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/agdg/ - Amateur Game Dev General

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Thread replies: 817
Thread images: 170

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EngineDev Edition.

>Space Jam is over. Play games and leave feedback.
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, as if that's an excuse)
New Threads: >>>/vg/agdg
Archive: https://boards.fireden.net/vg/search/subject/agdg/
SoundCloud: https://soundcloud.com/groups/agdg-audiofriends

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

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

>Chats
https://discord.gg/chquY2e
http://steamcommunity.com/groups/vgamedevcrew
http://webchat.freenode.net/?channels=vidyadev

>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/
>>
>>150620454
what movie is that from?
>>
>>150620582
Memento
>>
Who HYPED for lewd jam here?
>>
>>150621161
Honestly Villain Jam would probably be better.
>>
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>>150621161
new menu screen, isn't it too rpg maker-esque?
>>
>>150621330
Literally Undertale.
>>
>>150621330
It doesn't fit your games style, it's very out of place
>>
>>150621330
The menu should fit in with the background
>>
Do you guys recommend any books or videos to jump into c++ before using UE4? Or should the video tutorials they provided be enough? Want to learn from beginner to more advanced topics before moving with it.
>>
0-4:Magic Game
5-9:Boat game
>>
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>>150621161
>>150620454

Never ending poll continues...

Lewd jam is still beatable! Comfy forest jam must win!

http://poal.me/ojtspe
http://poal.me/ojtspe
http://poal.me/ojtspe
>>
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This is important, need to see if there's a reason for that many votes on the lewd jam theme.

http://www.strawpoll.me/10913014
>>
>tfw wrong thread
console pet dev here
i'm thinking of working on a sequel
i will be adding 2-frame animations for each pet so you can visually appreciate your best friend
also dungeon crawling
anything you guys would like to see? very open to ideas/suggestions to give this game more direction (beyond being the most realistic pet simulator available)
>>
>>150621586
just keep on creating polls until lewd jam loses :^)
>>
>>150620454
first for still memeing with own engine
>>
>>150621597
several times a day but I didn't vote for lewd jam
>>
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you get the idea
>>
can anyone recommend a comfy IDE for C that run on debian based distros?
>>
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>People are genuinely afraid of lewd games

Why?
>>
i am a young artist looking to work on games with concept art or stuff, where can i go to find interested developers?
>>
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>>150622026
They aren't afriad, they are annoyed that is an artist oriented jam, like waifu jam was.
>>
>>150622026
Lewd "games" are always more lewd than actual game.
They're also 80% art and 15% writing. Game mechanics barely even matter.
>>
>>150622026
Problem with lewd games for me is that you can't freely show them around like other games. They are also art intensive, pixel art or low poly doesn't work so well with lewd. These two factors alone make it an unsuitable theme for a jam.


>>150621597
I can't believe there's people who fap less than once a day here. Fucking degenerates.
>>
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>want to make a 2D top-down game
>all my ideas work better as sidescrollers or in 3D
Fuck.
>>
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>>150621381
>>150621392
>>150621454
makes sense
>>
>>150622089
Not sure how many indie devs are looking for concept art, but try tigsource or some shit
>>
>>150621597
>Twice a day for a couple of minutes

you may have some issues if this is you
>>
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Damn it guys just:

Make lewd jam AND the next highest rated jam at the same time.
There is LITERALLY no reason no to do so instead of pointless arguing for 20 more threads.
>>
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gm:s' 3d has exceeded it's expected shitiness, but ways around appear to have been found
nonetheless the threat of being forced to switch engines still looms over the game
pictured is the system of stage model assembly based on tiles, display is hidden when it needs to be
>>
>>150622534
>people who argue about jam theme won't make the game anyway
>>
>>150622567
>>150622089
>>
>>150622089
Character design?
>>
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Can Unity's particle system be overrided?
>>
>>150622560
A E S T H E T I C

Honestly you don't need to switch engines unless you're having a lot of trouble right now. You can keep the style like this.
>>
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I need help /agdg/, someone with custom engine here? I decided to make one and I'm really struggling with it.
It's not the coding part, I know C++ very well for almost 3 years now and SDL2 isn't really that hard either, my problem is the structuring part.
I mean I could start right away and write code and eventually came up with a game, but my real goal is to make something more reusable and maintainable.
I'm trying to do the component entity system thing, but I just can't, could someone guide me?
>>
>>150622560
please include this as a bonus level in the final build
>>
>>150622534
its one guy, he did this last time as well (except last time he just kept making polls until he got what he wanted)
>>
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>>150621920
i made a game with similar art, a while back called "tiny car traversal"

link: https://dl.dropboxusercontent.com/u/26630920/tinycar_traversal%200.13/tinycar_traversal%200.html

its a long shot. but is this inspired by that, by any chance? (cuz thatd be awesome, but if not, play my game and get inspired or think wtf is this shit or wahtever)

fun trivia: that menu image was fanart drawn by blockhead dev, which only oldfag agdg'ers will know who that is

why the fuck arent driving mechanics carried over to other genres? its pretty obvious that simple movement mechanics were mastered and old as fuck like 10 years ago. i guess its the narrative tropes, but those got stale as fuck ages ago. burrito game seems to "get it" that regular movement sucks now, but AAA devs where is my road rash/zombie game crossover? where is my skate mechanics meets a heist style FPS game. what the fuck are theey even doing just churning out the same shit that got stale 2000 millenia ago. FUCK.

ok im done with spoilers but tinycar was inspired by Muppets Racing on PS1, and their obstacle course mode so you should check that out for inspo. + your game looks good, but depth blur is a meme, use distance fog/lower saturation textures like a pro
>>
>>150622560

A E S T H E T I C
>>
>>150622761
Then why don't we just ignore him and make the itch page for both jams
>>
>>150622712

Look up ECS, and structure your engine to do the same.

That's the future of game engines.
>>
>>150622712
Ask this guy: http://hexundev.tumblr.com/
He uses his own engine.

Also, this might be a good place to learn somethings http://gameprogrammingpatterns.com/
>>
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>>
>>150622951
This guy too http://leddev.tumblr.com/
>>
>>150622141
>Game mechanics barely even matter.
That's just being lazy. Make them matter. Be fucking creative.
>>
>>150623000
So you're saying make a good game then stick lewd shit on it. That's even worse.
>>
>>150622302
Much better.
Would play
>>
>>150622712
don't listen to this guy >>150622924
ECS is a meme in most cases and you're needlessly adding complexity
fell in the same trap myself
>>
It's about time I turn all my mostly-functional UI into a mostly-functional battle system.

Wish me luck?
>>
>>150622774
>fun trivia: that menu image was fanart drawn by blockhead dev
WHERE IS HE
>>
>>150622774
tank game dev here, I haven't seen your game before but it is really cool & similar haha

I definitely agree that even in well trodden genres like racing there is still so much low hanging fruit, not really related to anything but I think it's great that indies are breaking into 3d a lot more lately thanks to unity
>>
>>150622262
>I can't believe there's people who fap less than once a day here. Fucking degenerates.
some of us here aren't nodevs
>>
>>150623116
>So you're saying make a good game then stick lewd shit on it. That's even worse.
Actually it's the smartest plan ever
>sell non-lewd version on steam and other marketplaces for the masses
>offer free patch for H content
>get normal players AND horny players
>200% the profit
>>
>>150621920
Still looks great. You thought about what kind of music you want in the game? I'd be down to put together some cutesy Wii-Play-Tanks kinda tracks for you.
>>
>>150622980
>that graphic design
terrible. "START" should be under the orange bit of the header, since it implies an arrow.
>>
>>150623348
correct, you are salty nodevs.
>>
>>150622534
lets be honest here, the nodevs are the ones who want lewd games because don't want to make it themselves
>>
>>150620454
unityfags i need your help with something real quick, i just finished building my new pc, solid state drive, dual monitors, the works and im getting round to installing unity on it, the current version im on is 5.3.3 and im wondering if downloading the latest version is going to cause problems, i remember upgrading from 5.0 to 5.3 messed up all my scene management

so if i upgrade to current will i have any issues? and is current the best version, are there previous ones which are a bit more bug free
>>
>>150623371
Can you imagine how much money bethesda would be making if they did this
>>
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>>150623241
Forgot my screenshot.
>>
>>150623245
he got a job at amazon and left the indie lyfe i think

>>150623253
> same texture
> same colors
> same concept
similarities are pretty nuts considering none of this is common, maybe we have the same kind of brain/inspirations or something. you got a tumblr?
>>
>>150623561
I use current version, had no issue moving a 5.1 to current
>>
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>hey girls, this is anon
>anon is a game developer
>well, what are you working on anon

POST PROGRESS
>>
>>150623960
I'm making Pokemon, but better!
>>
>>150623960
Watch this progress
*unzips dick*
>>
>>150621920
>>150623447
No **I** want to make the music for you!!
Just kidding I already have 2 games literally aaaaaaa
>>
>>150623447
oh dang, that'd be awesome. where can I get in contact with you?

I'm not super aware of what type of music I want but this is the kinda stuff I've been listening to while I make the game

https://www.youtube.com/watch?v=7BwS36IA_Wg
https://www.youtube.com/watch?v=7FTnMVOuNKM
>>
>>150623960
I'm working on anon's game, a game made by anon, game that's being worked on by anon, anon's game being made specifically by anon to be a game.
>>
>>150623960
This literally triggers me I'm having a panic attack
>>
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alright so a quick catch up
all I have left is:
>a ray trace for detecting when a wall is infront of the player
>smoothing between the cells the player moves though so they don't "skip" to them instantly
>and literally having something to do
>>
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>>150623960
ya here u go :==DDD :D :=D
>>
>>150623960
A game about farting next to girl at parties and going unnoticed, it's for the stealth jam we are having.
>>
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More RNG nebula generation. It's looking pretty crispo
>>
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>>150624217
>>
>>150623794
alright then if you say so, i only remember having problems with some of the scene management but it was a pain to fix it all in one day
>>
>>150624240
It already exists
>>
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>>150622658
the game was always intended to be billboard-based 2.5d and gm:s' repertoire of functions seemed to be enough for what i wanted to do, but the performance is a bit of a concern here.
debugger shows that game logic itself is very fast, but when a lot of particles get on the screen and action gets hot, the excess number of frames doesn't quite satisfy me and while it's always more than enough to keep a steady 60fps and that's without yyc, i'm a tad worried about weaker machines.
>>150622725
maybe if i find good public domain photos suitable for it i will
>>
>>150622951
>>150622991
I will check, thanks anon!
>>
>>150622097

That looks great, anon
>>
>>150624428
>that game logic itself is very fast, but when a lot of particles get on the screen and action gets hot, the excess number of frames doesn't quite satisfy me and while it's always more than enough to keep a steady 60fps and that's without yyc, i'm a tad worried about weaker machines.
Are you batching properly? If your logic is not what's affecting FPS then you need to make sure all those effects are properly batched.
Don't forget to cull things, no sense in rendering off-screen sprites.
>>
>>150622103

Artists are devs too

t. writefag
>>
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>>
>>150624117
Ah I gotcha, kind of a jaunty chippy feel to the music? That's probably doable.

You can listen to some of my stuff at
https://soundcloud.com/Jasozz

If you've got SoundCloud you can just message me on there, or just shoot me an email at [email protected]

>>150624113
Yeah I've got two active projects also haha. I just get more joy from taking on smaller projects like composition that I can realistically complete. Or maybe I really enjoy sabotaging myself. Who can say
>>
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>>150623960
refactoring
>>
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>>150620454
>>150623960
Finished making this game with 2 friends last month, first time working together, what do you guys think? (26mb)
https://drive.google.com/file/d/0B2n6ItDiGNp2VDhBMWVqdGxJQ1E/view

Its a pixel art game where you control a priest defending his church from monsters, every time you kill a monster you gain points, gaining random spells after gaining a certain amount of points. Z,X,space are used for attacking/jumping, with specials skills being used by other keys.
>>
>>150624421
Mine is going to be better.
>>
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>>150624217
frig off
>>
holocaust jam when?
>>
>>150624917
WHO DEV
WHO DEV
WHO DEV
WHO DEV
WHO DEV
>>
>>150624670
Never said they aren't. But some people wan't to focus the jams only on mechanics..
We could make 2 simultaneous jams, one focused on mechanics and other focused on art/theme, or switch between them each time.
>>
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>>150624917
>>
>>150624980
this is my first time posting here
>>
>>150624917
Screenshots?

Just as a heads up, we have never seen you here before and the first post you have made if for shilling, so expect no one to download your game. Maybe some screenshots will help with feedback but this is quite bad form on your behalf.

Try to participate in the community before dropping links to your finished product.
>>
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>>150624917
>mixels
>>
>>150624575
thanks for replying
batching is in a rather good standing as far as i can see, though i'll be trying to further reduce the number of batches
culling breaks the sprite flipping, but will be activated for backgrounds
>>
>>150624193
Yeah having to walk into the next frame would look much better.
Making progress though.
>>
>put on upbeat music to motivate myself
>find a hardstyle mix
>get distracted by flashing lights
>and tits
>achieve nothing
Send help.
>>
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>>150624917
>>150625142
>>
Anyone here got links to comprehensive guides for UE4?
>>
>>150625142
That's exactly why they are whodeving you.
Posting a finished game and asking for reviews on it is considered rude.
You should have intrduced your project before it's finishined and show us your progress on it little by little.
>>
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>It's a UI transition episode
>>
>>150623960
Designing a magic system for my game.
If anyone has any ideas i'm open to them
>>
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>>150625228
>fat ears
>>
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>>150625330
thusforthe named, virus dev
>>
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Beginnings of melee combat. Going for Dark Souls style. It's currently stiff and awful.

Also I don't know why all my webms look like ass
>>
>>150625259
Not sure if you're using any shaders but as far as I see all the effects on screen in that webm can be done in one draw call,maybe two if you use different alpha blending modes. I assume you put all those textures in a single larger one right?

If you're worried about how it performs on toasters, you should upload a demo for testing, some of us have old machines that we use to test on and we could try it out for you. No use of optimizing without knowing it'll actually have any effect right?
>>
>>150625384
Why is it in chinese?
>>
>>150625384
Doesn't look anywhere as good as Destiny/Warframe.

Come back when you stop being an amateur.
>>
>>150625384
Looks neat
>>
>>150623960
>who are you and why am i here
>>
>>150625496
make your game free to play for all the russian brazilian kids then because no one will buy your shitty game other than maybe a couple youtubers to make fun of your ripoff
>>
>>150625496
>Going for Dark Souls style.
>It's currently stiff and awful.
Sooo where's the problem?
>>
>>150625330
ha ha ha

>>150624917
well done virusdev, you probably got a few aggydaggs to download your trojan
>>
>>150625330
>someone probably fell for it
>>
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>>150625330
>test my own game on my machine
>virustotal found a trojan and malware gen
Trust nobody, not even yourself
>>
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>>150625219
>>150624917
The game is free, not aking for money or anything, just looking for some unbiased opinions, ill post some screenshots
(game doesnt have the yellow filter)
>>
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Working on the forest boss attacks and such today. If you like'd to watch me work you know where.

I made the intro of the boss 3 little wasps since I'm took steamchat's feedback on making the boss spawn little wasps as an attack. (A little foreshadowing). I think it will be interesting for the boss to go back and forth from a bunch of wasps to a large one.
>>
>>150625998
Not about money, shilling for downloads is still shilling, and it's fucking rude.

Feedback from the title screen and your screenshot: your art is extremely inconsistent in terms of resolution and color palettes.
>>
>>150625998
You alredy fucked up, no nones gonna download and test your game now, better luck next time virusdev
>>
>>150625559
anime

>>150625565
Made me look at a Warframe video and saw that it lags a little bit behind the mouselook. That's a nice effect to steal later. Might not look completely out of place in a 2D game.

>>150625612
Thanks. I'm brushing up on my 'shitloads of nested FSMs' ability.
>>
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>find bug
>can't reproduce it
Fuck
Cunt
Shit
Dick
Fuck
>>
>>150625496
That ankle action

>>150626138
Sounds like a good mechanic
Looks neat
>>
>>150618243
Sounds good, I want to see more.
>>
>>150625998
virusdev, i think you should go back to a certain website starting with r.
>>
>>150625527
right now the game is devoid of any custom shaders and activation of different blend modes
all the billboards aside from the statues (which are a part of the stage models which uses a single texture) have set up specific depths in order to be drawn in correct order, as otherwise gm:s has some wonky ass behavior with alpha values and z-buffering.
most of the particles are grouped together in particle system objects that are responsible for drawing the particles in 3d space, which built-in systems can't do
i've been considering having a single object with the sole purpose of sorting the billboards and actually draw them, though the textures need to be a factor here too in order to minimize the number of swaps

i have a couple of toasters in my disposal, so i'll compile the game and boot it up on them to see how they perform. i'll consider uploading a demo too when the time comes
>>
>>150626613
race conditions can do that. is this a real-time game?
>>
>>150626752
>>150626329
>>150625783
>danny has a new target
wew
>>
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Got my player character made from a touched up model from over a year ago.
>>
>>150622089
Post art
>>
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>>150625998
>>
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>>150623960
>>
>>150626843
isn't he in prison? or am I thinking of mothdan?
>>
>>150626871
this looks like what an alien would animate a human running if all they had to go by was a description of what it looks like
>>
>>150626959
no, it's sourcefam who's in prison. mothdan put him there.
>>
>>150626871
Have the hips move a bit more, and your legs don't look like a person running. I think your lower leg isn't extending enough.
>>
Is it a bad idea to make a class whose only purpose is to be inheritable?
>>
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Don't underestimate his lewd jam potential
>>
>>150627098
You are describing a virtual/template class
no, its fine, just don't go too many levels deep.
>>
>>150627098
Not as bad as Unity classes whose only purpose is to identify actors
>>
>>150627003
>>150627094
Thanks.

I really get next to no practice animating, know any good motion reference resources?
>>
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>>150625998
>>
>>150627098
No. You call those things base classes. It's not a bad idea by itself.

Most languages (C/C++ and similar ones) can even enforce this by declaring the class "abstract". Abstract classes cannot be created as themselves, they can only be inherited from.
>>
>>150626778
Okay it looks like you're on top of things, good luck dude. Hope we get to play it at demo day because it looks fun as heck
>>
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idea orgasm.jpg
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>>150627003
>Space Jam 2.0: Make a game based on Earth but from an alien perspective
>>
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>>150585512

>i wish my game looked as clean as this. how did you even get the lighting to work like this.

My lighting setup looks roughly like this. Pretty standard Unity features.

SMAA for Unity is free, and looks a lot nicer than FXAA at the cost of a bit of performance: Obviously MSAA is king, but you can't use it with HDR in most engines. http://forum.unity3d.com/threads/free-subpixel-morphological-antialiasing-smaa.323572/

A common mistake in Unity is scaling. Make sure that an object that 1 unit long would be around 1 meter in real life. Unity's physics, shadows, Z-buffering and SSAO solutions assume that this is the case, and being too small or large is going to mess things up.
>>
how do raycasts in unity work under the hood

does it not just iterate over all the collides and see if they intersect with the line?
>>
>>150622712
I am in the same exact dilemma right now, down to the choice of language and everything.
Been googling like mad but haven't come across anything very helpful.
I'm still trying to decide what all needs to be implemented... then the question of where/how and coupling and future proofing is what's got me stopped in my tracks.
>>
>>150627436
thanks
>>
>>150627283
I used the book "Animators Survival kit"
You can also just youtube animations/walk cycles and watch how the walk.
>>
>>150626613
>Fuck
>Cunt
>Shit
>Dick
>Fuck
A treatise on gamedev: https://www.youtube.com/watch?v=r6Nvq05QBYQ
>>
>>150627813
When you say heat gun do you mean microwave gun?
>>
>>150627640
Very very rough.
The world is divided into sections and it checks the section (the current sectionthe raycast is in) for collisions.
It know where every object is so its just checking the object in each division
>>
>>150627908
I think he means like a gun that radiates heat

like a hair dryer
>>
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>>150624917

> pillow shading
> gradients
> alpha
> size infidelity
>>
File: civil war.png (2KB, 204x59px)
civil war.png
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Which is better?
>>
>>150628049
Int
>>
>>150628049
unsigned
>>
>>150628049
What are you doing? How high can the value go?
Use an int if you don't need decimals.

Ints are big enough so you don't need decimals anyways. Or use uint if you need bigger.
>>
>>150627231
>>150627347
okay, thanks!
>>
>>150628101
not in my health system.
>>
>>150628049
depends on what kind of calculations you're doing, and if you need decimals or not.
>>
>>150628049
unsigned char is the only type you really need
>>
>>150621920
make it actually look like a cannon though. dont use the same tile set for the cannon.
>>
>>150627908
I meant >>150628008

they're typically used for heating up items that are too sensitive to touch directly with something like a soldering iron, but can still survive the high heat necessary to work with solder. they can also be used on plastic and the like to do whatever you might want to that would involve heating it up first to make it pliable, like punching holes in hard plastic without a drill
>>
>>150627813
>fursona
>fursuit
Hope you accidentally burn your house with you inside with that heat gun
>>>/b/
>>>/trash/
>>
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>>150628101
>>150628306
>>
>>150628101
>>150628306

>a fuckin leaf
>>
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>>150628480
>>150628306
>>150628101
>>
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1467001619188.gif
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>>150628306
>>150628101
>>
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>>150628101
>>150628306
>>
I don't get it.
>>
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>display driver crashes
>3h of work in blender gone
Thanks Intel
>>
>>150628908
It's pin-like. Instead of health as a stat in a vidya, people are taking it to mean as a service to be provided by doctors and insurance.
>>
>>150629053
>revert to last backup
>>
>>150629053
>what are autosaves
>>
>>150629053
you fell for the blender meme
>>
>>150628101
>>150628306
>>
could a grind simulator like runescape be fun singleplayer?
>>
>>150629134
>>150629145
Its ok now Im only set back 2h
>>
What gemedev meme needs to die?
>>
>>150629053
>>3h of work in blender gone
Blender makes backups
>>
>>150629285
Not really, the whole point of grinding is to show off to other people
>>
>>150629339
Procedural generation
>>
>>150629287
The default autosave timer is 2 min, if you changed it to 2 hours it's your fault m8
>>
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>>150628101
>>150628306
>>
>>150629462
can one not do that by printscreening stats?
>>
>>150629339
waifu games
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=737143327
>>
>>150629547
It's just not the same
>>
>>150629339
Free to play with micro transactions and appealing to lets players.
>>
>>150628049
use int and bitshift to get fractions
>>
>>150629501
yeah
>>
File: dota 1.jpg (291KB, 2550x1650px)
dota 1.jpg
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Dumping Valve's Dota character art guide.

full guide here https://support.steampowered.com/kb/9334-YDXV-8590/dota-2-workshop-character-art-guide
>>
>>150629710
no one asked
>>
>>150629628

literally asset store: the game.
>>
>>150629628
Take comfort in the fact that Epic might sue them
>>
>>150629710
please dump dota character art guide
>>
>>150627813
>this gets to say
>>150628101
>but this gets deleted

strange moderation
>>
>>150629710

> should be recognizable at first glance

> generic archer outline could be either drow or windrunner
>>
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>>150629710


>>150629786

don't care.
>>
>>150629885
drow doesn't hold her bow sideways like her wife does
>>
>>150629863
They might have been banned and wiped for unrelated reasons
>>
>>150629885
drow's bow is different more curvy, like drow
>>
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>>150630034
>>150629710
>>
>>150628049
public:
float health;

_________:^)___________
>>
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>>150630230
>>150629710
>>
>>150630403
lion looks so derp
>>
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dota 5.jpg
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>>150630403
>>150629710
>>
>>150629863
Just keep reporting it.
>>
>>150628049
did i miss someone getting btfo or what
>>
>>150630674
It was just a Source post. Ignore it.
>>
who listens to ASMR while devvving?
>>
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>>150630674
missed white people joke
>>
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>>150630576
>>150629710
>>
>>150629628
Scrolled through all of those assets yesterday.
Also, his Steam profile says:
>Game Developer. Unreal Engine 4.

So much for developing.
>>
>>150622980
I like the part that says objective-shit because it is objectively shit.
>>
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>>150630772
>>150629710

Last
>>
>>150629628
why do people shit on this project? That korean dude go everything from asset store too
>>
>>150631119
And people shit on him too.
>>
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>>150629628
why are children allowed on steam?
>>
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>>150630576
Damn, this one is particularly helpful for what I'm trying to do. Good stuff to consider that I wasn't even paying attention to. Thanks.
>>
>>150627813
delet this
>>
>>150630767
niggers don't pay taxes so you wouldn't get it anyway
>>
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>rewrite half my code for text rendering without compiling
>works on first try
PANIC
>>
>>150631119
It's not purely about using assets, it's using them badly.

He didn't even make the map, that comes with the pack.
>>
my game has 5 currencies and it's only 3 days old

get on my level
>>
>>150630749
I thought i was the only one
>>
>>150631119
This being said:
>>150631192

It's apparent that an effort was put into making the FF ripoff, despite the marketplace assets. If you look at the CoD game, you can easily tell that he has quite literally dragged and dropped the assets, with no modification or attempt to make them blend together with his game.
>>
File: GetThrough.png (504KB, 1280x800px)
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hey /agdg/,
maybe some of you maybe remember me, probably not.
Earlier this year i released this mobile game and several people asked me to later come back and post some info on how it's going.

And even though this was the first game where i created a dedicated trailer, webpage, posted on facebook, twitter, unity forums all that together.
It for some reason is the game with the worst download rates i have.

Purchases and ad revenue almost non-existent.
With that i mean like $2-$3 since april in total.

1/2
>>
>>150628389

We use these in my shop all the time for reshaping plastic housings and cleanly removing stickers
>>
>>150631796
still better than gogem
>>
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get it?
throw shit?
traced shit?
casue shit will drip after you throw it?
so it's literally a traced shit that you throw?
:DDDDDD
>>
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>write code
>it works
>change/add some stuff
>bugs and errors out of the ass
>remove one piece of code at a time
>still doesn't work
>revert it to how it was at the start
>still doesn't work
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
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>>150631796
With that I've been trying out different things since then.
I'll probably settle with a somewhat more story driven , mysterious, VR spoopy game.
Tried creating other VR prototypes, but they would just be play one level after another and i doubt that would catch on.
This time i might try to appear full-on indie.

No idea what else i could do.

If you have any suggestions feel free to post them.

2/2
>>
>>150630320
Okay I'll make it relevant. Why is it better to have health (in video game programming) be private instead of public?
>>
>>150632057
>abusing auto
>>
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>>150632124
I'm writing some shitty code until I get sdf generation going. It's not supposed to be like that. Obviously.
>>
>>150631796
>>150632081
gamedev is hard, if you don't have that "special" factor you're not going to get much
also, you're not the only one.
http://imgur.com/gallery/bGLAQ
>>
>>150630576
Thanks for posting these, I'm learning a lot.
>>
>>150631796
Have you considered your game just isn't good?
>>150632345
Like this. Watch the game, it just isnt anything special. Its nothing that hasn't been done in a generic mediocre art style.
>>
>>150632345
Oh man.. that is.. not really motivating.
Maybe instead of investing in assets/tools i should invest in a rope.
>>
>>150627813
they actually did it the absolute madmen
>>
>>150622262
>pixel art or low poly doesn't work so well with lewd
i don't know about working but they are definitely popular >>>/gif/8984384
>>
>>150632739
It should be motivating.
It took them 5 fucking years to make it.
I've seen 1MA who go faster and put out more interesting stuff.
They were completely unknown in the world and didn't start press until almost complete.
Nothing about their game stands out. The art is slightly shitty boring. The music is just okay. The only thing they have is destructible terrain which hasnt been impressive since 2009.
Basically they were shitty devs with no marketing experience and a bland game.

How did that game take 5 years? Why didn't they look into any funding at all for 5 years? How are you broke yet gain 30 pounds? Fuck.
Good on them for releasing but this is a lesson and motivation to make something good.
>>
>>150632739
>invest in a rope
That's the spirit, anon!! Lasso the world and give 'er a tug! Gotta pull yourself up by the bootstraps! Err, necktie.
>>
>>150632739
you should invest in a bullet
to bite so you can commit to getting good of your own drive instead of relying on paid assets and "motivation"
>>
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>>150632739
>>150632345

he's giving shit advice.

>spent years on enginedev
>did not iterate on gameplay
>did not get feedback from players early on
>went full public meltdown after launch
>>
>>150632737
>Have you considered your game just isn't good?
Not sure, to me it appears as the most complete one i have developed so far.

Even a thing i slapped together in 1 week has more downloads on google play and apple store than this.

Posts on /agdg/ and /v/'s game dev thread were positive, too.
the rating.. from 2 votes (from strangers, not firends or family members) is 5/5 stars.

Maybe I should just have put [more] money into advertising.
Sending it to some websites for reviews or something.
But i have no idea if that would've been worth it or even worked.
That is probably still something i have to learn.
I'm a dev, not a very public outgoing person who wants to get in direct contact with other people.
Especially if those people can make or break you with a single review they're writing.
>>
>>150633453
If you're coming to /agdg/ for anything other than "what not to do" advice, you're an idiot.
>>
>>150633482
complete =/= good

just because it's finished doesn't mean it's fun or interesting
>>
>>150633453
>did not get feedback from players early on
He had an Early Access launch, how is that not getting feedback?
>>
>>150633482
I haven't really looked at your game at all, just asking the uestion.

But you have to generate hype for it. Post on your twitter, have a blog. Its not hard to make a post twice a week. 10 minutes can bring you in fans and interest.
>>
>>150633482
post game
>>
>>150633453
>2 man team builds an engine
>spends 5 years to make it

>unity/ue4
2 people could make that game easily in a year within those engines He just a bad dev
>>
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>>150624193
progress report
Made the movement smoothing a thing
I'm yet to fully test it for bugs but so far it's promising
>>
>>150633883
Try movement along a curve. Slow fast slow might look better.
>>
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>>150633779
app store
https://itunes.apple.com/us/app/get-through/id1072444942?l=de&ls=1&mt=8

play store
https://play.google.com/store/apps/details?id=com.FuzzyGameStudios.GetThrough

trailer:
https://www.youtube.com/watch?v=Rsx_vs1IbQg

Can generate some free pet codes for android. Apples store does not allow for IAP specific coupon codes.
>>
will there be collab groups for the lewd jam? l can't do appealing models
>>
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>>150633883
found the game brekaing bug right otu the gate
>>150634013
would do if I wasn't busy out the balls all of a sudden
>>
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Thanks to the anon who mentioned mixamo yesterday i can now add all kinds of animations. This will save weeks of time.
>>
>>150631591
the best feeling
>>
>>150634104
>free PET codes
Nice. Doggo

From a game, the icon isn't really appealing
>>
>>150621161
I need more games I can put on a resume or talk about publicly, not games I need to hide my involvement in.
>>
>>150633631

>Early Access in the 4th year of development

That's not really getting feedback early.

At that point he couldn't have backed out of the project even if he wanted to.
>>
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>When wife is out of town but instead of devving hard you get drunk and dance to groovy music and post on /agdg/ how much you love them while posting a picture which is irrelevant to the post
I love you, /agdg/.
>>
>>150634485
well what could an enginedev show before 4 years of work?
>>
>>150634449
No no no it's the worst
It means I missed hidden bug and it'll break in a few weeks without me knowing what the issue is.
>>
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>>150634268
Hnnnggg.
>>
>>150634558
happiness
>>
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>>150634831
>>
>>150634558
an engine dev is just a yesdev who'll never complete a game
>>
>>150634110
This. I pretty much need other people to work with. Alone I am unmotivated and not very useful.
>>
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https://gamedev.stackexchange.com/questions?sort=votes
>all the actually useful questions are closed
This website is a joke.
>>
>>150634484
If you want to add to your resume it will be best to make a game for ludum dare.
Lewdum dare is for practice and having fun with your agdg buddies.
>>
>>150634268
whats that
>>
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>>150634501
I wanted to post my temporary dev station from when I was 3500km away at my dad's house, but I decided against it at the time.

I only accomplished some basic animating, and the stool was uncomfortable as hell, but as a whole it was kind of comforting.
>>
File: use code.png (459KB, 1280x800px)
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>>150634104
Decided to hand out some strawberry puzzle packs, might be worth more handing that out instead of just pets. Here are 10 codes for Android.
Screen on how to use it. Sorry for german, but it's just for where to tap when selecting the "Strawberry Puzzle Pack".

N7YQNTWY9TC353N60SGKXBX
56NN9TNQRSG2XXJJG2FMGX2
MZX3W830W6TQQ4W49A9XRNF
6VAWCL9LM80FQ89YHDWYRFP
BNWH4J7AL0MTGB56SH46F8J
H5FNH10HR55WDX9H1SL80X3
L7PD6F4D1Y5X58A021SKDWK
TB6WE28U1U84LVKHQT5F09Y
WEAEZ4B0F2AKJEWFDLX9T8Q
5Q1BRWELHP5YPULLC38GXQJ

They should work now, i hope, and be valid for 2016.
Have fun.
>>
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I caused the destruction of my webm quality by wasting recording time running around like a dofus. sry
>>
why am i always hit with a great surge of creativity when im at mountains during summer holiday

its like i suddenly have a shitton of both small improvement ideas as well as whole new games

i should go outside more
>>
>>150635460
Play pokemon go while outside
: ^ )
>>
>>150635117
Motion Capture data from mixamo. I guess there will be parties in my game now.
>>
>>150634104
get ready for some hard hitting comments

First off, your game title is boring as hell. "Get through"? Really? Something like "Puzzle Pets" or "Animal Antics" would be better that fucking "Get through".

Your game isn't attention grabbing at all. You have animals running around in boring looking maze, solving puzzles that make absolutely no sense. The animals are cute but the environment doesn't tie in to the cute animal aesthetic. You could have made the coins into dog biscuits, and the goal look like a litter box, SOMETHING to tie the game together. Cute animals alone aren't enough to sell your game.

You don't seem to have a core mechanic. Your game seems to be a mash up of a bunch of ideas thrown together into a maze. It makes your game look messy and unfocused, just from the trailer.

Anyway, pick yourself up and learn from this. You've made a finished game and put it on the app store, which is better than 90% of the devs here. You gotta fail before you succeed.
>>
>>150635638
people still play it? everyone i know got bored of it except for a few fanatic idiots
>>
>>150635718
>You've made a finished game and put it on the app store, which is better than 90% of the devs here.
Where is your game?
>>
How do I deconstruct the point and cluck adventure genre?
>>
>>150635775
I'm the 90%, duh
>>
>>150626952
Just redraw frames, my man. I understand the lure of cutting and dragging but in all honesty you will suffer for it in terms of quality and efficiency.
>>
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>>150635772
Some people are whaling hard on the game.
>Tfw pokemon go is a buggy unfinished piece of shit
>Tfw it might be one of the most played games in the world
>>
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>>150635718
Yeah, i can understand these reasons.
And it actually hase a basis.
I actually started the core concept years eralier in an attempt with XNA.
But never bothered to finish it back then.
Then i just thought how to make it at least somewhat more attractive, and well.. kittens and puppies as characters and fish and bones as goals.
But yeah, actually nothing more.
>>
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>get through
>>
>>150632345
> fully destructible environments

All it does is change the sprite on collision and sprinkle some particles.
There isn't even a destruction animation.
>>
my game looks like a really good nes game. I can live with that.
>>
>>150633482
SEO matters for Play store games as well anon, maybe your 1 week game had similar keywords to a more popular app and that's why it got downloads.

Think about rebranding it around hot keywords, learn how to spam properly, and learn some blackhat SEO to get ahead. I was talking to a guy last year who was part of an indie studio, but had to take a year off because he got depressed after having worked on a game for 2 years and having it be a complete flop from day 1 of release.

It's a really tough industry, and you need something extremely viral (like goat simulator or shit like that) or you need to be extremely good at shilling to make a living out of indie dev.

Keep working anon, you are going to make it!
>>
>>150635316
WHOAT HAT GUYS HUGE
>>
>>150634268
which game is this for?

I find the exaggerated hip width a little too much
>>
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It works, almost. For some reason it doesn't remove all the balls from the pit, no idea why. Also earlier it kept giving me these "ArgumentOutOfRangeException: Parameter name: Index" and I have no idea what they mean.
>>
>>150635316
"Is this anime souls? Oh goddammit it's a fucking RPG"
>>
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>>150620454
>Trying to learn c# with monogame

Am I even remotely close to knowing how this works?
>>
>>150635316
Hahahaha what
>>
>>150636348

It means you're calling a location outside of an array.
I.e. Array[2] and you call array[3].go()
>>
>>150636215
>like goat simulator or shit like that
oh boy, I recently had some shit in mind.
But I'm not sure if I'd be crossing lines with that concept.
Undisguised a game like i have in mind would be against the rules of quite some stores.
Maybe i should give that a try instead of the spooky one here:
>>150632081
>>
>>150636568
I've done xna for years, no idea. not important.
>>
>>150636568
It's close enough
dis you know how to program before this?
>>
>>150636568
It's really simple anon.

-Once at the start-
1. Initialization Class
2. LoadContent Class

-Every Frame-
1. Update Class
2. Draw Class
>>
>>150635316
>ue4
rip
>>
>>150636568

I've never used MonoGame, but I don't think you should be loading content inside the MainGameLoop.
>>
>>150636568
I personally put drawing at the end, but it can work the other way around also, I guess.
>>
>>150636348
Keep the balls piling up, it's cool.
Feedback for fucking up, you know?
>>
>>150636805
why did you write class after everything
what is monogame
is this some fucking put-OO-everywhere-because-it's-pixie-dust bullshit?
>>
>>150636945
>why did you write class after everything
To fuck with you.
>>
>>150636878
Not him, but my reasoning for putting drawing first is that after whatever necessary mem copies, it queues up GPU command queues and then you use the CPU idle time while the GPU is working to process input. Otherwise, you're delaying even queuing up the GPU instructions and you have little left to do while it's working.
>>
>>150636342
That's a new one usually people complain about her waist being too small. The body size will be adjustable in the game (I need this feature for NPCs anyway so i can make it available for players as well).

The game will be about a witch running an alchemy shop.
>>
>>150636778
Sorta, I have roughly 8 months of experience with C++ and I mess around a lot with game maker if you consider GML anything other than just scripting.
>>150636805
I see I see, thanks man!
>>150636859
I'm not doing inside it, I was thinking you would initialize in the MainGameLoop and load the content in a separate class.
>>150636878
That's what a previous anon said so you're likely right.
>>
>>150636913
Yeah that was my opinion as well. But I think giving the player a chance to make their game last longer is fine.
Of course these special balls will be much rarer in the actual game. Also the initial plan was to only delete a certain number of balls but i've been having troubles with that.
Luckily I think I just got the right idea to make it work.
>>
>>150636845
nice game
>>
you can't ever punch somebody who is frozen in time twice.

remember that.
>>
>>150637506
show me 1 completed game made by 1ma or a very small team with unreal engine 4
>>
How do I deconstruct the point and click adventure genre?
>>
>>150637703
Even Hitler had a girlfriend. That means you're literally less desirable than Hitler.
>>
>>150636673
Go for it, but honestly, learn SEO. Unfortunately the chances of your game marketing itself are extremely low, so you have to make sure you can pull through even if your stuff doesn't go viral (and even viral needs some help nowadays).

Also, make sure you enjoy the project and it's not just a quick attempt to grab some cash. I have burned myself with small android minigames before so I've learned my lesson. Working on something bigger now, might not be successful either, but there's more satisfaction in making something more complex.

You seem to have what it takes to make good games, time to learn how to sell them.
Good luck anon!
>>
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>>150636050
I move things around to "sketch" the animation . The frames are redrawn for the finished animation
>implying I finish animations
I'm not sure about what to do with the sword since the character is not strong but should have finesse and the sword is so big and heavy. I'll try someething less flamboyant than a twirl now.
>>
>>150637804
You make it click and point instead.
>>
Fuck I hate searching for sound effects. I never know how to express my needs in search terms.

I need a jingle or something for when you go to bed. Like the sound it makes when the screen fades to black and then back in.
>>
>>150634268
Why did I get a boner?
>redhead
>bitch face
>small cup
>nice ass
>nice thighs
>barefoot
Right, everything that gives me boners combined. Thanks for reading my mind pal.
>>
>>150638104
https://www.youtube.com/watch?v=1M-M86H-Z0U
>>
>>150637218
Her waist is tiny and her hips are big
>>
>>150638020
>but honestly, learn SEO
Will do.

>You seem to have what it takes to make good games, time to learn how to sell them.
>Good luck anon!
Thanks a lot.

Hope you will find success with your current project!
>>
>>150638285
Exactly, just like that, maybe shorter. Obviously I can't just take that, what do I search for?
>>
>>150638104
Yeah finding that sort of thing isn't fun
>>
>>150638090
Have you ever thought of going full prince of persia way and rotoscoping the animations, doing what >>150622097 did? to have a better base/sketch?
Because I fear by moving things around you will end having a lot of anatomy issues after redrawing the frames, and it would also make the work faster/easier.
Just a small suggestion, since that walking cycle looks is boner tier in every way possible.
>>
Post progress on our engines
>>
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>you will never be a japanese artist
Why
Live
>>
i dont even like videogames
why am i trying to create one
>>
I-is a western ineractive novel a g-game?
>>
>>150639101
You need to fix that stuttering
>>
im making a 4X and you cant stop me
>>
>>150639101
Only if it has cute anime girls that don't look like they're drawn by tumblr.
>>
>>150638609
i don't know, i just searched for final fantasy inn sound effect. maybe try to make your own?
>>
>>150639180
It c-comes from the nerves, there's nothing t-to about ji-ji-jiet.
>>
How do I make an interesting top-down Zelda-like?
>>
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>>150639029

don't worry. you'll fit right in with indie game devs.
>>
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>>150638163
Always a pleasure

>>150638335
I know, thats intentional.

>>150638932
>Why Live
to be a german 1MA obviously.
>>
>>150639592
Just make it, there aren't too many I think
>>
Best language for a 2D rougelike?
>>
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Progress:
>Polishing the randomly generated level layout.
>New difficulty balance. Based on how many villagers you catch and how many villagers spawn. Will add amount of enemies and amount of obstacles later.
>New score count system.
>Working on a small level crear screen
Reposting earlier progress because nothing fancy to show.
>>
>>150639729
You should quadruple the size of her tits. Trust me.
>>
Is the speaker that guy that made extra credits into even more shit?
>>
how much money can I make from a game about surviving with your fortress from monsters waves?

all that shit while you have one male soldier and nine waifus, each waifu is a support unit of the soldier.
>>
>>150639813
c using ncurses
>>
>>150638737
I agree. For the walk cycle everything is aligned to the view lane so moving things around isn't much of a problem but when you have spins and the like it will definitely be useful to have 3D models as base. The thing is I can't into 3D currently, but I should learn it some day.
>>
>>150639813
love desu
>>
>>150639945
That seems like it'd be hard to balance, it'd be either too easy (you have more support units than its balanced for) or suddenly too hard (having fewer support units than youre supposed to at that time)
>>
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>>150639283
but what if it has no anime girls?
what if it has fairy tale girls instead?
>>
>>150639813
>rouge
Every
Fucking
Time
>>
>>150639813
>Whats the best language for 2d...

You know the answer to this. Unless your roguelike is going to implement some insane never before seen game mechanic you are best of with GMS.
>>
>>150640257
I bet it's real time too
>>
>>150639961
You should try mixamo, they have a lot of animations you can preview on a female model on their wesite without even downloading anything.
>>
>>150640315
rael time?
>>
>>150639879
Sounds great.
You gonna be ready for DD10?
>>
>>150640171
the goal isn't combat, is more like SIMS meet love hina meets AoEII
>>
i want to learn how to use unity to create a 2d platformer style game, what's a pretty good comprehensive guide from no knowledge of unity to creating a game while also not just ripping shit from the asset store
>>
>>150640668
>i want to learn how to use unity to create a 2d platformer style game,
No you don't
>>
>>150640195
¿Porque no los dos?
>>
give me an original setting forf my barnd new orugelike im about to mAKE
>>
>>150640335
Will do
>>
>>150638090
do you have anything else other than animations?
>>
>>150641001
The portrait (Which is not animated)
>>
>>150640940
ok i knowww

dorf fort......but elves.......
>>
do you have a whiteboard? every dev needs a whiteboard.
>>
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>>150640940
A mix of 1970's era Detroit and the Land of Oz
>>
>>150639879
Looks a little faster-pace than it should be, or at least should start, in my opinion.
>>
>>150641292
I have a sheet of paper taped to the wall
>>
>>150641292
I have 3
>>
>>150640940
endless battlefield, WW1 style with dungeons (bunkers) to explore
>>
>>150641292
This. You are LITERALLY a NODEV if you do not have a whiteboard.
>>
>>150640940
you are in a procedurally shopping mall trying to buy stuff

but all these shallow assholes keep trying to talk to you and you have to run away from them
>>
>>150639196
I don't need to stop you
you'll stop yourself
>>
4d chess
>>
>>150640758
why not
>>
>>150640760
to be entirely honest, I don't really dig the anime faces at all.
>>
>>150627287
rixels are rotated pixels?
>>
>>150627287
>rixels
>not mario in a drag
>>
>>150641292
>>150641496
Huh. This reminded me that I have an old piece of plexiglass someone gave me as a gift that I wanted to use as a dry erase board.

Too bad I never really draw or write stuff that I don't want to refer back to later. What's the advantage of a whiteboard over paper and pencil?
>>
>>150641890
I'll respect your opinion
>>
>>150641870
Because other engines do 2D much better
Not to mention, no stupid splash screen
>>
>>150624917
I will only play your game because you're a BR.
>>
>>150640940
you're a cat and you need to survive in a rough neighbourhood filled with lots of stray dogs, rats and other stuff. when a dog gets you and you die, you'll restart as one of your kittens you've hopefully managed to create. if you didn't get any kittens, it's complete game over. the ultimate goal is to take over the neighbourhood from the dogmafia.

i imagine that the factions are vaguely inspired by the real world. the rats will be the chinese, the dogs will be evil politicians and the cats will represent the free world.

the setting is a typical city backstreet. there's also sewers, where the rats live. also, not all dogs are evil. also, there's a rumour of foxes going around who apparently are amassing an army in the east and one of those foxes is supposedly in command of three elks.
>>
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>>
>>150642373
Smog jam when?
>>
>>150642282
oh, well i was drawn to unity because of c# scripting and that it seemed like the standard to use

what's a pretty good 2d engine then
>>
>>150639029
not liking videogames is a better reason to make videogames than liking them.
>>
>>150642110
I make notes of things to do, being able to wipe them off when they're done is very satisfying, you don't get that clean wipe with a pencil.

I also find it less messy. I have two, an A1 nearby for longer term notes and A4 for my desk instead of loads of scraps of paper which can let lost and overlooked.
A messy desk is a messy dev
>>
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>>150642581
post your game or fuck off goog
>>
>>150642563
Love2d
GMS
HaxeFlixel
Anything but made by unity™ for 2D games
>>
>>150642372
this is what it looks like but in 3d, sort of like ni no kuni
https://www.youtube.com/watch?v=4rrXR6n0RTY
good luck friend
>>
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>>150642581

Found this ancient post. Thought you might like.
>>
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P-progress

http://tools.moe/
>>
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THIS TIME OF THE YEAR
post really boring shit
>>
>>150641001
I also have some concept art for elf clothes but this content was cut
>>
>>150642372
this is literally Tokyo Jungle. Even down to the dog mafia shit.
>>
>>150643048
ABOUT TIME
>>
>>150643039
so why hasn't goog started HRT yet?

with HRT, facial surgery, and makeup he could pass just fine
>>
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>Tfw got a bit too carried away in Marmoset

Hoping to get it looking like this in UE4
>>
>>150643140

Why did they climb that fuck huge statue just to dry their laundry
>>
>>150643669
>Marmo
;_;
>>
>>150643752
Are you referring to that one gif with the anime in the puddle
>>
>>150643669
she left us far too soon

maybe marms rest in piece
>>
>>150643669
that looks almost real
>>
>>150639879
Can you eventually lose the Hunter? Or once spotted you are s.o.l.?
>>
>>150643634
when are you gonna pass for a yesdev?
>>
>>150643039
Holy shit who saved that
I'm the one who made that dumb edit
>>
>>150643930
I used to be a yes dev

multiple completed game jams, using C no less!

then I got a job in a corporate office

I am empty inside
>>
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>>150643048
>http://tools.moe/
Get in here!
>>
>>150642581
Name of the show of that interview?

I've been always wondering about this.
>>
>>150644353
ゲームセンターCX

top left bro
>>
>>150643752
>>150643848
I don't know this meme, please enlighten me

>>150643864
Thanks man! It's my goal to utilise this sort of thing in VR
>>
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BRAVO
K
H
R
O
N
O
S
>>
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>>150644767
>>
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>>150643039
G-G-Googz as a gurl!?!?
>>
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>>150644353
game center cx, i believe that interview is from the very first episode.
>>
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>>150642778
eww is that rly googum? why does he have a mustache like hitler? i can see why he spends all his time shitposting lol he probably doesnt even have a gf
>>
>>150645127
>game center cx

Found

https://www.youtube.com/playlist?list=PLV4MXGSVqSQLxZHHDAqFJuR41y7Wdq2GV
>>
>>150642778
Goog reminds me of spoony.
>>
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testing some crowd physics.
>>
>>150645553
No one cares about your e-celeb namefaggots
>>
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>>150645127
when will you post about your game, not about anime, japanese television, shitposting or other unrelated stuff?
>>
>>150645658
Spoony isn't a namefag and I don't even like his content.
>>
>>150643039
this is where rotatedev got it from

googs you monster
>>
>>150645402
googs is a red pilled MGTOW, once he becomes a successful millionaire he will be able to get more pussy then you will ever have in your life you beta male.
>>
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>>150634240
Progress Report
Smooth movement is now complete
bugs have been squashed and minimalised
I'm truly happy with the result
Now onto collision detection (raycasts save me)
>>
>>150645553
Spoony was actually funny and succesful at one point
>>
>>150645867
What happens in the game?
>>
I've only been in this general for a few weeks but I've been on the site for over ten years, and I have to say, your resident shitposter is one of the most intense and probably psychotic individuals I've ever encountered. And he doesn't ever seem to stop.

Did you guys say his game looked like shit or something?
>>
>>150645830
ewww lol only beta males are mgtow
>>
post more rare gogems
>>
http://www.strawpoll.me/10871401
http://www.strawpoll.me/10871401
>>
>>150645830
>conservicuck
>wants to be successful for vagina
how are you calling others betas?
>>
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What was the name of the site that hosted loads of 3D models from games?
>>
>>150646147
lol this makes my puss sooo dry
>>
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>>150646238
we won't stand for your shitposting goog, even if you ignore posts with your own face
>>
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My goblin girls wants to become achieved in her life. What could she become?
Possible options to give general direction.
>dwarf fortress lord
>warlord
>archmage
>necromancer
>priest
>paladin
>chieftain of the HORDE
>master thief
>assassin
>a duchess
>founder of a brand new goblin fortress

I need this to write a cool IF "game" for upcoming(?) jam. And currently I am brainstorming for story. Other suggestions welcome aswell.
>>
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How am I doing guys?
>>
>>150646426
Cute

Game?
>>
>>150646426
damn fine art anon.
>>
>>150646426
very cute, give it some colors though
>>
Why don't game companies put their 3d assets on the marketplace after they release the game?
>>
>>150645587
This has evolved hilariously, I love it.
>>
>>150646426

Well it's not very colorful, is it? And is it meant to just be standing in the middle of flat nothing like that? I think it needs some kind of ambiance.

lookin good
>>
>>150644240
I don't see anyone else there...
>>
>>150645928
That I agree with. I wonder at what point it actually went to shit.
>>
>>150646541
because you do not have a human right to another person's labor you entitled leftist
>>
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>>150646474
>>150646501
>>150646525
Thanks.One more
>>
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>>150646147
>>
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>>
>>150645994
what happens in every dungeon crawler
in all seriousness this is more an "I wonder how I would go about building this sort of thing" game.
oh shit he's right, nothing happens in gayme
>>
>>150646612
>>150646525
are you both retarded?
>>
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>>150646146
>not wanting a woman who takes all your free time and hard earned cash makes you a beta
>>150646238
i'm actually libertarian left and also gay. nice try
>>
>>150646696
Actually they do, but they want to keep it to themselves. Not saying what he wants is right, but neither is how they operate. The artists don't own shit.
>>
>>150646975
they do what? have a right to another person's labor? that's slavery you dumb communist cuck
>>
>>150646541
Because they may want to make a squeal
>>
>>150647115
They have full ownership over the content produced during the artist's time working for the company, learn to follow conversations you dumb capitalist cuck.
>>
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>>150638104
Ugh fuck it, I'll do it later. Check out my sweet silent game.
http://swfchan.org/9508/#37287
>>
>>150646541
It would cheapen the appeal of their game if trashdevs left and right were using their assets in Greenlight games. It's a shitshow as it is with all the asset flipping.
>>
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>>150646612
Will report back soon.

I will be afk in the next month but i will try
>>
If my model object is not supposed to know about its viewcontroller, how do I know when I load a game whether the viewcontroller is open?

helb
>>
>>150647361
>copying Breeding Season
that horse has bolted my man
even the ultracasuals that threw money at BS are jaded after that shitfest
>>
>>150647293
never denied that you braindead retard, I said that the person who wants those 3D assets does not have a right to them
>>
>>150647375
Maybe for main characters and enemies but for generic props and environments I don't think it would really matter.

Movie studios reuse the same props and locations all the time.
>>
>>150646928

>What are jokes
>>
>>150647643
What
>>
>>150647691
Well the asset store isn't free so it's not a right. But if you read my first post, >>150646975, you might see that I wasn't agreeing that they SHOULD be on the asset store, I was simply suggesting that the owners of the content are not those who put in the labor at all. So it's a little silly to say no one has a right to another person's labor.
>>
>>150647691
... Which is why they would buy the rights you fucking mong.
>>
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>>150643741
> statue
>>
>>150647685
>even the ultracasuals that threw money at BS are jaded after that shitfest
No they're not
SHWIG's new patreon already has 6k per month
People are retarded
>>
>>150647925
>>150648015
YOU ARE NOT ENTITLED TO THOSE ASSETS YOU FUCKING MILLENIALS
>>
>>150648207
(You)
>>
>>150627347
>Most languages (C/C++ and similar ones)
No, what the hell are you talking about?
>>
>>150647685
>>150648148
Sometimes I wonder if my game is too vanilla, and i should aim for furrybucks.
>>
>>150648367
He only knows two languages, give him a break, he'll grow up some day.
>>
>>150646426
This better be for an isometric game.
>>
>>150624917
Do you have a github or something?
>>
>>150627347
C doesn't have classes at all and you can't declare a class abstract in C++.
>>
>>150648470
He doesn't even know C because C has no abstract classes
>>
>>150644601
Marmoreal was an anime dev who had a lot of issues. She stopped posting at one point and has never appeared again. Rumor is she killed herself.
>>
>>150648371
There isn't a decent furry h game out yet that I know of
Stuff like High Tail Hall 2 are just unfinished shitshows (even more than breeding season was before it died)
You could go test the waters a bit, ask around on furry forums. Those degenerates do love throwing money around, hey
>>
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Anybody else have stress about properly introducing players to new game mechanics, and to the story/setting?

I've been playing random indie download games, as well as watching youtubers play indie games in order to get a feel for what common mistakes are made. It seems like so many of these games just start with no introduction to the controls, mechanics, or setting. Either that or they are waaaaaaaay too overbearing, especially when it's some shitty story that you can tell the maker thought was high art.

How do you find that balance in order to have good presentation.
>>
is there any example of godot doing 2d game with 3d backgrounds???
>>
>>150640940
lewd monstergirls in generic anime medieval fantasy.

I could do it but I suck at art.
>>
>>150648849
The simple solution is to constantly think, "Would it be annoying if a game did this to me?"
>>
>>150648849
https://www.youtube.com/playlist?list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9
https://www.youtube.com/watch?v=MMggqenxuZc&list=PLc38fcMFcV_s7Lf6xbeRfWYRt7-Vmi_X9&index=33
>>
>>150623960
All of them are ugly and look like whore sluts.
>>
>>150648902
Is there any example of godot being used for games and not being shit?
No
>>
>>150648670
Oh yeah I know. I meant he knows C++ and Java ("and similar ones"). C/C++ is one language to those people. They write C With Classes.
>>
>>150648849
>Anybody else have stress about properly introducing players to new game mechanics, and to the story/setting?
No
Just add a manual or a help menu.
>>
>>150647417
the only complaint I have is a minor one. Although that building structure may hold up initially, it seems bound for collapse. I'd add support posts to reinforce the larger top floor.
>>
>>150649000
Yeah, invisible tutorials are great ideas, it's just figuring out how to implement them. Some games try, but it becomes an exercise in tendium to play because the tutorial things are so obvious and unavoidable.

Plus, I always think story/setting is very important and needs to be understandable, but I also don't want it to get in the way of gameplay.
>>
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>>150648849
Inntroduce the mechanic in its simplest form and don't allow the player to leave until they've figured it out. From there you can expand upon it and the player should be able to figure it out because the know the original context it was used in

The classic example is the slingshot room in Ocarina of Time.
>>
>>150648849
>Anybody else have stress about properly introducing players to new game mechanics, and to the story/setting?
I worry about the game mechanics being easy enough to figure out for an intelligent person. I don't give a shit about dummies who ask other people questions that can be answered in seconds via google. Maybe that's not the right approach for a gamedev, but I stand by the not-entirely-popular opinion that you should develop something YOU would enjoy, and surely there will be others who have similar interests to build up your fanbase.
>>
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>>150649242
That because this type of building is unknown to you.
My region in eastern europe has very characteristic buildings that can not be found anywhere else and my structure is direct inspiration from it.
It will hold trust me they are thousands of them and this is pretty rough sketch.
>>
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Refactored the AI to be able to use any weapons just as the player does.
>>
>>150649605
there are*
w/e im tired
>>
>>150649605
I would think those diagonal pieces might be more than aesthetics, but I do believe that it is structurally sound.
>>
>>150648849
A good way is to hint the mechanic before it's used.
Like in the 2d zelda games, it shows pits before you can jump over them. It gives the player time to think about it, lets them experience the danger/risk at their own pace before being forced to deal with it. Also having the test right next to where they get the item is good, too. In the same zelda example, they have the item in places where you have to jump to get out, forcing the player to learn the item instantly.
The first time they use a mechanic, it should be relatively safe or easy, with little risk if the fail. If the player gets an item that lets them jump, don't make take damage on the very first jump right next to the item. Also the first test should just test that mechanic, don't have heaps of stuff happening at once. Then afterwards combine it with existing challenges to spice it up. Ideally it should be:

>player sees obstacle they can't overcome
>player gets item/mechanic
>stuck in a room with only the obstacle, small/no risk until they figure it out
>next room has harder challenges with that obstacle, slowly start combining it with existing challenges

Zelda is really good at introducing mechanics imo
>>
>>150648849
why are all those wojaks haunting that guy?
>>
>>150649746
You should find someone to do the graphics.
So much potential
>>
>>150650110
around wojacks
never relax
>>
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>>150645587
Pls make a MGS mini Campaign. I drafted you some concept art
>>
>>150650403
>>
>>150650403
If you're going to attempt to inspire him to achieve something greater, why didn't you put massive block penises on them?
>>
>>150650262

I'll take that as a half compliment. Is there something specific with the art?

I'd like to improve on it, it's definitely my weakest point.
>>
>>150648794
What about that anubis game?
>>
>>150650403
>not metal blocks (are) solid
>>
>>150650934
oh yeah whatever happened to that?

the dev had a patreon right? I bet he got really rich
>>
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>>150650837
>something
There is no rhyme or reason in the color composition on anything.
Looks like many thing are just thrown there as place holders.
Look into homeworld/homeworld remaster for inspiration
>>
who is your aggy daggy husbando?
>>
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>>150645587
Here is the logo and tagline for your game
>>
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Magplate Stadium, being an outdoor daytime level, was mostly just lit on its own, and the name of the game was manually placing regions of total shadow.

Downtown, being a night level that mostly takes place in buildings, is a very different creature. Primarily dark on its own, I actually have to illuminate interiors manually. Having a lot of fun playing with dynamic lighting here.

In terms of actual gameplay progress, the "cover" mechanic on the desks is tuned up. You sort of snap into them, directionally, if you knee slide while BECOMING adjacent to them (you can still slide away). No actual COVER mechanics, but it makes sliding from one desk to another a pretty effective way of avoiding fire.
>>
>>150650837
Here you go better link.Its a gallery

>http://kotaku.com/the-art-of-homeworld-enjoy-5887904
>>
>>150650403
Ill make boxman hide in boxes
>>
>>150651294

I'll take a look, there's 7 different colour layouts for every ship depending on the faction.
I'll see if I can learn some more about colour composition etc. Cheers for the comment.
>>
>>150651642
I like it, has potential.
What engine are you using?
>>
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Implementing a parabolic curve trajectory for an arrow crossing three points has become a bit of a shitshow to program. I thought this would take an hour to implement...
>>
>>150652091
UE4
>>
>>150652091
that's all UE4 blueprints, not the dev though.
>>
>>150652208
Do you not just use the same method three times..?
>>
>>150652208
Try bezier curves.
>>
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>starting my second game today
Why am I so nervous about it?
>>
>>150651069
No Patreon.
>>
>>150653085
where's your first?
>>
>>150653085
What are you making?
>>
Is it worth trying to make a game if you can't do art?
>>
>>150653230
Yes
>>
>>150653230
yes
>>
>>150653230
learn art first
>>
>>150653230
absolutely
>>
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Can anyone tell me how to open these sound files? They seem to contain many sounds but separated in some way that doesn't let windows media player go past the separation (it only plays the first one).

I've tried with VLC, audacity, Audition but nothing does it. I can't get the rest of the file to play.
>>
>>150643741
I thought they were flags.
>>
>>150649605

I wish I had local distinct architecture to draw from.

I live in small-city/big-town Midwest. It's the most white bread shit in the world. Everything is boring as fuck, as far as the eye can see.
>>
>>150653230
Yes.
>>
How do I make a DMC/Bayo/Platinum-style character action game where it doesn't feel weightless and slippery?
>>
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>>150650403
>>150645587
pls op
>>
>>150653193
On the Space Jam page.

>>150653201
Something like 2D Zelda mixed with Legend of Grimrock's setting.
>>
>>150653745
Good animations and enemy reaction
>>
>>150653230
Yeah just don't try to post anything here you will get fucking slaughtered.
>>
>>150653745
hitstop baby
>>
>>150653745
>>150653870
>>150653953

Also, what's a good setting for a character action game? Would an El Topo-style acid western work?
>>
>that hell that is making your own c++ game engine using opengl
>>
>>150653530
Try MPC-HC of Foobar 2K
>>
>>150653230
>Find artguy
>profit
>>
>>150654147
Yeah, but you'd need some supernatural shit with swords
>>
>>150654157
Indeed, both C++ and OpenGL are horribly-designed pieces of technology.
>>
>>150645587

That swag tho
>>
>>150654157
Fun things are fun.
>>
>>150654285
Anyone want to be my art guy? I will chain you to a desk and not pay you anything but praise.
>>
>>150654147
prehistoric era, you're a caveman trying to make the dinos go extinct
>>
>>150654316
I like Vulkan but my dev laptop with a supported CPU can't initialize a context because fuck me apparently.
>>
>the hell that is X11
>>
>>150654316
What are the better options
>>
>>150654147
What about alternate history where the Japanese came to America first and blended cultures with Native Americans. They fight off western conquistadors with Native American Samurai hybrids.
>>
>>150654440
What kind of art... like, do you have something in mind?
>>
>>150654747
Rust and Vulkan.
>>
>>150655007
wow
>>
>>150655007
I don't push my enginedev with new and rough tech on others, but it always brightens my day to see I'm not alone.
>>
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>>150653230
You don't need any art skills to prototype a game concept, just using freely obtained assets. Are you able to survive the process of turning your gameplay ideas into functioning code assets? Worry about the art after that, if your concept turns out amazing, artists/musicians might even take interest.

There are a lot of people trying to make their games by piggybacking off random pickups because "oh my gawd i have so many ideas you wont believe" they usually end up wasting everyone's time (the random pick up that join them also tend to all be lazy gamer wannabe devs).
>>
>>150654949
No, I'm currently a nodev. So if you want to collab you're better off joining someone else.
>>
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>>150655864
>>
>>150655998
Someone offers to be chained to a desk and paid with praise and you can't even muster up a lie with good intentions? You're not going to make it.
>>
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I want to make a lisa inspired rpg maker game but I have no clue what to make the characters look like without copying too much.
It's driving me nuts.
>>
https://www.youtube.com/watch?v=9d3qCPcMgH4

What does one call this?
Jingle is pretty broad, fanfare just gets me trumpets
>>
>>150645587
>150645587

this has the potential to be a huge memegame.
don't give up anon, and godspeed
>>
>>150656431
technically I'm pretty sure it's fanfare but sting might work too
>>
>>150656369
roll a dice for every attribute to get a base and then change things until you like it
>>
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Made a new rock terrain tileset
Did some level design for the new scene
Redid the entire box grabbing/throwing thing so now its 10% less spaghetti
Today was kind of"a good progress day
>>
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>>150656537
Sting is good
>>
>when you first try art
>takes almost entire day to make a single sprite

>now can create 3 base sprites and animate them in that same period of time
>>
>>150656854
>When you first try to art
>Takes 3 days and get nothing

>Now
>Don't even attempt and watch anime all day
>>
>>150656957
At least now you're an expert in something, even if its just anime
>>
>>150656431
it's a sound effect

even says so in the title

https://www.youtube.com/watch?v=3p88YC3amfQ
>>
>>150635316

Is that environment from LSD: dream simulator?
>>
>>150655007
Motherfucker, nobody makes games in Rust.
>>
>>150655007
>how to never finish a game in 2 steps
>>
>>150656686
I'm not using a generator or anything...
>>
>>150656698
I don't need play your game to have fun with your gf
>>
>>150657358
>>150657370
They're better. Nobody finishes games in C++ and OpenGL here anyways.
>>
>>150657528
There's been a few finished C++ games in aggy, 2 on steam even.
>>
>>150654747
C
>>
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Ok now it should really work.
Took me like 4 hours to get it right holy shit, I must be super retarded.

Right now it alway empties the pit but I should be able to limit the effect to a certain number of balls I think.
>>
>>150657528
Vulkan is better if you're 900 people working on a AAA game together, meme otherwise. Rust is a meme no matter what, nobody gets further than writing hello world in that shit. They sure don't get pixels on the screen with it.
>>
I felt dizzy most of the day, like off balance, like falling over even while sitting, also agitated and restless legs and a cramp like pain in my left leg for days.
>>
>>150657748
Drink more water.
Cut down on smoking.
Cut down on shitty food.
Start going for walks/joggings a few times a week.
>>
>>150657675
C is the absolute worse language for productivity.
>>
>>150657678
Looks good. I assume you can spin the wheel?
>>
>>150657748
Cramps and dizzy, could be dehydration and or too much caffeine.
>>
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>>150649746
>The ship is split exactly where the lazer hit it
Oh my fuck that is sexy. Is it actually splitting at contact point or did you just shoot exactly where the destruction always happens?
>>
>people honestly believe calling something a meme is a meaningful argument
>>
>>150657951
It's not even worth arguing when the latest meme language has nothing to show.
>>
>>150657951
it's synonymous for irrelevant.
which Rust is.
And Vulkan is for non AAA.
>>
>>150657892
What a big lie
>>
>>150657951
Here's your argument then: Rust is vaporware. It doesn't work yet, no companies are using it, you can't make games in it, and nobody on AGDG has even written a program in it. They're just shilling it and trying to tell people it's better.
>>
>>150658349
>20 lines to add two strings together
>no overloading
>list goes on
>>
>>150657902
Yeah, I kept it still in the webm to make sure I could hit the spacial ball.
Though you don't manually spin it with your fingers or moving the mouse cursor. You press the WASD buttons or touch the left/right side of the screen in the mobile version.
>>
>>150658187
>>150658278
>>150658502
I feel like Man-Ray giving Patrick his wallet.

I can talk all day about how Rust > C++ and Vulkan > OpenGL. Everybody seems to agree, because there are no counter-arguments offered in return. But when I ask people to come to the simple conclusion that they are thus better for gamedev, you all sputter "b-but no game". Can't you see that it's irrelevant? I mean, I get where you're coming from, but that's an irrational stance to take.
>>
>>150658502
>you can't make games in it
Well technically there's an engine already out. But who knows if its decent.
>>
>>150658716
>I can talk all day about how Rust > C++ and Vulkan > OpenGL.
No you can spout the same stale arguments you've been doing since you started the shillering.
>>
>>150657867

>Drink more water.
Will do.
>Cut down on smoking.
I have quit for more than a year and started again a few weeks ago because I felt stressed by ouside circumstancesI am trying to quit again
>Cut down on shitty food.
I am glad when I get down one meal a day, I haven't had much appetite lately.
>Start going for walks/joggings a few times a week.
I will try to make some bike tours as I don't like people watching me run/jog for some reason.
>>
>>150658716
>Can't you see that it's irrelevant?
If it was that much better for gamedev there would be many more Rust games.
But there isn't, so obviously there is something wrong.
>>
>>150658586
>>20 lines to add two strings together
>what are functions?
>>no overloading
>what is _Generic
>implying overloading is useful in any case
>>
>>150658967
They're only stale because nobody has tried to take them down.

>>150659048
The simple explanation is that there are a lot of irrational people who think just like you guys do.
>>
>>150659000
>I don't like people watching me run/jog for some reason.
Most people don't, but after awhile you stop focusing on self-conscious nonsense and just focus on your breathing and how far you have to go. Or if you're a NEET, go on off hours like I do.
>>
>>150656289
>You're not going to make it.
Correct. That's why I don't want to drag someone else down with me.
>>
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which watering can would you prefer to use
>>
>>150659136
>overloading isn't useful because I can't do it

Overloading is heaven. Stay stockholmed.
>>
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>GM:S randomly starts making that 'ding' sound effect every time I compile (One of the windows error sounds)
>No error messages
>>
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>>150657238
bowlrolled from https://bowlroll.net/file/53168

Guy there doesn't give too much info so its hard to say if its original work, ripped, or who stole from who.

That advent cirno rpg is going to be free anyway so I'm just using whatever.
I still need to design the snowboard minigame and do a ripoff of ff7 g-bike minigame. https://www.youtube.com/watch?v=7soIdcfv6kw
>>
>>150659140
>They're only stale because nobody has tried to take them down.
No, we have several times, but you just call them non-arguments or start into semantics and more shitty anecdotes.
>>
>>150659340
As I said, I can do it via _Generic, but it is not useful at all.
>>
Overloading is a useful feature that is often abused, especially operator overloading.

If a function/operator has certain guarantees (such as + being commutative), overloads should obey them (e.g. + for concatenation is BAD).
>>
>>150659136
>>implying overloading is useful in any case
Because doing simple vector math like a javafag is much better than v1 + v2
>>
>>150659000
>I am glad when I get down one meal a day, I haven't had much appetite lately.
How many calories are in that one meal and is it properly balanced nutrition wise or are we talking pizza rolls here?
>>
>>150659294
Yellow or blue on the far left column

2nd one from the start is also good
>>
>>150659505
that's not overloading, that's just one of many shitty C workarounds.
>>
>>150659140
>The simple explanation is that there are a lot of irrational people who think just like you guys do.
Then why aren't the rational people making games?
>>
>>150659294
Bottom left is kind of sexy
>>
>>150659637
thanks man, i will put you into the credits
>>
>>150656698
Nice tiles. What program do you use? Aseprite?
>>
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>tfw using the C preprocessor in Java
Feels nice
>>
>>150659502
Feel free to quote me.
>>
>>150659294
Ours is almost identical to the first green one in the 4th row (except it's orange).
>>
>>150660118
I'm not digging through the archive for this.
We'll be at this next thread anyway.
So you "win".
>>
>>150660052
>using java
>System.out.com.enterprise.nice
>>
>>150658502
>It doesn't work yet, no companies are using it, you can't make games in it, and nobody on AGDG has even written a program in it.
False (senseless statement), false (Mozilla eats its own dog food), false (senseless statement), and false (I have). Nice rhetoric.
>>
>>150660220
You have to give me something to work with, you can't just accuse me of something without proof. As I said, irrational.
>>
>>150660305
>rhetoric.
that's not what rhetoric means.
>>
>>150659000
>I am glad when I get down one meal a day,
I find this to be counterproductive -- multiple small meals trumps stuffing yourself for the day all at once. Knowing you'll eat again also helps you choose more sane portions instead.
>>
>>150660305
>and false (I have)
Yeah, okay anon. Where's your game?
>>
>>150643048
Please, can I get a fog of war tutorial? I like how it looks in the webm.
>>
>>150659213
Man, we're all fucked here. This business (the indie side) is about rallying a group of fucked people towards a common goal and lying to them about your chances all for the small possibility of bringing everyone into success that they never would have achieved without a slightly scummy but well-intentioned leader manipulating them into the plunge.

Stop feeling like the only loser, because we're all losers and it's only when you recognize that you're not unique that you stop letting yourself continue to be a failure.
>>
>>150659529

I cook with fresh ingridientsmost of the time Today I made Chilli with fresh vegetables. As for calories and nutrition I don't really count calories and nutritional value. One plate/bowl a day.

Normally I probably would eat three meals a day, but I never really felt hungry the last couple of days, so I took some Vitamin supplements because I thought that might help.
>>
How many different enemies per hour does a game need
>>
>>150660402
>rhet·o·ric
>/ˈredərik/
>noun
>the art of effective or persuasive speaking or writing, especially the use of figures of speech and other compositional techniques.

>>150660486
He said software, not game. I wrote a stockfighter.io bot. I will say the project would have been a much smarter to do in javascript given the web-oriented context, but it was a learning experience.
>>
>>150660761
I'm too much of a pessimist/realist to dedicate any appreciable effort towards a project made up of nothing but dreams. I dick around with my own little projects for fun but making anything commerically viable seems too far fetched. I commend anyone who's able to chase their dream though. I hope you all make it.
>>
>>150660486
on steam
>>
>space jam ended
>still no released free 2D or 3D cute girl
>>
How do I into pixel art, don't even know what size to make my characters, I was thinking 32*64 but I have no idea how to make anything remotely decent
>>
>>150661013
Level design and how you use your enemies is more important than numbers.
Look at DOOM
>>
>>150661013
6
>>
>>150661013
Depends on the game, if it's Dynasty Warriors you're looking at a thousand per hour. On the other hand, Amnesia has one enemy for like half the game. Anyway, you should be looking at enemies per area, not hour
>>
How do I let the player keep some amount of horizontal momentum if they release the key in the air? I've tried storing the speed in a seperate variable and applying it, but it doesn't seem to work
>>
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how do i make good monster designs like this?
>>
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This better not be a meme
>>
>>150661415
Ten bucks you give up after learning about move semantics and borrowing.
>>
>>150661405
reply or you'll never finish your game
>>
>>150661481
Implying reading your post didn't make me give up already
>>
How do I even know if my game idea is fun in practice before wasting a month coding a prototype?
>>
how do I find a japanese pixel artist to make a hentai game?
>>
>>150661636
Most things are fun if you make them well
>>
>>150655864
>>
>>150661481
I'd bet on your side, because the resources aren't amazing at the moment. I almost quit there too. And then I figured out the library and realized that all that shit works behind the scenes and I rarely have to touch it. It's like C++ -- if you aren't using the STL you're making things hard on yourself.
>>
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A bunch of more combat pace tuning done, and I cut out lots of less-useful features that were slowing preformance down to a slog. Game runs nicely now with 30-40 ships.

Webm shows the start of combat. The big ships are still too far out to shoot at each other, but fighters and other quick shit catch the enemy up quickly. Here some red suicide drones get through enemy lines and take down two big ships, since the blue team has no point defence. Bigger guns are too slow to hit them, or their turrets traverse too slowly to aim at quick ships properly.
>>
>>150661592
Actually, all programming (especially in C and C++) involves move semantics and borrowing. Rust just brings them to the forefront.

>>150661709
The standard library doesn't hide ownership unless you use Arc for everything.
>>
>>150661709
>the resources aren't amazing at the moment. I almost quit there too.
Guess I'll stick to C++ until better resources to spoonfeed me Rust.
>>
>>150661787
This graphic imagery upsets me. Drones are people too.
>>
>>150661117
I would settle for a good review on an obscure game site.
>>
>>150660043
PyxelEdit

the workflow is great for me
really recommend this one
>>
>>150661852
I disagree with anon.
https://doc.rust-lang.org/book/ownership.html
(This whole tutorial is really good)
>>
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>>150661787
A bit later, the sides have closed in and autocannons and rockets can start shooting in addition to the long-range beams and gauss guns.
>>
>>150661970
Is there a guide to make a c++ babby transition to Rust or is that official book all I need?
By guide I mean something with comparisons like
>this is what you did in sepples
>this is what you do in rust
>>
>>150661821
>all programming (especially in C and C++) involves move semantics and borrowing. Rust just brings them to the forefront.
I'd also add that the compiler having a semblance of understanding of what the fuck those concepts are is a big improvement, because people fuck it up all the time.

>The standard library doesn't hide ownership unless you use Arc for everything.
Fair, but I got myself into a big spaghetti mess of lifetimes and confusion when I first started a year ago.

>>150661852
I wouldn't blame you for taking that route, I've said here before that I want to get in "early" and know my shit, as well as potentially contribute to the developing libraries. Also, once you've used Cargo, the thought of trash like Cmake and header files is pretty gross. Perhaps it's softened me but I'm okay with that because I can focus on the coding part and not on the tooling part.

I just failed the captcha four times, halp.
>>
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>>150662000
The outcome. Most ships are dead or crippled in an expanding cloud of debris. I'm not sure if this is a good thing, since it's gonna suck if both sides lose all their ships and nobody wins.

I guess bringing mining ships to fights will pay off, since you can start building a new fleet before the fight is finished. There's going to be a lot of resources floating around nearby, so it might be worth it to make some quick to build suicide drones while the fight is still going.
>>
>>150661415
>windows
kek, fag
>>
>>150661970
I didn't really mean it's awful, but the rust book is about all that you get. Also it's gone over an overhaul since I used it so that's nice.

>>150662229
The book was enough for me. I think experience with a low-level language like C++ will set you up fine.
>>
>>150659294
row 3 column 4 for canfu
>>
>>150655864
>you don't need art to make a game
6 months after and agdg still gives the same shitty reply.
Basically see >>150653921
And a living proof would be >>150662403 with nobody caring about his progress because of the visuals.
>>
>>150661142
I'd say you decide on what resolution you want to run your game at (how chunky you want it all to look), then decide how big your characters will be on the screen and do the math rather than throwing guesses at sprite size.
>>
>>150662531
Where's your game nerd
>>
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>>150653230
> Can't do art
> Thread sticky
> /ic/'s sticky and beginner threads
>>
>>150662229
Rust will look really familiar to anyone who's used C++ thoroughly. You've got references, "smart pointers", zero-cost abstraction, etc., it's just the type system and compiler are much more strict (and only overbearing if you refuse to go with the flow).
>>
>>150662832
On my hard drive.
>>
>>150662403
Looks dope desu. What kind of a game is it, outside of these combat mechanics? Single/multiplayer? Grand strategy? RTS?
>>
>>150662936
>(and only overbearing if you refuse to go with the flow).
That's what I'd call the biggest pitfall. I've learned to really like their approach, but if you jump in the wrong way trying to get a rough summary of language features and take from it what you want without understanding it, you're going to have a bad day. And I think programmers have a tendency to say "I know how to code, let me just see what the syntax is for this language" instead of learning how the language differs from what they are familiar with. In the last week I've seen 3 people here suggest that that's exactly what they did before quitting.
>>
>>150662403
Projectiles having a set range in space feels wrong. Why wouldn't you just shoot 24/7 since the enemy is so slow they can't avoid your rounds?
>>
>>150663169
Upload or you're a nodev
>>
>>150663608
You first
>>
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>>150663395
RTS with multiplayer, though we're having some issues with deterministic simulation in multiplayer. Ship building mechanics are also still very much in the works, the current implementation is really rough and prone to problems.

>>150663472
Projectile ranges are not that limiting, but at some point it doesn't make sense to shoot because you won't hit anything due to bullet spread and enemy movement. I tried to make it feel more like space war by having all ranges be really long, but there has to be some upper limit or you'll just end up with ship engagements with practically no movement, and that's pretty boring.

>>150662653
The game does have some pretty flashy particle effects though, those webms were just zoomed way out.
>>
>>150663608
>>150663735
You're both nodevs
>>
>>150664245
You too
>>
>>150664146
>with deterministic simulation in multiplayer.

i told you about RNG nigga
>>
>>150664285
But most kinds of RNG are deterministic as long as you sync the seeds and make sure everyone draws the same amount of random numbers.
>>
>>150664146
These look great, is this Unity or something else?
>>
>>150664371
>it's not non-deterministic, but...
>>
>>150664371
>But most kinds of RNG are deterministic
When you say deterministic what do you mean?

>In mathematics and physics, a deterministic system is a system in which no randomness is involved in the development of future states of the system. A deterministic model will thus always produce the same output from a given starting condition or initial state.

I think you may be confusing words.
>>
I found a shit made in godot.
at least someone is using it

https://www.youtube.com/watch?v=Sj-CfPBG8CY
>>
Is there anything like SFML or even SDL for rust?
I want to draw images on screen
>>
>>150623960
>tfw when no gamedev gf

We're making a multiplayer roguelike in Ruby
>>
>>150664764
https://crates.io/crates/sfml
https://crates.io/crates/sdl2
>>
>>150664763
I'm using it but I've got nothing that looks remotely like a game yet.
>>
>>150661787
>>150662000
>>150662403
Very cool too look at. Is any of it player controlled? I believe this has potential for massive galactic space battles.

For example assume you have 1000 ships per side (assuming 2 sides). All ships on one side could each be put into groups of Squadrons, which could also be contained in larger groups (ex. Task Force), and all of those groups contained within a Fleet (like with naval formations).

Now instead of showing all the ships as you zoom further out (so far, 1 ship is barely noticeable), they could be represented as polygons instead (so rendering is not so performance heavy), where the polygons contain the types of formations mentioned earlier like Squadrons, Task Forces and Fleets. The polygon's points would of course have to be updated as ships were destroyed or moved (this is where the performance would be needed).

With this you could not only micromanage ships, but also macromanage formations by simply moving the formation(s) like it works for instance in the Total War series.

Ops I almost became an ideasguy there
>>
>>150664380
It's all made from the ground up with .Net and C#. We use OpenTK to wrap OpenGL, but most of it doesn't use any third-party implementations.

>>150664565
Deterministic, as in deterministic lockstep. If we make sure that our simulation produces the exact same results on all clients, there's no need to sync anything other than player inputs. Makes netcoding really easy, and your simulation complexity won't be limited by network bandwidth. It's not fun to make it work in the first place though, especially with multi-threading.
>>
>>150664843
Forgot screenshot cause I'm a dumbass
>>
>>150664843
>We're making a multiplayer roguelike in Ruby

Would you like another dev to help? I am just starting out, but know a lot of Ruby.
>>
>>150665031
We can't have much more than 40 ships due to performance reasons. That's because everything is based on a 2D rigidbody engine, and the ships are made up of dozens or hundreds of blocks that can be individually destroyed. It means that ship destruction looks a lot nicer, but we won't be able to have massive battles. Besides, I prefer smaller scale, more tactical combat in RTSes.
>>
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trying to make a shotgun type weapon.

this is obviously pretty garbage which is why im asking for some advice.

should I tighten the cone and increase the firerate?
>>
>>150664913
Well that works too
>>
>>150665032
Interesting, I understand what you mean now, but doesn't that open up another can of worms if the server isn't checking those calculations? What happens in the case where p1's client says a ship is at cords 1,1 and firing it's lazer but p2's client says the ship is ate 2,2 and was just destroyed?

I realize this is on the technical side and probably already solved by you but I am curious as I am new to multiplayer dev.
>>
>>150665603
There's also Piston but it seems more high-level than even SFML.
http://www.piston.rs/
>>
>>150665667
Well in an ideal case it would be impossible for clients to get desynced. But we do have a system that checks hashes of every ship's and bullet's positions in the game world, and compares that between clients and servers.

If one client is out of sync, the server forces a resync, which means that the entire game state is saved, compressed and sent to clients, who reload the game from the saved state. The whole process takes about 10-20 seconds and happens automatically if things go out of sync, so it shouldn't be a huge issue if desyncs happen rarely.
>>
>>150664843
No hate for ruby here, but why would you use it for a game? Seems to me like it's only good for shell scripts and webdev. Last I looked, all the UI libraries even were complete garbage.
>>
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>>150665585
Fire rate on shotgun should be slower in general than regular guns, that is part of the balance.

Anything in the 20-40 degree range should work, perhaps just add more projectiles and make them smaller to better fill in the cone?
>>
>>150665585
/k/ would probably be more help than us.
Or possibly /m/.

the biggest problem I see is there's no visible force displaying the power. Just looks like you're shooting really fast bullets.
>>
>>150665479
Ah okay.
>>
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Trying out very, very early designs for dancer puzzle/platformer game.

First attempt is based on Blaze's sprite from SOR1, though I didn't quite get it like I wanted, particularly the face.

This is a long way from finished, just trying to pick a style to prevent myself from going mixel.

It will be pixel shit because I have very little art talent.

Would you waifu this?
>>
>>150665603
>>150665759
Piston is an engine, SFML isn't. I'd pick SDL2 over SFML out of preference, but those aren't the only options. I use glutin and glium, and the windowing part of glutin is in the midst of being separated out as winit (though it's been a couple months since that was updated...).
>>
Should I change my game from handcrafted levels to a roguelike?

I'm feeling like designing actual fun levels is too much work and I'd much rather design couple interesting rooms and string them together randomly.
>>
>>150666229

No.

Get motivated. Games with a clear design come together much better. Randomgen games can work but not out of laziness.
>>
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ExperiencedDevs tell me at what resolution should I make my game at? I want to constrain my game at one single resolution.

Should I go like 1920 x 1080? Or is it more reasonable to use another resolution?
>>
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>>150662000
Man i am so jealous, your game is so fucking sexy.

>>150666229
Hand crafted is pretty much always better imo.
>>
>>150666229
>to a roguelike
wha
>>
>>150666227
It's kind of sad how many people here don't actually know what SFML/SDL actually are.
>>
>>150664973
https://www.youtube.com/watch?v=qIaFzdKXJCQ

it actually works. mmm it can be useful
>>
>Using C++ shit tier frameworks like SFML or SDL when Monogame in superior C# exists
>>
>150666463
>superior C#
(You)
>>
>>150666229
I'm pretty ~eh~ about roguelikes because 99% of them have boring map designs due to the procedural generation. But it does seem that people eat that shit up and they have a much lower manhours to content ratio.
>>
>>150666345
Someone in AGDG recently pointed out that, particularly for pixel art, 640x360 is great because 1280x720 is 2x and 1920x1080 is 3x.

I don't like games that force a resolution but I do my testing at 1280x720.
>>
>>150666575
They have boring maps due to LAZY procedural generation.
>>
>>150666345
1920 x 1080 is the most common resolution there is. It also allows you to support 4k by simply increasing every pixel from 1x1 to 2x2. You can also support 1920x1200, 1440p, and 2k simply by adding black bars.
>>
>>150666345
I understand constraining an aspect ratio but why would you constrain a resolution?
>>
>>150665241
Sorry, would rather keep this a two man operation.

>>150666017
Ruby is my favorite language. Also, we're making a roguelike so we don't need anything too performance intensive. We're using gosu (https://www.libgosu.org/) and it's pretty barebones but works well enough
>>
>>150666227
>glutin and glium
If I get this right, without glium it's basically just straight GL calls?
>>
>>150666581
1280x720 is actually 4 times bigger than 640x360 and 1080p is 9 times bigger, are you retarded anon?
>>
>>150666463
If I was starting my game now, I'd do it in C++. Making your code run fast in C# is such a hassle compared to C++. Fighting the garbage collector doesn't seem like it's worth it when vectors and shared pointers exist in C++.
>>
>>150666463
>>Using C++ shit tier frameworks like SFML or SDL
Neither are frameworks.
Not hard to make your framework like XNA using either of those, wouldn't expxect a c# baby to know that though.
>>
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>>150666657
I don't classify black bars as an aspect ratio being supported

That's some game logic tied to framerate tier shit
>>
>>150666757
Basically yes, but also see:
>Glutin is an OpenGL context creation library and doesn't directly provide OpenGL bindings for you.
You use the gl crate (which just loads gl function pointers) without glium.
>>
>>150666726
When changing resolution you pick one of 2 things.

1. When game goes from x size to 2x size, you scretch the pixels, that means each pixel takes more space in the world, this might look ugly if your game doesn't look as good when scretched, even if the ratio is preserved.

2. You show more of the game world and maintain the size, this might be problematic if you design your levels and game around what the player can see, since you can't guarantee what will be shown to the player if they change their resolution.
>>
>>150666757
glium is just a Rust spin on OpenGL, it's no higher-level AFAIK.
>>
>>150666823
2x and 3x refer to each axis independently, whenever I see it written that way. But it's not exactly "standard" so I don't give a fuck, sure, 4x and 9x.
>>
>>150666885
>not Rust
>>
>>150640456
Not sure, I been progressing slowly lately, but will try to make it in time.

>>150641357
Yeah, seems the webm conversion messed up with the timing of the recording, but as a gif is was too large.

>>150643905
You'll be able to lose him if you get far away from him enought. The small pauses he makes are your best bet, as you advance on the game, they will get shorter and more rare.
>>
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this has been annoying me forever, can somebody explain why it's claiming that s is already defined in the scope of case 1 when clearly, it's not?
>>
Does Lisa the Painful RPG have the title of "El Topo: the Game" or is it not too late to make an acid western game?
>>
>>150622651
The existing system can do all of that if you know how to
If you're looking for a drag&drop solution you're better off with UE4
>>
>>150666581
I don't really like to constrain my resolution aswell, but I decided that adding multiple resolution options would be out of my scope for now. Perhaps later.

>>150666657
I quess I will use 1920 x 1080 relution then.

>>150666726
Because it isout of my scope.
>>
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>>150667618
>why it's claiming that s is already defined in the scope of case 1 when clearly, it's not?
>>
>>150667618
cases don't define their own scopes, but you can introduce one explicitly by adding {} around the body of the case.
>>
>>150667618
Because different cases are in the same scope by default. Put them in a new block if you want to do it like that.
>>
>>150667618
Case fallthrough. Put scope brackets around the case.
>>
>>150666152
>the biggest problem I see is there's no visible force displaying the power. Just looks like you're shooting really fast bullets.

Agree 100%. i can add recoil but I think muzzle FX would really help in that regard too.

>>150666146

ill give that a shot
>>
>>150667216
For real, Rust is a meme and nobody here will ever, EVER make a playable game with gameplay out of it.
>>
>>150667618
It is in fact in scope, because of this:
https://en.wikipedia.org/wiki/Switch_statement#Fallthrough

tl;dr:
[code]
case 0:
string s = 0;
// notice how there's no break
case 1:
print(s); // prints 0
>>
>>150667618
It's being declared in case 0 you dummy
if you want to do it like that declare the string before case 0 and assign it within the cases
>>
>>150666463
SDL is not a C++ framework
C# is trash
>>
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Aseprite or Graphicsgale? I have photoshop already but I find it annoying to make pixel art with.
>>
>>150666185

P-please respond

I thought sexy ladies were how you got attention around here. Do you folks have more scruples than I'd been led to believe?
>>
>>150667618
What IDE is this?
Proper compilers will throw errors at this.
>>
>>150667921
anon you dont have to get upset everyone talking about it is just joking around we know its a meme
we are having fun
>>
>>150668203
Probably a javacuck
>>
>>150668096

Damn, did you make that?

Looks smooth
>>
>>150668203
Not him but looks like VS2015.
>>
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>>150667856
>>150667814
>>150667841
>>150667797
are you trolling me? the function ends with the break statement, it's never going to jump from 0 to 1. is it more explicit when i replace break with return? please expain to me how it's ever going to jump from 0 to 1
>>
>>150667921
>>150668256
samefag
>>
>>150666229
Roguelike is an entire game genre, not an approach to level design.
>>
How do I reach Devil May Cry 3/4 levels of technicality with a Third Person Shooter?
>>
>>150621330
WE
>>
>>150668170
we always respond to sexy ladies
>>
>>150668360
Where have you been living for the past 3 years?

roguelike = procedural generated content.

You can put it in any genre and it will work for the most part.
>>
>>150668381

Combos that require you to switch guns mid combo to keep enemy stunned
>>
>>150668345
>please expain to me how it's ever going to jump from 0 to 1
They're in the same scope, cases are just jump labels within the scope
>>
>>150668345
>please expain to me how it's ever going to jump from 0 to 1
Did you just skip the fall-through section on switches and move right along?
>>
>>150668345
The compiler doesn't insert scope where it hasn't been asked for with {}.
>>
>>150668345
It won't jump 0 to 1 in that case, but that doesn't change the scoping rules. Consider this:

void G() {
int x = 0;
if (x == 0) return;
int x = 1; // this gives you an error because you are still in the same scope right? Even though this statement will never be reached.
}
>>
>>150668170
Well... it's a good start. It doesn't look very platformy though. Is this the one with the giant djinn?
>>
>>150668428

So am I reading that as "your lady is not sexy?"

Any advice/criticism?
>>
>babby's first "why doesn't the compiler infer a specific trivial case of a generally undecidable problem" episode
>>
>>150668341
No wonder why it does that then.

>>150668345
Stop using shitty compilers, proper ones will tell you something like
[code]test.c:7:7: error: a label can only be part of a statement and a declaration is not a statement
test.c:10:7: error: a label can only be part of a statement and a declaration is not a statement
test.c:10:11: error: redefinition of ‘a’
test.c:7:11: note: previous definition of ‘a’ was here
>>
>>150668381

for musou
combo system.
enemies with high heath

for technicality...
a combo system that's not shit in
enemies that are not dumb as musou games
>>
>>150668585

Yeah, or musicians. Still like the djinn but want to try out both ideas.

Like I was saying, my plan is just to come up with an overall visual style (color count, general proportions etc.) for now. I know what you mean though, this wouldn't be usable for animating.
>>
>>150668203
But that is an error. Intellisense highlights the syntax error before you even compile the code. If you try compiling that, you do get a compiler error as well.
>>
>>150668804
Dumb is an understatement
Do musous even have ai ffs
>everyone, all 10000 of you, gather around the player and let him repeat the same 3 attacks
>maybe attack every few seconds
>>
>>150668727
But MSVC's error report is much more descriptive and accurate than that.

Anon is only having trouble because he doesn't know about case fallthrough and/or he's expecting the compiler to be more "proactive".
>>
>>150668692
Someday we'll have compilers that will be smart enough to call us stupid in the middle of writing bad code before building.

I can't wait
>>
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>>150668994
>yfw japan makes an ide
>errors are voiced by sexy voice seiyuu
>you are berated as you're typing and making dumb mistakes
>>
>>150668873
Good start, for sure. I liked the musicians idea. Like each one could have a mechanic that aided in the puzzle/platform progress.
>>
>>150642581
If you asked a writer how many books he has read and he gave you a small number you'd be in shock. Of course old devs didn't play games, there barely were any games (of the video kind of course) when they were kids.
>>
>game maker
>agonizongly determine view size and port
>round movement values
>graphics are pixel perfect windowed
>they are off in full screen

anyone know what the cause could be?
>>
>>150668994

Not sure why since when we get to that point it'd mean programmers are no longer necessary
>>
>>150669365
>scaling each pixel up to fullscreen
>not perfect
i wonder.
>>
>>150669365
Integer scaling ya dingus
Render your low res game to a surface and stretch that surface correctly for fullscreen
>>
programming by hand is barbaric, i can't wait to dictate my ideas to ai and have it shit out triple aaa quality shit in minutes
>>
>>150669283

Yeah, I'm going to test it out. I want to focus on GUS GRAFFIX for this as practice though and making a ton of animations for a whole troupe sounds time consuming.
>>
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shitty as always
>>
>>150669810

>GUD GRAFFIX

Autocorrect is dumb but that's what I get for phone posting
>>
>>150669929
I like your strange gemu
>>
>791
NEW THREAD WHERE
>>
>>150669613
YES THAT IS WHAT I AM WONDERING WHICH IS WHY I HAVE POSED THE QUESTIO N HERE THANK YOU FOR BEING USELESS YOU lovable HOMO

>>150669718

Ok thanks
>>
i finally understand the logic behind : to return not being considered a scope in a switch statement

it's because there could be a way into a different case

well done everyone, you didn't help me at all except for the guy who posted the wikipedia link. i'll put you into my credits.
>>
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>>150669929
please don't have constant trails.
>>
>>150669810
Make one... then tweak hats, colors and instruments.
>>
>>150670064
>it's because there could be a way into a different case
No
>>
>>150656698
Why would you make a game about your gf? Just to make it harder on yourself when she dumps you?
>>
>>150669537
=\=
>>150669224
no, you want praise for good code and to revitalize the software industry. Don't encourage masochists to write bad code.
>>
>>150670064
>it's because there could be a way into a different case
AKA case fallthrough, which some of us mentioned.
>>
>>150670064
actually i don't. if i put everything into brackets, i can still jump to a different case can i not? so it makes no sense again.
>>150670162
it's ok i don't care anymore, i'll just live with it
>>
File: 1466030582730.jpg (128KB, 850x1045px) Image search: [Google]
1466030582730.jpg
128KB, 850x1045px
>>150670182
>Don't encourage masochists to write bad code.
If java users can exist and get paid to write bad code
Masochistic users can exist too
>>
>>150669810
>GUS GRAFFIX
naming a guy in my game this, thx anon
>>
>>150670245
>if i put everything into brackets, i can still jump to a different case can i not?
Yes, but "s" would have been declared in the scope so it wouldn't matter. This is a scope issue, NOT a case fallthrough issue. Case fallthrough is just the thing that prevents the scope from being inferred.
>>
NEW THREAD
>>150670371
>>150670371
>>
>>150670245
see >>150668559

its about the scope, not case failthrough
>>
>>150655864
>using zbrush for game assets

nigga what r u doin
>>
>>150670724
Zbrush has lots of good retopo tools so its fine for game assets if you know what you're doing
>>
>>150670724
isn't that what professionals use?
>>
>>150668345
Break doesn't affect scope. Scope is basically all about braces (don't shoot me for saying that). You can put braces basically wherever the fuck you want, so feel free to introduce a new scope inside each case.
>>
File: sample.png (4MB, 1920x1080px) Image search: [Google]
sample.png
4MB, 1920x1080px
Hey, which text placement style is best in your opinion. Top? Middle? Bottom?

I'll post a sexy lady as a reward.
>>
>>150668170
can't really tell much from that pic
it is a bit small

if you want to make a nice pic of it upscaled here is a way. I usually zoom to desired size and make screenshot, crop out all but the sprite and post that
>>
>>150669537
No, it would just mean that it was somehow continuously compiling in real time and giving feedback.
>>
>>150671310
depends on what the text is
also, use Lorem ipsum
Thread posts: 817
Thread images: 170


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