months, but better to safeguard my savings by going NEET for a while.
>>
>>148171384
they found you on the sex offender registry huh
>>
>>148171754
>Decided to move back home to my parents
Really? Why?
>>
>>148171746
Steal assets.
>>
- rogue like
- typing game

top two voted for themes for tonight's nightly game jam

which one do you like?
>>
>>148171520
>we cannot create true life
normies create life all the time.
it's pretty lewd.
>>
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~~=Early Weekly Recap=~~
We have a total of 20 games. Eleven games have returned from previous recaps! All this progress is great! Reply to >>148135796 if you want to make it in this week's recap!

~~=High Scores=~~
(8) [Placeholder Title]
(8) TacticalRPG
(4) Vampire's Bit
(4) Vindis Saga Tactics
(4) God is a Cube
(3) SNEK
(3) Untitled ARPG
(2) Unnamed Pixel Platformer
(2) Ordinary Platformer Life
(2) Frogs Life

(Score is calculated by number of recaps in a row)

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know! Include your game name if it's missing.
>>
I need a good font
>>
>>148171953
Look for some 100% free fonts or make one.
>>
>>148171953
ok
>>
>>148171754
>24 hrs
It should be more like a month, or did you not give them any notice?

Moving back in with your parents sucks, be prepared for them to not treat you like a real person
>>
>>148171335

to create a texture you need to UV unwrap it. this is a very simple guide https://www.youtube.com/watch?v=x8Dxh4QOuqE
>>
>>148171724
yeah, customized SharpNEAT. It's a pretty full-featured genetic algorithm, but I might move on to neural networks with backpropagation at some point.
>>
>>148171946
I believe it when I see.
so never
>>
>>148171953
wingdings
>>
>>148171950
You can remove the gravestone now, you're the new recap guy.
>>
>>148170787
I personally like larger neck fluff, but that's fine.
>>
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>>148172023
Yeah this is what I had tried before, which results in this mass of triangles. This could just be because I massively screwed something up while building the model.
>>
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I'm trying, ok?
>>
>>148171875
Because I finished my studies and "parents" for me is my mom only. and she's hospitalized for the long term atm.

So I really just move in with my whoever of my siblings are at her apartment at the moment.

>>148172021
I have this apartment in my name for another 6 weeks but It's in the ass end of nowhere and I'll either get a terminal addiction to alcohol or get the fuck out of here to a civilized place. So I booked a ticket to a happy place with short notice and now I've spent the last 12 hours throwing out all the shit i've hoarded over the years.

And holy shit that's a lot, I swear to god it was at least 200 kilograms of things I haven't touched in 2 years that went straight into the fucking garbage.
>>
>>148170449
I'll finish first, faggot
>>
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>>148171950
>(2) Unnamed Pixel Platformer
Should be 4

Also my progress list didn't fit the field. Not the only one with that issue either.
>>
>>148172651
It looks fine.
>>
reminder to actually play the games you're going to clone.
https://www.youtube.com/watch?v=97BDoEMyuks
>>
>>148172502

try unwrapping parts individually instead of the whole thing at once.
>>
oops replied in the old thread

>>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);
>>
>>148135796
Game Name: Throbot
Dev Name: Anonymous
Tools Used: PS CS6, GM:S
Website(s): http://scarfdev.tumblr.com/
Progress:
+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
>>
>>148172883
>smash bros without famous characters
>smash bros with boring shit characters for that matter
>smash bros with boring stages

Amazing
>>
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>>148172502
Your uv should look like this anon
>>
>>148172502
UV maps are very rarely usable when you auto-generate them. You have to manually slice and dice them into something coherent.
>>
>>148173012
but smash is all about the deep mechanics :^)
>>
>>148172024
wait can you actually make those creatures walk using backpropagation? l thought you could only use it to classify data given you have some examples to train the net. how would you do it?
>>
>>148171950
Maybe make the progress text brighter, its really hard to read with how small and dull it is
>>
>>148172729
just too much progress to be expected from /agdg/
>>
>>148172883

the animations look laggy and shit

>inb4 /agdg/ game
>>
>>148173117
>that beautiful UV
Just made me commit suicide, you fuck.
>>
>>148172668
Also, the fucking garbage house caught fire. I don't think I put anything violently flammable in there and thus I feel no reponsibility but for sure that was my fucking 3 year old clothes that were fueling that fire.

I'm actually pretty sure in a completely unconfirmed way that I put something in there that caused the fucking fire but I can't figure out what that would by. Why the fuck else would it go up in flames 5 hours after I've dumped 100 lbs of shit I don't need into it when it have lasted several year without catching flame before this?
>>
>>148172883
https://www.youtube.com/watch?v=xFWtIcAKFlY
>>
>>148173334
>3334
animation's shit and laggy?
it must be from aggy daggy!

call now
>>
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>>148172883
how do these people live with themselves
>>
>>148173446
yes audio is important gaggems.
>>
>>148173517
They don't have a soul. So they're not alive.
>>
>>148173517
$$$$$$$$$$$$$$$$$$$$$$$
>>
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Many things yet to fix in this, but main gameplay part is kinda working.
I hope I will manage to something this jerky hook. I want to have effect like winch in gmod, but I have to play with unity hinges because I can't inot nothing smarter.
>>
>>148172920
>>148173132
Ah I wasn't aware of this. Jeez, maybe for the sake of space jam I should just go find some free spaceship models. I have no idea what I'm doing.

>>148173117
I wish I could produce anything near that quality.
>>
>>148173446
>that fucking Dark Souls kill sound
>>
>>148173152
yeah, it should be possible to optimize their bodies like that, at least. I could start with a single seed input into the network, run it through a bunch of hidden layers and generate several hundred values to be used as body genes on the other side. After calculating fitness, I could tweak the hidden layers with backprop.
Same with the walking, optimize the net that outputs muscle activations.
I'm also planning to put a reinforcement learning layer on top of the neural network at some point, so the creatures could learn several behaviours, but that's gonna take a while yet.
>>
>>148172883
If this was an anime fighter no one would be upset
>>
>>148173517
>Angry Mob Games is a game development company. Originally focused on mobile game development

Never fails.
>>
>>148173415
>garbage house
lol you foreigners and your silly names for everything
its called a dumpster
>>
>>148173517
>return to when people realized they could play melee on dolphin
>>
>>148172883
Add screenshake and it would be 10 times better.
I mean, the punches and shit doesn't make me feel anything, it just feel really weak.
>>
>>148173964
Yes they would because Skullgirls already exists and is better than smash.
>>
>>148173889

http://www.blendswap.com/blends/search?keywords=spaceship&is_fan_art=1&blend_license=&render_engine=&sort=downloads&direction=desc

also, OP has links to free models too
>>
>>148172883
>no one wants an actual smash clone
Fuck them. I'd play it
>>
>>148173981
The dumpsters are in a shitty fucking house, thankfully made of non flammable shit. So I guess it's a dumpster fire because the only thing that can burn in there is the garbage and the dumpster itself.
>>
>>148174142
Ah, thanks man. I'll go poke around here I suppose then. Thanks for your help everyone.

This is why I stick to 2D :P
>>
>>148170629
pls help
>>
>>148174134
>comparing apples and oranges

I love smash and couldn't give a fuck about skullgirls/street fighter/teken/whatever
>>
>>148174161
I want a COOL smash clone, not a poor man's smash.
>>
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Does anyone have any advice for having solid collision detection for top down games that point towards the mouse? (game maker)

I'm still getting caught on edges, corners, normal walls, everything under the sun, etc, when changing angles and moving. I've tried using precision collision. I've changed the mask of my sprites from precise to a perfect circle. I've tried using collision_circle to ensure that nothing jagged could get stuck. I've made my own system and I've tried some on the internet. I've even remade my movement system in desperation. I have no idea how to get this working.

Any advice, please?
>>
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Done with Status Effects
Starting Item Management now.
Did a shitty little necklace to test equipment later.
>>
>>148174213
>house,
Or house is probably wrong. They're in a corrugated steel shed. The neighbours have something more like a house with good concrete walls and a lockable steel door. But I guess I live on the poor side of the block.
>>
>>148174301
Looks better than playstation allstars
>>
>>148174418
Just don't use solid collisions anon

Look for a collision tutorial on Youtube, just don't use solids
>>
>>148174272
I don't understand your question animegirl.

Unity objects are just like that, objects. You should use them like you'd use a standard OOP object if that's your thing.
I don't understand why people hate so much having references around, the Unity Editor is built around passing references, or even assigning them within the scene.

There are features, just use them.
>>
>>148174292
>couldn't give a fuck about
other fighters
nice broad taste.
>>
>>148174418
Oh, sorry, just re-read it

Just use Unity like every other dev
>>
>>148174527
I'm not using solids. I'm using a parent object for my walls and such.
>>
>>148174272
Give a collider and a script to a game object. Whenever it crashes into something it does whatever it's supposed to do.

Or if you have a lot of shit on screen at the same time you write an overseer class that probes their state and can affect all of them at the same time in a coordinated fashion.

What are you trying to do rly?
>>
>>148172883
I'm tired as fuck and I thought it was a parody until more than halfway through kek.

>back to the golden age
>varied combats
>incredibly fast-paced
>>
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>>148174673
Solid advice. A+
No seriously, how does that answer my question?
>>
>>148174272
I'm new to unity so my answer isn't the best.
But for now, if I have to do with one object from another I just use public and select them through editor, get through colliders, rays, or through findobjects (but that one must be away from update).
>>
>>148174904
Anon, GM is fucked for collisions. I know because I used to use it before.

Seriously, it's an engine for begginers. Go to Unity
>>
>>148174418
>changing angles
here's your fucking problem
stop using the cancerous image_angle variable
>>
>>148170752
i've been thinking about a game based solely around trading with a lot of depth an complexity. the motivation behind the entire thing is that there's some sort of space that people can rent in chunks, sort of like this http://www.milliondollarhomepage.com/, which they can then decorate however they like.
>>
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Does anyone know how to make arms that are built like this curve? I know I could get the bottom effect if I made an origin point, the hand point and lerped the other ones based on where there were in an array but I'm not sure how I would make them bendy.
>>
>>148175172
No need to be hostile.
So then how am I supposed to effectively change my object's angle?

>>148175087
I see what you're saying. Unfortunately I don't want to dedicate a bunch of time to learning C# as well as how to navigate Unity effectively AND learn it for 2D if I can just make this work on GM. If other devs can make it work, I can. I just can't seem to get it right.
>>
>>148173117
what the fuck is this, why didnt you just mirror the two sides
>>
>>148175283
inverse kinematics
>>
>>148175283
Splines
>>
>>148175635
Decals
>>
>>148175649
when does the recap monday guy update the image
>>
>>148175594
Try changing just the sprite angle
>>
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>>148171950

Game Name: Leapy Knight
Dev Name: JasonPKGames
Tools Used: Unity 3D
Website(s): http://jasonpkgames.tumblr.com/
Progress:
+ Got a demo out for DemoDay9
+Started work again after small 2 day break
+Finished entire layout for the first level on paper
-Coming up with level idea's so the gameplay doesn't get tedious is proving to be very challenging
-Some newer models I'm making aren't fitting the general style
>>
>>148172883
AGDG Smash Bros when?
>>
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>>148175767
sorry
>>
>>148174418
Ignore the shitposting regarding Game Maker and image_angle.

What kind of terrain are you dealing with? Block/straight walls? Curves? All kinds of freeform terrain?

How precise/realistic do you want physics to be in this game?
>>
>>148175767
>>148175942
Aren't projectors a better alternative?
>>
>>148175594
use simple masks like circle or diamond.
use the draw event to draw whatever you want at whatever angle you want.
if you completely need to have your object have more complex mask, you can keep using image_angle, but whenever you change it, make sure to check whether or not the object is inside a terrain object and "unstuck" it through pushing it out of the terrain (some basic trigonometry and a while loop could do the job). also, when you change the position, make sure the object can't get stuck too.
also, keep in mind you can effectively separate the object mask from terrain collision checking through using the collision_shit functions
>>
>>148176068
Decals as real car decals.
>>
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>>148171950
>>148173293
>Maybe make the progress text brighter, its really hard to read with how small and dull it is
Yeah, text should be brighter. It's hard to read.

still thanks to make a recap.
>>
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>>148172883
>joke party game
>autists think its competitive
>more autists clone the autistic game
>without iconic characters
>without changing the outdated mechanics of the game

so many triggers
>>
>>148171950
What are we on, Recap Guy #8? It's a dangerous job.
>>
>random depression making it hard to dev
h-haha I love this feeling
>>
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>>148174581
>>148174729
>>148175007

I've tried to illustrate my confusion. It's a lot more complicated than just making a single ship fly around and pew pew

and this is before we get into the tangled mess of managing turns which I still have no fucking clue how to do
>>
>>148176334
Exercise. It's *literally* more effective than anti-depressants.
>>
>>148176334
If only you built discipline (a knowledge issue, not a willpower issue) to keep you going, rather than depending on your mood
>>
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>>148175675
>>148175649

Never mind. I totally forgot the same thing I used for my crab can be used here. It's some IK system I came across called simple CCD.

I guess this boss should be pretty easy to make since in essence it's very similar to the crab.
>>
>>148176173
Yeah, I mean using projectors to project the real car decals onto the car so you can halve the texture size and don't need a new one for each new set of decals
>>
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>>148176062
At the moment all the terrain is rectangular. I'm not sure if I'm going to end up making it any more complex, but I may decide to make collision with enemies which will end up including circles. I don't really have any physics to speak of. It's just a simple top down game, you know basic movement and smooth collision. Don't even really have any friction or acceleration on the player.

>>148176120
Thanks, but that's what my biggest problem is at the moment. I've done both a perfect circle for my collision mask as well as collision_circle when that didn't work. I'm not sure why I'm getting caught on walls even though the mask/collision check should be silky smooth.

>>148175819
I knew somehow someone would try to shoehorn a lecture about rixels on me.
>>
>Finally get to a point where I can make fun sfx placeholders
F U N
U
N

1MA is fun.
>>
a game about being a nodev
who would play
>>
>>148176594
Depends on purpose of model. If it's for the game with custom skins or with editor.
Or it's racing car, those have so many sponsor stickers that projecting them would be hell.
>>
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>tfw you can't work on serious projects, only jokey made-in-a-week games
What the fuck is wrong with me
>>
>>148176953

Flappy birds is popular and it's a game you could make in an afternoon.
>>
>>148176953
You're caught up in the jam mentality because you don't want to face actual content-dev.
>>
>>148176953
Just work on them a little longer. Make them prettier or add a gimic/mechanic.
>>
>>148176953
make a game design document first off
once you have that things get a little clearer and not so open ended
>>
>>148176641
the problem could be that likely you do detect the collision properly, but you do it "after the fact" when the object is already in the terrain
if you use the default hspeed/vspeed/speed/direction variables, the position is updated between step and end step. if you don't use collision event for the check, use end step to check whether or not the object is inside the terrain and if it is, push it out of it. if you do use the collision event, it's actually called before the position is updated, so you'd have to do it the other way - push the object to the edge of the terrain (but precisely enough so that it doesn't actually overlap it).
if you change the position differently (for example using your own motion variables in step or end step), again there are different ways to tackle it. you could perform the check "predicting" where the object could go in the next frame and simply not go if that would result in getting stuck or you could perform the checks after the movement and push it out of terrain if necessary.
>>
>>148176641
Your terrain should be your main concern with collisions. If your terrain is all rectangular at the moment, and you don't think you're going to make it more complex, then you're just making things way more difficult than they need to be.

I assume that you're only moving in cardinal directions, right? Just WASD-ing around while the player always faces the mouse?

Just give your player a movement speed variable for x and y, xms/yms or moveHor/moveVert or whatever. If you're pressing a movement key, the movement speed variable for that direction gets set to whatever you want your players movement speed to be.

So if you're moving left, that'd be negative whatever your max move speed is. Right would be positive, etc.

You can make another local variable to store this, maxSpeed or mxms or what have you, so you can alter his max move speed on the fly for sprinting/crawling.

Then in a Step Event, just have a two part movement script:

Check if he can move horizontally.

if place_free(x+xms){
x+=xms;}
if place_free(y+yms{
y+=yms;}

Simple rectangular collisions. If your guy can move horizontally he will. If he can move vertically, he will.

You could obviously spruce this code up with making your character slowly speed up to max speed, move to pixel-perfect collisions when you hit a wall, etc.

This method also assumes you're using Solid objects. If you're using just wall parent objects, then you'd use instance_place(x+xms,obj_solid) or whatever instead.
>>
>>148176436
Can you speak more about that? Or somewhere I can go read about it?
>>
File: 173.png (1KB, 256x256px) Image search: [Google]
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Got a sprite done.
>>
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abdomens are disgusting so I made it small but now it just looks like a doe's tail what do I do
>>
>>148176363
Oh no you lazy animegirl I'm not thinking of your code design for you.

But one thing, having a "superobject" will just be painful for you later, even more if you don't have any idea on how you're going to implement things so there are going to be changes.

Just keep it simple. One hiecharchy for the fleet, one for the planets which may be part of a external, not parent, system, etc.
>>
>>148177430
well first off make the butt bigger
>>
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>>148175920
Someone tried that ways back, I even did a few sprites for it.

I don't think it's going to be coming back, though.
>>
>>148177475
fuck off jamal.
>>
>>148177371
Forgot a parentheses

if place_free(x+xms){
x+=xms;}
if place_free(y+yms){
y+=yms;}

But you get the idea. You could throw in an else{} in there to set xms/yms back to 0 if there is a wall in the way. You'd also want to math your movespeeds if you're moving diagonally so you don't wind up moving faster diagonally. Unless you want that speedrun thing people love so much.
>>
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I just wanted to get my blocks to rotate.

NOT LIKE THIS.
>>
>>148176953
Pack all of them in wariowere thing and release it.
>>
>>148177560
Oh for fuck's sake, I can't type code in browser for shit.

Should be place_free(x+xms,y) and vice versa.

Anyway, I've used this system for countless topdown/zelda-style games and it works really well for square terrain.
>>
>>148177395
sord jam when?
>>
>>148177543
I've always thought it'd be a neat idea if AGDG Smash only had their characters from shipped games. So it'd be kind of like a hallmark and goal for devs.
>>
>>148177430
what the fuck is that
>>
>>148176953
Just make something where your in game progress is through playing multiple short quick games in succession.
>>
>>148177575
jesus fucking christ what the hell did you do
>>
>>148177708
this
>>
>>148177395
Nice pacifier, nerd.
>>
>>148177430
>made it smaller

Anon you're constantly taking steps towards making it look like less of a moth and i'm disappointing
>>
>>148177440
but I have literally no idea how to think of the code design
>>
>>148177575
keep that for end-levels /random events.
>>
>>148177430
Who cares?
Would tap/10
>>
>>148177709
Plus it would prevent any awkward "character is in the game but the project they're from got abandoned and never finished" scenarios.
>>
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How about this? Is she cute?
>>
>>148177708
That could actually be fun.
>>
>>148177575
>tfw you forget to set the origin and use degrees instead of radians
>>
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>>148177789
>>
>>148178049
Aw yeah son, me likey

Make her lose her clothes upon damage like in Ghost n Goblins
>>
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hug.png
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>>148178049
CUTE
>>
>>148178049
Her icon there is a lot cuter than the sprite
>>
>>148178049
I hate long iframes.
Too easy to exploit, although they make fun speedruns.
>>
>>148178139
are you trying to make that sword sexy?
>>
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>>148177727
a still wingless moth are you BLIND

>>148177801
it's just that actual moths would be kinda repulsive scaled up (like pic) so I gotta take some artistic liberties
>>
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>>148164332
Video 3 of 7

Shmoop
https://www.youtube.com/watch?v=vEqpSCh_p3E&index=3&list=PLQOFZ7Uvt6Wx9OGfxMSRadAYIoVZNLytb

Holy crap dude.
>>
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>spent entire day off designing player ship for shmup
>have one fucking sprite to show for it, not even a good design
I feel so goddamn useless.
>>
>>148178049
i dont like how wide the sprite is. looks awkward, like you have it on the wrong aspect ratio. protip, just because the grid is on 32x32 doesn't mean the character has to be.

i agree with >>148178210
>>
>>148178253
>butt still not enlarged
>>
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>>148178253
nothing wrong with that
>>
(it's in love/lua)

>>148177749
Tried to make it so the orange blocks would rotate.

>>148177848
It's an endless game so that might actually work, like a temporal rift or something.

>>148178119
p much
Ended up just having it go:
>rtct = 0
>rtct += .01
>draw(object, math.pi *rtct)
So every time it spins there's a new trajectory for spinning.
>>
>>148178267
>Video 3 of 7
Why are you only playing 7 of them?
>>
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>>148178253
>it's just that actual moths would be kinda repulsive scaled up
I'll fight you
>>
>>148178303
>spent entire months designing a MC for my game
>it ends up being a shitty waifu ripoff of another game, showing I have zero creativity

Get on my level.
More useless than thou.
>>
File: file.png (1MB, 767x600px) Image search: [Google]
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>>148178456
she's... beautiful...
>>
>>148178253
Monster girls jam when?
>>
>>148178438
Do you really need to ask?
>>
File: NOT A PENIS.png (10KB, 441x471px) Image search: [Google]
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>>148178303
I fared about the same. Going back to just using basic shapes and working on game design, will worry about art later since it's not my forte.
>>
>>148178303
>spend years dropping projects
>have absolutely nothing to show for it

Get on my level kiddo
>>
>>148178661
that looks strangely like a penis :v
>>
>>148178667
>4 years on agdg
>still not a single finished game
I know that feel.
>>
>>148178648
Y-yes? Why wouldn't you play more games?
>>
>>148178049
N.
>>
File: Sprite-0002.png (3KB, 482x384px) Image search: [Google]
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Left or right

Also made ham
Ham is not option
Ignore ham
>>
>>148178628
That's a moth fly not a silk moth
>>
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>>148178534
You're not going to make something completely original anon. Unless you go anime levels of crazy like yugioh.
>>
>>148177430
I like this one more. Her butt is more visible
>>
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>>148177430
>Abdomens
>Disgusting

I'll beat you up, anon.
>>
>LEVEIS
Shmoop dev is BR, isn't he?
>>
>>148178198
Permission...
...

...

DENIED
>>
>>148178661
That's pretty good for what it is anon.

I don't see a penis
>>
>>148178891
I like left more.

Also, please finish your game or post more sweet, sweet npc sprites.
>>
>>148179051
>pretty good for what it is
But what is it?
>>
>>148178786
Well each video is about 15-30 mins long, and take several hours a piece to upload with my slow internet. Also I've been fighting with OBS and trying to get the audio to not be terrible since I haven't done this before (I still don't know why OBS is so fiddly to even start capturing a source). And there are what, like 50-70 entries? I just grabbed the ones that looked most interesting to me. I'm not saying I won't do any more, but I don't know. If nobody watches these (admittedly probably rather dull) videos then it would probably seem like a waste of time.
>>
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>>148178984
>>
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>>148179051
Thanks. I hadn't done any art before today and it took about four hours, but even then I was fairly disheartened. Like I told anon, going to work on game mechanics since that's something I think that I am genuinely good at.

>>148178754
>looks like a penis
get out polyle
>>
>>148179140
We only have like 100 posters here, you're not gonna get a gorillion vies from this place my man.
>>
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>>148178253
I want to fuck that Moth
>>
>>148179087
I was talking about his art skills and it's very clearly a spaceship
>>
>>148178253
Make the abdomen WIDER and the neck floof BIGGER

real moths are cute scaled up you silly man
>>
Can we just ban artfags making sprites/models without actual games accompanying them?
>>
>>148179140
This is why the livestream always made more sense to me. You get a solid 20-30 people watching all the games with no extra work uploading/editing on your part.
>>
All those cute girls yet no available 2D or 3D free released one.
>>
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Aw shit, got spinning fixed and even around the object's origin. And then even slowdown on player death like everything else.
>>
>>148179372
can we just ban nodevs complaining about progress?
>>
>>148174418
move_contact_solid :P
>>
>>148179372
can't hear you over the sound of ART IS PROGRESS
http://poal.me/hrpxjp
>>
Can we just ban programmingfags making engines/tools without actual games accompanying them?
>>
>>148179407
You died before touching the block.
>>
>>148178181
>>148178198
It probably works then, thank you guys!
>>148178319
If I make her a bit less wide she'll end up looking really similar to the girl from "Unnamed Pixel Platformer", so I'm going to keep that at the moment. Anyway Thanks for the tip.
>>
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>>148177440
>>148177440
>>148177820

pls, I literally don't understand, whatever seems obvious and lazy to you, I do not comprehend, tell me something
>>
I miss that Chilean (or was he Argentinian) fellow from a year or so ago who marathoned every game. That was a good time, he had a great humor.
>>
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>>148164550
>noone played my fucking game
>my game isnt in the mashup image
>>
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>>148179550
>>
>>148177820
Then like I said just make independent entities first.

Focus on getting the feel hierarchy first. Like, maybe one ship pattern object with attributes, then another EXTERNAL object managing them which you can call the FleetControl or something.

Then, start working on the planets logic, then the orbital system logic, then one external more system linking both the fleet and the planets.
>>
File: starcraft_brood_war-371346.jpg (88KB, 640x480px) Image search: [Google]
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I am thinking of making a RTS (Real Time Strategy) game using 2D graphics and I'm looking for advice on which engine to choose.

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'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.
>>
>>148179639
What's your game, m8? I'll play it.
>>
>>148178049
I want to violate ordinary girl!
>>
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Has anyone ever combined the movement of games like flappy bird with the sidescroller gameplay of gradius?
>>
>>148179639
Sorry, lostboy dev. I'll give your game a shot right bow!
>>
>>148179262
I didn't do it for the views. I'm just saying if literally nobody watches these videos then why am I making them?

>>148179396
My internet is too slow for streaming, that's the reason I'm doing it this way. Well that and the fact that OBS is so finicky. I haven't bothered to do any editing at all. There's one video where the game music is drowning out my voice for the first couple minutes. Oh well.
>>
>>148179703
It's probably the most difficult genre to program and it's dominated by the elite few so there's absolutely no money in it.
>>
>>148179795
>Flappy Bird with guns
I'M STEALING THIS
>>
>>148179818
(bote to self: do bot write shitposts at two past midbight)
>>
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>>148179357
this looks DUMB
>>
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>>148179893
NO NO NOOOOO

I CALLED DIBS YOU SHITTER
>>
I have been feeling quite motivated since starting to take zinc supplements.
>>
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>>148179950
I'm prototyping right now, bitch.
>>
>>148179680
the system, as far as I can tell, is nearly irreducibly complex, the movement mechanics can sorta stand on their own which is what I've been working on so far.

But for combat to work at all, all aspects of damage, ships, weapons, projectiles, fleets and engagements must be together in some form or another

and I still don't even know how I am supposed to make ships and fleets communicate so they can interact, I don't know how unity expects me to do that, so I can't think it through to what might happen if I do it that way, so I can't form a rational basis for choosing a particular approach, and without a particular approach I can't make a fully functional system which I need to test whether the system works as I want it to which gives me feedback that I can use to further design the system

it's a vicious cycle of dead ends in my poor brain ;_;
>>
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>>148179789
>>
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Sprite-0002.png
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>>148179052
I am currently stuck at work for 5 hours doing nothing, as my job description demands.
In the mean time yeah I be makin more sprites.

Its kinda hard though, this monitor is so dark yet its at its brightest settings.
Really annoying.
>>
>>148179973
Motivation has been directly linked to sperm count
>>
>>148180030
Where is this fuggin folder
>>
if i use godot and then want to step up and use c++ i can continue using the same engine but as a framework right?
>>
Have you ever been inspired by an idea from an ideaguy here?
>>
>>148178253
>>148179937
Read some nice mothgirl doujins and see how they draw their abdomens.
>>
>>148180130
Ideas are like anime.

They're total trash.
>>
>>148180108
No, it's not designed that way
Also fuck godot, it's a buggy piece of shit
>>
>>148179937
you look dumb, look at renamon for how to make feminine chest fluffs work
>>
>>148180130
No, they are pretty shitty desu.
>>
>>148179937

looks like a bunny
>>
>>148180130
No, I want to make my games not work for free for some useless fat fuck.
>>
>>148180186
unity is also a buggy piece of shit .
I was trying to port a simple breakout game i made in mongame to unity , it doesnt even support collision without using the fucking physics system wtf
>>
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Post some innovative™ game ideas so I can totally not steal them.
>>
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>>148180153
>doujin moths

>>148180196
thanks friend, that's not a bad idea
>>
>>148179937
Where's that ABDOMEN anon

I'd say make her shorter and lower here eyes, she looks too lanky
>>
>>148180341
You play as a garbage collector who has to fight the evil animes
>>
>>148180341
Magic the Gathering offline
>>
>>148180341

A game where you sell drugs to the community
>>
>>148180341
Dark Souls but western and beksinski inspired
>>
>>148180452
Did you mean Duel of the Planeswalkers?
>>
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>>148180484
>recettear but drugs
>>
>>148180543
Dark Souls is Western-inspired you twat.
>>
>>148172883

Honestly depressing because they've made nothing but mobile before this. Hopefully it was made on a shoestring budget because I don't see it doing well at all.
>>
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>>148180396
>not liking mothgirl doujins
>>
A game where you secretly watch over a weak wannabe hero and you must defeat the monsters before he reaches them, but if you kill too many then the hero doesn't level up and that's a bad thing.

You need to strike a balance between killing the enemies and leaving just enough for the hero to kill so he's not completely useless further on.
There's also a time factor, if you leave only the squishy enemies for the hero then he will advance too fast and reach the strong monsters before you have the time to kill them.
>>
>>148180557
yeah but in the style of a yugioh game with a campaign and card collecting
>>
>>148180668
I'd play it
>>
>>148180341
A roguelike game in which you play as one of the dungeon's enemies instead of the hero.

The only enemy you ever fight is the hero. If you kill him you win, if you die you lose.
>>
>>148180341
Magic the gathering, except the cards attack on a chess board and have different movement patterns instead of attack/defense stats
>>
Any advice on making music in FL Studio? I'm a beginner to this part of the gamedev process, and it's the only program I have any experience with. But trying to progress from a drum loop to the right melody or the right instrument feels like a chore. Especially if I have a fragment of a song in my head that I can't articulate in notes, it becomes an exercise in ineptitude.
>>
>>148180617
That's just gross
>>
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>>148180587
>>148180484
>They dont know about drug wars on the Ti-83

You guys are either 16-19 or you missed out on the golden era of classroom gaming
>>
>>148180812
Or simply not American
>>
>>148178049
HE ACTUALLY DID IT
THE ABSOLUTE MADMAN
>>
>>148180868
>the internet is only available in america
>>
>>148180812
22 here I have no idea what you're talkign about
>>
>>148180787
Learn music theory, it's not the DAW's problem.
>>
>try to do "thing"
>fail
>realise I'm irredeemably bad at "thing"
>give up
>>
How do I come up with a melody that isn't just a slightly-altered version of some other song I've heard before?
>>
>>148179852
I'm not interested in money.
Though I think a RTS would sell well because there are little of them in the market.
>>
>>148180954
add
>come back to it a month or so later to repeat the cycle
and you're literally me.
>>
>>148180787
>Any advice on making music in FL Studio?
Practice 398 days a year.
>>
>>148180956
grow a creativity

or start improv on an instrument until you hear something you like, that's how a lot of people do it
>>
>>148180956
https://autochords.com/
>>
>>148180935
Texas Instruments calculators are generally not used outside of US (or anglosphere?) schools
>>
>>148180956
> implying there is such a thing as a 100% original melody
When you draw a sprite of a goblin, you're drawing a slightly-altered version of some other goblin you've seen before.
Same concept applies to music, don't be afraid to """steal""".
>>
>>148181042
So I guess a prerequisite to that would be learning how to play an instrument?
>>
>>148181021
Of course.
>>
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Working on the player's menu some more.

I'm trying to get work done on the blaster modification system in the game, but its getting to be more complex than I had originally thought.

Yay progress?
>>
>tfw everything I do is "placeholder" because I'm bad and afraid of commitment
>>
Mech dev here. In last thread someone said to use draw_sprite_ext(sprite_index,image_index,floor(x),floor(y),1,1,0,c_white,1); to make my sprite stop shuddering.

Can someone explain why/how this works to me? It solved the issue, although now the mech always faces right (since xscale is set to 1)
>>
>>148181091
that's the wrong way of designing goblins the right way is looking for real life references and applying the design fundamentals to reach a certain goal
>>
File: WALKER.png (1KB, 160x160px) Image search: [Google]
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rate my sprite
>>
>try to do "thing"
>succeed
>realize I'm naturally talented
>repeat
>>
>>148181272
That wouldn't happen if you had a free released 2D or 3D cute girl.
>>
What are some good ways to get to grips with algos and data structures? I got a copy of CLRS and downloaded Skiena's algorithm design manual
>>
>>148181389
>wake up
>realize it was all just a dream
>>
>>148181389
Where is your game?
>>
>>148181272
You can get pretty far with placeholder art anon

https://m.youtube.com/watch?v=DgRUJqrBVIM
>>
>makes a mothgirl
>doesn't even like mothgirls
fucking furries, make up your mind
>>
>>148181389
Shut up shut up shut up SHUT UP
>>
>>148181386
i like it a lot.

animate it.
>>
>>148181337
It gets the current X and Y of the object and rounds it down when drawing the sprite so it stays aligned in a grid.
>>
>>148181337

Floor round down. Meaning the x and y positions are never drawn as subpixels.

Put image_xscale right after floor(y). The first "1".

Also serious recommendation, check the manual.
You can even middle click on the function (the yellow text) in the code box and it opens up relevant info in the manual.
>>
>>148181389
"he dreams in code!"
>>
>>148181390
See
>>148169771
>>
Unity or UE4?
I want to make a 3D game.
>>
>>148181748
that's just downright impressive
>>
>>148181389
>There are people who believe this
Michael Phelps is the closest thing to "born great" and he still had to train to be worthy of a gold medal
>>
>try to do "thing"
>fail
>piss around and learn "thing"
>succeed at "thing"
>realize i know how to learn things
wow
>>
>>148181516

He's not talking about game dev. He's naturally talented at getting (You)'s.
>>
>>148180341
A game where Peter Molyneux Todd Howard with Keiji Inafune
>>
>>148181839
Where is your game?
>>
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>>148135796
Game Name: 2D Dogfighting
Dev Name: Kirk
Tools Used: C++, SDL
Website(s): https://twitter.com/kirk_wald
Progress:
+ Sound effects and music
+ Better AI shooting behavior
+ Demo was overall success
- Music and SFX increased game's file size by 42675.6%
>>
>>148181756
Do you want it to look good?
UE4
Do you actually want to finish it?
Unity
>>
>>148181817
I'd say Alexander holds that title.
>>
>>148181939
I want it to look good.
>>
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>sitting in front of PC
>I don't know what the fuck I'm doing and my mind is blank
>go to bed
>suddenly a thousand ideas and solutions rush through my mind
>>
>>148181583
>>148181551
Thanks for the help anons.

> check the manual.
I've been trying to dev exclusively through using the documentation without tutorials but I'm still deciphering it. I'm not programming savvy yet. Hope that wasn't a dumb question
>>
>>148180668
indredasting
>>
>>148181945
hhheheheheh
>>
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>>148181389
>try to do a thing
>aggy says it sucks
>kill myself
>repeat
>>
>spend 10 years drawing
>get pretty good at drawing
>spend a couple days trying to make music
>get annoyed at trying to make music

Who knew
>>
>>148182020
duh
take a break, go for a walk, but make sure you have a pen or are less than 4 minutes from your house
think away from computer, and then rush in and code when you have inspiration
>>
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I've been playing a lot of board games recently. Just tons and tons of Fortune Street, Top Shop, and Dokapon Kingdom. And now I want to make a cute board game/adventure game. I've only worked on super simple arcade games so far, so please point me to any references/tutorials if you can. Probably going to use game maker if that matters.

Over the last couple weeks I've been following a little rpg tutorial that introduced me to the idea of using states to control the player's actions. I figure for a board game all you need is to loop through the gameplay states for each player inside another loop that manages what happens at the start and end of each turn.

Right now the big problem is that I don't know how to set up the spaces at all. How can I program the game to know that one generic space has exits to the north, east, and west but another generic space only has exits to the east and west? I might need to know how to change that dynamically because in the future I want paths that are locked until certain conditions have been met and enemies that can block your movement.
>>
>>148182129
Music dev is a different kind of hell, welcome.
>>
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>>148181915
i made it literally by having basic knowledge and looking at the api of java

and about two weeks of trying to get a framework up

really it's just the product of time and low effort
>>
>>148182146
You want to use either a graph, where each node is a space on the board and has a list of other spaces. This lets you have arbitrary paths.

Or if you ONLY have north south east west, you could store it in a 2d array, and have the space be a struct or class with four bools for north south etc.
>>
>be me
>do something
>blog about it on 4chan
>mfw
>>
Let's see your parallax
>>
>>148180668
I like it DEV IT DO IT
>>
>>148182416
I have poor cognitive abilities so I will reply you to with a negative comment or greentext despite this being obvious bait
>>
>>148182416
unsub'd
>>
>>148176363
That doesn't look very ECS to me. Entities should never own each other.
>>
>>148182129
jelly is that you, I still love you buddy

I could suggest an entirely different approach but it might not be what you have in mind, basically an abundance of sound effects instead of music. it won't be easy but it's less easy to get it wrong
>>
>>148182257
>effort

No one believes that anon. Games are created instantaneously through programmer and art wizards.
>>
>>148180668
It'd be neat if you could implement an inventory system too, where you have to balance between keeping good weapons/potions for yourself, and leaving some behind for shithero to find, so he isn't beating monsters with bacon swords.
>>
>>148182595
almost m8
>>
>>148182506
I will thank you for the (You) even though it means absolutely nothing and you didn't fall for my obvious bait anyway.
>>
>>148180668
nice siegmeyer of catarina clone
>>
>>148180787
A couple anons requested an FL STUDIO tutorial a month or so ago, so I threw one together. It's pretty quick and simple, but it might help you out a bit.

https://www.youtube.com/watch?v=jT4AHbJte5Y

This is essentially what the final result is, if you want to know what kind of learning will be had:

https://soundcloud.com/jasozz/super-simple-end-result
>>
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a game where you have to navigate a train car while avoiding smashing stuff and people with your oversized softbody tits
>>
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I'm considering ODing myself on pain killers if the talent and drive necessary to manifest my ideas into reality doesn't appear in me right now.
>>
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>>148135796
Game Name: Deeplinks
Dev Name: Vestigial
Tools Used: Unity
Website(s): vestigialdevelopment.com
Progress:
+Demo day
- demoday feedback TODOs
>>
How the fuck can I dev if my nose is always clogged and dry as fuck, I can barely breathe.
>>
>>148182981
If you dev you get cute fanart.
>>
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If I post my game here will someone play it and find all the bugs for me
>>
>>148182992
go drink some hot water.
>>
>>148183123
not a truism
>>
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>>148182992
Not even memeing you about this
But get the plastic squeezebottle version

And to make this dev related, everyobe message Jupi Plays to do a playthrough of demoday, theres a good chance she'll do it
>>
>>>/r9k/
>>>/facebook/

fuck off with your shit blog
>>
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>>148181389
>>148181470
>>148181516
>>148181535
>>148181705
>>148181817
>>148182117
>>
>>148183123
Are you implying that I can dev and get cute fanart if I can't create a basic humanoid shape in either a 3D or a 2D enviroment.
If I drew a square I couldn't put a cute or attractive face on it.
>>
>>148182981
get aderall and read the api of your langunage

then program small things until you have something large you really want to work on

also don't work too much on it or you'll burn out
>>
>>148183156
not an argument
>>
>>148178891
i see literally no difference
>>
>>148182117

bokube dev? is that you?
>>
>>148182967
those back problems thou
>>
>>148183241
Where is your game?
>>
>>148179550
fucking
#rekt
>>
>>148183376
?
>>
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>>148183275
Yes.
>>
>>148183241
Why are you quoting me >>148181817
for? I'm agreeing with you on talent and effort
>>
>>148183309
it's the eye size

from a distance left looks more correct so I'm going with that
>>
>>148183496
Are you that other person or not? What do you have to show for it?
>>
>wake up and read /agdg/
>shitpost the fuck out of it
>realize I'm naturally talented at it
>repeat
>>
>>148183241
Someone edit this with a pile of sords.
>>
>>148181179
nice
very metroid-like
>>
>>148183528
I lazily quoted everyone because I'm a giant sack of shit.

>>148183593
I am not the other person! Just a random Anon sniping a post chain I don't belong in.
>>
>>148183683
Yeah I figured the inspiration would be pretty obvious there.
>>
>>148183506
Well you obviously can but I cannot.
>>
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>>148183156
i made this

anything is possible
>>
>>148183552
okay i see what youre saying
yea i think left is better
>>
>>148183787
I meant that you can get fanart with shitty graphics, I didn't make the pic.
>>
>>148182870
Not bad, I suggest instead of show-and telling it, you actually do each step with them if you decide to make another one. And also introduce basic mixer channel use as it's pretty central.
>>
>>148182683
THE GAME
>>
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>>148171950
Where's
>(7) Knightly Terrors
?

Thanks for the hard work, though!

In other news: Rendering part 2 of the fish tutorial now.
Miscalculated the fuck out of this, so it's now going to be four parts in total.
>>
>>148184059
you just gave me an idea
>>
>>148183791
>mfw that's a visual representation of the word fuckface.
>>
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>>148183791
>>
>>148184059
I thought about the best idea ever after readubng tou posts
>>
I just wrote my first conditional statement. Am I a programmer yet?
>>
>>148184249
No.
>>
>>148184249
technically yes
>>
alright guys nightly game jam #9 starts now

tonights' theme is 'typing game'

good luck!

>>148171932
>>
>>148184403
>>148184449

You guys wana see my first conditional statement? You'll be amazed.
>>
There's literally no reason to ever use anything other than if statements and repeats.

Prove me wrong.
>>
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>>148171950
The score system is pretty useful when the first one is called [Placeholder Title]
>>
>>148184098
>>148184247
What
Is this the latest may may?
>>
>>148182129
Its harder to figure out why your music sucks than it is to see why your art sucks alot of the time, theres not literal things you can grab onto like "the arm is too big" in music until you know more about what youre talking about and doing (theory)

Anyway who wants music?
>>
>>148184531
conditionals are cleaner for if else.
and switches are cleaner for multi if elses
>>
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Can anyone recommend some good Unity 2D tutorials? Preferebly something that isn't narrated by a child. Looking to do some castlevania or megaman type platformer.
>>
>>148184531
>repeats

God I hate GML, please tell me nobody over 18 uses that shit.
>>
>>148184619
youve just given me another idea
>>
I got an idea.
What do I do?
>>
>>148183791
Isn't bokube a guy?
>>
>>148184619
Thanks for an idea!
>>
>>148184531
>using any structure but for loops
i guess you dont quite understand what youre doing yet
>>
>>148184689
>good Unity 2D
I don't understand.
>>
>>148184527
put it up for demoday 10
>>
>>148184531
There's literally no reason to ever use anything other than continuations.

Prove me wrong.
>>
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>>
>>148184765
shit really?
>>
>>148184059
what am i looking at here
>>
>>148184874
wow
really great idea i just got
>>
>>148184874
>1466270718512.png
>>
>>148184689
>Looking to do some castlevania or megaman type platformer.

Don't do anything Megaman inspired. Only disaster will follow.
>>
>>148184874
this gave me an idea
*unzips sprites*
>>
Here's what i'm doing for tonights 'typinig game' theme

"Chat Moderator 2016"

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


i'm gonna seed the content from actual chat logs and ban logs
>>
>>148184874
Nice
>>
>>148184874
my private feels itchy..
>>
>>148184689
If you're going for actual 2D use Gamemaker or Godot or any other engine that has proper 2D.
If you're going to make a 3D game that is side scrolling then you can stick with Unity if you want.
>>
>>148184874
Maybe if I masturbate I'll clear my mind...
>>
>>148184874
Thank you.
>>
>>148185047
amazing
Make sure to have shitposters with really long and complicated names.
>>
A game where you hahahahahahahaha
>>
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>>148184921
My pixelart tutorial video (part 2) rendering.
It's probably shit, but some people have been requesting it for a long time, so I gave it a go.

Part one here:
https://www.youtube.com/watch?v=8L7QIXIsrcc
>>
If I make a game that pulls data from these threads (names and post content) and gives you the power to be a mod, would you guys play?
>>
Free cute 2d or 3d girl released when?
>>
I just want you bros to know that you guys inspire me. Every time I see progress posts it motivates me to learn more.

I love you guys. Keep up the good work.
>>
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>tfw you work on something for the whole day when it takes everyone else a couple minutes

i think im retarded
>>
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>>148184874
It's because of people like you that my dev folder turned into this.
>>
>>148185465
nigga please.
I'm just now finishing up pong and it's only been 3 years of on and off doings.
>>
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>>148185029
Why so- Ohhh....
>>
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>>148185481
>>
>>148185156

What are you talking about? Unity can do 2D. It's no difference from anything else which does 2D.

All 2D games still use the programmable shader pipeline and made in the exact same was as 3d games are: shapes with vertices and textures mapped onto them.
>>
>>148185376
Enjoying how your accent phases between high British and Australian, you faker
>>
>>148184912
while:

for ( ; ; conditional) {
do stuff();
}

if:

for ( ; ; conditional) {
do stuff();
break;
}

But i havent programmed all summer.
>>
>>148185481
>that 3d model blue skirt girl

S-SOURCE
>>
>>148185595
Unity is not pixel-perfect, it draws things in a fucky unpredictable way.
>>
>>148185406
See
>>148181748
>>
>>148185376

Nice vid man, thanks. A lot of people are going to appreciate this. Don't listen to the sperg detractors in this thread
>>
>>148185690
>I parrot stuff I hear on agdg: The post
>>
>>148185648
I have no idea, anon never delivered.
>>
>>148185596
I'm sorry. I'm Norwegian.
My English is the result of talking with a lot of exchange student from various places.
>>
>>148185595
Unity is a 3D engine that tacked on 2D to try to appeal to more devs. Its 2D is very shit.
Of course it's possible, but honestly it's better to use an engine that implemented 2D properly.
>>
>>148185156
I keep hearing that Gamemaker has limitations later on for things like two key movement, that it's similar to RPGmaker (which I put about a million hours into as a kid)

The one disadvantage to unity and 2D I've read about was in relation to sprite scaling? Something about having to get your sizes on everything right the first time or else you'll have issues later.
>>
If I make a game that pulls data from these threads (names and post content) and gives you the power to be a mod, would you guys play?
>>
>>148185376
This gives me an idea...
>>
>>148185784
How did you know?
>>
>>148185841

This is what I'm saying tho, there's no difference betwen 3D and 2D as far as actual rendering goes.

I don't like Unity, but I see it has some sprite tools and features for animating them. Maybe it's not so bad. I haven't tried GML or godot either, I'm an enginedev
>>
>>148185958
That game already exists. It's called 4ChanX. You get to self moderate threads, never having to see the bullshit again, and you get to keep posting like normal.
>>
>>148185958
metaphorically speaking, light bulbs are being lit inside of my head
>>
>>148185958
>virtually doing it for FREE
Oh boy you're going to raise the meta on shitposting.
>>
>>148185731
Thanks, man!

I will at least see this 4-part tutorial through to the end.
Then I'm going to make one of the green (easy) tutorials I've got lined up.
After that, if people seem to like it, I might continue, but I'm not sure yet (recording and clipping takes a lot more time than anticipated, so it will feel a bit wasted if there's like two guys actually watching).
>>
>>148185862
>two key movement
There's literally no limitation related to this.
>>
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>>
>>148186181
Balding eyebrows
>>
ok, last time posting these video demos/reviews, just to make sure the nightdevs I did a video for see their game:
https://www.youtube.com/watch?v=d07T0UgxhcU&index=19&list=PLTNB11KbDROxPHtUtYEWMUoZPtvkxLZ4S

if I do more videos for the next demo days, at least I have the bitrate figured out now and I can try and get the audio drivers working properly the the mic records at a respectable volume
>>
I'm working on a game, but it's for VR.... does anyone here have a Vive?
>>
In c#, how do I pass a value from a class to another class?

I want to take the position of a paddle for pong, and spawn the ball right in front of that paddle, regardless of where the player has moved it.
>>
>>148186180
So you're saying I could rebuild street fighter 3 with all the same inputs at the exact same speed and it'll still work without problems?
>>
>>148186397
There's one guy that rarely posts VR progress here.
>>
>>148186397
Is it a static character with a pair of floating guns spinning and shooting projectiles coming at you game?
>>
>>148186513
Sure, why not?
>>
>>148186452
instances my m8.
>>
>>148186518
Okay, so at least someone. Okay.

>>148186581
No, it's a hoverboard-FPS in a neon setting, kinda Tribes-ish.
>>
>>148186705
How do I instances?
>>
>>148186452
objects my m8
>>
>>148186864
Why haven't you posted in a while Neon-dev?
UE4 right?
>>
>>148186452
My brain is hurting trying to figure out how you could possibly have to ask this question.
>>
>>148186452
Assuming youre doing it at the start of a match or round, I'd have a Level class that contains references to both paddles, and the ball
>>
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what do you guys do on the low days where you're tired and just want to do nothing

what to do when every day is like this

help
>>
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>>148186908
>>148186705

What
>>
>it's a "AGDG doesn't know what class means" episode
>>
>>148187051
take adderall
>>
>>148186452
references m8
>>
>>148187010
Why?

>>148187021
Could you give me an example of how that would work?
>>
>>148186880
my_paddle_class paddle;
Ball.setPosition(paddle.player.getPosition().x blahblah, blahblah.y)
you get the idea.
>>
>>148185047
When you ban someone who deserves it:
* The banned person tries extra hard to get in and shit the place up
* The banned person's friends shitpost about him as much as they can but juuuuust under the percieved bannable threshold
>>
Why do most of the people in these threads act like huge cunts or fill their posts with sarcasm. Why have these threads at all if not to help others succeed. Isn't the whole problem that current gen games are often terrible and not satisfying? Isn't that what you're trying to fix?
>>
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>>148187241
my_paddle_class

>instead of

myPaddleClass
>>
>>148187051
1) Eat a good breakfast. This is the most important meal.

2) Exercise. Even simple 10 pounds weights, 4 sets of 12. Sweat a little. Go for a short walk outside if the weather is nice.
>>
>>148187219
Because I can't see how you got to the point where you have a moving paddle and ball seemingly without understanding anything about data.
>>
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>>148187241
>my_paddle_class
>>
>>148187332
jesus dude i just wanna make games i dont give a shit about fixing anything
>>
>>148187363
>not MyPaddleClass
shit nigga what are you doing
>>
>>148187332
/agdg/ is very nice if your game has a 2D or 3D girl
>>
>>148186976
Unity. And I'm not who you think I am. This is my first neon-like project. Last project I posted on here was years ago and 2D. I'll rustle up a video really quick of this thing.
>>
>>148187363
>>148187384
Java nerds pls.
Class_Name is objectively superior.
>>
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>>148187241
>paddle.player.getPosition().x
>>
>>148187332
>Isn't the whole problem that current gen games are often terrible and not satisfying? Isn't that what you're trying to fix?

I am a loser for life, I'm not going to fix shit. I'm just here waiting for that someone who can actually do something and will spawn a good game.
>>
>>148187523
Well I wouldn't divide them into classes anyway, just going by his needs.
>>
>>148187430
>not mpc
wow
>>
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>>148187332
Frustration at their own failure / inability to get shit done, really.
>>
>>148187332
I'm always nice. I don't care much about helping others succeed though.
>>
>>148187430
>not PaddleClass
the 'my' means its an instance by convention, you amateur

>>148187219
You shouldn't get tutorial-level knowledge from AGDG, we're either dumb or bad at explaining, or both
>>
>>148187543
That someone is me.
>>
>>148187797
What is your game?
>>
>>148187332
Refusing to spoonfeed and teach some anon programming != being a cunt
>>
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>>148187332
>>
>>148187737
That's not very nice.
>>
>>148187670
>not a_3dkr__2.class
fucking plebs
>>
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>>148187776
>not CPaddle
>>
>>148187776
>my_paddle_class paddle;
>>
I just uploaded a 1080p video to youtube and it's in 360p with no other options. What's going on?
>>
>>148185481
>the tewi pic I posted is there
KEK
>>
>>148187964
It's still processing. Give it a bit.
>>
Why are nodevs always arguing about code practices?

It's not like any of them is actually making a game.
>>
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>>148187332
What are you talking about? everytime I ask for advice there is someone who help me and when I post progress people give me sweet (you)s
So think before you speak you fucking nerd.
>>
>>148187867
You just want to bully me.
>>
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My first attempt at a highresolution handdrawn sprite

What do you guys think?
>>
>using a language with classes
>>
>>148187374
I'm very talented at being shit.

>>148187241

Hold on, trying to figure out how to get this to work, I tried something like it already and it just hangs/freezes at run
>>
>>148188070
wow
thanks for idea
haha
>>
>>148188073
>renouncing polymorphism
>becoming a code vampire
>>
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>>148170395
>tfw somebody finally notices you
I've been away these last months anon.
>>
File: MyClass.png (129KB, 708x887px) Image search: [Google]
MyClass.png
129KB, 708x887px
>>148187776
>the 'my' means its an instance by convention
you wot
i've never seen such convention
also i googled it and all the first results of myclass are not objects
>>
>>148188073
>c structs
kill me
>>
>>148188159
>c structs

Absolutely disgusting.
>>
>>148188128
>OOP is the only way to have polymorphism

>>148188159
>C is the only language without OOP
>>
>>148188105
show code.
we can do this together.
>>
Idk why we can't all just admit Javascript is the language for video games, and well, basically everything in general.
>>
>>148188015
Got it, thanks.
https://www.youtube.com/watch?v=mbSYLBeGPhk
>>
File: Forced.jpg (52KB, 650x434px) Image search: [Google]
Forced.jpg
52KB, 650x434px
>>148188070
>>
File: mos 6502.gif (422KB, 500x500px) Image search: [Google]
mos 6502.gif
422KB, 500x500px
>>148188128
>>
>>148188304
Because anyone who's used a non-webshit language will disagree.
>>
>>148188287
>functional programming
>>
>>148188304
best*
>>
File: 1 US (You).jpg (1MB, 3840x2160px) Image search: [Google]
1 US (You).jpg
1MB, 3840x2160px
>>148188304
>>
File: 1467601067068.png (2KB, 396x400px) Image search: [Google]
1467601067068.png
2KB, 396x400px
>>
>>148187918
I mean nice as opposed to rude. I'm not nice as in "altruistic person" at all.
>>
File: 1467917866722.gif (768KB, 600x313px) Image search: [Google]
1467917866722.gif
768KB, 600x313px
>love2d engine
>objects successfully rotate around axis
>still can't them to hitbox right since collision detection assumes objects aren't rotated
Any help /agdg/?
>>
>>148188417
>only functional programming languages and C aren't OO
>>
>>148187326
>>148185181

thanks for the ideas, will do!
>>
>>148188542
literally what are you using then?
because if it's not ASM we're gonna have a fight.
>>
>>148188542
start naming some motherfucker
>>
>>148188513
Use a real engine.
>>
>>148188603
>>148188627
Rust
>>
>>148188151
All those results are wrong
My way is the correct way
>>
>>148187332
I dunno, there are always some cunty shitposters around but I've had very good experiences with a lot of bro-tier AGDG devs.
>>
Is Objective-c objectively the best programming language ever to exist?

Why?
Why not?
>>
>>148188304
Daily reminder that the best selling PC game of all time, and the second best selling game on any console of all time was coded in Java.
Therefore it is the best video game language.
>>
File: code.png (73KB, 1920x1080px) Image search: [Google]
code.png
73KB, 1920x1080px
>>148188291
the player's paddle is called "paddle", and it's made from the Paddle class.

If I set it to launch at a certain co-ordinates, it renders there just fine.
>>
File: NeonThing_2016_07_11.webm (3MB, 1278x720px) Image search: [Google]
NeonThing_2016_07_11.webm
3MB, 1278x720px
Neon VR guy talking above here. Someone with a Vive, please download this and see if this movement makes you nauseous and/or feels right. Be sure to read the controls.txt in the file, since I don't have anything to represent the movement yet for the hand.

https://drive.google.com/file/d/0B-1hR0xccH9fUV8tekRFd2V0S00/view
>>
>>148187430
>>148187384
>>148187363
>>148187241

>using "'"my""" under any circumstances

how lazy are OOP programmers anyway? Couldn't think of a more relevant name?
>>
>>148188717
at last i truly see
>>
>>148188671
rust is a meme, please leve
>>
>>148185481
BUNNY
>>
>>148188513
Use a physics engine for rotated shape collisions
Box2D has that built in
>>
File: 10.png (56KB, 816x481px) Image search: [Google]
10.png
56KB, 816x481px
>>148188070
Thanks for the sprite.
>>
>>148188806
fug I want a vive
>>
>>148188513
I know shit about love2d, but can't you just rotate the hitbox in the same way you are rotating the objects? Use a rotation matrix or whatever.
>>
>>148188775
*cs graduate meme*
>>
i made the mistake of making my game 3D instead of 2D now i cant work at sprites while at work in mspaint
>>
File: 1446859516237.png (117KB, 238x351px) Image search: [Google]
1446859516237.png
117KB, 238x351px
Is this what Australia is like?
And here I thought the animals were poisonous.
>>
>>148188994
Shouldn't you be working on work while at work?
>>
>>148188994
you can do the design in paint
>>
>>148188863
not an argument
>>
>>148188975
I literally started coding like 2 days ago. I'm sorry anons.
>>
>>148188806
Too bright. My eyes hurt.
>>
i'm literally going to kill myself because i can't follow a simple 2d tutorial for unity
you can't make this shit up
>>
>>148189147
You just looked at the webm, and not ran it, right? The webm makes it look more blurry and imposing than it is in game.
>>
>>148189129
not an argument
>>
>>148188946
DELETE THIS
>>
>>148188775
You need to scrap that whole thing.
There is no reason for you to over-design pong like that.
>>148188809
My_thing is generally the example convention you use to demonstrate something.
>>
>>148189095
im usually on a closing shift
im on my phone all day
>>
>>148188806
https://www.youtube.com/watch?v=mWuDwNysX-A
>>
>>148189129
nwell obody is using rust, it doesnt count
>>
I want the spaceship movespeed to reduce slowly as it gets gets faster, since it eventually gets way too fast to stop. What math operation should I use? Movespeed * slowdown?
>>
>>148188657
>>148188937
The plan after this project will be to move onto a more powerful engine. This is for fun and to have something done for Space Jam, plus I'm having a good time learning Lua.

>>148188971
I probably could if I thought hard enough, or just learn how x and y are adjusted over time and apply some sort of application to them when passed to the collision detector.
>>
>>148189298
nobody is using your dick
>>
anons why am i getting errors?
int[] numbers = { 10, 5, 21 };

for (int i = 0; int < numbers.length; int++) {

}

>>148188946
i laughed so hard at this
>>
>>148189231
That's because you chose a terrible engine.
Choose a real 2D engine like Gamemaker or Godot.
>>
>>148189232
>You just looked at the webm, and not ran it, right?

Yes.
>>
>>148189261
I'll admit it's pretty over designed, but I wanna keep things clear for me, so that I can follow it easier. Aside from scrapping the whole thing, could you tell me a way I could pass the location of my paddle object to the Ball class?
>>
>>148189446
Okay, cool. Regardless, I'll put in some sort of brightness/bloom control just in case somewhere in the options.
>>
>>148189381
>for (int i = 0; int < numbers.length; int++) {
>}

if shoud be

for (int i=0; i<numbers.length;i++) {
}
>>
>>148185376
That's a bitchin fish man
>>
>>148189478
Use a getter and setter, like
public void Location getPaddleLocation()
then just have it return the location
>>
>>148188946
ORIGINAL ART DO NOT STEAL
>>
>>148189357
Other than you're mum
>>
>>148187670
>not vlc
>>
File: DELET.jpg (57KB, 948x711px) Image search: [Google]
DELET.jpg
57KB, 948x711px
>>148189590
>removing the spaces
>>
>>148180812
Ahh shit, all I had in high school was block dude and mario
>>
I spent all day making my character's eyes follow the cursor

ha... ha ha...

at least I'm figuring out unity
>>
What happens if I make sprites without black borders?
>>
>>148189863
The
Power
>>
>>148189337 me
Think I found what I need. Seems like some guy on GitHub made collision detection called 'bump' for AABB so I'll check it out in the morning.

How have other anon's experiences been with Love2d?
>>
>>148189478
the example i put right here >>148187241 is the basic idea barring differences between SFML and XNA.
Don't bother with textures though. Just pass the actual paddle location. You shouldn't be using texture attributes in there anyway.
>>
>>148189069
sure yeah, this thread is full of australians right now at noon on a schoolday
>22:31 EST
>>
>>148189904
That's a common art style now. Risk of Rain and Hyperlight Drifter don't use borders on most things, for example.

All it means is that the character and the environment need to always have contrasting colors so the character doesn't get lost on screen.
>>
>>148189827
>back in the days
>TI was the UE4 of calculator games, bonus was processor
>CASIO was the Unity of calculator games, bonus was colors
I was a CASIO user btw
>>
>>148189904
If you do it right, you will get a few more expressive pixels and the sprite will look a little easier on the eye
If you do it wrong the sprite won't look good depending on the background you put behind it
>>
>>148188513
5th arg of love.physics.newRectangleShape (might have to use math.rad()) is the rotation, dunno if you can rotate a rectangle post creation.

you might as well upon collision with a non rotated rectangle; create a new rotated rectangle which deals damage / whatever, as AABB checks are cheaper in masses anyways.
>>
File: pirating (You)s.webm (2MB, 1920x1080px) Image search: [Google]
pirating (You)s.webm
2MB, 1920x1080px
>>148188438
>>
>>148190194
NOOO
>>
>>148190194
>You Wouldn't Download a (You)
>>
>>148189680
I just started coding a few days ago. How exactly would I use get and set?

>>148189939
When I tried that using the textures, it just froze (see the picture I posted). What's the way to get the middle of an object without looking at it's texture size? Won't it's location be at the top left of the object?
>>
>>148190194
>he runs 4chan on incognito mode
really now
>>
File: dd9.png (2KB, 193x82px) Image search: [Google]
dd9.png
2KB, 193x82px
I'm literally the next rordev
>>
I need an artist's eye. Tell me which looks nicer. Making a education japanese game and players turn over flash cards. I'm designing how the back more detailed part of them should look.

Old design
http://i.imgur.com/Kd9kzUK.png

new design
http://i.imgur.com/Ow4D9iR.png

I'm not feeling the new design and feel like there could be better positioning, font size, or something.
>>
>>148190447
>linking to images in an imageboard
>>
>>148190319
approximate/dirty would just be paddleshape.getsize().y / 2.
>>
>>148188806
holy fuck
can you lean w/ the vive without falling over?

>>148188775
You're not assigning the paddle variable to anything. All ball knows is that it has a slot that COULD point to a paddle, but you never actually make the connection

Also youre constructor is malformed
>>
I want the spaceship movespeed to decrease as the current speed increases, so it doesn't get too fast. How do I make that happen?
>>
>>148190529
This isn't another chan where I can link several at once fool
>>
>>148190447

The new design has worse composition. All the main elements are similar sizes, so they compete for the viewer's attention.
>>
>>148188809
foobarfags out
>>
>>148190586
>>148189327
You limit the speed to the top speed, so it never goes over.
>>
>>148190447
I think you actually need a graphic designer here not an artist but at least I can tell in the new design you the beveled sound icon is stealing away the show, and you have way too much unused space on the sides

old design looks more solid, if a little underdesigned
>>
>>148190447
First one for sure.
>>
new

>>148190862
>>148190862
>>148190862
>>
>>148190557
paddleshape isn't a thing appearently, paddle.get only shows .gethash and .gettype

>>148190582
So, how do I assign it to the paddle object I made in Game1.cs?

How do I fix the malformation?
>>
>>148190850
yeah I was thinking of asking this at /gd/ but didn't know if this was a gd question or not
>>
>>148190586
You want it to accelarate slower until it reaches it's max speed? Look at spring physics.
>>
>>148190909
i don't know XNA, so use whatever shape object you bind your texture to.
>>
File: skylarks speed limit.png (46KB, 561x402px) Image search: [Google]
skylarks speed limit.png
46KB, 561x402px
>>148190586
Here's how I do it

This looks at all entities that have both a velocity and a speed limit (others are ignored) and applies a drag force

This runs before entity positions are updated
>>
>>148191006
You don't bind it to a shape. You just draw it.
>>
>>148190586
>>148191121
I should point out that my way doesn't result in a gradual reduction in acceleration when you approach the speed limit. It just caps your speed. Subjectively, it's hard to tell the difference, but if you really insist on doing it the way you describe, do what this guy >>148190916 says.
>>
>>148169692
change the value of the back ground. screen shot the game make it black and white, you should easily be able to see that character
>>
>>148189904
Heresy.
>>
I applied for a software engineering graduate job

wish me luck bros
>>
>>148193540
good luck m8, i'll be trying to get a job in the industry in a few months too
>>
you
>>
File: ruVOKBC.gif (5KB, 128x128px) Image search: [Google]
ruVOKBC.gif
5KB, 128x128px
woooooooooooooohoooooooooooaaaaaaaaaaaaaaaaaa
>>
>>148193810

Thanks m8. The ad was simple, just know Java or c++ and OOP basically. A junior position if there was one. And it's local, and in the defence industry.

This could be the start of my career
>>
>>148193810
i wish tyrone would do this
Thread posts: 775
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