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/agdg/ - Amateur Game Dev General

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Thread replies: 776
Thread images: 159

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No Edition Edition

>Current Game Jam (Space)
https://itch.io/jam/agdg-space-jam

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

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

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

>Previous Demo Days
http://pastebin.com/X6fLvtzA

>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/
>>
more go
>>
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Have you ever actually finished a video game?
>>
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What if I'm not smart enough to make game?
>>
>>149383220
I have not. Haven't even finished Pong because it's so boring to make.
>>
>>149383050
Your statement misses the entire fucking point.

Java is not a bad language.

Java is a bad language for teaching programming. It has an obtuse overhead that does not exist in, for example, C++.
>>
>>149383294
Yo me game's out give feedback
http://www.kongregate.com/games/ErikGames/count-the-sheep
>>
can these fucking retards stop making 2 threads every single time
>>
>>149383220
I have finished 3 but they are not available anymore because they died along with yoyogames sandbox. They were completely free though and babby's first game tier.
>>
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your walk cycle will never be this sassy.

gotta start the other directions now.
>>
>>149383398
But yoyogames is not dead.
>>
No posting game dev waifus, it's forbidden.
>>
>>149383451
Sandbox is.
>>
>>149383428
you accidentally(?) implemented the double bounce walk cycle richard williams describes

I love it
>>
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>>149383475
Are you scared of girls, anon?
>>
Anyone else get erect while working with pascal strings?
>>
>>149383428
Looks like robocop
>>
>>149383254
That didnt stop vine
>>
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Shield cancelling during uppercut shoots player upwards at high speed when timed just few frames after launching up in air. A feature or bug?

Reposting because old thread is ded.
>>
>>149383747
I think that's too unintuitive to be a feature but I'd still leave it in
>>
>>149383747
You should leave it in, but only in a post-game speed run mode.
>>
>>149383747
I'd say leave it in, as long as it doesn't enable any severe sequence breaks. Speedrunners love this kind of shit.
>>
first for language wars encourages nodeving
>>
>>149383747
looks way too OP to leave it in unless you redesign the levels
>>
>>149383747
A feature for players hardcore enough to discover it.
>>
>>149383747
If you didn't code it that way, it's a bug. Who's to say there won't be a triple-jump or quad-jump when you add another ability to the game? Find out what the problem is first before making any judgments.
>>
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Running through the gibs from dead skeletons will jostle them around, which actually a bit useful, since unarmed skeletons will grab those bones and throw them at you, if they have no other option for weapons.
>>
>>149384047
the levels in the demo wont be in final game. The layout will be similar but I'll make the stages less cramped. There also will be actual town and shit.
>>
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guys, help me im about to have a stroke.

What i want to do: spawn prefabs to an empty objects origin thats tied to the player, and also have the instentiated prefabs transfom to be the equal of the spawnpoint objects (so pick up and carry stuff basicaly)

How i want to do it: in the script thats on the prefabs, get a reference of the empty object that acts as teh spawnpoint, so i can get its transform.

My problem: the only way io can get a reference to the spawnpoint fi find it on every update call. it wont find it on awake, start (top right on pic), i cant pull it on manually in the inspector (top left), i cant make a "switch" to turn off searching it once its found... (bottom two tries with dfirent methods) , and it it drives me fucking NUTS.
>>
Was anyone at the radius festival today?
>>
>>149384018
As if we do anything other than watch Unity tutorials on Youtube and jerk off. Who the fuck actually devs here?
>>
Is Unity worth learning for 2D games?
>>
post agdg-tan
>>
>>149383593
i have no clue what that is but it sounds fancy enough to put in the greenlight pitch.

my goal is to a make a somewhat human looking physics based gait.
>>
>>149384281
Why not just make the prefab a child of the transform?
>>
>>149384449
i-i do anon, or at least try my hardest to
>>
>>149384185
this is a very handsome video game
>>
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It's time to finish up half-done squad creation system
>1. leader's (you) background
>2. 5 soldiers
>3. starting bonus
>>
>>149384673
let's be honest here, dev. no one will read the black text
>>
>>149383669
What is the limit that prevents Pascal from being more commonly used, anyway?
>>
>>149384543
because i want to be able to release it, and ultimately i could accomplis it numerous other was, but as far as i know it SHOULD work this way too, but i cant figure out why it isnt and its driving me up a wall.
>>
>>149384765
speak for yourself, I like pointless flavor text
>>
>>149384765
is it because of black text on red background or treated as useless by the gamer?
>>
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>>149383428
>actually using playmaker for something like this

why not just kill yourself now instead of 2 weeks into whatever your doing and save some time.
>>
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>>149381758
>mfw when the engine is drunk too.
>>
>>149384449
Yesterday I implemented about a third of my reload/ammo mechanic.

I say "my", because it sure as fuck isn't standard.
>>
>>149384587
You're handsome
>>
>>149384898
>is it because of black text on red background
This one
>>
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Made Arikado's tree juicy. And trippy.
>>
>>149384898
because if it's not about what makes my numbers go up or down it's just obscuring information about how my numbers are going up and down
>>
>>149385064
okay, thanks - fixing this now
>>
>>149384185
>torch inside the wall
how does this work exactly?

>>149384765
i did though
>>
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>>149385076
>>
>>149385076
Arikado here. Still not my asset, made by my artist. You can follow his twitter @SouthCXC

I'm really digging all this stuff you all guys have made. Really motivates me (and hopefully everyone I'm working with) to work on my game really hard.
>>
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why did this game fail so bad agdg?
>>
>>149385461
>22000 sales
>fail

Huh?
>>
>>149385386
Ah, yeah.
He doesn't have a tumblr?

(Still Theonian, by the way)

>I'm really digging all this stuff you all guys have made. Really motivates me
Thanks, and great!
I'm looking forward to playing the full game some day!
>>
>>149385076
Please tell me she was turned into a tree.
>>
>>149383747
how long did it take for you to make this?
I really like the dark setting and i wanna make something like that too, is it hard learning to draw if you suck at it?
>>
>>149383747
Teach me your game deving ways
>>
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>>149384281
If i understood correctly you want to spawn something and parent it to the player, so it moves around with him, like in webm releted.

If so, you're using a very roundabout (and expensive) way to do something simple.
>>
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>>149385064
>>149385161
>>149384765
is it better?
>>
>>149386370
No.
Use a saturated red please.
>>
>>149386370
put an almost black background rectangle behind the white text
>>
any body know of any puzzle games with teleportation as a main game mechanic?
trying to get some ideas
>>
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Who millionaire here?
>>
>>149386178
yea, i wanted to something like that, but i'm only just messing around with no goal and as a side effect figure out how stuff is made. That is why i cant get over as to why it wont work.
>>
>>149386506
the swapper kinda counts.
You know portal.
>>
>>149386507
>~6000 dls
>27 purchases

how does this happen?
>>
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>>149386506
>>
Why doesn't one of the successful devs here actually teach the rest of us how to be good devs?
>>
>>149386695
because bad devs are bad because they don't want to learn
>>
>>149386695
Hoppo isn't a good dev though.

And you can't teach dev, you can only have opinions about why xyz are good/bad.
>>
>>149386695
Step 1: Take the ~80 hours required to learn to make games.
Step 2: Apply your new skills for 900-1500 hours, making your game.
Step 3: Get lucky.

Which part do you want a lesson in?
>>
>>149385461
well memed
>>
>>149386821
What makes a dev good?

>>149386827
If you can teach someone to program you can teach someone to dev
>>
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Finally getting this fucker to swim around.

>>149384185
Damn dude, I really like that.
>>
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>a few days ago, finally get off my ass and start learning how to do game dev and pursue a dream of mine
>learn lua and pick up love
>everything's going smooth, even generate a few new game ideas along the way
>pick up dev again today and get stuck
>can't even figure out how to animate a triangle
i wish i wasn't so stupid
>>
>>149386898
>1500 hours
sure, if you want to make a 2d platformer
>>
>>149386648
>pay what you want
>ppl being cheap
>>
>>149386695
Sometimes we get some anons who claim to be pro devs giving some decent advice, but there's no "global good game rule", it's all just a combination of thousands of little things that can't be taught in just a few posts.
>>
Is there a good reference pic of agdg-tan? I want to try making her 3D model for fun.
>>
>>149387129
1500 hours is one year of dedicated gamedev, though.
Its a perfectly reasonable period to make a game.
>>
>>149386507
We warned you bro.
>>
>>149387116
you're not stupid because you can't figure it out, you're stupid because you thought you could do learn it in a day
>>
>>149386898
>Step 1: Take the ~80 hours required to learn to make games.

I've spent thousands of hours on modeling alone
>>
>>149386695
Look for Mucky foot's interviews. They got only one successful game (startopia), and was a team made with former devs from Bullfrog. They made a lot of mistake during the development of startopia, and tried to warn other devs teams about it.
Cool guys, I hope they still got a job in the game industry.
>>
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>>149387236
Go crazy.
>>
>>149387276
animating basic shapes is elementary level though. it shouldn't a difficult algorithm to breeze through
>>
>>149384185
Walking uphill looks painfully slow.
>>
Daily reminder that the only language you should make your game in is C
>>
>>149386939
>What makes a dev good?
That's a difficult question to answer. I'd say part of it is having a good intuition for what works and what doesn't (in terms of gameplay, scope, aesthetic and general design), as well as an ability to uphold a high standard in one's work rather than just saying "eh, good enough" once the bare minimum has been accomplished for any given task. Commitment and passion are also important.
>>
>>149387278
You greatly overestimate how much time you've spend modeling.
No, watching Youtube videos or browsing 4chan with Blender opened doesn't count.
>>
>>149387575
Yeah, I made it so uphill running is slower, but feedback has been pretty much unanimously that this should not be a thing, so its on my to-do-list to take that out.
>>
>>149386580
This might sound retarded, but I think you are trying to access a local variable from a different method.

top right:
In the Start () method you are creating the local variable Grabcube. Then in the Update() method you are trying to access a variable that doesn't exist in said method.

You already declared the Grabcube variable, change your Start() to

void Start(){
Grabcube = GameObject.Find("grabcube");
}
>>
>>149386898
>take the ~80 hours required to learn to make games
How did you learn that fast?
>>
>>149387830
It should be trig based.
If the character can normally walk 1 meter to the left in 1 second.
If they approach a hill that is at a 30deg angle.
Then they should instead walk left by only .86 meter in 1 second (cos(30)) And up by .5 meter (sin(30)) in 1 second.
So in the end the character can only move, a maximum of 1 meter per second.
>>
>>149387830
>>149387575
I thought it was slower because of the spooky skulls, you might it keep as a catacombs thing but not in every slope.
>>
>>149387732
Nice projecting m8. Some of us can actually stay focused for a couple hours without needing to refresh /v/ or fap.
>>
>>149388028
Genetics. If you can't learn to make games in 80 hours or less, sue your parents.
>>
>>149387493
i don't know who is this guy, it's a smart move to know who is that?
>>
>>149388085
>all that unnecessary math
lmao theres a reason all these physic games are only memes
>>
>>149388085
There's only one type of slope in this game, so I think it'd be simplest just to not affect movement speed. If there were more complex terrain, I'd for sure need to figure something out to calculate slope speed.

>>149388089
Hey thats not a bad idea
>>
>>149388231
Are u trolling or do people actually think like this.
>>
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>>149388180
He is the best selling AGDG poster.
>>
>>149386986
Looks good! Nice whale
>>
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got character clothing system and dialogue box working! have to clean the drawing up a bit and start working on the other UI and the gameplay next (super simple point, click, and drag)
>>
>>149388479
Goo jawb
>>
>>149388479
HNNGH
>>
>>149388393
On this point i agree with him.
But on the other note why does he do what he does ? He does not seem to be THAT retarded.
>>
>>149388323
>Are u trolling
lol are you? do we need to calculate how far the skulls should roll when kicked too? the math behind the character illuminating seems off. whats the calculus derivaty of fantasy lighting in reference of wind resistance?
>>
>>149388694
Why does anyone do anything on the internet?

(you)'s
>>
In GML I know you can substitute true and false with 1 and 0 in conditionals and variables. Does it make a difference though if you say like return 0 instead of return false since you can return lots of different numbers?
Sorry I'm retarded.

>>149388479
Looks neat Anon!
>>
>>149388694
Look up who the man on his avatar is.
He is joking. However, the joke isn't meant for you to laugh at. He is joking at your expense, and he laughs at you.
>>
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Man, I gotta be careful, if I make these skeleboners any more adorable, its going to be hard to want to kill them. Skeletons will throw bones of fallen comrades at you now
>>
>>149388694
he acts like a retard for attention so people will find out about his game and (maybe) buy it.
>>
>>149388479
>All of this time and effort wasted
>On a porn game
I hope that you are only doing it for the money
>>
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>>149388702
>the math behind the character illuminating seems off. whats the calculus derivaty of fantasy lighting in reference of wind resistance?
>tfw I actually research this kind of autistic stuff
>>
>>149388393
anime fans BTFO
>>
>>149388694
it's a fake twitter
>>
Someone teach me to become godlike at game maker studio and then godlike at 2d art for 2d games in gms
>>
>>149388886
>VN
>time and effort
>>
>>149388850
That's amazing, I hope you go a long way.
>>
>>149388869
Yeah, nah people don't buy games from negative attention.
>>
>>149388937
HARD WORK
>>
>>149389142
TEACH ME THAT
>>
>>149388886
>Making the game you want to make
>time and effort wasted
>>
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>>149388932
It actually isn't. He did post that.
>>
>>149389181
WELL YOU SEE
YOU OPEN UP GAYMAKER
LOOK UP THIS FAGGOT SHAUN
COPY HIS SHIT
REALIZE HE DOESNT ACTUALLY TEACH YOU ANYTHING
OPEN UP THE MANUAL
CHECK OUT THE INDEX
THERES THOUSANDS OF SHIT
LEARN THAT
THEN YOU OPEN UP SOME EDITOR
AND MAKE SHIT
UNTIL IT LOOKS GOOD
DONE
>>
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>>149386507
Get on my level
>>
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Wondering if allies should just disappear altogether when one is blocking single-target attacks. Transparent bee looks weird
>>
>>149389142
AND GUTS
>>
>>149389260
You can price your game at anything m8. If it doesn't sell then the freemarket said your game isn't worth it.
>>
If your game has "Simulator" in the title, it's probably shit.
>>
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HARD WORK AND GUTS
>>
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>>149388932
>>149389260
Oh, forgot my link.
twitter.com/PHIL_FISH/status/500321050639364098
>>
>>149388886
I've been seriously considering learning how to draw lewds simply to make a porn game due to the extreme amount of income you can get.

Breeding Season was fucking ridiculous. 3 years of barely any development and the artist walked away with 190k before fucking off to his own project which is already at like 4k/month with as far as I can tell only concept art

I figure learning life drawing or at least drawing lewds will translate into improved art skills across the board.
>>
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>>149387848
Oh my god, thank you.

Guess thats what i get for copy pasting so much.
>>
>>149389425
>shit simulator 2016
what now faggot
>>
>>149389443
>Hard work and guts
>not
>Aim for the top!
>>
>>149388886
i'm just doin it for the love brother

>>149388647
>>149388681
>>149388791
thanks! i'll keep posting here but i started up a nsfw dev blog in the meantime at monsteronsen.tumblr,com if you want to keep updated
>>
Where is your soundcloud?
>>
>quit smoking
>everytime I run into a problem while coding I would take a smokingbreak and think about the problem
>every time I run into a problem I get a huge urge to smoke
>>
>>149389340
FUCK YEA
>>
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>>149389443
Thanks Noriko. I won't forget again.
>>
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On the advice of some anons a couple threads ago, I decided to use low-poly, shadeless 3D models instead of drawing 8 different angles per animation for my top-down game (I'm the snail guy, if anyone remembers).

Installed Blender last night and played with it all of today. Results so far. I have literally never touched a 3D program other than shitty CAD drawings for school in my life.

Waifu model is just playing around with an old character design. This has nothing to do with my game.
>>
>>149385076
I can see this being an easy way to make pixelhorror.
>>
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>>149389520
speaking as the monster onsen dev:

absolutely start with life drawing. get books on figure, gesture, and anatomy. absolutely do NOT start by drawing anime, you'll stunt your artistic growth like nothing else.

i recommend hampton, bridgman and vilppu books for figure drawing. if you can find a life drawing session with good models in your area that would be the best (ive been to a few with models with really weird bodies who couldnt hold still).the online resource quickposes is good if you can't. also be sure to check out framed ink for composition and 2-tone expression
>>
>>149390241
Why are your censor bars transparent
>>
>>149390289
BARELY-THERE MOSAIC
>>
>>149390289
oops, i was using a brush with transfer to draw those.
>>
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>>149390101
>mfw
Same here
>>
>>149388986
Thanks! I've been thinking about making it so you can jump on bones to crush them, making them unusable as a weapon. So you can kill skeletons then stompstompstompstomp
>>
>>149390101
>>149390424
>Having problems coding
This just in: smoking causes brain problems
>>
Where the fuck is sonix dev
>>
>>149390570
Activision-Blizzard picked him up.
>>
>>149390560

YOU are a brain problem!
>>
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>>149390560
>implying that smoking breaks don't help to solve the problem
Real programming problems are hard kiddo.
>Walk away from PC
>Instantly think of a solution
How does this shit work ?
>>
>>149390570

I am here, I am working on ring health script.
>>
>>149390560
But I've never smoked and I have problems with code all the time
>>
>>149387116
>can't even figure out how to animate a triangle
It's okay, anon: it's been eight years since I began programming and I still have to look up how to initialize an array every once in a while.
>>
>>149390827
You can have short pauses without smoking.

I grab a cup and go to the water dispenser a couple floors down.
>>
>>149390827
http://www.businessnewsdaily.com/6598-spark-creativity-ditch-chair.html
>>
>>149390901
give sonic a powerup that increases his leg length and turns his eyes green
>>
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>>149391156
But the cravings man.
>>
>>149391561
Just fap. Writer/ Artist/ Programmer's block? Just edge on it.
>>
>afraid to post progress because last times I did feedback was bad.
Maybe I'm loosing the touch, agdg?
>>
>>149392143
Even if its bad feedback it'll help you, just post
>>
>>149392143
>loosing
This makes me more mad than it should
>>
>>149392439
Same here.
>loosing the touch
Why don't you just tighten it, then?
>>
>>149392143
Did you fix the problems people pointed out or ignore them like most devs here?

Sometimes feedback is a good thing
>>
>>149391345

If its not too much of a problem to implement it I might implement it.
>>
>when someone does a shit job but everyone is too afraid to tell them

https://www.youtube.com/watch?v=moIPnkhvHZE
>>
>>149388791
Re: 0/false, I think it doesn't matter.

>>149388850
>Skeletons will throw bones of fallen comrades at you now
FUCK. I love this.
>>
File: rotation.png (379KB, 1396x888px) Image search: [Google]
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this is driving me nuts

This line:
forwardMovementSwitch.transform.localRotation = forwardMovementSwitchInitRot * Quaternion.AngleAxis(60, controlBoard.transform.right);


Forwardmovementswitch is the purple handle on the gold rectangle. The controlboard is the big silver thing whose "right" axis is the bright red one emerging from the side. The purple handle should then rotate up and down around the right/red axis but it's all fucked up, upside down and over the side.

Pls help.
>>
>>149392665
Tighten up those graphics on level 3
>>
>>149383747
It could've been a cool speedrun trick. But now you have to fix it.
>>
>>149384461
This (you) is just for the effort.
>>
File: fixedshake.gif (2MB, 793x790px)
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I decreased screen shake intensity and lowered the opacity on the scanlines so now the game doesn't look like complete ass. I also added a second weapon.
>>
>>149393045

Dont know, but Quaternions are a pain in the ass.
>>
>>149385461
I wish my game would fail this bad. In my third world country I could live on the money this game made for a long ass time.
>>
>>149393245
I know every single fucking "game dev authority" promotes the shit out of screen shake but I fucking hate it.

It's so overused. You can use it reasonably in moderation, just like ambushes, jump scares, and a slew of other stuff that gets used in spades, but it's always so excessive.

It should be reserved for significant things, not when you fire every single shot.
>>
>>149393351
well usually I find a way to make it work but holy hell this one problem is making me go crazy. It's like none of the axis are the good ones. It's a clusterfuck but I don't know why.
>>
>>149393045
cant you just make some animation states for the controls, might be easier
>>
>>149393245
that hud is pretty bad
>>
>>149391038
This.
>tfw you use one of those easy "does everything for you" scripting languages for a while and when you come back to your main language you keep making very stupid mistakes
>>
>>149393245

woah, that swastika is pretty edgy
>>
>>149393572
>it's always so excessive.
Likewise with screen-shaking in movies. Holy shit, I can barely follow modern action sequences these days. And even when characters are just standing around talking, there's jitter cam. Once you notice it you just can't stop seeing it. Drives me crazy.
>>
>>149393245
2 bit enter the gungeon?
>>
File: Unity 2016-07-23 17-46-40-81.png (208KB, 1056x590px) Image search: [Google]
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I started something new, what do you think of my procedural floating island?
>>
>>149393849
Looks like Hotline Miami.
>>
>>149388479
I hope you already have a Patreon. You could be getting rich right now.
>>
>>149393245
your screen is shaking for 80% of the gif's duration

I like the aesthetic, although you might want to add some random bricks in the black wall areas so you can tell they're solid
>>
>>149389379
It might look strange on a screenshot, but we don't know how it looks like in movement.
Post webm.
>>
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>Followed another tutorial that explains pathfinding in detail.
>Still fucked it up.

I-I think I'll just go play some games or something.
>>
>>149384862
Then unparent it when you want to release it?
>>
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>>149393779
I would but I want the player to actual move it with his mouse up and down like in this but with a rotation instead of a translation.

Maybe I should just make it an animation. This is taking way too much time. I'd really want it to feel nice and heavy like a plane engine's motor controls but can't find any ressources on the matter and my brain is not enough.
>>
>>149388850
Impeccable progress, as always. Not to put a massive weight on your shoulder, so take this lightly, but I expect great things from you.
>>
>>149386898
>Step 1: Take the ~80 hours required to learn to make games.
u wot
It's taken me months to feel somewhat comfortable with UE and I've actively not used many parts of it yet.
>>
>>149393882
Floating islands are neat.
>>
>>149394048

Just go from point A to B.
>>
>>149377796

ok no, first of all, the calling instance requires a path to work with.

path = path_add();

second you actually need to specify the obstacles for the grid (ignore this if you already did that)

mp_grid_add_instances(grids,obj_obstalce,true);

THEN you can do the mp_grid_path thing.
>>
>>149393572
>>149393993
I could make it a bit more intense for whenever an enemy is killed or a large object is destroyed.
I will definitely being adding more decor to the back walls, though.

>>149393786
Yeah, I'm going to fix that later on. I especially don't like the health counter.

Thanks for the feedback
>>
>>149393882
that's actually pretty nice for being procgen
>>
>>149393045
Why not just transform.rotateAround?
>>
>>149393245
Dunno if in the minority on this, but the colors make me think of Virtual Boy and hurt my eyes a bit.
>>
>>149389379
Sure, as long as you give them a proper fade transition so it doesn't look weird and abrupt.
>>
>>149393882
Smooth it all out. Looks a bit too bumpy.
>>
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>>
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>>149388791
This reminds me, back in older versions of GM (RIP when Mark was developing it) you could declare your own constants, so I went out of my way to declare "yeah" and "nope" as true and false, respectively.

Damn I need to start doing this again. I have no idea what I'm doing anymore, though. Had this neato idea for a four-poster beat-em-up in the vein of Final Fight, but with classes and other RPG elements. I'd play the dogshit out of that.
>>
>>149393882
How did you make that?
are you first person witchdev?
>>
>>149394185
I wish it was as simple as
if (see player)
{
fuckinfollowhimretard = 1;
return finishthisfuckingame;
}
>>
>>149394269
I do plan on adding different color palettes you can choose from so people's eyes don't start bleeding mid-game.
>>
>>149394109
You're back to the submarine game? How long until you drop it again?
>>
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>>149383220

yeah. me and bruv finished a small shitty rpg thing a few years ago. it was a good learning experience.
>>
>>149394352
You still can....

You just have to declare it as a macro.
>>
>>149394352
>four-poster

Eat a dick, autocorrect. Four-PLAYER.
>>
>>149393847
>can't follow movie fights because of shakes
>not because of quickly cut scenes that look like strobes
>not because pans are done at speeds that go beyond what 24FPS is capable of rendering without turning everything into fragmented mush

24FPS is as evil as Disney's effect on copyright laws.
>>
>>149387116
>>149387276
This.

>>149387506
It's about learning proper google-fu and knowing what you need to know.
>>
test
>>
>>149394379
It's a bunch of perlin noise on a grid of vertices
>>
File: 2016-07-23-1758-59.webm (399KB, 640x360px) Image search: [Google]
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De-cluttered the grass, redid the road and the wall damage. Crater still looks a little off, maybe because of the top down look.
>>
>>149394497
>tfw haven't used GM in almost 10 years and I have no idea what those are

Truth be told, I'm a lazy piece of shit. I nabbed GM: Studio Professional and the Android Export Module like a year ago when they were on Humble Bundle and haven't touched it.
>>
>>149388231
>single trig function
>>all that unnecessary math
are u srs

You might not be cut out for this. Definitely don't try to into 3d.
>>
>>149394191
Thanks for the advice Anon, but I had already done that inside of a separate object. Not sure if that was incorrect to do though. The path worked fine. It just didn't update mid path. The object would follow my last known position until the end of the path and only then would update. Also wouldn't follow the scripts at all, even at the end.

>I already wiped all that code for code that worked even less. Fuck
>>
>>149394245
I need a way to constrain the rotation to the upper and lower bound of the little gold panel so you can't rotate it outside of it. With a position, I'd limit it with a simple clamp on the axis, but with rotation, eulers are all fucked up, going from 360 to -3 and stuff like that, and quaternions can't really be clamped simply from what I read.

My idea was to just set the most up rotation and down rotation in a Quaterion.Slerp(up rotation, down rotation, mouse input); but while this is working, the axis are all wrong and it's always moving sideways no matter which one I pick (up/ right /forward)
>>
>>149394382
It is that simple! But the actual syntax is:

if (SeePlayer()) {
while(FuckingFollowHimRetard());
return finishthisfuckingame();
}

Now go out there and define those functions, anon! I believe in you!!
>>
File: peter-molyneux.jpg (74KB, 463x372px)
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>>149394352
>>149394515
A fighting game in which the characters are controlled by posts on 4chan.
>>
What about a multiplayer open world zombie survival game with gameplay stolen from The Last of Us?
>>
>>149394780
This is simultaneously the best and worst idea in this thread.

Let's do it, guys.
>>
>>149394795
Why not a multiplayer open world survival game based on DayZ but with a reset every 6 hours and a score at the end that gets added into a leaderboard?
Also, equipment found is homages to various other games. From nanosuits, over Doom steroids, to gravity guns.
>>
File: cutevillager.gif (3KB, 66x117px) Image search: [Google]
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Ok, here we go again. Concept for new villagers.
They not only look cuter, and have actual detail on their clothing, but the new designs could allow me to have different variations with different hair colors too.
Do your worst.
>>
>>149394548
I mean, I never said that jitter cam is the only thing that makes action sequences awful. You're right: those other things are equal offenders. Also, directors change the perspective of the fights so much that it becomes difficult to figure out who's attack who. I wonder if they teach these things as the "correct" methods for filming action scenes in film school.
>>
>>149395031
Why is she waving her tits at me?
>>
>>149395042
Sometimes I think modern film makers cut their films together at 60FPS, then cut them down to 24 and thus never notice the associated problems.

They also seem to have forgotten that fights are supposed to be follow-able and not just look flashy.
Which reminds me of certain movies that fucking suck at giving you a sense of who's winning a fight. Most of the time it's just BLOW FOR BLOW until DRAMA TRIGGER and someone loses.
>>
>>149395093
She is showing you the dance of her people.
>>
>>149394693
Fuck you obs/webmconverter, quit slapping black bars and blur all over my shitty map making it look even worse
>>
>>149394693
Grass still cluttered as fuck. Remember that these days a lot of people are introduced to indie games via twitch, and that will look like complete ass even with a relatively high bitrate.
>>
>>149394693
still pretty hard to read
>>
>>149394660
how did you make the bottom?
>>
>>149393245
white/red/black OR scanlines
not both you absolute madman
>>
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>>149394048
what are you having trouble with, mio-senpai?
>>
>>149395031
>Do your worst.

I can't, it's great! her feet and arm action should be reversed though, left arm+right leg/right arm+left leg

it should look more like a walk cycle then
>>
So I've started down the UE4 hole and so far it's not as complex as i thought it would be. Blueprints are pretty amazing. Just need to get use to the UIs.

Question: When building a map (I'm doing an arena type thing), should I make everything 1 mesh in blender or break it down into parts and assemble in UE4? or at least as much as I can into 1 mesh?
>>
>>149394960
what about a game where you kill yourself you walking cliche
>>
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>>149383117
Not an actual dev here, but playing an amateur game one is making.

It's a reboot of Realms of Kaos, a gmud. It's similar to nightmist and the like, but has an in-game map.

It's fun to me.
>>
>>149395917
You culling and memory purposes you want everything to be separate meshes. One pillar mesh can be placed around the environment and will only count as a single mesh. Multiple pillars (the same pillar copy pasted) in an fbx file are just needlessly filling the ram and will not be able to be culled.

Unless your game is super small you want it to be modular anyway for your own sanity.
>>
>>149383220
gadget is cute.
>>
>>149390901
>>149391345
no screw that idea
give him little red booties, and make egg man an old guy in an electric skooter that runs sonix over in a bloody pulp
>>
>>149396087
fuck outta here with this neckbeard shit
>>
>>149394048
This helped me a lot.
http://buildnewgames.com/astar/

If you use JS, you can copy paste it to your code and it'll work, but basically you just have to tweak it to mach the syntax of your language.
>>
>>149393572
this. these people equate good game feel to "hurr durrrr shake the camera if something happens XD" just imagine if something like mario was designed by one of these hipsters. it makes me sick
>>
>>149396171
you're cute
>>
>>149396198
fuck that
make him super saiyan super with blue hair and feminine muscles for his feminine penis
>>
>>149395240
I wish there were beta testers for films. Not focus groups or whatever, but a group of non-film makers who sat down, watched, and then commented on the film from a technical viewing perspective. Maybe they already do that. I get the feeling that they'd just be ignored, though, because film makers and directors would just assume they know better because they've studied film more/directed more.

>They also seem to have forgotten that fights are supposed to be follow-able and not just look flashy.
This shit just pisses me off. I just saw Star Trek yesterday and while they seemed to do a lot better in some scenes, they also have the usual problems with fights in others. I bring this up because you mention not knowing who's got the upper hand, and I like how I almost never have to try to figure out who's winning whenever Kirk's in a fight because he always gets the shit kicked out of him.
>>
>>149396371
>feminine penis
include this
>>
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>>149383117
>Apathetic and tired all day
>Getting nothing done

How do I end this?
>>
>>149396513
john wick was so good in this regard, super crisp fights that were still an adrenaline rush. cant wait for the sequel
>>
>>149396626
Go exercise for a half hour.

And stop drinking caffeine.
>>
>>149395240

Theres a balance to be had for sure.

Kung-Fu movies really evolved like this. Early Kung Fu movies had very slow and deliberate moves, usually with very little camerawork, mostly fixed positions. Same with the old Japanese, Spaghetti Westerns, and really any subgenre of action movies.

Then it had to get flashy. Which actually ruined most modern movies. The lightstaber fights in Star Wars were a means to an end. It wasn't about the actual skill of the fighters, it was about the conflict between them. Then George decided it was better to just have the fights be flashy for the sake of being entertaining.

It's lowest common denominator entertainment. It doesn't require thought or investment, it just looks flashy.

And don't get me wrong. I enjoy my fair share of pure-entertainment low on story and low on investment movies when done well. I love Pacific Rim for what it is, but I know deep down it's a by the numbers hollywood summer flick designed to make dosh.
>>
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>>149396626
>>
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>>149396325
>>
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never again.png
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>>
>>149394128
Oh yeah totally

*hyperventilating*
>>
>>149396882
The fuck are you doing?
>>
>>149396882
I have no idea what this is doing but there is so much wrong with it.
>>
>>149396882
Never heard of the switch command?
>>
>>149396882
why not using a switch?
>>
>>149396958
picking wall tops
it took me 2 weeks to write it down
>>
File: STOP.jpg (704KB, 980x490px) Image search: [Google]
STOP.jpg
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>>149396885
>*actions*
>>
>>149396882
>>149396958
This would probably be better and way more readable as a switch statement:

case 1:
case 2:
case 3:
etc.
>>
File: 1405912343443.gif (2MB, 640x346px)
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>>149395898
I'm having problems understanding motion planning in Game Maker functionally. For some reason it's not sticking and I'm fucking it up to varying degrees every time I try it.

>>149396234
Thanks Anon. I'll look at this in a minute and will see if it'll help me.
>>
>>149396882
>>149397045
It's suicide to attempt autotiling without splitting each tile into quadrants.
>>
>>149396882
Given the arbitrary looking numbers I want to assume there's a simple algorithm that would reduce this to a single line.

But also
>If statements on a single line
>>
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>>149396882
>5348 lines
>>
>>149397120
is motion planning a game maker feature? or are you rolling your own pathfinding?
>>
>>149396728
Not that guy but I don't do the latter and I've done the former for like a trimester and it changed literally nothing.
>>
>>149397330
It's a bunch of Game Maker commands. Honestly not sure if it exists in other languages because all I know is GML.
>>
File: 2013_07_22_b4_sadpug.5a9b4.gif (297KB, 950x534px) Image search: [Google]
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>have problem with code
>about to ask /agdg/
>realize mistake, fix it
>now i have no reason to post on /agdg/
>>
>>149397383
Maybe you don't like game dev then? If you're not feeling motivated to do something then why do it?

inb4 money
>>
>>149397429
I'm not sure what you are saying, post what you got.
>>
>>149397383
go to the doctor
>>
File: better_code.png (25KB, 296x865px) Image search: [Google]
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>>149396882
I noticed this wasn't very optimized so I took the liberty of adding some improvements. you're free to use it if you want
>>
>>149397223
>not onelining as much as possible to save space

>not using
if (bool)
dothing();
else
donothing();
>>
>>149397504
>be shitty artist
>never have reason to post on agdg
>>
>>149386370

don't listen to those philistines, first one was perfect. If someone is enough of a retard to skip all flavour text they aren't your target audience anyway, I mean, flavour text is what differentiates your game from simply rolling a die to determine changes in stats, And I don't mean it in a bad way, resource management games are that, but thanks to flavour text they become interesting.
>>
>>149397539
You have to write the remaining 5000+ lines
>>
File: wut.png (67KB, 1080x1512px)
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>>149384461
Ok.
>>
>>149397508
I feel like this all the time though. Not only when devving.
>>149397515
I would, but I'd have to ask my parents for money because I'm broke... it's complicated.
>>
>>149397539
Checking if's isn't particularly slow. I agree the else makes it "better" and more optimized but you'd want to arrange it in a way that uses the most common numbers.

Obviously the switch statement is a great candidate for this, since you can just go to your specific case then immediatley break out using the break; keyword.
>>
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>>149396882
>5348 lines
>>
>>149397585
post art
>>
>>149397543
Good to know you just started programming yesterday.

You can use full, verbose names for variables or functions and you should always include curly braces for any operation regardless of line count. Your future self will thank me.
>>
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can somebody please tell me what's wrong with my code?
>>
>>149397836
I started doing braces for everything because it's the only thing I know

now I oneline everything and leave out as many braces as possible, more readable
>>
>>149396882
Not only is this particular code clearly retarded, but 5000 lines is a tad too many, you should aim for at least 4500 less lines than that in one file.
>>
post cute girl sprites
>>
>>149397926
Wasn't some memedev on github actually making an emoji-based programming language? I remember seeing something like that.
>>
>>149397975
>more readable
>bait.png
>>
>>149394269

Reminds me of Downwell. It's a good style but I think it's too simplistic to last a whole game without looking dull.
>>
>>149397976
but it runs faster
>>
>>149397926
that's adorable

it'll print out poop and then each of the fruits except strawberries
>>
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>>149395905
Thanks. I can't believe I didn't notice before I messed up the walking cicle. Fixed it, and as you said, looks way better now.
>>
>make a ball change color depending on the player's position
>feel proud as fuck
It's something so simple but it still took me like 2 hours
>>
>>149397836
>in college
>schoolmates all use variables like x, y, z and stuff thats totally non-descriptive, myVal, etc.
>be one of like 5 people in a 90 person class that uses incredibly specific variable names like
>newSquareArea, resultantVector, etc.
>they all turn out to be garbage programmers and me and the others are the only ones who get offered jobs by the dozens of companies that came to try and poach students

It makes your code way more readable, and when you're working in a company you need it to be readable. Same thing with going back and looking at old code.

If uyou're using variables called shit like fuckfagshiteater you're going to have no idea what it does if you need to come back a year or two after you've completed it.
>>
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>>
2ch.tf/gd/res/281661.html#281684
;_;
>tfw your game will never transcend continental boundaries
>>
Reminder to keep your variable names as short as possible to make the code run faster
>>
>>149398354
it would've worked if she was trying to lift her dress in order to walk, but then her hands would need a little fixing
>>
>>149398235
your IDE will run slower, though, so it'll run faster but you'll have less features

that said, if you're doing it in notepad like a true programmer, then it's fine since notepad doesn't waste time parsing anything for garbage programmers who can't remember what they wrote
>>
>>149398582
>notepad
>like a true programmer

You haven't done shit until you code in the shell you fucking loser.
>>
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>AGDG giving programming advice
>>
>>149398662
>code in the shell
Do you use fucking nano you poser?
>>
>>149398569
Damn that's a really nice idea, but the detail would probably be barely noticeable in the actual game
Anyway, will start working on the side and back walkcycles now.
>>
>>149397504
>have problem with code
>about to ask /agdg/
>this is normally the point where I'd realize the mistake and fix it
>it doesn't happen
>go back and look at code
>have no idea how to fix it
>recode the entire thing
>still doesn't work, but now the problems are completely different for some reason
>about to ask /agdg/
repeat for 3 days and you have my life right now
>>
>>149398058
less noise = more readable
>>
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>>149398906
this is true, if you've ever looked at google.com's code it's what they do and they have the most popular website in the world
>>
What do you guys use to gamedev?

How did you learn to gamedev?
>>
is there an agdg approved spaghetti code stamp that I can put in my game?
>>
>>149399071
Google also probably has the best programmers in the world.

And the source for the site doesn't actually look like that. They take out all of the whitespace and line breaks to make it run faster.
>>
File: 589745.png (838KB, 1616x909px) Image search: [Google]
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Progress:
+ Added Card graphics to GUI. How do the cards look?
>>
>>149390232
Spooky
>>
>>149399116
UE4, Maya, Substance Painter/Quixel, Photoshop, Blender, Bitmap2material, Substance Designer, Audacity, Celtx, Visual Studio, Nvidia Clothing Tool
>>
>>149399071
The code was minified dummy
>>
File: 1426210076554.gif (3MB, 245x263px)
1426210076554.gif
3MB, 245x263px
>spent all day playing Pokemon Go instead of devving
>>
File: dasdas.png (29KB, 421x783px)
dasdas.png
29KB, 421x783px
It's uglier now...
>>
>>149399116
>What do you guys use to gamedev?
Java

>How did you learn to gamedev?
Back in like 2010 I started seeing the game dev generals on /v/ and thought to myself "If a bunch of loser anons can make games then I can too" so I brushed up on my high school programming knowledge and made some shitty unfinished games and then became a depressed engine dev and gave up.
>>
File: IMG_1007_2.jpg (28KB, 300x366px)
IMG_1007_2.jpg
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>>149399267
>video games
>playing cards
>literal dice rolls

if your game has any kind of tabletop mechanics you need to end yourself
>>
>>149398906
I get that it's a personal choice, but more structure = more readable IMO

>>149399071
>what is minified code
>>
>>149399116
an ide or just word pad or similar shit, blender, paint, gimp.

first you need to know how to code, then solve the problems along the way, google is your friend.
>>
>>149399243
>They take out all of the whitespace and line breaks to make it run faster.
>run faster
Download faster, not run faster ya dingus.
>>
>>149398404
>mfw GM babydev
>still trying to use variable names that make as much sense as possible
well, i'm trying. it's hard, but it sure feels fucking good to come back to your code and understand what exactly this shit does.

>>149399267
cards are looking pretty! but the text is pretty unreadable. not only is it vertical, which is pretty fucking hard to read (try lining up your cards all at a 45° angle or more!), but the color doesn't contrast with black very much (try making it much lighter).
>>
>>149399359
>its uglier now
>keeping your shitty context instead of going in numerical order

What is even wrong with your brain?
>>
>>149399359
Holy fuck anon. Why is it not even ordered. How is this even supposed to work.
>>
>>149398354
i can barely tell its human
>>
>want to just like make game
>game maker suddenly decides it wants to compile my game, but not open the game window so i can test it
>google this issue
>people have been complaining about it for years
>still no guaranteed fixes
Should I just abandon my game and learn a real language?
>>
>>149399434
All games are just abstractions of tabletop games kiddo
>>
>>149399458
if it fits snugly on one line there isn't a big reason to make it longer. more whitespace tends to run related code apart vertically
>>
File: dice.png (5KB, 329x130px)
dice.png
5KB, 329x130px
>>149399434
well, shit
>>
>>149399531
>>149399532
It's based on this: http://www.cr31.co.uk/stagecast/wang/blob.html
>>
>>149386079
not hard. but takes lots of time, too long if you really do suck at it.
>>
File: ASD.png (12KB, 500x281px)
ASD.png
12KB, 500x281px
Hi guys.
Just added new tiles and some shitty enemies.
about the hud, is it ok? got clearly inspired by the castlevania ones.
>>
>>149399541
Still better than 1 pixel noodle limbs.
>>
>>149399434
Thanks anon!
I will try to remove any video game mechanic from it.

>>149399516
Thanks for feedback. Text is vertical so you can read it while the cards are in a pile. It also allows the text to be slightly larger. I will try to make it more lighter and poke on fonts and see if it helps.
>>
File: 1468492398032.gif (3MB, 300x236px) Image search: [Google]
1468492398032.gif
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need more ideas for cute insect/small animal people
I was thinking an axolotl girl and maybe stag beetle guys
>>
File: laughing whores.png (490KB, 449x401px) Image search: [Google]
laughing whores.png
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>>149398816
>he doesn't poke holes in his hard drive with a pin
>>
File: woooooo.webm (2MB, 1280x720px) Image search: [Google]
woooooo.webm
2MB, 1280x720px
MAKIN' IT RAAAAAAAAAAIIIIINNNNN
>>
>>149399826
I like your HUD and colors.
Not sure about the graphics though.

>>149400510
MAKE PLAYER BULLETS TRANSPARENT YOU FOOL
>>
>>149399581
abandon gamemaker
>>
>>149399846
yep
maybe its the dark colors
>>
How many lines have you written so far?
how many of them are comments?
how many of them are useless?
how many of them are brackets?
>>
>>149401175
I'm an artist
>>
File: code.png (9KB, 301x388px)
code.png
9KB, 301x388px
100% of what I have written so far is useless.
>>
>>149389032
>i have not studied marketing yet i have opinions on it: the post
https://www.gsb.stanford.edu/insights/when-bad-publicity-good
>>
>>149399581
been using gamemaker and gm:s for years, never encountered said issue repeatedly (and even then it's rare and ctrl+alt+del or more recently the button forcing the game to stop always did the job)
i find this hard to believe t b h
>>
>>149400315
I use ed to write machine code in hex.

?
>>
>>149398031
There's dozens of these.
www.emojicode.org
>>
>>149401616
>not randomly typing 1s and 0s until something cool happens
>>
>>149400215
please respond
>>
>>149401753
my box dont have manual binary input like dat no mo :(

>randomly
u wish m9
>>
>>149401835
Wood roach?
Or maybe a dobsonfly?
>>
>>149398481
I have no idea what this says, but what monstergirl island has to do with furry scat porn?
>>
>>149401175
54 files changed, 2557 insertions
I won't count that shit nigga. 0 of them are comments.
>>
File: aJKEeYI.png (386KB, 1436x1652px) Image search: [Google]
aJKEeYI.png
386KB, 1436x1652px
>>149401835
what r u some kind of sex pervert

/agdg/ is a christian thread
>>
>>149401835
maggot men
>>
>>149401835
4channers
>>
>>149400786
Yeah they look pretty bad with light backgrounds, but in the game they will always be on a dark background.
>>
>>149400215
Cute small moth girl.
If you're mothgirldev then ignore this. Maybe one of those shiny beetles would be cool.
>>
>>149401175
1219 total lines
80 lines of comments
100 lines of unused code
221 lines of brackets only
65 empty lines

1219-466 = 753 lines of actual code

damn that's nothing.
>>
>>149402527
what type of game you are working on? tell me more
>>
File: 1460320465694.png (21KB, 176x232px) Image search: [Google]
1460320465694.png
21KB, 176x232px
0 = Work on menus and gui
1-9 = Play EDF 4.1
>>
>>149402878
LOC is a shitty metric.
>>
>>149402878
I wish we could keep track of total lines posted on 4chan.
>>
>>149401368
What is this software
>>
>>149403406
You can check an older demo on Demo Day 9
https://itch.io/jam/agdg-demo-day-9/rate/69496
The game counts with a small day/night cycle, that will have been reworked and will get a little more focus for the next demo. The palette will be dark and cold in night time, and bright and warm on daytime.
>>
>>149403524
Good choice
>>
>>149399826
yeah, it's as cliche and uninspired as you can get
>>
File: 5wnKvXe[1].png (199KB, 1199x756px) Image search: [Google]
5wnKvXe[1].png
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Any fellow artists here care to share your sketchfab/tumblr/whatever so I can follow you
>>
>>149405230
http://googum.tumblr.com/
>>
>>149383662
who the fuck would assume thats not her computer?
>>
>>149405721
Nobody, she's just being an attention whore.

>sitting in class
>"THAT'S RIGHT BOYS, GIRLS CAN CODE TOO!"
>nobody even said anything or even looked at her
>nobody cares
>smug look of satisfaction on her face
>>
>>149399334
>Photoshop
>Bitmap2material
dont use these pirated unless you want to get sued to the ground
>>
>>149405721
Her boyfriend because he knows that's his
>>
>>149406059
I don't use anything pirated.
>>
>>149406271
nice
>>
>>149403884
Looks like a gui wrapper for CLOC.
>>
>>149405230
deadocto16.tumblr.com
deadoctonsfw.tumblr.com
monsteronsen.tumblr.com

theyre all pretty new and empty right now
>>
How do I compile aseprite?

I'm a GM dev, not a programmer so I don't know how any of this shit works
>>
>>149393245
looks fucking awful. I thought it was was a platformer from the tumbnail, thought it was a shmup from the gif, realize after watching it twice its a hotline miami clone. unreadable as fuck, have no idea whats going on.
>>
>>149406523
https://www.reddit.com/r/PixelArt/comments/48atxr/meta_new_aseprite_113_built_by_me/
>>
>>149406590
Thanks so much!
>>
I'm gonna make a fighting game and I don't know anything about the genre!
>>
>>149403884
>>149406438
It's the Code Statistics plugin for Code Blocks.
>>
>>149406923
Good luck man! During the making of your game, you will inevitably learn all about the genre!
>>
File: 1469044745073.jpg (17KB, 500x373px) Image search: [Google]
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>>149393245
I might sound hars but the low resolution, fast pacing, sharp colors and general clutter makes the game look like a confusing mess in motion. Camera is all over the fucking place too.
>>
>>149405230
https://sketchfab.com/models/cbc350139ce94284b147f960056f6f9f
>>
>>149406923
All them animations
>>
>>149406923
good luck balancing
>>
>>149406590
Is there a specific reasoning to be using Aseprite over something like Photoshop? or not really?
>>
>>149407345
It doesn't cost thousands of dollars.
>>
>>149407345
Photoshop is fiddly for pixel art.

There's other things like GraphicsGale too, but Aseprite "just works"
>>
>>149407345
Better rotation and line algorithms for pixel art
>>149407401
The animation interface is nice
>>
File: True Monster Truck Gaming.webm (3MB, 1280x720px) Image search: [Google]
True Monster Truck Gaming.webm
3MB, 1280x720px
>>
File: 1462508096442.jpg (37KB, 348x342px)
1462508096442.jpg
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Feel pretty stupid for asking this, but I'm confused.

In GameMaker, is it possible to transfer a variable's value from Object A in Room A to Object B in Room B when switching rooms?
>>
>>149393245
Hate to be one of those guys, but I have to agree with most opinions here:
Hud is too fucking big, it steals too much space from the screen and since the text is huge it steals player's focus a lot too.
I can't tell which things you can walk over and which ones you can't. The big white thing at the bottom is a carpet? I thought it was a table and that you coundn't walk over it but you clearly did at some point. If it's a carpet why not make it red, like the blood stains? It will look better and since you can walk over blood stains too it makes sense. When working with a limited palette and resolution that kind of hints are great. Red stuff you can walk over it. White stuff or red stuff with white highligts you can't.
Machine gun is also unreadable at some angles. Near the end of the video looks like a guy and for a few seconds I was thinking you were carrying an enemie's corpse.
>>
>>149408031
use a global variable
>>
>>149408031
Best approach for this is using global variables, and a Persisten object.
>>
>>149405230
tfw no game assets up yet on mainly illustration block because I hate posting rough work.
>>
>>149408340
Why not just the persistent object?
>>
File: Noir.png (8KB, 640x320px) Image search: [Google]
Noir.png
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Which one is better? Left one is my artist's and right one is my edit (wanted to make MC look more like how I imagined him).
>>
>>149408843
you draw better than your artist lel
>>
>>149408843
Get your artist to touch up the lighting on your edit.
>>
>>149408843
what artist?
left looks more anime
>>
>>149408843
Right is retarded in terms of perspective.
>>
>>149408843
Right looks better to me
>>
>>149408843
Left
>>
File: Inventory.webm (453KB, 640x360px) Image search: [Google]
Inventory.webm
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finished the mockup inventory for my king's field clone. Also item usage.

Next up: Equipping stuff.
After that: Combat.
>>
>>149409178
HYPE
>>
Can anons give me some weapon ideas for a run and gun? Anything goes, even crazy shit like stopping time (which I already have).
>>
>>149408843
How are you better than your artist?
He couldn't even get a simple cross right.
>>
File: Treegrill_final1_x3.png (72KB, 804x552px) Image search: [Google]
Treegrill_final1_x3.png
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Okay, I think it’s done!

Might colour it later, but I’m not good enough at that to actually be able to improve it that way.
>>
>>149409324
a gun that can control gravity

>>149409383
janny
>>
File: pixelprogress.png (82KB, 6400x4640px) Image search: [Google]
pixelprogress.png
82KB, 6400x4640px
my first attempt at sprites
>>
>>149409448
>janny
What
>>
>>149409460
Decent for a first timer but it seriously needs more work.
>>
File: escape.jpg (34KB, 410x424px) Image search: [Google]
escape.jpg
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>Making a Tabletop RPG
>Basically just Shadowrun with different mechanics and Mech Armor as the focus
>The Game Design General on /tg/ isn't there anymore

Just fucking kill me senpai
>>
>>149409383
Man, I love your pixel art, keep it up!
>>
>>149409383
what happened to colors?
>>
>>149409460
https://www.google.com.au/search?tbs=sbi:AMhZZiuCNhP_1PflKcs2BeydprKvPNSb6tlkzzefLDaaGWZWiHTReACLJSpOicDGGK1s2Jpk0cmAGpzRLATg_1cn2z_1OOsajUmLDFG40Om7k0YuPTzjObP5_1lLIFFw1r0M1u8Xyp0PNr-74DiFbXD6J7Q8ueIcxnwt1kx2XtHw7zmaOnfNlYoC1hlHuJEQTSetFnMg1DPbcur99gzsxlJvOduy3dpwGe04ESW_1SagH5-Xo3svrUeNe1U6rmoVpjqmPH3Sst1lGbcQeW8fHrZ3jTSHjjQiOtMQS1D-O_1klKlpybhs5mNA5-pV_1JMNFlNxVFIWD98HcAC17KeTEYqpB0dgs0hnRYTSyPfebhXDogqIsklOb_1iNmqeo5GgcvQkg7pRucEE2jmGCQN33RW56MrdoiEQqQg3ErDslUSlGkeZGx88HEf7Jiv_1khF0YshabIp4cTh2iAoXEB-az4kt70jt9_12tco8RSrU4GC3_1_1POe-uOJFTQa_1OxWl3qrpvdzGNJQxEhqj6IgE8kNOnHCuNSza9j12fDcefyy87c_1zXuL5YQsXgDqPi7iTVPq-eOGmgGe1SedJ3R_1xubyo-Jo9NXQleiOMSX-2MzodzuXUy3tWPSidaT5vvT_1D6y9KP5_1fAFzFOeHQMPunYckDa0q53qYNt-dN9rFNIpHvzXYnDmf1_17qeNY6c00X_1D_1ohSI9QLiFmz87QoiHuGYSkAi6rSQMbeSKHShP2fq4e4Z-U5SNOVb92H1B8juK_1IZl9MMXZNB_1JPyd6zy-lj8NILFjfug_1UsYfWV71xTgez2PM2mCca0zem0O4ITV4QagnWrNIKdPz4lLYxrQMEC_1Njivq4oYV4cx_1UcY5J42qwAGVzFjtoD9m9VyYLni-50RnHIsQruo0Wnq1_13OIrxQ8MXynuyJy-Fiz31_1u3j0AdtP_1gUOW7quOithfBzws0-9Nw9uu7Tbqr1lJSxGBJL1A-mYidW83AHOY77AcvQ4lRi29EzA0z5Al4alc6dS4CvnUvqw2zAIsLHucq2r2wYQkOB8T7JkJgU8JLdPO2B4_11awbapj7r5JnxnREJRcUeoTq9NhNICcLkI0ZPagfiAUqMwxYBMWXOE7LZvpo5nyIbwVpdbukS8Kx2h96va7EJqwAObpHyWiABzvCZhFL3DBfTiKV-tcQqShTlrO0fgFMCTLvpo2M8HQ8hp-SBJAwo09vAjOt7aRXQvIF_10M3yHXBijjgiPrAqLnf-VArGpy-saM0RGqPRERTpq2-XMg2Pwaykl0simIZdgD8qMUnnOcfT_1c2vN9syf7A7GKYiva1DVQrdOWYRRFTEywpSMGlExyzKW8sNjIruBYm_1GboyfdhGinRXhgnomkAldDq5MBkEbUhUWw2TeloV5I6vfE64PTgCTru3W31L3n00jkAsqjvBZjqvB0DL5mHbp7U7LqKOTU-i5W1epA8aMZ6_12DIo1iX7_16EMLTXcbisAaR6W1C9YsVccXXmg8qnYOfNRkJzOey0JBQKmf04fXPixhBdaQ0wCRa0xwKgHb6IzyS1Kbr0L7boFG2Xx6MEbSdmm9ZMxyenqFf_1U_1UdSDLAhciLE8-hKKDJtlcTcnyJN0lIh7g&safe=off&gws_rd=cr&ei=LQ-UV47jGoGA0wSI65qYBA
>>
>>149409797
That's a big link.
>>
>>149409598
Those fell off the board when the 30+ quest threads were running. They're gone now but it will take some time to heal.
>>
>>149405230
are u using blender?
>>
>>149408962
I think I'll do that.

>>149408996
Care to elaborate? I've been working on my game and started doing pixel art around the same time I started making my game, so I want to improve as artist too.

>>149409383
Cool. I've been checking your art tutorials. The stuff you do to achieve this is pretty crazy.

I'm pretty awful at getting faces look not retarded.
>>
File: coloursaregay.jpg (130KB, 634x845px)
coloursaregay.jpg
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>>149409623
Thanks! Will do!

>>149409659
>pic
>>
>>149410067
>Cool. I've been checking your art tutorials. The stuff you do to achieve this is pretty crazy.
Thanks for checking it out!
Is it difficult to follow? To me the dodge/burn tool feels so natural to use, so I'm not sure I'm explaining them properly.

>I'm pretty awful at getting faces look not retarded.
Same here, man. Especially at such low resolutions. That's why she doesn't have any.
>>
>>149408843
Right is 100 times better, but his ear is too far away from his face, and I would make his nose a little bit longer so he looks more bishounen-ish.
>>
>>149410086
fuck off
>>>/pol/
>>
File: rings.webm (3MB, 768x432px) Image search: [Google]
rings.webm
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Added a Life and Ring counter, works pretty much as you would expect from Sonic games.
>>
>>149409178
UE4? Looks good
>>
>>149410067
Hold on, Anon. I'll see about giving you a bit of a paintover.
>>
>>149410359
Teach me to make that cool environment
>>
File: 1411784295368.png (27KB, 354x355px) Image search: [Google]
1411784295368.png
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>>149409561
It's not his. It's from elevator action returns.
>>
>think of an idea
>it sucks
>think of an idea
>scope death
>think of another idea
>it sucks
>cant think of any more ideas

help me
>>
>>149409383

*sudden realization that I've been trying to draw the same thing for years*
>>
File: idk2.gif (3MB, 497x280px) Image search: [Google]
idk2.gif
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ok, now the hud is working.
changed the exp bar for something more simple
>>
File: xv-tan.png (35KB, 360x512px)
xv-tan.png
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XV-tan approves of your gamedev progress.
>>
>>149410043
Yes.
>>149407192
Already following ;););)
>>
>>149410650

Google "unity triplanar shader"
>>
>>149410889
CHEETAHMEN?
>>
File: 1406440411772.png (6KB, 328x340px) Image search: [Google]
1406440411772.png
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>>149410917
Neck's too wide.

Stylize her anatomy a bit. Make her torso a little longer too.
>>
>>149410917
when will you pick up gamedev again
>>
>>149410359
Was your environment inspired by Monkey Ball? It really looks like the first world in Super Monkey Ball 2.
>>
File: styool.gif (711KB, 360x512px)
styool.gif
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>>149411205
I am gamedeving all the time, just not for myself anymore.

Pic related, what I am currently working on (but it's a commercial project so I'm not going to post updates about it here).

>>149411163
Here's how she looks otherwise.
>>
File: urg13mo.png (237KB, 999x519px) Image search: [Google]
urg13mo.png
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>>149410067
>>149410574
Think in terms of simple planes when working with the face. the hair and eyes on yours was way out of wack.

Also in terms of color, keep the shadows consistent. If the shade on the fur on the coat is blueish, make the shade everywhere else blue or purplish or it won't all feel like it fits together well. Feel free to work off the paintover.
>>
>>149388887
If I had a startup, I would hire you
>>
File: 1362960884712.png (102KB, 241x228px) Image search: [Google]
1362960884712.png
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>when the .NET library is so huge you spend more time searching it to see if it has a solution to your problem than you do actually solving your problem
>>
File: swought.png (46KB, 1384x529px) Image search: [Google]
swought.png
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>>149411449
I was supposed to link her instead. Nevermind, here's the image.
>>
File: 13498754764.png (17KB, 224x320px) Image search: [Google]
13498754764.png
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>>149411449
That's cooler. I can dig it.

Maybe make her legs a bit longer too.
>>
>>149411385

No I just put a cube in there and made it my plane to walk on and but sonic stylized textures on there and just put more stuff in there to test things and try new things, I didn't have any definitive goal or aesthetics in mind.
>>
>>149411647
that game is fun
>>
>>149411149
cheetahman jam when?
>>
>>149411764
Damn straight.
>>
>>149408843
Left is objectively better outside of the lack of detail on the shirt. The left one uses the pixel art theme to better hide flaws whereas the right is tryhard mode and is made obvious you don't understand perspective.
>>
>>149411639
That's an interesting approach to texturing the ground tiles.
>>
>>149410889
>Throwing axes up
Clarentdev is watching you.
>>
>>149411639
blog?
>>
>>149411964
colonthreeenterprises.tumblr.com

>>149411935
It's inspired by Super Mario World.
>>
>>149411957
you do realize there was axe throwing in Castlevania which was released 1986?
>>
>>149411639
How do I learn to make art like that teach me
>>
>>149391561
>drink lots of coke
>it start with multiple cans a week as a teen
>then one can a day
>eventually more than a can a day
>decide to cut it down
>substitute it with cold tea
>drink one glass of tea a day
>then two...
>then three...
>then a one liter bottle every day...
>then two liters everyday...
>decide not to buy anything aymore

>fast forward two months since i stopped drinking soft drinks/junk food/anything
>lost 20 lbs just from doing so, no more tics, sugar thangs, almost underweight
>doing something on my game today
>get the urge to drink
>run to the shop and buy two liters of coke AND tea
>>
racists and sexists are NOT tolerated on AGDG so please go away
>>
>>149412113
FUCK OFF STRATO
>>
>>149411801
A Cheetahjam would be nice.
>>
>>149412076
This thread is too big for two throwing axes.
They must meet at sundown, and only the faster trigger will return alive.
>>
>>149412137
Racism is against the rules if you see someone being racist use the report function
>>
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cheeta.gif
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>>149411801
>>
>>149411508
What game are you making Paintoveranon?
>>
File: .png (36KB, 585x278px) Image search: [Google]
.png
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>>149412264
>replying to my obligatory daily shitpost
>>
>>149412102
I've been doing this on and off since 1999, back when low-poly was the only way.

Just play some Nintendo 64-games like Zelda and study the models up close, think around limitations like 300 on average but at most 500 triangles, and go from there.
>>
>>149412385
Shitposting is also against he rules, kindly report yourself
>>
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>>149412248
I have devil trigger on my side so I'm going to be harder, better, faster, stronger
>>
>>149412385
what is the context of this picture?
>>
>>149412502
challenge accepted!
>>
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>>149412512
you ask too many questions goy
>>
>>149412502
But does it have CLANG
>>
>>149412502
would buy and play / 10
>>
>>149412512

There are fake twitter message generators on the internet.
>>
1-5-7 Draw for fun
2-4-6-8 Work on game
3-9 ????
0 Go full autism
>>
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Look at my walls.
>>
>>149412783
It's real but i don't think he meant it
>>
>>149413109
Cool stuff.
>>
idea guy here

its like pokemon go but you go to schools and kidnap virtual lolis
>>
>>149413150
fake
>>
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>>149407604
>>
>>149410002
>literally an entire board for quests
>still constant quest threads on /tg/
I wish the mods would actually enforce the rules
>>
>>149413109
>tfw you ignored my advice
FUCK YOUUU
>>
>>149413109
>no swastika
you had one job
>>
>>149413234
kid i'm john wikileaks
dont you ever say this shit agein i will dox you irl
>>
>>149413109
>5348 lines
>>
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>tfw it just werks on your first try
>>
>>149413417
but now you need to add diagonal
>>
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>>149413281
The solid pillars?

>>149413401
it was just a prank I swear
>>
>>149408843
Both are good, but the one on the right feels like hes trying hard to be intimidating, whereas on the left its just naturally part of his persona because he doesn't know you're watching him.
>>
>>149413638
Yeah. The holes in the pillars don't look good IMHO. You need to visually convey the look of a pillar.
>>
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>>
Hello /agdg/, I'm playing around in Unity and it's kinda awesome, should I use Unity/Javascript or C# ?
>>
>>149413997
C#
>>
Is anyone here deving in love?
>>
>>149414162
I am deving with love
>>
>>149410387
Yeah it's UE4
Th-thanks Anon senpai
>>
>>149413797
>>
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idea guy here

make a game using this effect
>>
>>149414224
>ask a sincere question
>some cunt responds with a cheeky joke
No you're not deving at all because you're too busy being a fucking shitposting fucking faggot!
>>
>>149414329
You mean 3D? I think it's been done before.
>>
>>149414329
>wobbly dungeon crawler

I like it.
>>
>>149414398
if that person had a sincere question, they certainly didn't ask it

"what engine are you using" is a shitty question
>>
>>149412272
Not showable yet.
>>
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>>
>>149414398
I dev in 2dlove what do you want to know about it?
>>
>>149414320
lmao
>>
>>149414615
>it's a shitty question because I don't like it
>>
686
who would even make this
>>
>>149414686
No enginedev actually acts like this though, you only hear it from shitposters
>>
>>149414850
Enginedev identified.
>>
>>149414795
it's a shitty question because I guarantee you 100% it doesn't answer the question you actually want to know

whether someone else exists that is using Love can not help you in any way at all. if you have a specific question, just ask it, and maybe someone will respond. you don't need their permission first.
>>
>thread was too on topic, better start some shit
>>
>>149414686
that hit me in the feels fak u
>>
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>>149414686
>enginedevs
>>
>>149414850
Literally every enginedev is like this
>>
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>>149414686
>not making your own instrument suited completely to what you want the song to turn out like
>>
nightly game jam #21 coming at you tonight

vote on the theme here:

- archer stickman game
- pacman
- shooting gallery

http://www.strawpoll.me/10819624
>>
>>149415062
post proof

>>149415074
i.e. electronic music
>>
>>149414686
Well, making your own software synths IS a thing...
>>
>>149415062
I'm an enginedev and I've been recommending UE4 to people. Fak off.
>>
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How many years of practice do I need to make models like these?
>>
>>149415259
>meme poly
>no textures
2 hours or so
>>
>>149415259
a few hours, give or take
>>
>>149415259
less than a month if you know nothing about modelling
>>
>>149415340
2 hours? The upper right one that's just grey and green takes 15 minutes at the most
>>
>>149415259
At least 8 years studying deep in the Himalayas with a Blender Master.
>>
>>149415259

I started working with blender 2 weeks ago, and this looks extremely easy to do.
>>
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this was last night's game

https://hephaestus_rg.itch.io/mega-meme-jump-nightly-game-20

voting on tonight's theme is open till the end of the hour!

http://www.strawpoll.me/10819624
>>
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What are some good /agdg/ related youtube channels?
>>
>>149415647
How long have you been deving? Are you going to make a long form game any time? I try not to be an asshole, but doing this 20 times seems a little silly, it's the kind of gameplay I made in game maker when I was underage. Except I made OC pixel art for it too.
>>
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>everyone on AGDG
>>
>>149416056
>projecting
>>
>>149415894
i have 2-3 abandoned projects. out of the 20 there are a handful that i've gotten decent feedback on and i'm thinking about turning them into a fuller game.

my goal is to do 30 of these then pick something out of those to spin off into a real game.
>>
Light bridges n shit. Also reflected light collides a little better now, it's a little rusty around the edges but nothing I can't fix. Hopefully. Last time I said that I ended up spending 3 months to fix it.
>>
>>149416214
That sounds fair. I have a lot of abandoned projects too. Good luck with turning one into a real game.
>>
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>>149416056
>it's true
>>
>>149415646
Maybe technically but do you have the design skill?
>>
>>149416527
mfw no dual reflection ;_;
>>
>>149416703
Soon(tm)
I'm planning a way to make the reflective process recursive on the objects themselves instead of a hardcoded limit of how many reflections there are but I'm afraid to go through with it because it might not work.
>>
>>149416527
the bed is floating in the air
>>
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VR is finally implemented. What features should I add?
>>
>>149416885
What game is this? It looks alright
>>
>>149416836
Do you git? Sounds like a good idea for a branch so that if it's a failure you can revert and if it takes a while you can switch to a different task without having to tie up half-finished code. Probably a good idea to take a break and work on an unrelated feature to lighting though now that you got that working.
>>
>>149416885
A 40 button controller like Steel Battalion.
>>
>>149408843
right looks good

just need to fix the eye and eyebrow position but yeah the colors are better
>>
>>149416885
Buying me a Rift/Vive/HDK2/PSVR. Do you think your fans are rich? Why I oughta.
>>
>>149411508
squalucart
>>
>>149416684

design skills are a different thing entirely, for which you've to learn to draw. Modeling simple objects like that above are easy given a reference.
>>
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>>149416885
Well, guess I'm going without food for a few months so I can afford a new graphics card and VR headset
>>
>>149417237
>easy given a reference.
Fuck off with that shit. You sound like a top-tier nodev.
>>
Will people ever stop falling for fake progress?
>>
When do I post progress on tumblr, for bigger coverage?
>>
>>149416885
post webm
>>
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Roughed out what will be used as the tutorial/first battle for single player in my tactical RPG. Going to have to implement walls between tiles to get parts of it to function correctly.

>>149388850
Maybe let the player throw bones as well or pick up a femur or something as a makeshift weapon?
>>
>>149416991
That's a good idea, I normally back up milestone achievements, and if it doesn't work it'd probably be easier to roll back instead of find the needles in the haystack of code that don't belong.
As for a new feature, using this new lighting method making the laser pointer wouldn't be too hard to implement now. But I want to make the reflections fully functional while I'm thinking about it because it's kind of a pain to go back to old code and re-remember how everything works. You'll see in the webm there's still some things going wrong if you look carefully.
>>
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>>149416885
>this thing with HOTAS
>>
>>149417385
no one really cares about tumblr

when you have a playable demo that's fun (ie people will want to play more), register your own domain and start a site with a blog and forum for people to begin participating
>>
>>149417385
Are you asking what checkpoint or what time of day/week? Former, any time you have something interesting that you aren't afraid of fans getting attached to. Latter, this is what analytics fanatics pay the big dollar to research. Don't fall for that meme.
>>
'pacman clone' wins tonight's theme

i'll be working on it and posting updates throughout the night
>>
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whipped this up real quick on Unity
I'm new, please be gentle
>>
less shitposting, more deving
>>
>>149417546
>no one really cares about tumblr
>register your own domain and start a site with a blog and forum for people to begin participating
I'm not big on tumblr but yo dog are you serious? Have you done this before or are you a NoDev rambling about shit you don't know? Do you realize how hard it is to grow an audience on a medium that didn't exist a week ago? This is literally why people jump on bandwagons. Because you get exposure for free instead of working your ass off for it. Even people who do go that deep into building their own site these days usually have an off-site blag to scrape off other userbases and send them to the site.
>>
>>149416885
Don't know how to tell you this, bro, but you're going to be a fucking millionaire when that releases. Got any videos?
>>
>>149417696
top notch store assets sempai
>>
>>149417696
>steals daddy's credit card
>buys every asset on the store

You're going to be grounded for a long time, kiddo ;^)
>>
>>149417819
well, if you look at the question like that, the answer is "post whenever the fuck you want".
>>
>>149416990
Doesn't have a name yet. I was thinking something along the lines of "Senjou no Kizuna", but I don't know if the English audience would get it.
>>
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What's a good way to record a part of the screen and make a webm out of it?

I remember most programs for that shove watermarks in and/or are shit.
>>
>>149418346
webmcam
>>
Do you have subfolders for your headers/source files or do you keep everything in a single directory?
>>
>>149418346
http://tools.aggydaggy.com/tools.html

WebM and Video Recording
webm files are just video files that get their sound stripped out when they're posted on 4chan. They are functionally identical to gifs, but with a much better compression ratio, which naturally leads to longer, better looking loops. Nowadays, you can just use WebMCam, which provides a point'n'shoot interface for grabbing screencaps. If that's too easy for you, the right, old way to make webm files is to create video files using a screen capture tool, edit if them if necessary, and then convert them to webm. This is understandably a pain, but worth knowing how to do, in case you want to make a longer video to put on youtube, or are on a platform where webmcam doesn't exist.

WebMCam
On Windows, these following three programs will get video files of your game in some format or the other. Since video encoding is actually a complex business I suggest you google around for advice. Dxtory is good for long or complex videos that would normally kill your rig, OBS can record most anything competently, and fraps is buggy shit that people still use for some reason. If you have a recent NVIDIA card, you may be able to use the built-in video encoder to record, too. Caveat Emptor.

Open Broadcaster Software
FRAPS
Dxtory
For video editors, anything will do, but a common favorite for gaming is Sony Vegas. Figure it out nerd.

Figure Out Sony Vegas
Once you have the video, you need to convert into the webm format 4chan expects. WebMConverter provides a retard-friendly interface for that.

WebMConverter
>>
>>149418346
I use webmcam
>>149416527
It's not too bad on the frames, it's ok. If you've got high quality art/animation and stuff you want to show off... I don't know if there's a settings for that my stuff is pretty low quality but it's an option no less.
>>
>>149418346
I'm also looking for this. If only someone would take the time to compile a list of helpful links for this kind of thing and put it in the OP like every general does.
>>
>>149417385
Okay don't listen to this moron >>149417546

Post whenever you like but have the right tags, tags are the most important thing
>>
>>149418498
I should but I don't
>>
>>149416885
Why is your game using Gundam assets, friend?
>>
>>149418498
>using a language without proper modules
>>
>>149417385
When you have art assets of some sort. That's literally all people look at. Nobody cares about your ideas or mechanics, they want to look at (and possibly masturbate to) pictures of pretty girls.

You can literally get your entire project funded by strangers just on some concept art. You can post pictures of source code all day and nobody will give a shit.
>>
>>149416885
https://www.youtube.com/watch?v=Qe4mkcuhJk8
Oh shit can I play your game out of japan now too?
>>
>>149418947
Define proper
>>
>>149419251
https://en.wikipedia.org/wiki/Modular_programming
>>
>>149418498
Subfolders
>>
>>149418947
RUST HYPE
C++ will have modules by 2030 or 2040 lel.
>>
Whats that book everyone here is recommending for Cpp? Jumping in C++ or something like that....
>>
>>149419367
That's not the definition of proper
>>
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>>149419450
>C++
>>
>>149419516
epic xddd
>>
programming is too hard for me please help me unity
>>
>it's a rust nodevs shitting on c++ episode
Where's your finished rust games you fags.
>>
>>149419516
>prop·er
>ˈpräpər
>adjective
>2. of the required type; suitable or appropriate.
>>
>>149419795
>shitting on c++
I loved C++. Then I grew up.
Where's your finished C++ game nodev? UE4 doesn't count, you might as well use game maker.
>>
>>149410868
Even if it sucks, you will surely make some money out of it. Can't be worse than other games out there which make far too many sales for what the games are.
>>
>>149419795
>rust
>>
>>149420013
define finished
>>
>>149420235
Same definition the shitter I'm responding to has. I don't give a fuck.
>>
>>149420306
Where are all the gamedev libraries for rust
>>
>>149419450
C++ Head First?
>>
>>149419450
Read K&R for C
Then
http://www.learncpp.com/
>>
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r8 my anatomy
>>
>>149420893
thicc/10
>>
>>149420574
What level do you want? It's relatively "new". Piston is the all-in-one and games using it exist, but it seems like its architecture is bloated to me. github/tomaka has loads of lower level dev libraries that I'm using, only issue is that he seems to be dividing himself between too many projects. crates.io to search for something more specific.
>>
>>149418947
I need my language to compile for PS1
>>
>>149421028
y tho
>>
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>>149421014
>looking up rust gamedev things on google
>everything I see is "not yet" or "will be improved" or "some bugs"
Rust looks like it has some neat features but I'm not trusting it for a serious project.

I'll check it out again in a few years, it looks really immature.
>>
>>149421151
Because I want to make PS1 games
>>
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How do I make this guy look like an actual bullet, while still being visible against my dark colored backgrounds?
>>
>>149421329
>never made games before
>never programmed before
>I'M GOING TO MAKE A PS1 GAME

No. In fact, what you're asking even proves that you literally have no idea what you're talking about as far as PS1 homebrew goes.
>>
post dev music
https://www.youtube.com/watch?v=Fxfh5jOHv8A
>>
>>149421328
>I'm not trusting it for a serious project.
That's fine. I don't want to be behind the curve again. I'm adopting early and will support the growing infrastructure because I'm interested in low-level work anyway. Besides, after using it, the thought of going back to headers and cmake/whatever else is painful. For what it's worth, it is made to be easy to bind to C/C++ libs.
>>
>>149421446
>while still being visible against my dark colored backgrounds?
You can't.
Try stylizing
Why do you think older games had flashy gold colored giant bullets?
>>
>>149421446
by making it brighter
>>
>>149421451
I'm not asking anything.
>>
>>149420893
Head looks a little too small for woman standards.
It's something around 1/7 there even though the usual would be 1/6 or even 1/5.
But if she's supposed to be tall and strong there's no prob.
>>
>>149421446
That's why a lot of games pretend that bullets are orange-hot and glowing.
>>
>>149421518
>I'm adopting early and will support the growing infrastructure because I'm interested in low-level work anyway.
Good
Make it work so I can use it in the future. I'm counting on you anon.
>>
>>149421329
I respect homebrew but honestly, at the end of the day it's a waste of time.

Developing for a modern system is:
>Easier
>Faster
>Less technical problems
>A way larger potential consumer base

Homebrew, especially PS1 homebrew is basically shooting yourself in the foot. Stuff like Battlekid 1/2 are cool, but it would have been significantly more successful releasing on PSN, Xboxlive, and Steam than being a cart based game for the NES. Which is why homebrew is largely passion projects rather than a business.

I love my Neo-Geo MVS. I do follow the homebrew scene quite a bit, but I would never, in a million years choose it as a platform of choice for my game.

I respect your decision, but I just feel obligated to tell you you're fighting an uphill battle and your project will not be as successful as it could and should be.
>>
>>149421697
Will be hard to top what tomaka has done honestly, even mozilla's replacement browser is using his opengl libs. But thanks!
>>
>>149412113

enjoy your kidney stones
>>
>>149421785
I want to believe people doing homebrew are doing it for fun and to mess around, not to use it as an actual platform for their game.
>>
>>149421864
Not him, but that's missing the point. Think of all of the people who would love to try your game but don't own the platform you're targeting. In addition to the weird hardware limitations and annoying build setup, you're restricting your audience needlessly. It's not always about profit, you're limiting your reach. Not that it's about fame either, but it makes me sad to see cool looking homebrew that I can't try.
>>
>>149421785
It's not as hard as you might think. Check this
http://www.psxdev.net/help/psyq_hello_world.html
>>
>>149422423
> Think of all of the people who would love to try your game but don't own the platform you're targeting
But emulators
Making a homebrew would actually be massive reach depending on which console you're targetting since emulators run on almost everything.
>>
>>149422546
>what is libretro
>>
>>149422546
>But emulators
Back in the day when I was more into homebrew, it was VERY common for homebrew to be completely fucking broken on emulators. I have no idea why. This was about 8 years ago though, and mostly on PSP (later NDS) because that console was completely fucking worthless in terms of retail games.
>>
>learning C before C++
Stop this meme already
>>
>>149422546

Thats true. But honestly, N64, and PS1 emulation is garbage.

NES, SNES, Genesis, Gameboy etc are all basically perfect, to the point where you can't notice.

But it won't always work. Some games that run on emulator actually don't run on real hardware. A lot of the Super Mario World hacks only run on ZSNES and they don't work on a regular SNES.

Mass appeal means your game should most likely be available on mobile phones/tablets and PC at the minimum, with consoles as a potential secondary.


Hardware limitations absolutely will restrict your vision. NES has a very limited colour palette and if you have too much shit on screen it grossly effects performance. Same thing with PS1, or N64, you need to use obsolete tech and a bunch of other garbage.

I'd love to do a homebrew. It may happen if I have some breakout hit, but I'll never do it because I would like to be compensated for my time. I also don't want my games scope to be limited via obsolete hardware.
>>
You don't need to make a literal old console game to have the old console style.
Look at Shovel Knight for example which is very faithful to the NES but is made in a modern engine without silly technical limitations except the self-imposed ones like limited colors and such.
>>
>>149422989
The cool thing about PS1 is that you will be using the official SDK to make your games
>>
>>149423449
Same thing for PSP
>>
>>149422423
Doesn't both ps2 and ps3 are able play ps1 games? Isn't that big enough an audience?
>>
>>149423664
Doesn't psp run ps1 games as well?
>>
>>149423794
I'm not signing it, but I remember only old PS3 models can run PS1 games. And nobody owns a PS2 nowadays.
>>
>>149423064
Care to offer an argument why? I'm not big on it, but I feel like getting a proper understanding of pointers and malloc before you abandon them completely and use RAII helps understanding what the fuck is going on and gets past the natural fear of compiler error messages that a lot of people seem to have.
>>
>>149423935
It does
>>
>>149423990
>And nobody owns a PS2 nowadays.
Maybe in your country
>>
>149424076
third worlders gtfo
>>
>>149424014
You can learn it all in C++, they are conpletely different languages since c++11/14
>>
>>149424014
RAII isn't in any way a substitute for heap allocation.
>>
>>149423990
All PS3's can play PS1 games.

Only I think 80 and like 120 gig PS3's can play PS2. It was the original fat model, but there was a few fat versions that don't have PS2 backwards compatibility.

You need specific stuff to print PS1 games though. You can't just burn them on a CD burner.
>>
>>149424257
>You can learn it all in C++
You shouldn't use C++ as C With Classes.

>they are conpletely different languages since c++11/14
They have been completely different languages for much longer than that.

>>149424268
>RAII isn't in any way a substitute for heap allocation.
RAII with smart pointers covers the vast majority of use cases. If you want to do something fancy with your heap management you can make a custom allocator and STILL use The C++ Way rather than malloc.
>>
>>149424076
Ok, some people still own them, I know I do, but that doesn't change the fact that it's a 16 year old console.

>>149424543
Oh, fuck, right, I was thinking of PS2 games.
>>
>>149424774
>You shouldn't use C++ as C With Classes.
People say this a lot but what does it mean exactly?
What exactly differentiates C++ from C++ as C with classes?
Use of the STL? RAII? Smart pointers?
>>
>>149424774
Yes, smart pointers are an alternative to new/delete (typed malloc/free). RAII is a necessity of exception handling with the pleasurable side effect of not having to explicitly free stuff.

Smart pointers are implemented with RAII, yeah, but it doesn't mean that RAII has anything to do with heap allocation fundamentally. It's ironic that you talk about learning C to really understand C++ when you don't seem to really understand C++.
>>
>>149424939
Everything, like just using only the classes from c++ and using C on everything else , printf malloc etc
>>
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I am back from vacation and have half of time implemented. Before I just had a timeline that would move the sun (so each level would have to implement it itself), but now I actually have it implemented in the core game, so the level will just read the game's current time and set the sun's position.

I still have to link the sun to the time, implement time change in turn-based mode (though I have the functions to do it already), and save/load the time.
>>
>>149424939
>Use of the STL? RAII? Smart pointers?
All of the above. C With Classes implies using the C library extended with C++'s OOP features. The standard signs are using malloc outside of an allocator, or printf for absolutely no reason.
>>
>>149388479
That looks good, you have a twitter/tumblr to follow?
>>
>>149425116
oh fug I love day/night cycles
>>
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i'm having fun making games all by myself in my room

someone will surely like my game
>>
>>149425008
>Smart pointers are implemented with RAII, yeah, but it doesn't mean that RAII has anything to do with heap allocation fundamentally.
Seems like you're being pedantic, I simply said RAII for brevity, and responded to your short retort by linking the two concepts. But yes, C++ is more than RAII.

>It's ironic that you talk about learning C to really understand C++
I asked for an explanation of why you'd think otherwise, and gave my view. There was no claim that I am correct. It's funny that you are on the offensive without bothering to contribute your own view. Of course, why should I expect otherwise from C++ elitists?
>>
>>149425341
Sure, as long as it's a 2d pixel platformer.
>>
>>149425138
>>149425082
What exactly is wrong with that though? If people want to use C++ that way why not?
Even if it's not proper C++ you get all these extra features from using a C++ compiler.
>>
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>>149388479

>guaranteed replies

also that girl reminds me of pic related, its going to bug the fuck out of me
>>
>your way of making video games is wrong
>no your way of making video games is wrong
>meanwhile no one is making video games
>>
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Got text boxes working for when you examine things like signposts, got an exit game menu going, ability to switch between characters, walk and run, collision, some basic stuff like that.

Gamedev is fun anons
>>
>>149425459
it's not
>>
>>149423320
>very faithful
>isn't even pixel perfect
I like Shovel Knight but don't give me that bullshit
>>
>>149423320
what's even the point of doing that
>>
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>see persona 5 footage
>tfw your game will never be that stylish
>>
>>149425531
The problem with that is that C and C++ are different languages, and it's generally frowned upon to grab the syntax of C++ for use in C. It pisses off elitists on both sides (C and C++). The most reasonable actual argument I can give is, you should learn what a language has to teach you. Taking only the parts you are familiar with from each half while refusing to learn what was developed over time to make C++ better to use is seriously limiting yourself. C++ has evolved a lot since its inception when it literally was named C with Classes. You should understand this evolution so that you may see the less painful side of it.
>>
>>149425703
u r wrong
http://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php
>>
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>>149425586
Perfectly describes AGDG
>>
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>>149425590
Another progress pic
>>
>>149425782
Why not? About 85% of /agdg/ games are nostalgimemed too.
>>
>>149425586
Some are shitposting language elitism, but I was genuinely asking for an opinion on learning C++ without knowing C. Unfortunately, no one on the other side gave one. Color me surprised.
>>
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>>149426032
Don't forget this one
>>
>>149426073
TETSUOOOO
>>
>>149425805
The best way to improve yourself is to whine on AGDG. So. Stay on course.
>>
>>149425341
>someone will surely like my game
>>
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>>149426324
thanks for the motivation
>>
>>149425829
Okay that's a fair point.
In the context of agdg though I don't think it really matters as long as you make something.

I've used both c and c++ and never really saw the big deal about this problem. I don't use c++ that way though.
>>
>>149426213
I haven't been in aggydaggy long, but I see more GM/Unity/UE4 vidya than people bitching about DIY. And I say this as a forever-DIY-loser described by this image -- but I don't judge others for not choosing this route.
>>
why does it do this?
>>
>>149426149
They're different languages. There's no need to justify learning C before learning C++. Do you need to learn FORTRAN before Lua?
>>
>>149426243
KANEDAAAAA
>>
>>149426608
it's just how it is
>>
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>>149426213
>I'm pretty sure I was in that thread
>5 fucking years ago
Kill me, seriously
>>
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>>149426608
forgot fuckun pic again
>>
>>149418068
>buys
>>
Are mixels ok for full screen zooming?
>>
>>149426630
That's an incredibly unsatisfying answer with an absurd comparison. C is a really fucking small language that introduces low-level concepts quite well. C++ is a comparatively large language with plenty more ways to be used "wrong". But since no one will give an argument, I will argue against myself. Perhaps it's the fault of the type of resources I saw for C++ before I learned C. I will submit that in my newbish experience over 10 years ago, I had no fucking clue what .Net is and was being introduced to C++/CLI when I thought I was trying to learn C++. C straightened me the fuck out in a matter of two weeks and things went better next time I touched C++.
>>
>>149426884
>you need to learn C before C++ because I am a retard
>>
>>149426871
It shouldn't introduce mixels.
>>
>>149426998
For the second time. I asked for an actual argument and did not claim to have The True Answer. Every response to me has been shitposting. I was also underage when I was "a retard" so I don't really give a shit.
>>
>>149426998
I'm not him but I agree with it, C is so simple it's a good base to start from.
>>
making progress desu lads
>>
>>149427157
Post it
>>
>>149427405
It's not for your uncultured eyes.
>>
>>149402042
this is spawned from the darkest evil
>>
>>149427515
Nice shitposting.
>>
>>149427405
It's mostly backend stuff. Nothing to look at.
But I got my upgrade shop working.
>>
If I release free assets, will anyone care, since agdg people are the only one's following me on tumblr?
>>
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>>149400215
shoggoths are cute
>>
>>149421497
http://www.nicovideo.jp/watch/sm7929261
>>
>>149427649
Someone might use them as placeholders
>>
>>149408843
I think left is better, except for the eye on the left doesn't read clearly (eye color blends into eyebrow color too much).

Right is too anime, left seems like a more original style.

I think it would be good to see more examples of your artists work.
>>
>>149427630
>But I got my upgrade shop working.
Sounds comparable to the type of updates a lot of people post webms of. It's good encouragement for all of us lazy fucks. But I understand the backend part.
>>
User defined literals are so cool
>>
>>149427814
>used to post frequent progress
>complete all the stuff that's fun to show off, and all that's left is minor bug fixes and backend
>work on boring, unpostable stuff for so long people think I've died
a-at least my game's better for it
>>
>spent all day refactoring and optimizing
>game went from 1200fps to 2600fps
>no actual progress was made
>>
they do move to a point
>>
>>149427756
>mfw japs still using Flash
>>
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How did you guys familiarize yourself with vidya dev?

Did you read some books, watch a few tutorials, or a combination of the two? What did you read/watch?

I'm trying to learn but scared I'm not being comprehensive because there's no curriculum or structure and I'm doing this myself.
>>
how to keep enemies from firing from off-screen in GML?

I have the code

if(x>view_xview[0] && x<view_xview[0]+view_wview[0] && y>view_yview[0] && y<view_yview[0]+view_hview[0])

in an if statement before they can fire, but they still end up shooting while not visible
>>
>>149428454
by just like making game
>>
>>149429045
Why did you even bother typing this out?
>>
>>149428454
Video tutorials are pretty worthless.
>>
>>149428454
Started in school (they used gamemaker in an assignment)
Self-taught after that by following endless tutorials online, as well as the gamemaker documentation
If you're using one of the big engines (gms, unity, ue, etc) there's a shitload of tutorials for anything you'll need help with. Just follow some basic ones for a while (how to make pong etc) then think of a simple game you can make with your skills. If you come up against an issue that your skills can't handle, google it.
Think of what you want to make, break it down into the smallest chunks you can think of, then figure out how you're going to make it.
>>
>>149429135
Not him, but I learned a lot about programming just by trying it and seeing what worked and what didn't.
>>
>>149428454
Choose an engine that best fits you and your game. It should have a language you are comfortable with or willing to learn. And it should have features that you'd want to take advantage of in your game. Once you choose an engine begin watching and reading tutorials about that engine, look at example projects, and start making pong.
>>
Why have dogs completely replaced cats in internet memes these days?

Cats used to own the internet.
>>
>>149429317
we grew up
>>
>>149429135
because it's my answer to the question

i just started with game maker and looked up things when i got stuck
>>
>>149428454
I tried a few different frameworks, tried rolling my own shit a few times, and basically took each of my godawful prototypes as far as I could before it imploded under its own technical debt. I developed more of a sense of what doesn't work, and what to avoid, than a sense of specifically what does work.

I read this stuff:
http://gameprogrammingpatterns.com/contents.html
http://gafferongames.com/game-physics/

But I learned more from being a human disaster and starting garbage fires than by thinking about what I'd just read.
>>
>>149429379
Why did you post this?
>>
So how long does it take for me to get my qt indie dev gf?
>>
>>149429530
A better question is why did you reply?
>>
>>149428454
If you go the way of video tutorials utilize youtubes 2x speed feature. Seriously. A lot of them are so fucking slow it hurts. Another anon told me about this and it has been invaluable. Also be wary of some of the "big" tutorial makers for GM some of ways they show you to do stuff is a lot more complicated than it needs to be. I'd start with tom francis's series he does some of the better ones.
>>
>>149429317
did you really just post this because of >>149428454?
>>
>tfw you want to give your programming language an awesome name but it's already taken
>>
I'm considering using Unreal Engine 4 to build a game, is that a wise decision right now? I've heard some people have had problems with it. Source engine seems nice too, but I'm concerned over when Source 2 is going to drop, because I want to check that out too.
>>
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>>149429591

after you defeat the seven evil ex-bfs
>>
>>149430017
Append "++"
>>
>>149429591
Get a normal gf and rope her into doing game jams with you. Like actual jams, not shitty ones on 4chin. Tell her "you can just do music/art/writing".

She'll get sick of your crap programming eventually and go make her own games.

<3
>>
>>149430072
UE4, Unity, and GameMaker are your best choices right now. UE4 is supposedly best for first person games but I don't know how true that actually is.
>>
>>149430329
Well my idea was for essentially a 3rd person fantasy swords and sorcery type deal, I doubt that Unreal Engine would have too much trouble with that, but it's not a big deal if you're right, it can easily be made 1st person. Regardless though, thanks for the quick reply, gonna hit up UE4 and see what I can do with it.
>>
>>149430329
UE4's default first person controller is a lot better, but using default anything in your game is a shit idea
>>
How would you go about getting a scan lines filter like this?
>>
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What's a good schema to write and plan out branching paths and dialogue trees? I'm having trouble organizing them.
>>
>>149430513
look on unity store.
>>
>>149430553
>What's a good schema to write and plan out branching paths and dialogue trees? I'm having trouble organizing them.
Step one is "use tools that will help you find loose ends and point out unreachable paths." For example, if you write your dialogue in Ink, the compiler will keep track of that stuff.
>>
>>149408843
I think right looks more like a badass. Looks bulkier and less womanly too.
>>
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Can my shitty rig run UE4?
>>
>>149430980
No.
>>
>>149430980
Get a real computer, poorfag
>>
>>149431181
They cost thousands of dollars anon, I go to uni and work a part time job. Life is hard when you want to dev.
>>
>>149431228
$600 will buy you a very speedy machine
>>
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step it up.webm
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YOUNG HEARTS BE FREE TONIGHT
>>
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>>149430980
Holy shit I can't even imagine working with something like this anymore...
And I've had a rig with Athlon II and GTS 250 until last year.
>>
>>149431228
then make a 2D game with game maker like every other non-insane dev here
>>
>>149431352
geneticsdev?
>>
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pls give me advice I just want to do something meaningful but I can never get it quite right I dont know how to fix my sprites
>>
>>149431323
I'm new to buying computer stuff, before I was into devving I only used laptops, which that info is from. I've considered building a desktop, and trying to find room for it, right now I've tried to put together the most cost effective list possible, would this be somewhat fast?
http://pcpartpicker.com/list/qbVKVn
>>
>>149431481
use a palette and shading
in other words don't be a total noob
>>
>>149431481
Reminds me of LISA.
>>
>>149431228
>I go to uni and work a part time job
So do I, and I earn $35k a year
>>
>>149430839
I want to write it out of the code so I can plan it out better.
>>
>>149431549
>FX CPU
no
otherwise fine
could possibly be able to find a better GPU for the price
>>
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It's a walk cycle, I guess.
>>
new thread

>>149431665
>>149431665
>>149431665
>>
>>149431719
did you neglect making/applying a rig to it
>>
>>149431816
?
>>
>>149431352
das funky
>>
>>149428454
Study all the things. Prefer books. Get comfortable with google because even a professional dev uses it a LOT to get into new libraries/tools/methods. Get even more comfortable with looking through documentation. As for choice of books, there isn't really a specific one to choose, but it's not a bad idea to start with basics, and many game dev books are marketed towards the lowest common denominator and contain nothing of value, so prefer to learn the tools of the trade and not look for a book that puts them all together into a game dev shortcut. If you are completely new, pick an engine (unity or ue4) and start by learning the programming language involved (C# or C++).
>>
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>something that i need like water gets uploaded to cgpeers
>start downloading like a mad man
>stops at 64%
>everyone else is stuck
>original seeder stop seeding
Im ready to kill someone
>>
>>149432285
stop being a poor CUNT and BUY IT and SEED IT YOURSELF
>>
>>149431434
messed up torque values
>>
>>149431352
>Spore_2.0_dev
>>
>buy rpgmaker
>open
>can't figure out interface
>give up
I guess I still have other dreams, I know absolutely nothing about coding.
>>
>>149432362
I wouldn't be downloading IF I HAD THE FUCKING MONEY
>>
>>149417493
Looks really cool, good work.
>>
>>149428958
Are you using the first view?
Are you accounting for size of the enemy's bounding box?
Have you put a block around all the code the if statement affects?
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