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/agdg/ - Amateur Game Dev General

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

Thread replies: 754
Thread images: 169

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Prepare your demos for DDX.


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

>Next Game Jam (Lewd -- Blueboard rules still apply)
https://itch.io/jam/lewd-jam-2016


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/qRHNpCbZ

>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/
>>
>>151241183
FIRST FOR LITERALLY NOT DEVING FUCKING EVER BECAUSE I'M A LAZY UNMOTIVATED PIECE OF SHIT
>>
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looking for coderbro in south minnesota willing to abandon project if you have an cool idea
i have house and extra room but you pay your own rent you lazy fuck
>>
>>151240470
Someone actually already made a game similar to this, but I forget the name.

>>151240523
>>151240621
>>151240696
Ah, ok, makes sense.

So when I was talking about the editor earlier, below is a video of me making a really horribly designed map for Future Fragments, sped up by 400% (so this took about 5 minutes), showing off the algorithms and place-able background/foreground tiles, plus a few gameplay objects, and a few seconds of really laggy gameplay (because I was recording while playing) at the end. Forgot to show the un-interactable props, though.

https://a.uguu.se/mpChilWuWiHt_PTa1-_1_.webm

The level editor is something we want to flesh out and turn into an actual RPG Maker-esque program once Future Fragments is done, but for 2D platform games, it's easy as hell to use.
Also still taking any applicants for anyone who wants to port the game to HTML5/webGL etc. for $2,500. [email protected]
>>
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>>151241435
nth for being
>programmer
>writer
>designer
>artist
>narrator
>marketer
>secretary
>investor

such is the life of 1MA
>>
>>151241450
hahahaha
you want a coder to pay to work for you
i want this to be satire but your drunkposting seemed real enough
>>
>>151241654
>no dildo or tentacle pits
Step it up, senpai.
>>
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>>>/gif/9069905

WEBM WITH SOUND
Making the Animal Crossing Gibberish sounds was a lot of fun and pretty simple.
>>
>>151241684
>living with someone for free
entitled millennial detected
>>
>>151241774
Decent sound work, that animation is real goddamn awkward though.
>>
>>151241161
C++ Unity
or GM's Python like language
>>
>>151241774
I would like to know how you went about doing the voice. its very, very good
>>
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>>151241654
Have you already decided on the artists you want to hire? Or know of any other adult projects needing pixelart?

Right now I'm busting my ass to build a portfolio since I'm getting to the level where I feel like my skill is worth real money; gotta keep up the tumblr/twitter hustle for exposure.

In other news, UI is looking good, time to spend six million years rendering the background
>>
What the fuck is this new "I'm an artist, I can help. What language do you use" meme?
>>
>>151241770
Tentacle pits are in the Earth level (two levels ahead), and dildo machines are in the Electric level (the level ahead of this). This level is aliens and lots of bondage and the like.

>>151242163
Your pixel art looks pretty cool; I don't currently have anything I could use your work with, BUT if you wanna email me, I can keep your info in my email and then anytime anyone I know asks for pixel art/artists in general, I can forward them your info :)

My suggestion would be to focus on characters/UI as both of those look great here, and find someone else to do backgrounds though (unless the background isn't finished and that's what you meant by rendering it).

Do you do animation at all as well or?
>>
game about abortion
what does the gameplay look like?
>>
>>151242618
Creative ways to hang the game so you need to force end the task from the task manager.
>>
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>>151242618

You're in a dark cave and you gotta avoid coat hangers, surgical equipment, poisonous clouds, etc.
>>
>>151242618
>earthbound
>>
>>151242345
I'll shoot you an email then!

As far as animation, I haven't put together too much yet, but I'll have much more to show in the next few weeks.
>>
>>151242618

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

Like this/
>>
>>151242618
Lots of quicktime events
>>
>>151242057
I spoke in a monotone voice saying the letters from that sentence

"H E L L O A G D G [PAUSE] W O U - " etc.

Then I chopped up all the empty space in between, compressed it, raised the pitch, sped up the tempo, then finally reversed it all.
>>
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>mfw I've been "animating" for hours and only have four and a half frames to show for it
>>
>>151243050
hmmm. intresting
>>
>>151243171
This is normal.
Do not worry.
>>
>>151243171
git gud
>>
>>151243330
>git gud
Reddit is that way
->
>>
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Made level 4 background. Still not certain I want blood or not, but the boss will be a vampire so it's thematic.
>>
>>151243171

The first time I tried animating, it took me a good week to perfect the walk/run cycle.
>>
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>>151243449
Did that really trigger you?
>>
>>151243171

Surprise, good animation takes time. If you want it fast I guess you could stoop to Jasonafex levels and tween animate everything.
>>
>>151243612
I have a buddy with a bad superiority complex who is also an avid redditor. He had me play dark souls at his house for the first time and literally every time I took damage he shouted "GIT GUD". Every. Time.
For over an hour.

So yes anon it triggered me, okay? ;_;
>>
>>151243827

and you didn't tell him to shut the fuck up why?
>>
>>151243873
I did. He laughed and told me to git gud.
>>
>>151243323
>>151243703
>>151243575

This is good to know. I'm not completely retarded.

Still going to make for a shitty progress post

>>151243330

I'm trying
>>
>>151242901
>rootpain
yea, looks just what I would imagine teeth root pain would look like
>>
>>151243938

You got bullied by a fucking redditor, anon. I suggest next time you calmly tell him to quit acting like a bitch before he gets slapped like one. Because he doesn't sound like a good friend.
>>
>>151243827
>m-muh friends
And then you have the gall to tell me to go to Reddit?
>>
>>151243938
sounds like a really shitty friend
>>
>>151244084
I can't. He's the only friend I have anymore. He's usually pretty good.

>>151244094
yea
>>
>>151243827
>having a buddy

fucking normie piece of shit
>>
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>>151243703
>not familiar with Jasonafex or the term 'tween'
>google
>it's furry/scaly porn
>gets almost 400 bucks for his filth
>>
How do I get money for my gamedev activities if I haven't released a game yet?
>>
>>151243050
I'm actually pretty surprised how simple that process sounds. How did you figure it out?
>>
>>151244453
P A T R E O N
A
T
R
I
C
I
A
N
>>
>>151244449

He's also a massive cuck, treats his fanbase like shit, and has one of the biggest egos I've ever seen.

He's walking trash.

He's also attempted to kickstart SEVERAL furry porn themed games, including a shitty beat 'em up starring his own fursona raping/getting raped, and now he wants to try to make a "furry fire emblem" and he's willing to pay programmers a whopping 30 bucks a month for their services!
>>
>>151244658

Patreon will just give me money for gamedeving ?
>>
>>151244790
If you can do good art and lie that you're making progress once a month.
>>
>>151244951

Okay, I can see getting a few bucks on patreon but I want my whole monthly expenses covered.
>>
>>151245117
wew
>>
>>151244790
>>151244951

I've never seen any decent patreons for games that were not porn
>>
>>151245193

This. Unless you're drawing furry porn, or a youtube e-celeb, don't bother with Patreon
>>
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>>
>>151245117
https://www.patreon.com/CloudMeadow

Is $7,554 a month enough to cover your expenses?
>>
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WOAH DUDE DO YOU LIKE MY GAEM!!???
>>
>>151245303
the game is also a buggy mess

furries scare me
>>
>>151245365
Exactly. Imagine if you can create something GOOD that caters towards autists! You'll make bank with minimal effort!
>>
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>>151245303

>Experience thrilling turn based combat versus a variety of enemies
>turn based combat
>thrilling
>>
>>151245325
anon you're not supposed to gamedev on drugs
>>
>>151245287
Why not use OOP just for simple things where you'll have a function runniong through another function?

It seems fine to me if you use when it makes sense, not for everything.
>>
>>151245423
>xcom
>not the pinnacle of tension in gameplay
>>
>>151245458
true yesdev
>>
>>151245303

Okay, I want to make a decent family friendly christian game and not some porn smut.

Do I have to give away my real name to receive porn money? Also I heard PayPal doesn't allow porn money.
>>
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>>151245450
>NOT
>DEVVING
>WHILE
>UNDER
>THE
>INFLUENCE
>OF
>DRUGS
>LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
>>
>>151245458
>It seems fine to me if you use when it makes sense, not for everything.
You mean learn multiple paradigms and don't blindly apply one golden technique to every problem?

Yeah, that's what separates the learned from the newb.
>>
>>151243171
Show us your animation.
I finished >>151233515
today and all in all it was probably 4 or 5 hours. Even thought it's only 6 (new) frames.

my protip would be reuse frames or parts of frames where you can. A finished games is better than an unfinished game.
>>
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>>151245303
>>
>>151245634
>I want to make a decent family friendly christian game
You had me until you said Christian. Are you trying to be Nintendo? Don't try to be Nintendo.
>>
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christmas spray
>>
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Item drops and the menus are almost done up. Mostly functional at this point, along with stats.
>>
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Pretty much finished her for now. Later I'll go in and clean the edges and maybe color.
Got all the layers working well together, which will make outfits more easy in the future.
Some day I'll probably mess with the eyes and hair too since I pretty much copied them from various references.
Blue board, so no nude.
>>
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check out this completely intentional ledge grab mechanic that i definetly intentionally designed and implemented on purpose.
>>
>>151246129

god damn it! This shit always cracks me up.

Can you pose that fucker with a sword? I need that image.
>>
>>151246015
she has no vagina

would still fap anyway
>>
Wow, four progress updates in a row!
>>151246003
It's, uh. I don't know what I'm looking at. But good job anon!
>>151246009
Despite the shit people give you, it's looking good. Looks smooth to play.
>>151246129
It's always a highlight of my day to see progress from this.
>>
>>151246129
hey you live in minnesota? hit me up dude
>>
>>151246357
chicago.
>>
>>151246386
im kidding lad hehe
>>
>>151246339
She does. I just can't show it here. ;^)
>>
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>>151246129
>>
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>>151245750
It's not really in a presentable state, but I guess why the fuck not

I've erased and redrawn shit so many times

I'm going to do the hair after everything else is down

I guess it's time for Day 22 of trying to make video games

All I did today was work on this animation, which has taken me for freakin' ever. And I'm probably going to have to re-do (or at least touch up) most of it as I found a better way to represent hands as I was going.

I also did some more code academy lessons and started online art exercises also at an anon's recommendation.

I forsee the next couple of days being spent on this animation. That said, I'm learning a lot so I don't think I'll move on until I'm happy with it. If I do end something early, I want it to be because I made an active choice to do so, not because I gave up. All I really have to do for now while I study coding is work on art assets anyways. Once the animations start coming together I'll probably use drag and drop to prototype movement though, and maybe start designing puzzles.
>>
>>151246310
modeled sword or current box sword?
>>
>>151247458

box sword.
>>
>>151247383
awkwardly attempted to rotoscope / 10
>>
>>151246129

I love your game
>>
>>151246129
http://i.4cdn.org/wsg/1470682463236.webm
>>
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>>151247535

I didn't though

It's based on another animation I drew freehand which I reference a video for. With the proportions changed and such.

Rotoscoping might actually have been faster. That is how Prince of Persia did it, if I recall correctly. Still, I'd rather do it this way because I am learning stuff.
>>
>>151247509
what kind of pose do you want
>>
>>151243556
I'm gonna gitcha, anon. I'm gonna make a shmup and I'm gonna gitcha! DEV FASTER!!
>>
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fixed arm length. it was like mr fantastic.

im done for tonight. goodnight agdg
>>
Iv been making sure to direct the side bokube title on mobile to be nice for that style, example being levels with fixed camera setups will keep the UI away from the playing field.
>>
>>151247383
Holy shit you're putting a lot of effort into this

Don't burn your self out, and you're sure to produce good stuff. The more you animate the easier it gets, but even then it takes time.

One thing i like to do is animate a stick figure first then draw the sprite over that, so I'm not wasting time drawing and erasing the sprite.

There's no shame in rotoscoping. Like you said prince of persia did it and it was a gorgeous game.

STAY MOTIVATED. NEVER GIVE UP.
>>
>>151247676
that ain't how you reference, might as well just fucking trace / rotoscope if you think that looks alright
it'll still be deep in the uncanny valley but at least it won't take you as long
>>
>every tutorial on openbor is in portugese

just cuck my shit up
>>
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>>151248019
dont know why webm didn't post*
>>
>>151248048

How do you reference, personally, then? I'm kind of flying by my ass here.

>>151248038

Thanks! I actually am starting each frame with stick arms and legs to figure out the angle and length I want. I've got it onion skinned with the previous frame on one side, and the frame of the rough jog animation on the other to help me figure out where to place stuff. So far it's been a lot of fun!

For now I don't see myself getting burned out, it's more like I'm obsessed with this right now. It's not something tedious I'm forcing myself through, though I wish I had more to show for it at the end of the day. I really want to get this one animation to a point where I'm happy with it before I move on because I think I'll learn a lot that way.
>>
>>151247383
What I ended up doing was making a 3d animation and rotoscope that. Simplifies the process a lot. I'll post it tomorrow if I remember.
>>
>>151245268
You can make a living off of Patreon without drawing furry porn, you just have to make a really solid game.

>>151245365
That said, you can do a furry porn Patreon and get away with anything, even games with horrible writing, programming, and gameplay.

>>151245634
You don't have to give your real name to anyone publicly (they do need it for tax stuff, but again, not public info), and PayPal allows it through Patreon, but not directly on PayPal.
Funny you mention making a Christian game though, as that demographic rivals furries in that you can make games for said market without any concern over quality and they'll buy it like mad

>>151248331
It really depends on how you want to do walk cycles or animation in general; are you going for more cartoony (stretching/squishing/distortion of fast moving body parts), or realistic (gravity/physics affect the "skeleton" of the body in the animation), or something in between?
>>
>>151248449
>It really depends on how you want to do walk cycles or animation in general; are you going for more cartoony (stretching/squishing/distortion of fast moving body parts), or realistic (gravity/physics affect the "skeleton" of the body in the animation), or something in between?

For this project, more realistic is my goal. I actually intended it to be more cartoony, but then I found out I'm absolute shit and designing big-headed sprites and was happy with my more realistic ones.
>>
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Anyone wanna talk about code?

Lambdas are amazing for networking. I just wrote new networking code in C++ that gives me a hard dick.

I add the packet handler to a list and process all packets with one line:

>PACKET_HANDLERS[ m_packet.getType( ) ]( *this );

rather than having a big dumbass switch statement that you have to add a new case to for each packet type
>>
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>>151247509
not sure what kind of pose you wanted.
>>
>>151248628
How good are you with C++?
And any experience with HTML5/GameMaker?

>>151248559
Realism-wise then, I would say to look at slow-motion videos of people running (they have to be on youtube). Also, you can have cartoony animation techniques without cartoony proportions; just look at Overwatch.
>>
>>151248973

That's what I did to create the first one, actually.

And that's a good point, but now when I envision the game I see something closer to Prince of Persia than Shantae, so I think I'll stick with as realistic as possible for now. It also seems like a better starting point for picking up skills. If I understand how a motion is made, I can exaggerate it later, I think.
>>
>>151248331
referencing should never mean trying to copy something one for one as you see it, more like seeing a photo of an outfit you like and then being able to visualize that outfit from any angle as you need for whatever it is you need it for
>>
>>151248973
I'm getting curious about this. I'm making my games with C++ and SDL2 or with vanilla JavaScript, thus I render on the HTML5 <canvas>, and I did small web development projects in the past, however I have no experience with GM. Would I be still useful in your team? Another thing: you have mentioned that it would take 30-40 work days, right? Does that mean full time?
>>
>>151249254

Unfortunately I don't really have that ability. Or at least it comes very slowly and difficultly for me. So for now, I'll do this. I think when I understand the motions better I'll be able to better reference things in that way.
>>
>>151248973

I started messing around with Game Maker in high school about 7 years ago. I gave up on it a couple years later when I wanted to upgrade my skills. I tried deving in Java for a while but it turned into a nightmare because of a bad tutorial and limitations. I've been using HTML/JS/PHP all along, but I never did any game development in HTML5.

This is my first time using C++ in a few years. I'm using SFML and it's great so far
>>
>>151248391

I'd love to see.

Unfortunately I don't even have a beginning of an understanding of how to do 3D animation so that's probably not the path for me. And I'm not really that interested in learning, to be honest. My love has always been 2D games.
>>
>>151248449
>You can make a living off of Patreon without drawing furry porn, you just have to make a really solid game.

>says the smut writer

Please by all means, link us to a successful vidya patreon that isn't porn
>>
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>>151241435
>>
>>151249784

>salty dev
>>
>>151250000

It's the truth and you know it. I can't think of a single vidya patreon that isn't porn that's thriving, it just doesn't work for game dev
>>
>>151250227
Can u think of a single good patreon? that isnt porn.
>>
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>>151243171
>>151247383
I'm in the same boat. What I've learned from attempting to animate is:
-It really helps to do roughs beforehand, if you aren't already doing that.
-Frames don't have to be perfect and super detailed, they just have to be cohesive enough to make the movement flow. I've read about comic artists describing that their lives became much easier when they stopped considering each panel a work of art and started considering it part of a larger work (the page). So it's kind of like that.
-Going with that, if your keys are alright, you can get away with stuff being a little messy in the middle.
-Basically everything in this: https://www.youtube.com/watch?v=Mw0h9WmBlsw
>smears
-And finally, most importantly: as an indie dev who's just started animating, it's okay to be crap sometimes. Move on to different animations, and revisit this one when more of the game is in place. You'll improve with time, and it'll show when you come back to this animation.

Just remember: I believe in you.
>>
>>151250561

Nope, Patreon is a way to support degenerates.

destroy Patreon, and we destroy the degenerates
>>
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>>151245268
Don't forget, slash comic artists and illustrators make a decent amount, too.
>>
>>151250669

Thanks for the tips, anon! I am using roughs of a sort. I'll watch the video.

>it's okay to be crap sometimes

I agree, but--at least for this--I refuse to not do the very best that I can, crap though that may be.

Yours is looking great!
>>
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Does anyone have advice for running a greenlight campaign? I'm getting some stuff ready to give it a try.
>>
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>>151250769

25k every two weeks
drawing fanart

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>151250724
>>151250561
>>151250227


https://graphtreon.com/top-patreon-creators

feel free to keep scrolling.

porn is not even in the top 10. and only 5 of the top 50.

what you're experiencing is called selection bias.
>>
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>>151251043

>Jim sterling
>gets 10,000 bucks a month

WHAT THE FUCK
>>
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>>151251043
>>151251115
>>
>>151251043
>https://www.patreon.com/simbro

Are you fucking kidding me
>>
>>151251043
Im talking about games.
I thought we were talking about games.
Is this the board i think it is?
What your experience is called: misunderstanding.
>>
Progress Time:
Got online hiscores working flawlessly, now I just have to make some small tweaks for it, and make it look good, of course.
>>
>>151250924
>put gay furry porn
>get $$$
>>
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>>151251043
simply put, life is unfair.
>>
>>151251306

Holy shit this looks like a garbage playshapes flash game.
>>
>>151250836
You've got a good attitude about it. It won't feel like you're getting better as you're working on stuff, but in a few months you'll look back and realize you've come a long way from your old work.
>Yours is looking great!
Thanks a lot. Good luck to you!

There's another Skullgirls video that's interesting to watch as well. It can feel a little discouraging, since they use a comparatively large team to accomplish stuff we're trying to do as 1MAs, but it's cool to see their process nonetheless.
https://www.youtube.com/watch?v=5VkDXBsIXso

Also, the woman in the video posts some good animation tips on her twitter every once in a while: https://twitter.com/kinucakes/status/756286347317354497
Lab Zero occasionally streams themselves animating too, I think.
>>
tfw no game ideas
>>
>>151251115
he literally too fat to walk and thinks youtube videos are hard enough work to justify the amount he receives.
>>
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>>151251043
>Kinda Funny
>Extra Credits
>Kinda Funny Games
>Amanda Palmer supports Zoe Quinn
>>
>>151252056
>Amanda Palmer
what does she even do, though?
>>
>>151251537
>Online hiscores
Vampire-dev?
>>
>>151251806

Thanks for all the info! I've always had respect for the woman in the first video you shared. I can never remember her name, but she does great work.

I kind of wish I used twitter now. Maybe I should start.
>>
>>151252106
Literally whatever she wants, mostly shitty, pretentious """art""" projects.
>>
>>151251823

Just work on a clone of something you don't know how to do in the meantime.
>>
>>151246129
you have got to make this game about fencing skelletons. and you have to make it so you can lop off every limb. and you have to put a headbutt mechanic for when both arms are lopped off. and you have to make it so you don't win the duel until you pick up your opponents skull and kick it off the edge of the map.

I imagine some heated battles where two dudes are just torsos with heads headbutting each other until on manages to pop off the other's head, then he has to frantically crawl roll and try to get that other guy's head off the edge of the map, without falling off himself.
>>
>>151251823
Take a game mechanic you like and make some levels around it. The 2D version of Portal is a very good example of that.
>>
>>151252289
>you have got to make this game about fencing skelletons. and you have to make it so you can lop off every limb. and you have to put a headbutt mechanic for when both arms are lopped off. and you have to make it so you don't win the duel until you pick up your opponents skull and kick it off the edge of the map.

GUARANTEED LET'S PLAY BUCKS

GUARAN FUCKING TEED

ALSO MY MONEY
>>
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>>151252132
Yes. This kind of progress is kinda difficult to post because a screenshot or video doesn't really make sense.
>>
>>151252383
but i want to re-invent the wheel
>>
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>>151251043
>>151251306
>https://www.patreon.com/simbro
This can't be real.
It must be some strange database glitch, or some manner of elaborate ruse at the behest of a trickster the likes never before beheld by mortal eyes.
>>
>>151252289
>and you have to make it so you can lop off every limb. and you have to put a headbutt mechanic for when both arms are lopped off.
Black Knight simulator 2016
>>
>>151252425
>Yes.
Damn, I'm getting good at this. I remembered you wanted to implement that.

May I ask how you do that, by the way? Don't you need some sort of server which stores this data, and when the game's over, the game downloads/uploads data from/to that server? You already have one, or places like Itch has this kind of support?
>>
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>like JRPGs
>decide to make JRPG-inspired game
>create battle system
>realize my battle system is pretty boring
What can I do to add depth? Microgames or QTEs for attacks might be interesting, like Paper Mario or Costume Quest. But in the end, really simple ones still just feel like "press X to attack" and I can't even think of more complex ones.
>>
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how to inner outline?

i'm using GM surfaces
>>
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>>151252519
Black Knight reminds me of AGDGers

>lop off arm
Attention to detail is for autists!

>lop off another
Books? Pssht that shit's boring.

>lop off legs
I didn't need discipline anyhow!

>What are you going to do, bleed on me?
Fuck you I got this, just need to watch some anime first...
>>
>>151252731
outer outline and shrink
>>
>>151252645
Juice.
https://www.youtube.com/watch?v=Fy0aCDmgnxg

It is where all that "depth" comes from.
>>
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3D guy here working on a scene in unity

so far as graphics in unity goes, what are the graphical capabilities of unity and where i can find resources to things like post-effects and shadows to make scenes look more realistic.

the default shader is working in a way that assets look kinda glossy and glazed. iv done some reading but it i haven't managed to find any good reading material on the subject
i know that unity have good realtime capabilities but not out of the box
any suggestions
>>
>>151252778
that sounds insanely inaccurate
my outline will be "1 pixel in" across a giant surface so I'd be shrinking it by like 0.001% or something

how is inner outline really done?
>>
>>151252620
Yeah, you need a small place to store the scores, basically a small database.
I'm using GM Scoreboard that provides me with that for free and in a really simple and easy to use way.
Don't know if itch has its own service for it, since I'm really new there.
>>
>>151252645
have you tried

press x at the right time to attack
hold x for the right amount of time to attack
press x in a certain rythm to attack
press x really fast to attack
>>
>>151252883
>original image
>make copy colored as outline
>scale copy down
>copy scaled copy and make back to original color
>make the third version the color of the original.
presto
>>
>>151252824
I mean, I know about juice, but I'd like to make things more interesting beyond that. Especially because I can see that, without juice, the system is very barebones and not extremely interesting.

>>151252964
Could be useful if I created a combo system or something. Thanks.
>>
>>151252645
I don't want to discourage you, but JRPG battle systems are pretty boring in general.

If special attacks require mana or something like that, and mana potions are unreasonably expensive, then I just close my eyes and press enter until the battle ends, and save the resources for the boss battle.

Things like this could be easily avoided if: there are more options to refill your mana, like auto regeneration, or maybe have your mana/hp back to full after the battle, but in return it is harder to survive one single battle.

Other things you need to juice it up is tactical decisions. It is the most basic thing, yet most of the JRPGs I've played missed it: magic resistance. Simply give some resistance to the enemies, maybe they can even reflect said magic back to the player. Like this, players always have to figure out first what is the weakness of the enemy, so they can plan out a strategy. And it goes also for the player: let them have resistance potions or gear, so they can not only plan offense, but also defense.

Maybe it is an overkill for simple battles, but I don't see why simple henchmen battles can be as interesting as boss battles. Let there be a given order you have to kill them. Like if you don't kill the medic first, he will resurrect the other members, or heal the wounded ones.

Fun battles are these are so rare, and mostly saved to the end game or for bosses.
>>
>>151252883
floats are precise up to 0.0000001
you should really at least try it

other than that, i don't know sorry
>>
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>>151252828
Someone posted a book on shaders yesterday: http://gen.lib.rus.ec/search.php?req=unity+shader
Also there's pic related, though it's pretty old and I haven't actually read it to see if it's still valid.
>>
>>151253142
>>151253015
thanks, I'll try it out. I just assumed scaling would be messy.
>>
>Work on model
>Taking forever
>Lose will to dev
>Recharge on agdg
>Get back to work
This place really helps me out.
>>
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>his game doesn't have waifu
>>
>>151253162
This image is really old
>>
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>>151253208

tsumugi is not for waifu
>>
>>151253084
>I don't want to discourage you, but JRPG battle systems are pretty boring in general.
It's weird in that I've always know that but I still keep playing them. I guess that when you like the genre you just sort of adapt to it.
>mana
I'm toying with the idea of just removing the standard "attack" option entirely and focusing on magic/skills, since "attack" is just so rarely used once you acquire more magic and you get closer to the endgames. Not sure if it'll affect how interesting the gameplay is. If I did get rid of it, I'd probably make mana regenerate over time since being able to do nothing for multiple turns if you ran out of items would be annoying.

I think making things more tactical is a good idea and you raise good points/ideas. I've got to think more about how to do that, I guess.
>>
>>151241183
why is his face look very weird??
>>
>>151253208
Most people don't care about butthurt weeaboos in /agdg/ who throw a fit because they can't stroke their dick at your game.
>>
>>151253221
Thanks for confirming.
>>
>>151253458
that face is our masterpiece do not insult it
>>
>>151253343
shut your whore mouth and go back cooking that rice.
>>
>>151249245
Makes sense, for sure.

>>151249369
The problem I think here would be not knowing how GM works; if you think you'd be able to pick up on it quickly (one coder friend of mine knows C++ well, figured out GM enough to do HTML5 conversion in around 2-3 weeks of fooling around with it), then yeah, we could use you for the porting of the game.

If that went well, then we could possibly get you on as the backup C++ coder, but that's not a full time job or anything, as it's entirely dependent on when Cheshire has problems, etc.

Also, when I claimed 30-40 workdays, that was pretty much the maximum I figured it would take; if you're skilled with this stuff, it could take far less, but we'd ideally like to get it done by the end of September. That said, if you took a little longer and were making solid progress, then it could go past the end of September, sure.

>>151249784
I said without doing *furry* porn, lol.
Also, we're aiming to make legitimate games that are as good as anything on steam with good gameplay/music/visuals/storyline, but with porn weaved into them, so I mean, whether or not we accomplish that is up to the judgement of the players, but there can be legitimately good porn games.
>>
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>>151252289
i am planning on adding more advanced injury states and dismemberment, possibly even real time mesh cutting if i can.

ill probably add special mutator injury modes like de-cap only or players limbs reataching after a certain amount of time like the red skeletons from castelvania.

im hoping for a single player campaign with a PVP multiplayer mode.
>>
>>151253084
>yet most of the JRPGs I've played missed it: magic resistance
You need to play more games then, even pokemon has it.
also
>Wants mob trash to take more than a minute.
That'll make the game even more boring.
>>
>>151253410
>It's weird in that I've always know that but I still keep playing them.
It looks like we are in the same boat. I can not even say I play them for the story. I don't know. Even the shittiest ones have some pretty good atmosphere, and I just like the build up in the end for the final battle, not to mention when you can watch the after life of the characters while the credits roll.
>>
>>151253142
Floats precision is based on the significant figure of the number.
So a number like 2million have a margin for rounding of like 1k (made up for example).
but a number like 2 would have a rounding margin of like .001 (made up again)
>>
How do you pay artists and musicians? Do you have any arrangements?

I feel like the "most fair" approach is a flat amount once you're sure you've found the right guy(s) and then give them a certain percent of all future earning, but I'm sure you could absolutely get away with jewing the fuck out of somebody by giving them a few hundred dollars for their services and then they get royally boned if you manage to earn thousands in sales.

The sad part is, I'm under the impression that most artists are for the instant gratification. Let's pretend I somehow made a game that earned a million dollars and you only got $1,000 for art/music, I'm sure you would be happy prior to the game's success, but after hearing I made so much you would be pissed off that you only got a measly 1k when I got a million.
>>
>>151254331
Flat rate.

Pay them for chunks of assets.

They get their money now, they get their name out there if your game isn't shit, and you can't fuck them too much because you're paying for reasonable chunks of assets.
>>
>>151254097
>That'll make the game even more boring.
Depends on how you design it. What if battles take more tactical thought and time, but are less frequent? Players could seek out enemies if they wanted to grind, but making each encounter more involved or more relevant could steer the game in an interesting direction. This is assuming that there aren't random encounters, of course.

>>151254190
>Even the shittiest ones have some pretty good atmosphere
It's really true. I don't know what it is. I think sometimes I just like the characters a lot, even if the story is shit. Or the world may be really cool. Who knows why I keep coming back to them?
>>
>>151254097
more like elemental resistance. They make a simple concept into branching concept which make the game become grindy and inventory management become a nightmare for player.
>>
>>151254331
>most artists are for the instant gratification
Well, you can't pay the rent with future success. Besides, getting paid a living wage to work on a game that becomes successful can result in a huge boost in their marketability, which isn't too bad an outcome.
>>
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>>151253458
He's an indie dev.
>>
>>151254026
that looks fun.
>>
>>151254541
>getting paid a living wage to work
>as indie developer
Once again artist has shown their jewness
>>
>>151253926
Thank you for the detailed answer!

I don't think getting into GM would be an issue, but the September/October deadline sadly is one for me. I have a day job, and with only 1-2 hours a day to spare on an ambitious project like yours doesn't feel right.
>>
>>151254505
Everything you said in your previous post has been done by countless jrpgs even final fantasy did it.
>>
>>151254749
How is wanting to get paid a fair wage a bad thing? Indie doesn't mean "treat your contractors like shit". If they're working forty hours a week on your project and you actually want to pay them, like that anon is suggesting, then pay them a fair rate for it. If they're just freelancing and they have other projects, pay them a commission fee that you settle on. You'd want to get paid if you worked on something fulltime, too, right? Regardless of whether or not it was indie.
>>
>>151255016
>You'd want to get paid if you worked on something fulltime, too, right?

I think the guy's point is that the programmer DOESN'T get paid in an indie collab, while the artist expects to both get paid and get % of sales.
>>
You know, I wouldn't be a 2 months nodev if I had a free released cute 2D or 3D cute girl.
>>
>>151255107
sent
>>
>>151255079
>I think the guy's point is that the programmer DOESN'T get paid in an indie collab
To be more precise :

- In collabs, people "work" for free because they want to just like make game
- The only guy always having a problem with this is the artist, throwing the argument that he "needs to be paid to live" while ignoring that both the coder and musician also needs to live but don't rely on the collab to do so.
>>
>>151255107
Is this still a meme?
Here are some 2D girls:
http://untamed.wild-refuge.net/rmxpresources.php?characters
And here are some 3D ones:
http://tf3dm.com/3d-models/low-poly-girl
>>
>>151255107
Also:
http://gamedev.stackexchange.com/questions/20/where-can-i-find-free-sprites-and-images
>>
How am I not banned
>>
>>151255457
You couldn't be able to keep up the /agdg/ status quo with pointless shitposting like this if you were.
>>
>>151255079
>the programmer DOESN'T get paid in an indie collab
It really depends on who's spearheading the project. If you're approaching someone else and you're looking to hire them, of course you're the one who's going to pay them. I'd expect an artist who wants to hire a programmer to pay them, not the other way around.

Of course, if an artist and a programmer both want to work for free for future profits, nothing's stopping them and that's fine and dandy. But I don't see the issue with wanting to get paid to work on a project that's not really "theirs".

>the artist expects to both get paid and get % of sales
The initial post actually said the opposite: that artists want to get paid upfront. The idea of percentage based on sales varies widely depending on who you've commissioned.

>>151255242
>The only guy always having a problem with this is the artist
Plenty of artists work for free on games that they consider to be their project as well. There's a big difference between a programmer approaching an artist and asking them to work on the programmer's game, and an artist and a programmer collaborating from the get-go on a shared concept. We all work on our own projects for free. If you make someone feel like it's their project too, and not just some freelance thing that doesn't belong to them, you'd see a definite change in how people approach working on the game.
>>
>>151254331
>do a verification of who the artist worked for before, even before you start working together
>make sure to fill your part of the bargain, don't be a bitch and pay up. show that ur a good customer by meeting the deadlines
>pay a fixed rate for a batch of assets or music
>its better to have some sort of symbolic transfer at the first time to gain a little trust
>always be in touch and oversee the assets, its something that is easy to fuck up
>>
>>151254331
At least for me, I offer musicians/voice actors two possible ways for me to pay them;

- Flat rate, nothing extra after that, pretty straight forward. They set their own rates.
- A greatly reduced flat rate, but in return, I open up a tier on Patreon where I sell their work as part of an audio pack (for VAs), or part of a soundtrack for the game (for musicians), and they get a percentage of all the pledges from that tier for the entire run of the Patreon campaign as well as when we sell it separate from the game when the game's complete.

The people who work with me can choose either method, and if partway through they want to change between the payment methods for whatever reason (they feel the Patreon's not earning enough/they feel it's earning a lot and they want in), that's fine with me too.

>>151254847
Understandable; good luck in your projects regardless! (for anyone coming in late and wondering what we're talking about, I'm searching for someone skilled in C++/Gamemaker/HTML5 to port our game over to HTML5 (or webgl/unity/whatever you like as long as it runs on Newgrounds, we'll pay $2,500 for it plus a possible bonus)).

>>151255079
Why would the programmer not get paid? Personally I try to split Patreon income evenly among people in a project in terms of work done, everyone should be getting their fair share.
>>
>>151255107

I'm looking forward to your progress now that you have all these resources.
>>151255303
>>151255396
>>
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>>151255303
>rmxpresources
You're legally not allowed to use any rpg maker resource outside of the engine.

>http://tf3dm.com
pic related, cute? Let's ask for agdg's honest opinion about this.
The only cute is the X-Girl and she is from an online game called Audition Online. You're, again, not legally allowed to use it.

>>151255396
>6 years ago
>most links are dead
>actually closed as non-constructive
>>
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Trying to make spaceship sprites using photomanip. How's this before I color it?
>>
I am going to make FTL clone for easy money.
>>
>>151255529
I don't see the C++ HTML5 connection. Also, what's the size of the project?
>>
>>151255686
>You're legally not allowed to use any rpg maker resource outside of the engine.
Does that count for original material that was made to be used in a RPG Maker engine? Because that page seems to have original sprites, and the idea that the ToS would prevent you from using your own sprites somewhere else sounds too insane to be true.
>>
>>151256006
5kb
>>
>>151256218
There was a big thread on their forum about it, can't find it. Here's the official answer more or less. As long as the edits are:
- Used in RPG Maker only**
- Not sold for income or sold/shared with a sub-license with terms that are different than the RTP EULA
- Not breaching any copyright (ex. no re-making Final Fantasy sprites for example)
>>
i thought nodev was a meme but i havent worked on my game in 2 weeks and it feels good and relaxed
>>
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>>151256423
>edits
Isn't that the point of contention? If I created completely original sprites, I'd be free to use them outside of the engine, right? If the ones at that site are edits and that's why they can't be used, then I guess that makes sense and I'm just dumb for not seeing that. It's 5:30 AM, I should really go to bed, nothing makes sense anymore.
>>
>>151256438
I know I should have some rest. I'm again in that phase when I sleep 5 hours a day at max and have constant suicidal thoughts. Game making is my drug.
>>
>>151248125
cool looking project, keep up the good work :)
>>
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My first time sculpting a face, could could be worse I guess. How do I into lips and ears?
>>
>>151256834
looks like a tranny.
>>
>>151256834
thin lips huge eyeballs
better than anything i could do though
>>
>>151256834
>am i kawaii senpai~?
>>
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>>151256938
>>151256984
>>151257039
Any better?
>>
>>151257356
i like the Trump hair
>>
>>151257356
wider, thinner lips
larger, more protruding ears
>>
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more equipment icons
>>
>>151257460
Th-thanks

>>151257463
Any advice on how to widen the lips with Zbrush? It's so frustrating, every time I try to change them they look even worse. And the ears are just floppy turds at the moment, I'll definitely be fixing them when I can.
>>
>>151257570
my nigger
>>
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Spent some time tonight setting up a workflow in photoshop with smart objects and the old index painting trick to work on some basic tiles.
Adding grass inadvertently made the tile boarder even more obvious. I'm not stressing over it for now since its placeholders.
Everything loads into the game but the dimensions are a little off. Probably due to the camera setup.
>>
>>151257889
it's shit.
>>
>>151257889
Dont split a glob of grass between 2 tiles.
That will make it not obvious.
common sense.
>>
>>151257570
Is that hat equipable in the underwear slot?
>>
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>>151258507
there's a head slot

this is the equip item for the body slot of this set
>>
>>151258307
Yeah, I know what the cause is I'm just not going to bother with it until after I spend more time working on the actual game.
I don't want to get hung up on making tiles for a game without any mechanics. I also don't want to work on the mechanics of a game with color blocks or, worse, a pre-existing tileset that actually looks good; if the set was actually good I wouldn't want to replace it with my own art because I'd just hate it.
>>
>>151258696
o-oh
>>
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who up for some BADASS ROGUELIKES
>>
>>151250924
shill on facebook, it will reach its goal in two days
>>
>>151257889
Wish I could do that/10.
In other words: I like it.
>>
>>151258914
what will your game offer that isn't already in and better in other "big" roguelikes?
>>
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>>151258765
and the leg slot
>>
>>151259249
it's a MMO
>>
>>151258914
>acronym is FOMP

approved
>>
>>151259249
obviously nothing man who the fuck do you think i am some full-time developer?
the only real difference is that im too lazy to create scrolling so whole floor is just 4-8 rooms
>>
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Name one thing in your game that isn't already in some other existing game
>>
>>151259540
desu i started with acronym after reading it in a book, looking it up in the internet, and realizing that the acronym in book is made up
this made me so angry i decided to make my own meaning of it
>>
>>151259249
on the other hand sometimes simplicity is better isnt it
look at brogue for example
>>
>>151256438
I get more and more anxious and depressed the longer I go without working on anything.
>>
>>151259585
well....uhh... fuck ;_;
>>
>>151259585
No game these days has anything that isn't already in some other game in one form or another. You can't create "original" things anymore, you can only create original interpretations of other things.
>>
>>151259585
you can kill frogs in 102 different ways
>>
>>151259835
It's because you still have some hope left, once you give up it's very relaxing, unfortunately it has consequences (for example I failed 4 out of 5 classes this semester) but what u gonna do
>>
who /rewrites whole code after 1 day of work on new game/ here
>>
>>151260052
Joys of being an enginedev

On the good side I can now go directly to the latest iteration of any thing I've built, instead of doing some random test and then improving it over and over.
>>
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>>151259995
>>
>>151260052
I half ass code knowing I'm gonna have to re do it later. Not to bad, takes an hour our so.
>>
https://www.youtube.com/watch?v=3Zq1yo0lxOU

Wow that's a LOT of platformers. I wonder if creating a platformer goes hand in hand with using an engine.

"Path of least resistance".
>>
>>151260052
Well, it depends. I usually try to do my best to have the best and least redundant and most maintainable code at first, which means sometimes I write some pseudo code on paper before I type anything. With that said, I mostly only rewrite code if I find a better solution later, or when I start to experience performance issues. I'm one of those guys who like to monitor RAM, GPU and CPU performance along with the usual FPS check while testing.
>>
>>151259564
>>151259740
make it smaller but stand out with a fresh theme or mechanics
>>151259585
drafting corpses and giving them military ranks
>>
>>151260052
I never do anymore. I have abandoned so many projects that when i stat a new one the code is fucking flawless because i done it millions times before and it's always the same base code for most game types
>>
singles -> play overwatch then work on that roguelike
doubles -> dev that roguelike I've been thinking about
>>
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>>151259585
my gf
>>
>>151261231
I don't understand your post.

So your gf is not in other already existing games, but she is in yours. Why is that feels worthy?
>>
>>151244658
AHAHAHAHA

I only get 144 bux. If I finish something. ;_;
>>
>>151261224
I do it as the first time I lose or go negative I go back to dev'ing.
And I can't play again until I've made significant progress.
Only it's with Smite
>>
>>151261389
neither her no my game exists
>>
>>151261512
Non existing girlfriends are called waifus, anon.
>>
>>151248628
I've just started learning sepples, but you turned (this) into a pointer? How's the memory allocation going to work out?
>>
Redpill me on making pixelart.
>>
>>151253221
>>151253162
Another thing is the massive cost in size for the baked lightmaps. Enjoy your 10+ GB game projects.
>>
>>151261886
it's a bad idea, learn to draw instead.
>>
>>151261623
* is the dereference operator
>>
>>151255953
Duke Nukem/3D
>>
my biggest fear is performance.

I'm coding maps and everything like nested lists containing objects.

but I'm afraid looping over every lists (like looping the tilesets with the characters, enemies, bullets, sparks) is the worst possible scenario.

my game is a 2D shit on libgdx, how do I overcome this fear I'm doing shit performance?
>>
>>151261963
which in *this case points to the object you are executing the code inside of
>>
>>151262032
>how do I overcome this fear I'm doing shit performance?
Multi-thread everything.
>>
>>151262032
I really can't code. but I do a lot of

for (int a = 0; a < 100;a++)
{
for (int b = 0;b < 100;b++)
{
if (a == b)
{
do action;
a = 1000;
b = 1000;
}
}
}
>>
>>151261886
http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html
http://2dwillneverdie.com/tutorial/
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
etc.

And like >>151261912 said, getting into drawing and anatomy helps you understand the basic concept on how things should look like.
http://drawabox.com/
>>
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>>151254026
>>
>>151261963
>>151262043
But couldn't this be done without the dereferencing? Isn't the use of pointers to help with memory management? Are the packets going to be stored somewhere?
>>
>>151262032
Why would you iterate trough the whole tilemap? Just check the next tile.
>>
>>151262032
if it's not stuttering keep going. computers are pretty powerful these days.
>>
>>151262032
>my biggest fear is performance.
Thank fuck I don't have to worry about this. My computer is awful and can't even run Diablo 2 without framerate issues. If my game runs at steady 60, 90% of computers should be able to run it without much hassle at all.
>>
>>151262257
post the one where the player dies
>>
>>151262443
I would if i had it

don't even know what game it is to search for it
>>
Hi, agdg. Been making a simple text game to try and get the basics of programming and C++. I want people to try my game, but everyone is (understandably) scared of running some random .exe file.

So, is there any way to make my game executable seem trustworthy? How do you guys do it when you want people to test your games? Thanks.
>>
>>151262308
>>151262391
>>151262398
is there a better way than doing the following:

for (Enemy e : enemies)
{
for (Tileset t : tiles)
{
for (Spark s : sparks)
{
// Do the game code
}
}
}
>>
>>151262257
some positions on the body it cycles through might be better, looks kinda like a pain in the ass.
>>
>>151262398
Damn, reading that made me want to get a shitty laptop with Win XP for comfy dev times in bed or on the go.
>>
>>151262592
add a fake .cfg file and the folder of fake assets
fill up all info on .exe file so it does display your company or whatev
>>
>>151262516
It's OK I found it.
>>
>>151262604
Yeah
>>
>>151262660
ok so post it

and the game name so I can play it
>>
>>151262592
Have it run through a websight.

EXE-files are scary shit and I won't blame people being suspicious.
>>
>>151262726
No
>>
>>151262780
fuck you
>>
>>151262721
do you have any idea or some tip?
>>
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>>151262726
>>151262859
JK lol
>>
>>151262592
For start, put it on Itch.io or DropBox, GoogleDrive (as I know GoogleDrive scans for viruses, so that's a huge plus).
Second, let us know you better. Simply leaving your exe here won't give you any response. But if you keep on posting progress week after week, we will know that you are actually working on a game, so when you are asking for a feedback, there will be more help.

I don't think exe-s are scary. There are other C++ devs here, and people download their games on Demo Days. Besides, every single engine produces an exe file, so this discussion is kinda meaningless.
>>
>>151262651
That's how I'm devving right now. In bed with my laptop.
>>
>>151262604
what is that? here is my shitty code, maybe it will help.

int b= 0;
int c = 0;
int rectangle[] tilegraphic;
for (int a = 0; a < 25*25;a++)
{

drawtile(map[b,c].tilegraphic[map[b,c]],Color.White);

b++;
if (b==25){b=0;c++;}
}

for(int d = 0;d < 100;d++)
{

if (enimes[d].position = map[enimes[d].position.X,enimes[d].posdition.Y])
{
your dead;
}

}
>>
>>151262904
Just use TrustedInstaller. :^)
>>
>>151262930
>your dead;

Dropped.
>>
>>151263104
cant win them all. :P
>>
>>151262657
>>151262736
>>151262904

Thanks, guys. Thought people wouldn't care about a console text game without assets, that's why I never posted here.

Guess I'll be more active here now. As soon as I have something cool, I'll post.
>>
>>151262930
You can save some resource on the tile drawing part if you only draw tiles which are in a given range (so they are in view distance).
>>
>>151263335
this is a whole map visable completely at once. But yeah I know what your talking about. thx :P
>>
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Who's ready for Lewd Jam?
I want to quickly finish up the things I want to put in my game for DDX then move right on to making a lewd game.
>>
>>151262592
Make handheld raspberry pi devices with your game on them and ship them to interested users
>>
>>151263415
Sorry, I didn't know that. I'm working with a relatively huge map, so I felt the need to add that.
>>
>>151259585
a picture of my dick
>>
>>151263493
>t. nodev
>>
>>151263493
When's the finish date for both?
>>
>>151262872
Basically, it looks like you're coding like a Stalinist. You've got one huge manager class telling all the characters and bullets what to do. Those bullets are completely depending on this one manager, they're basically dumb.

You need to give more responsibility to the characters and the bullets to work where they need to be, when they need to die, etc. You need inversion of control.
>>
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I'm /ideaguy/ing so hard right now, you wouldn't believe the things I've ideaguyed.
>>
>>151263628
Not really. I'll post a screencap of your post on the demo's page if you want.

>>151263667
DDX is Sep 8, Lewd Jam is Sep 16.
>>
>>151263728
shoot
>>
>>151263769
>DDX is Sep 8

Well shit that's less than a month and I'm not even halfway through my demo. No way I can also make it for lewdjam.
>>
>>151259585
My game is a copy of an existing game so I don't care.
>>
>>151263925
if you ripped off my game i swear to god i'm going to fucking rape you with a hot metal pipe
>>
>>151263807
Lewd Jam starts on that day and lasts 2 weeks. Technically you're supposed to start on the 16th and submit it by the 30th so you can easily work on your main game until DDX and only after that start thinking of lewd jam.
>>
>>151264009
;^)
>>
>>151264030
If I make the best game do I get money?
>>
>>151264123
Of course not
>>
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the generated stage model is slowly starting to take some kind of form, though the black outlines are somewhat difficult to work with
>>
>>151264198
looks good.
>>
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I need breast adjectives for E, EE and H cups!
>>
So if I wanted to make a simple fighting game for lewd jam, what's the bare minimum number of fighters I should have? I'm thinking 4-5.
I only do 3D so I'd have to model/texture/rig and animate them and that take a lot of time.
>>
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>>151264123
All basic things are in. Hopefully I will have enough content for DD10
>>
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DDX is in 28 days!
>>
>>151264198
Add more camera shake and make the camera look a bit ahead.
>>
>>151264278
How's that picture related to aggy daggers, again?
>>
>>151264371
Me on the right fishing.
>>
>>151264123
No. The award for the lewd jam is fully themed:
I will swallow the winner's load.
>>
>>151264198
That looks fun
>>
>>151264371
it's super comfy, unrelated game related comfy material is allowed to be associated with agedagger
>>
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pls join mu mmo
>>
Any UE4friends here? Still trying to figure out what the most optimal, least problems-down-the-line solution to an inventory system is
>>
>>151264270
make them one by one, and submit whatever you have by the time the jam ends
>>
>>151264512
Ok, then I approve this.
>>
>>151264517
All words and no signs of actual progress? Don't you have any pics/builds/more details about the actual game?
>>
>>151264198
this looks top notch, well done
>>
>>151264518
Make a masterclass for items (including generic stuff like item description, weight, etc) and make each item type (i.e. health potion) a subclass of it. Then store each item you pick up in an array of these subclasses.

That way you can iterate through them and pull info for your UI.
>>
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You can do only one pointless thing in my game. You can travel from city to city. For what purpose? I don't really know. Can you kill stuff? No. Can you seduce lewd barmaids? Nope. Can you do anything? You can pretty much only go from city to city.

The fuck did I just create?
>>
>>151264517
>an mmo where you do quests, kills mobs and get loot
If he's gonna be overly ambitious, you'd think that he'd at least put some original thought into it.
>>
>>151264645
Pretty sure he's not the one who posted that
>>
>>151264536
That makes sense, thanks. Still not totally sure if I'll make that or something else though.
>>
>>151264721

Is the master class an object? An Actor? A struct?
>>
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>Follow Bullet physics forum tutorial on using Bt with CodeBlocks to the letter
>Doesn't work
>Try using Cmake
>Doesn't work
>Try using VS (which I dislike)
>Cmake works for the first time since I tried using it
>>
>>151265114
Actor. And the subclasses would be child actors.
>>
>>151263807
FUUUUUUUUUUUUCK
Now I'm not sure if I'm gonna make it
>>
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>>151264242
>>151264504
>>151264707
thanks
>>151264303
camera shake needs tweaks, though not necessarily in amount since there is a lot of other effects going on. i might make it longer and move the camera differently
i'll look into the camera business, since making it look more ahead is probably a good idea
>>
>>151265213
Just install a linux partition dude. You wouldn't believe how much easier it is
>>
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Preparing for lewd jam
How do you feel about shortstacks?
>>
>>151265363
Wasn't easier for me
I kept running into dependency issues
>>
>>151265220

Don't actors have to exist in the world? If I want to look at the object I have to spawn it to get its data
>>
>>151265457
>dependency issues
Then you install the dependencies? It's an apt-get away
>>
>>151265363
I don't wanna, mainly because I don't wanna bother installing a new OS.
>>
>>151265373
they are a wonder of nature
>>
>>151265565
Try it out in a VM, or put ubuntu (Lubuntu even better, less bloat) on a thumbdrive and boot from it. Your actual shit won't change but you'll end up spending so much time in it that when you go back to windows from your comfy zsh/oh-my-zsh (with all kinds of handy git/whatever notifications in your shell) and tiled WM that you'll be like, fuck this noise, and just wipe it in favor of linux.
>>
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>>151265497
You can get the default values of a class without spawning the object.

I actually didn't think that far ahead though so maybe this is a shit method.
>>
>>151246015
i use sketchbook pro
>>
>>151265552
>It's an apt-get away
I tried, and tried and tried
It was nothing but issues
If I have to see a terminal one more time
>>
apt-get finishedgame
>>
>>151265893

How does that work if you want to change properties of an item (uses, durability, maybe) or apply some kind of weapon mod system?
>>
Trying out modifying the camera a bit more so I can do large rooms easier.
>>
>>151266106
>>
okay heres a tough question
i have this roguelike right
and as it happens in roguelikes things can overlap (monster standing on an item in a doorway)
what would be the right way to draw them?
draw the top one (monster) first, then for item and doorway check that theres a monster at this position already and dont draw
OR
draw the bottom one (door) first, then if theres anything of higher priority just overwrite the door

im really confused here send hlep
>>
>>151266106
how is this even possible? Ubuntu is more idiot-proof than windows, especially regarding libraries.

Personally I tried and tried to get some development libraries installed and available on a windows machine and good fucking lord, never again.
>>
>>151266431
Have them alternate, blinking. Dorf fort style.

You really ought to play games you're trying to emulate
>>
>>151266572
dorf fort is the only game ive seen to do that

i know because i played games that im trying to emulate
>>
>>151266413
>git gud
I'm not wasting more time on linux, everything just werks on windows
>>
>>151266695
The moment you want to actually use your computer and do some work with it other than using it as an entertainment center, you will realize how a useless piece of shit Windows truly is.
>>
>>151266695
>>151265213
>>
I'm gonna make a grimdark pixel art Advance Wars clone and you can't stop me
>>
>>151266895
That sounds awesome, I'm looking forward to your progress
>>
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>>151266895
That already exists.
>>
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>>151266413
>>
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pls rate.
>>
I'm gonna make a up beat and colorful Space Hulk clone with an anime art style and you can't stop me.
>>
>>151267062
I'm gonna make one that's not shit

Go fund my kickstarter!!!!!
>>
>>151267296
Nose/10
>>
im gonna make a generic roguelike and you can stop me if you bully enough
>>
>>151267420
Have fun, I'm sure you'll finish it.
>>
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rate everyone?
>>
>>151267693
thank you friend
im sure too its a roguelike after all
>>
>>151267420
Need an artist?
>>
>>151267769
I would be willing to kill in order to never see something like this again.
>>
>>151267769
>rixels
Delet
>>
>>151267849
i wouldnt mind someone giving me a list of what things should have what letters

that would save me like 5 minutes required to go on dcss wiki
>>
>>151267769
Could you, please, post a webm or a gif instead?
>>
>>151268013
Well there's also menu, ui, fonts, title, logo, ...

What language are you using?
>>
>>151267769
Looks like a video game
>>
>>151267769
This is triggering

delete this
>>
>>151268091
love2d because im a meme
i already stole some font
im in the process of making the title hold on ill post in a sec
>>
>>151268238
ahh well good luck!
>>
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>>151268054
there you go, it's my first project
>>
>>151268315
Not bad for a first project desu but I wouldn't pay $20 for it
>>
>>151268315
>greys

>shooting each other

>with primitive projectile weaponry

breaks the immersion
>>
>>151265893

Did you make this image, or is it from somewhere?
>>
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Just started texturing the plane.
>>
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>>151268278
rate my title screen
>>
>>151262257
Something about this gif makes me super uncomfortable. Like I'm going to get run through with that guys sword. Just fills me with dread. It all happens so slowly as well. Oh ngod. This in VR would kill me.
>>
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Quick equip test of the new ship in game. It doesn't match the existing ships at all, but at least copyright-wise it's unambiguously mine.
>>
>>151268774
(d)
>>
>>151269040
(d)ont bully
>>
Anyone know what I should worry the most about in UE4 perfomance-wise? (Its for VR so yes I do actually have to care)

-Too many too high res textures
-Too many different materials
-Too many polys

?
>>
>looking at job/project ads
>everyone's looking for programmers both paid and unpaid
>art is far and few between
>sound even less

I hope I'm going to feel more useful once I've learned sepples. It seems coding skills is incredibly high in demand for gamedev projects.
>>
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FUCK ME anatomy is hard. Anyone got any tips or resources they would recommend?
>>
>>151268932
Looks sick but yeah, it's too 3D looking so it clashes with the other ships' style.
>>
>>151269474
look at the op pic, then look back at yours

you're doing fine
>>
>>151268932
who owned the old one?
>>
>>151269474
what the FUCK is this abomination
>>
>>151269474
Is that zyzz
>>
>>151269474
>>>/3/
I think they'll be more useful to you.
>>
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Quick morning sculpt. I stated the other day I wasn't going to make a lewd game for the lewd jam but instead make a lewd monster for my game. I tried giving her face some snake-inspired features, but I don't think it turned out so well, so I'm going to redo that probably.
>>
>>151269554
;_;
>>
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>>151267296
>>>/ic/ out of 10

>>151268774
pomf out of 10
Is nice but you could do better, something like this maybe?
>>
>>151254668
>like just
>>
>>151264512
AGDG is anything but comfy
>>
>>151268315
add tractor beam which can lift those oil platform workers into the ship and then you can fire them like bullets
>>
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>>151269538
A few of the old sprites (namely the thrusters and guns) are originals made by people I knew. It's not farfetched to just ask them for permission.

On the other hand, the hulls were heavily manipulated kitbashes of sprites from shmups like FM:Gun Hazard along with direct rips from a Cortex Command mod, which kind of put them in similar territory to Project S.H.M.O.O.P's art. Not a good thing when I plan to go commercial.
>>
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Doing some menu stuff, I can't wait to get all this boring UI stuff out of the way. Upgrade menu is next.
>>
>>151269732
sure man im just trying to get basics of game done so that other people can give direct feedback
>>
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>>151269474
I've seen worse.
>>
>>151270371
the old ones looked so much better.
>>
>>151270371
surely you aren't delusional enough to think that your game will ever get popular enough for copyright to matter?
Nobody's game here is. Sorry.
>>
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here's something for the people that bring up "sunk cost fallacy" when i mention i still work on Restricted-RPS.
i dont work on it because im afraid of losing my efforts on it, i work on it because it can still be better and because i believe in it.

people actually playing it is rare as fuck but when it happens they affirm my belief in rippus.
>>
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AYY TRUUUUU
>>
>>151270573
> I have no idea how to start working on Infinite Detail Detective Game beyond a prototype UI
>>
>>151270414
She doesn't seem "A-OK" to me.
Good work though, that UI looks juicy.
>>
>>151270573
>putting makeup on a corpse of a game because I want to stay relevant and can't make a real game
>>
>>151270573
I believe in you gogem.
>>
>>151269537
I thought OP pic was intentional, but thankyou for the kind words.

>>151269545
Th-thanks

>>151269554
I think it looks more like Jeff Seid, which would be in line with the tranny comment earlier.

>>151269607
Yeah it's just so slow, if I'm lucky enough to get a reply it's like a day later. AGDG moves much faster and people tend to have pretty good advice. FWIW he is going to be a game character if I can finish him. Thankfully he'll be wearing clothes too.

>>151270523
Those are all pretty good tho. What sort of reference do you use?
>>
Your lewd game better have forced transformation.
>>
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>>151270618

tfw no one will ever make my ideas reality

I just want a cool first person SCP style detective/horror game
>>
Hitler should have won
>>
Is it possible to make procedural generation with game maker?
If not, what else can I use?
>>
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>>151270864
>I thought OP pic was intentional, but thankyou for the kind words.

It's not.
>>
>>151271113
Yes. Derek Yu did it for the original Spelunky.
>>
>>151271195
Is there any tutorial?
>>
>>151271113
yee ez
you have to wrangle the code yourself though
>>
>>151271142
>day 1
>>
>>151270414
Seems great to me.
>>
>>151271225
Probably but I don't know where to find it because I don't use GM. Derek wrote some articles about it though and might have even open sourced it.
>>
>>151271225
learn to code yourself dongus
>>
>>151254026
any chance it will have vr support?
>>
Is Kobolddev still around or did you bully him away?
>>
>>151270618
But what if I want to use lazy grammer
>>
>>151271142
/r/ a pic of this guy holding sord.
>>
Can someone who's used both SFML and GM tell me how fast would it be to make a very basic game(hell, even porn game) in either of those? (By comparison.)

I have some basics of C++ and I don't know which one to go with. I hear people say it's faster to finish a game with GM, but does it make a difference for something so basic? And if yes, is there something like a "programmer's" intro to GM, where instead of explaining to me what variables are, they just tell me how variables are declared and used in GM, and the such?
>>
>>151270728
Thanks, that thing tells you how close an enemy is to appearing
>>151271338
Thanks anon
>>
>>151251043
>fenoxo makes 22k bucks per month
he doesn't even do much for his flashgame porn novels. once he did the basic rpg combat mechanics it's just adding new events whose content is provided by the thousands of people who PAY HIM to have their ocdonutsteel added.
i wish i could captialize on furries as much as this neurotic sperg
>>
>>151271704
Don't expect more in return than what you put in.
>>
>>151271882
>i wish i could captialize on furries as much as this neurotic sperg

you can, it's just that most people wont

>pick fetish
>make furry game with that fetish
>make patreon
>shill on furry forums
>>
>>151271749
>make a very basic game
Depends on what you're exactly doing
Platform-independent, library-independent game logic like Tetris is the same time across all platforms, so you gotta be specific on what part of your game you want it to be convenient to make
>>
after i catch up with this manga what should I learn, C++ or GML to make games
>>
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>>151272092
I don't use lazy grammar because I'm lazy I use lazy grammar because it makes me feel like a cute anime girl, but I guess I can't
>>
>Using C#
>Create 2 Random objects next to each other
>They keep giving the same results

How can you defend this Micro$hills?
>>
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>>151251043
No idea who this is but it's the worst of the list.
In what 5 months he gained more than 5000 retards that pay money for his shit. This world sucks.
>>
>>151272450
>create two random number generators with the same seed
>surprised when they give the same result
Random rand = new Random(Guid.NewGuid().GetHashCode());
>>
>>151272464
I'm still confused by people who pay into Patreons, especially ones that don't produce porn or art. Like I'm not poor, but what the fuck?
>>
>>151272603
surrogate friendship. people that grew up on the internet on day 1.
>>
>>151272386
psl repsodn
>>
>>151272824
What manga are you catching up with?
>>
>>151272252
the guy has a whole lot of luck too
There's only disappointment awaiting people who think they can do the same and get rich, as much as hardly any of us will get a movie dedicated to us like Fish by making the same shit
>>
>>151272960
My Hero Academia
>>
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>>151271661
it's all good. I'm making a poof effect for objects disappearing

probably something like this but less detailed (it was for another game)
>>
>>151268460
It's from the ue4.9 release notes
>>
>>151272252
that's the problem, i can't. it would require me to indulge in fetishes that i don't wanna touch.
it's not hard making a textbased rpg in flash and offering to add other people's OCs and smut as content, but most would want their special fetishes added to the game and i'm not a fan of 3 foot dicks, dragonfairyfoxfennecangel herms, vore and diapercubs.
>>
>>151273107
>reading never ending shonen manga
>>
>>151273457
Man you're good. I hope you're not another furfag/scalefag though.
>>
is it even possible to create AI without any rng in it and yet make it fun and not predictable after playing with for 30 minutes
>>
>>151273681
yes, but it's hard
>>
>>151273575
Might as well before I have to catch up to 1000 chapters instead of 100

>>151273681
That future predicatbility is the fun part, as if you mastered the game and now can blaze through your game after learning about your enemy
>>
>>151273681
It helps to use a more advanced AI like STRIPS combined with a lot of meters.
>>
>>151270859
i'll believe in the you that believes in me.
>>
>>151271028
the problem is that thinking up ideas is easy but making them is hard and every competent programmer has tons of his own ideas which he will never even be able to do all due to time constrs
the only way is to become rich and then hire programmers full time to work on your idea
>>
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>>151273770
>mfw wanting to read Hajim no Ippo from the start after loving the anime
>1200 chapters
>>
>>151273646
nah, I want the critters to be cute and not too humanized
>>
>>151273681
predictability is important
the best way is to do a simple state machine for each enemy and then make different combinations of enemies for different levels of challenge
see Hyper Light Drifter or Fable or really any adventure game
>>
>>151273941
I read jojo which is just shy from that many chapters in a summer
>>
>>151273681
the only way to remove rng is to replace it with learning. as in actual AI that learns from its surroundings in real time, but good luck with that
not even AAA games can't do that yet (in a way that ain't shit)
>>
psl repsodn, learn C++ from the beginning or GML
>>
>>151273681
>is it even possible to create AI without any rng in it
yes.
RNG is an input with no source and no logic. do the harder, better thing of grabbing inputs from sources and using logic.
>>
>>151272603
I pay into patreon to support artists I like. I spend maybe $40 a month. Thats nothing, and the artists I like can keep drawing cool shit and not have to starve.
>>
>>151273941
>reading manga with over 300 chapters
>>
>>151274179
True, but I'm also reading a lot of other stuff both ongoing and from my backlog.
But yeah I think Ippo is one of those manga you can keep reading for hours without getting bored so I'll probably marathon it soon.
I also read jojo parts 5-6-7 in about a month some time ago and recently marathoned all of Jojolion in 3 days.
>>
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My game runs at 60 FPS. You can shoot 12 times per second. The maximum times you can shoot is the maximum value of an int in C++.
It would take over 800 years to run out of bullets.
>>
>>151274410
A friend of mine marathoned the entirety of jojo in 7 days

Anyway, will I ever know what the smarter choice is, C++ or GML
>>
>>151274456
>No Man's Bullets
>>
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>>151271028
sure thing Anon!
>>
>>151274274
I use C++, just because I'm already familiar with it. In the end, I guess it doesn't really matter. If you want to move on to bigger games afterwards, I would definitely recommend learning to program.
>>
>>151274456
dont forget:
>if(25769803764)
{
int = 0
};

so no autist tries to crash your game
>>
>>151274456
why is fps relevant
>>
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>someone asks you how you did something
>explain to them in detail
>they shrug it off saying it's too hard
>>
>>151274580
Sure thing anon, any good place to start learning?
>>
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>>151274670
because my game is frame dependent
>>
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Small progress while I procrastinate on the art. Someone pointed out how the stars appearing behind the secret tiles but on top of normal ground looked bad.
>>
>>151274743
https://thenewboston.com/videos.php?cat=16
>>
>2016
>unity is 5 versions in
>still no support for nested assets
this is a joke, i'm not paying for 3rd party store garbage
god i wish UE4 wasn't complete trash and supported natively c# instead of archaic bloated c++
>>
>>151274851
Thanks anon
>>
>>151274762
so is mine
its a roguelike
>>
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>>151274456
Small time
>>
>>151274921
so is mine
i'm a shitty fucking programmer
>>
>>151274976
is this the mario 64 guy
>>
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>>151274762
>>
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>>151274882
That's actually some smart bait man, multiple levels that initially threw me of, making me think you where serious for a sec. Soon you might be able to trick people!

If only you could put your energy into devving instead.
>>
>>151274882
What's a nested asset?
>>
>>151275137
Yeah

I love him
>>
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>>151275137
of course
>>
>>151264278
>tfw I'm not gonna make it
>tfw I haven't even started a game
>>
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>>151274568
I propose we form an idea guys union. where we all post our various game ideas into a publicly accessible document.

we can categorize them by genre, others can comment, rate, make suggestions, tell you if the idea is impossible, etc. Idea guys can then make revisions to their ideas based on that feedback.

this document would also serve to give game devs who have no creativity some ideas to work with. For example yesdev is in a slump and he can't think of any interesting game ideas or mechanics, so he goes to IdeaGuyCentral™ and looks at the trending game ideas. One idea looks interesting and yesdev thinks to himself "yeah I can do that" and promptly starts work on a new game.
>>
>>151275383
you can do it
stop shitposting
start devving
>>
>>151275225
Let's say have a bullet game object with mesh and as a child of that bullet is the casing mesh game object etc..
if you have several bullet prefabs in the scene and you change one, they all change to match, this is what a prefab is
so then you take the bullet gameobject and make it a child of a gun game object, the gun itself also has several children etc, and then you save the gun as a prefab as well.. but now the bullet is part of the gun prefab and not a separate prefab anymore, so if you change the bullet prefab the bullet in the gun won't change anymore
nested prefab is a saved prefab that has several other prefabs in its hierarchy
>>
>>151275630
Oh right. Yeah that annoys me too.
>>
You are going to put Stackexchange in your end credits, right?

Don't you dare fucking lie to me and say that you haven't referenced it at least a few times when you were stuck on some programming problem.
>>
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>>151275630
>c++ is bloated!
>c# is not! I swear!

I know c++ isn't made for babies, so yeah it takes abit longer to learn than c#, but you can learn if you put effort into it! No need to be mad.
>>
>>151275712
This is absolutely vital functionality which unity ignores on purpose to force people to buy the solution form the store because they get a cut
I am getting really tired of their shit.
>>
>>151275845
>i want everything i make to take 10 times longer because i'm a man
lol retard
>>
>>151275820
I only read things that are public domain so I don't have to credit anyone.
>>
>>151274273
>the only way to remove rng is to replace it with learning. as in actual AI that learns from its surroundings in real time

As someone who had to involve himself in a project concerning genetic algorithms, I can tell you that this is a very bad idea.

The amount of iterations and "tries" it would take for an AI to learn from the player's actions is simply far beyond the scope of a normal game. You can't possibly expect a player to play your game for 10 000 times so that the AI can learn perfectly how to counter that person's playstyle. Any sort of "learning AI" would need a LOT of smoke and mirrors behind it, and with a lot of duct-tape from the programmer.(For example hardcoding the AI to check behind corners and covers before walking if the player has a lot of stealth kills,but if you're gonna go that way, why not hardcore everything else?)

I remember reading that our brains do not work in binary, thus any "real AI" has no chance of existing on our current machines, and that they need quantum computers who work with more than 0's and 1's. So it's my impression that a good, manageable self-learning AI would also need that sort of framework.
>>
>>151275560
Im in. Then we can bitch to each other when someone borrows something and implements it into a game and we get no credit.
>>
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>>151275975
Are you so lost you think c# is faster than c++?
>>
>>151276085
if AIs don't exist, then explain where they get all those sentient AIs we see in movies
check & mate son
>>
>>151272438
If you want to live a lie expect others to lie to you.
>>
>>151274651
This.
>>
>>151276293
The computers those AI run on are quantum computers provided by the Illuminati and area 51 members.

Where do you think we have the "grays" image from? The US Government has long been provided with alien technology in exchange for control over the planet, wake up sheeple!
>>
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>>151276179
I think the anon is talking about rate of coding between the two?
C# is certainly an easier language to use, and no one could possibly imagine that it's faster than C++ right?

Right?
>>
>>151274651
If i saw a bullet counter in a game i play to suddenly zero itself for no reason i would immediately refunded the game and made it my mission in life to destroy that dev with bad reviews
>>
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>tfw progress has become driven by the intent to get a higher recap score
>>
>>151276171
devs who use idea guy ideas should credit IDU (idea guy union) in their game's credits
>>
>>151275820
I was going to put /agdg/ in my credits, and maybe /dpt/ (but probably not, since /g/ are a bunch of douchebags).
>>
>>151276762
Oh shit space dementia is still alive? If the dev is here, please post some progress.
>>
>>151276659
unless you're working on some next gen shit the speed difference is negligible. cross platform ability is more of a reason to use C++ than speed.
>>
If I wanted to take a "free" project and then put it under a proprietary license, therefore stopping the original author from continuing to work on it, what license should I look for?

Unlicensed work would obviously work for this, because if they don't have a license then it's completely unprotected, so I can take it, put a non-free license on it and tell them to stop. But I know also there are some unrestrictive licenses that could also allow this sort of takeover.

Thanks! =)
>>
>>151276085
>I remember reading that our brains do not work in binary, thus any "real AI" has no chance of existing on our current machines, and that they need quantum computers who work with more than 0's and 1's
This really sounds like bullshit.
>>
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>>151276898
Same thing could be said of java.

I mean to say I'm using Java.
>>
post your game waifus
>>
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>>151276762
d-did recap guy really die ;_;
>>
>>151276947
https://www.quora.com/Do-human-brains-store-information-in-binary
https://www.quora.com/Is-the-human-brain-analog-or-digital
>>
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Added bunnies, juiced up the hedges, and made tiles randomly flip on their y axis. Thanks to the anon that recommended that. Still need to add a lot of sound effects.

Webm with sound here
http://i.4cdn.org/wsg/1470843040011.webm
>>
>if odds i finish my 3d model and start painting textures
>if evens i make music
>if dubs i do my math homework
>if trips i play videogames

I want to do the right thing
>>
>>151276905
Never go full retard.
>>
>>151277321
I meant the latter part.
>>
>>151267769
Looks like a low quality scribblenauts
>>
>>151268315
>my first project
Damn, that's impressive.
>>
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>>151277279
I hope that's not a moth, moths are completely shit nutrition wise, that frog is losing more calories and nutriments by eating it instead of just staying still.
>>
>>151277419
Is the player a crystal ball wrapped in a purple sheet?
>>
>>151270414
Following your Tumblr was a good decision.

Will you let us play something on the upcoming Demo Day?
>>
>>151277419
ScreenShake
Rabbits Run when youre too close.
Momentum - physics
Tank rumbles when idle like that engine is roaring.
Smoke particle trail


A few bits of juice for you.
>>
>>151277454
That true self-sentient AI needs quantum computers?

Or that quantum computers work with more than 0's and 1's ?
>>
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>>151245634
>>151269697
>>
>>151277427
Welp, time 2 dev
>>
>>151274778
>procrastinate on the art
What would you like to change on the visuals? Or what do you mean by that?
>>
>>151277772
That true self-sentient AI needs quantum computers.
To be fair, I know next to nothing about the topic, but the notion that proper, learning AI couldn't be simulated with a binary system doesn't seem right.
>>
>>151276905
Copyright is automatic. What you are trying to do is literally impossible, if you released stolen work under a proprietary license there's this thing called 'prior art' that will make you and your lawer look like complete retards (and I think you might be, based on the question you just asked).

Also, why the fuck would you do that? What are you trying to steal?
>>
>>151274273
>the only way to remove rng is to replace it with learning
>the only way
no the only way is to remove the RNG, adding learning is probably dumb although it's something i intend to additively for my whip the vote sequel
>>151276085
trying to weight a genetic algos with a complex ruleset on a singleplayer is definitely a terrible idea but with a generally simple game and/or pre-weighted and/or multi source weight inputs (even if the game itself is not multiplayer) can lead to solid results like http://www.nytimes.com/interactive/science/rock-paper-scissors.html

for wtv2 im doing the standard >>151274298 like i did for wtv + going to attempt to weight successful "strategies" so that specific AI actors will keep rolling the same choices that have worked for them before even if a more fine grained logic check would decide something different... the idea being really the opposite of AI objectives to be "smart" i want the AI to make dumb human-like mistakes.
>>
>>151277280
did you really eat your dog?
>>
>>151278108
>but the notion that proper, learning AI couldn't be simulated with a binary system doesn't seem right.

Learning AI already exists in the binary system. Neural networks and genetic algorithms ARE being used. It's just that it's a very low level of intelligence, and we couldn't even make it to the level of a mouse. Not what I'd call "true AI". Some examples of it are stuff like chatbots or RPS learning machine.

http://www.nytimes.com/interactive/science/rock-paper-scissors.html?_r=0
>>
>>151274273
simple adjustment of weights based on success and failure is enough to count as learning

what you're really looking for is AI personalities, since you want to create variety
>>
hey guys im thinking of starting my sprite animation, what programs do you use?
>>
>>151274695
I feel sorry for those people
>>
0-4 - study
5-9 - gamedev
>>
>>151278839
that is also shit, like let's say the npc gets most kills with a sniper rifle instead of pistol, so it saves it and all npc start using sniper rifles and headshot the player from across the map.. that is boring as fuck
>>
>>151279017

Aseprite
>>
>>151279017
Aseprite is good and free (if you compile it yourself).
>>
>>151269697
That looks good so far. I'd recommend reducing the jewish nose a bit and instead give her a tiny split in the upper lip, kinda like this shitty cartoonslut >>151253208
Also needs more bellybutton. You could cover her tiddies in scales too if you want to not add nipples.
>>
>>151276179
C# is faster than c++ in both performance and productivity

welcome to 2016
>>
>>151278706
나는 결코 개를 먹었다.
>>
>>151279226
Or just install it through your package manager.
>>
>>151279140
That's pretty human though
AI with smaller prior experience can draw from previously learned knowledge by other AI, eg. they're 12 year old kids who think MLG noscope 360 is the best shit because they saw it on Twitch
>>
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>>151279140
>AI learns most effective tactic
>its shit
>>
>>151276762
> tfw score gone and drive to progress gone with it
>>
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>>151278080
New enemy sprites, new tiles, the hud. Things like that.
>>
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>>151279245
You trolls have declined so much in skill lately. Does shitposting fill that hole you feel?
>>
>>151279436
Seriously? So let's say you play skyrim as a meelee puncher and NPC learn that and take speed skills so they can easily run away from you and then only use bows to kill you so you literally constantly die and can¨t kill anyone
>>
>>151279436

im pretty sure most players would hate an AI that was actually intelligent like that because they'd win every time
>>
>>151279226
>>151279186
>>151279327
thanks guys
wish me luck
>>
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I have no idea what I am doing. (;・∀・)
>>
>>151279663
WiiFit introduces WiiShoot
>>
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>>151277619
It's whatever you want it to be.
>>151277740
Thanks for the suggestions, especially the bunnies running, that'd be neat. When in particular do you think screenshake would look good?
>>
>>151279590
>>151279637
This is why game AI will never get much better than it is now
>>
>>151279327
is it still the older indev version in the repo?
I bought it through steam because supporting devs, and buying gaben a sandwich, and it's much more pleasant than the version the repos had at the time.

Having that said all the work i did with the repo version had no problems.
>>
>>151276905
>because if they don't have a license then it's completely unprotected
You must be retarded. No license does not mean no protection.
As the other anon said, what you're trying to do is actually impossible, even the most open license wont allow you to take down the original developer.
>>
>>151279798
Depends on your distro. Ubuntu's version is pretty old I think.
>>
>>151279778
>When in particular do you think screenshake would look good?
Impactful hits.
If youre shot by something small nothing.
shot by something medium sized little shake
big slow and hulking thing attacks you big shake.

and vice versa.
>>
>>151279436
>>151279140
It's not realistic for AI to act as a hivemind entity though. Information should have to be "passed down" by NPCs. Like if a group of 5 go and fight the player and they discover something but they all get killed and nobody returns home, the next batch of NPC shouldn't have data from the other expedition.
>>
>>151279778
Did you follow any specific guide on how to do pixel art like that, or you just "git gud" at it by time?

Your game is comfy, by the way. However shouldn't the bunnies run away when you shoot? I mean, if they don't die, they should have some sort of reaction to the deathly crystal ball on wheels. Or is that just another day in the office?
>>
>>151276905
>Unlicensed work would obviously work for this, because if they don't have a license then it's completely unprotected
You have it backwards. "License" means "permission to use this in some way." If there's no license, you don't have permission.
>>
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GDD's, son
>>
>>151279987
That's what I thought.
the repo version is 1.0.9-indev if I remember right, where the current version is 1.1.7 with a beta option available.
The current version fixed a lot of linux issues for me.
The only thing I would like now is being able to open aseprite files by double clicking them, or dragging them over the window. I'm guessing the program just doesn't take any arguments at this point in time.
>>
>>151280196
>Platforms
>- PC
fixed, your welcome
>>
>>151274357
>tfw reading manga that ends in chapter 300
>>
How do you guys do bullet time? I'm just setting all my object's speed values down, then setting them back up when it's over, but I feel like there's a better way.
>>
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When is website anon going to add a collabs page? I even went full autistic mode and made a mockup for it.
>>
>>151280960
Ugly, but it would do the trick.
>>
>>151280196
>1.2 Defining gameplay elements
>[plot and setting]
lmao
>>
So can Monogame games be in 3D, as in, allow player for fully three-dimensional movement or not?
>>
>>151281097
I tried keeping it in style with the recaps, which I find just as ugly.
>>
>>151280960
Add note that the text field FOR should display "MMORPG like skyrim but in space" by default
>>
>>151281185
That's the joke
>>
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>>151279778
looks good, I know you'll probably get round to it in time but it needs new colours
pic related
>>
>>151281341
hence my lmao
it's a good joke
>>
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>>151280937
The easiest way is to adjust the delta time values. In Unity you can do this using the Time.timescale property, but it should be trivial to add in other engines. You have to pitch down sounds if you want them to follow suit. Make sure that some things such as UI still use the raw delta time values. Note that in Unity physics updates will also slow down so if you do stuff in there it will be called less often.
>>
>>151280960
You should send that to him, I think it looks pretty good
>>
I'm trying to reason about taking combat system in an Entity Component System context.

Does anyone have an ressources on how combat is handled in a Metroidvania style game? Specifically update order of things like: defending, attacking, damaging, invulnerability and so on.
>>
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ok agdg, I need an educated opinion here.

say you're getting dissatisfied with the low performance power of GMS and want to switch to a different engine eventually.

which of either Godot or Monogame is better suited for a 2D game that features a large number of dynamic objects and how well could one transition to the respective engine?
>>
if I finish a game, will you tell me you're proud of me? and that I'm the prettiest puppy?
>>
>>151282093
I will be proud only if you make 1 million dollars.
>>
>>151282093
>if I finish a game, will you tell me you're proud of me?
yes
>and that I'm the prettiest puppy?
Yiff in hell
>>
>>151281952
>physics 2d shooter
how original, just give up
>>
>>151282093
I'm always proud of you, anon, that goes without saying. However I can not promise the latter, sorry.
>>
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Just realized how bad of an idea this is. It's entirely luck based; you either bought the 4-way-bullets upgrade or you didn't. I guess I could leave a power-up inside the level but that would totally ruin the challenge.
Back to the drawing board.
>>
>>151280960
that's kind of cool

>captcha is THIRD PIZZERIA

no thanks, I just ate
>>
>>151256006
Well, I just talked to my programmer and he said apparently, you don't need to know C++ to convert the GameMaker file into HTML5. (I was assuming this because he's said repeatedly that the game was using C++ scripts within GM, but I guess the conversion ignores this somehow?)

The size of the demo would be pretty decent, you can see a playable demo by googling my name + tumblr and then clicking on the "Future Fragments v012" link at the top; that entire demo is what we need to convert to HTML5.

Also, answers to common questions people were asking about the game;

- The libraries he's using are winapi, directx, zlib, and fmod
- He's using OOP
- He isn't using SDL
- He's commenting the code stuff that isn't self-explanatory like arguments plus the return for functions/scripts

Right now the newest version of the game is entirely in C++, but the old version we want to get on Newgrounds, using the HTML5 exporter tool with GameMaker, is in that engine.
We're up to pay $2,500 to have someone convert it by the end of September or so, with a possible bonus; http://hentaiwriter.tumblr.com/post/148708062829/were-outsourcing-the-html5-demo-to-save-time-and more info is here (ignore the C++ part)

>>151259585
I would (for Future Fragments) but that would be a spoiler.
Fairly sure the brain damage mechanic in Reclaim Reality isn't (in that form) in any other game, but I could be wrong. The main character, depending on how long they spend in an area/their choices, experiences brain damage that changes the entire interface/text of the game, with said brain damage manifesting as real world brain diseases relevant to that lobe/area of the brain.

So for example, they might get a condition that causes all the text on buildings to shuffle around, or see animated hallucinations on backgrounds/character sprites, or see character sprites with no faces/scrambled faces, or think that their friends are all impersonators (text change especially on this one) etc.
>>
>>151281952
Godot is a lot easier than Monogame. And Godot performs better than Gamemaker. So I'd recommend Godot.
Do remember that exported games will run faster, because they will be compiled and not have extra debugging baggage.
>>
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>>151282191

> assumes physics
> assumes shooter

and here i thought I could get a serious answer on agdg, nevermind
>>
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>sitting at code
>know exactly what to implement
>drinking beer
>stare at code
>browse net
>stare at code even more
>its like 10th hour already
>only changes i made were some cosmetic things
>>
>>151282665
I can't even get my character to rotate to look where he's moving. At least you know what you are doing.

http://ran.2hu.moe/otglyk.mp4
>>
>>151274670
fps is vulgarisation
>>
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>be mediocre at everything
>see qt facebook friend
>motivated as fuck because of her
>start working out since two weeks ago
>making real gains
>listening those niggas screaming at you while giving motivation speeches
>no excuses nigga, don't BS me
>no pain no gain motivation
>feel ready to start grinding art, coding, writing and music
>know I can do it

and this is niggas why working out is necesary to dev.

don't be a lazy ass nigga, that will give you depression and will make you quit.
>>
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Added spell caster enemy. It tries to keep distance between itself and player and shoot projectiles, but when you get close enough, it will attack with dagger. I think I still need to tweak the distance when the enemy decided to use dagger instead of spells.

Also new blocking animation.
>>
>>151282496
I'm really proud of you! You are the prettiest puppy
>>
>>151282961

real nigga hours
smash that upvote button
>>
>>151283103
I really love the look of your game.
I look forward to its release so I can buy and play it.
>>
>>151281801
Bump
>>
>>151283103
This gives me a boner
>>
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>>
>>151283103
this game just keeps getting better
>>
Can I shill on my tumblr? Since pretty much all of my followers are agdg devs I feel like it wouldn't be welcome.
>>
here's my first animation
also does anyone have a reference for this kind of walk?
>>
>>151280010
Oh, okay. I don't think there's anything large enough that really warrants screenshake right now, but when I add enemies there'll be some there.
>>151280069
Thanks, man! Years of on and off deving has made my art a lot better. When I add them running away when you get too close I'll go ahead and make them run from the bullet as well.
>>151281393
Thank you. There's some blue coming in the form of ponds.
>>
>>151283528
Nigga, your tumblr is a blog. Go figure.
>>
>>151282961
Where is your game?
>>
>>151283103
Hot damn. Your game is what I want mine to be.

Could you please take a look at >>151281801
>>
>>151283571

have you tried google?
>>
>>151283571
https://www.youtube.com/watch?v=b6pomaq30Gg
>>
>>151283571
here's a larger one
>>
>>151283571
Step 1: Learn to draw.
How?
Study proportions, perspective, anatomy.
Where?
Any book that teaches those, vilppu, andrew loomis, gnomon workshop are the best.
Where to download?
Torrent and cgpeers.

Step 2: Study animation.
How?
Learn about ease in, ease out, practice a bouncing ball.
Where?
Animators survival kit and the disney bible.

Spend next two months working out daily, 8 hours at that shit.
You don't even need two months, you could see improvements in one week if you study hard.
>>
>>151282496
>winapi
Oh lord, save us
>>
>>151283571
>>151283869
The torso is consistently long. Unless those are supposed to be parachute pants with a low crotch.
The walk doesn't really make sense. What are you trying to go for?
>>
>>151283869
What the fuck? Look at how people move, because this isnt it.
>>
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>>151283571
>>151283869
>this kind of walk
What kind of walk is it supposed to be?
>>
>>151284291
you realize most modern games use that
>>
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>>151283528
I'll shill mine if you shill yours.
Hell, I'll shill mine regardless.
https://leavenunstanding.tumblr.com
>>
>>151284159
>>151284432
>>151284469
>>151284540
woah, alright guys ill try again
also is 5 frames a good amount or do i need more for a walk animation
>>
>>151284772
drop the trip you fucking psycho
>>
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>>151284624
>>151284772
I want to tell you this.
you can be top tier artists if you study hard.

right now I'm downloading all the material about drawing I can watch, so I'll be focusing only on drawing the next six months I hope.

is like working out, it wont happen magically.
>>
>>151284604
Yeah but this motherfucker wants it ported to HTML5
>>
>>151284965
ganbare cristian
>>
>>151285078
starting to get /fit/ has given me all the motivation I need.
>>
>>151284604
>most modern games
more like all professionally developed games
>>
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>>151284772
This is just my impressions looking at it.
the longness isn't horrible, but it's awkward.
the forground leg should probably move back in the second frame pointed out.
Try it without the first frame. Try it and see.

>>151284965
With hard work and guts I can be top tier! Although I don't feel like I have that much time for the hard work, and would rather have a finished game in a year, than a master piece in three years.
I only have 3 or 4 hours a week for development. ;__;
>>
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The color sprites turned out better than I expected at least.
>>
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>>151283869
>>151284772
I assume you want to make it look kinda like Secret of Monkey Island and similar pixelated games. The issue you have is that you missed what poses you need in the frames, yours currently looks more like tapdancing than walking. 5-7 frames is plenty enough, but you to know which poses you need to frame to make the illusion of motion work. Take a look at this guy, he's got a good grip on that >>151247676
>>
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>Code that has been working thus far turns out to be flawed in a specific use case
>All attempts to fix have failed
>Probably going to spend all dev session fixing this one piece of code instead of making content like was planned
>>
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>>151285572

using UnityEngine;
using System.Collections;

public class PlayerMovement : MonoBehaviour {

public float speed;

// Update is called once per frame
void Update () {
Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
Vector3 direction = input.normalized;
Vector3 velocity = direction * speed;
Vector3 moveAmount = velocity * Time.deltaTime;

if (velocity != Vector3.zero)
{
transform.Translate(moveAmount);
transform.rotation = Quaternion.LookRotation(velocity, Vector3.up);
}
}
}


why is this code not working?

When I move the player it rotates the model in the direction of movement, but it doesn't move the model in that direction, rather it moves up whenI press down or up, and down for left or right.
>>
>>151285970
post
>>
what should my game be about
>>
>>151286326
Elves
>>
>>151286326
Cute girls doing cute things.
>>
>>151286326

Cute female elves doing cute things
>>
>>151286384
thank you
>>151286528
i don't like your idea
>>
>>151285572
is not about spending ten hours everyday.
sure you can do that.

I'll give you this tip:
write in some place, google docs or a notebook and write a plan of development, like a working out routine.

like:
Here's my two months drawing plan:
Day 1:learn perspective fundamentals (20 minutes).
Day 2: practice perspective (1 hour).
Day 3: practice cubes in three point and two point perspective (1 hour)
Day 4: practice other shapes inside cubes (1 hour)
Day 5: practice basic shapes like cups and jars (1 hour)
Day 6: study how values work (1 hour)
Day 7-8: practice the last jars and cups and even shoes with values.
Day 9: read loomis (1 book)
Day 10: study facial proportions and measures (1 hour)
Day 11: practice those face proportions (1 hour)
Day 12: study diferent age facial proportions.
Day 13: study sex face diferences.
Day 14: study some portrait
Day 15: Do diferent portraits from google images.
Day 16: Study head anatomy, bones and muscles.
Day 17: Study upper body anatomy.
Day 18: Study arm anatomy.
Day 19: Study hand anatomy.
Day 20: Study pelvis anatomy
Day 21: Study upper leg
Day 22: Study lower leg
Day 23: Study feet anatomy
Day 24-30: Practice drawing the anatomy until you memorize it.
Day 31: Study age proportions.
Day 32: copy photos.
Day 33: Look up the book about drawing drapery
Day 34: Copy drapery and folds studies.


Drawing doesn't take decades of work anon.
You can do it.

write clear goals for the day and write down the results.
>>
>>151286326
Dark Elves
>>
>>151286042

its probably this:

>transform.rotation = Quaternion.LookRotation(velocity, Vector3.up);
>>
>>151285572
Thanks anon here's the improved version
although im not sure what you mean by longness
do you mean the torso?
>>
>>151286794

what's wrong with it? that should rotate the model in the direction of movement right?
>>
>>151286326
Cute elf girls viciously competing to be best girl
>>
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>>151286885
use references you chode
>>
>>151286941

maybe use direction instead of velocity
>>
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What shall we do with the drunken anon?
What shall we do with the drunken anon?
What shall we do with the drunken anon... early in the mooorning?

Shave his waifu with a rusty razor...
Shave his waifu with a rusty razor...
Shave his waifu with a rusty razor... early in the mooorning
>>
>>151287051
elves are enough buddy
>>
>>151287051

>harem anime where the girls are aware they are in an anime and attempt to garner affection from viewers

fund it
>>
>>151287110
>>151285965
alright guys ill start studying this shit
>>
>>151286941

actually

in new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));

u need to rotate around Y axis if you want to look left-right (not Z)
>>
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>>151265931
That's nice, anon.
>>
>>151287359
Could you make some synth for a medieval setting?
>>
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>>151286175
I've just worked out where the logic is going wrong, it's due for refactoring anyway.

The code in question is my shots starting on cooldown code when bullets are fired in bursts. I've got it set up that there's a timer that starts at zero and increments up til the burst duration + burst cooldown and then resets to zero. If the timer is lower than the burst duration, the shooter is free to fire (assuming the shooting itself isn't on cooldown, ie between shots). Image related makes it easier to understand.

The problem I was having is that it doesn't distinguish between zero and anything below zero (because it's just checking for less than), so you couldn't add an arbitrary starting time behind the duration (it'll hit the end and reset to zero before you'd want it to) and you couldn't set it below zero and count up because it would be seen as less than the duration and start firing constantly.

The fix was to check if the counter is > zero and then set the starting counter to a negative number if it's starting on cooldown.

Ugly as fuck, but I can't think of a better way to do what I want to do.

http://pastebin.com/8DUtFcXV
>>
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>>151286885
He's dragging his right leg more than his left, looking like he's limping.
think of symmetric steps when walking. Your right leg does what the left did before.
even frame number work well for that line of thinking.
>>
>>151287319
not sure i get what you mean
>>
>>151282961
share screaming niggas please
>>
>>151287359
It's like Dark Souls and in ue4.
>>
>>151287543
hell yeah I was just reading up my modes

what language are you using?
>>
>>151287613
python
>>
>>151256438

Not making progress stresses me out
>>
>>151287359
>And what engine/language/framework you're using!
>>151287613
>what language are you using?

Can you stop this fucking meme ?
And if you're actually serious, can you fuck off?
>>
>>151287585
https://www.youtube.com/watch?v=0r1JMuEi_xc
https://www.youtube.com/watch?v=ZmAFMNmSKus

your soul needs fuel, that shit is the fuel you need.
>>
>>151286042

instead of " transform.Translate(moveAmount);"

try

transform.position = transform.position + transform.rotation.forward * velocity
>>
>>151287589
>>151287825
Ahhh, well sorry I'm not really interested, but best of luck to you!

>>151287967
What does my personal preference matter to you?
>>
>>151288187

correction: "moveAmount" instead of "velocity"
>>
>>151288319
Fine. I'll make millions without your help
>>
Are there any good sprite sheet focused programs? SAI is not very good for this.
>>
>>151288319
Because you're a fucking choosy beggar who will never get work. It puts musicians like me to shame knowing that other musicians can be massive annoying cunts.

So either get a fucking job already or shut up.
>>
>>151288053
Thank you
>>
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>>151287359
I'm making a Halloween-themed bullet hell in Unity. Eight levels plus two bonus levels set in various parts of a haunted mansion. I'm designing level 4 right now.
>>
>>151288327

>Error CS1061 'Quaternion' does not contain a definition for 'forward' and no extension method 'forward' accepting a first argument of type 'Quaternion' could be found (are you missing a using directive or an assembly reference?)

excuse me for being stupid, still really new to programming, but are you sure it's forward and not something else?
>>
>tfw want to code
>tfw drunk
>dfw know that when i wake up tomorrow my code will look like shit
>>
>>151288430
graphics gale.
or be a normalfag and use photoshop like any normal person.
>>
>>151288430
Aseprite has sheet exporting
>>
>>151288582
Sounds cool! Best of luck to you!
>>
>>151288656
its transform.forward, not transform.rotation.forward and I think you want transform.right.
>>
>>151288430
>>151288794
Seconding aseprite.
It's how I exported these strips from a gif in seconds to critique them. >>151287558
>>151285572

Ive tried to use sai in the past, and while it's great at drawing, it's garbage for animating.
The current version of krita has some animation support, but I haven't use it.
Aseprite is great.
>>
>>151287359
>>151287613
>>151288319
might as well get a fucking trip so we can filter you
>>
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>>151288661
>git checkout -b drunk
Problem solved, code away my friend
>>
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>>151288912
>>151288656
Also your not stupid, that was just wrong.
>>151288921
This is wrong stop posting that
>>
How can you be drunk you're supposed to be at work right now
>>
>>151259585
You can pimp your wife, daughter and son(after seducing and turning him into a girl)
>>
>>151289008
>>151289179
>tfw I want to drink but I know my GF will yell at me for drinking alone during the day
>>
>>151289008
I have to work in half an hour, so not me.
I can't say I've every been drunk to the point of suicide. Usually drinking makes the world a much nicer place.
>>
>>151289179
>he doesn't have an happy-hour-every-hour policy at work
>>
>>151289269
AHAHAHAHAH IM LIKE YOU GUYS BUT MY GF HAHAHAHAHAHHA
>>
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>>151289082

What am I supposed to do then

I'm confused
>>
>>151289369

are you trying to move in 3d or 2d?
>>
http://www.strawpoll.me/10961341
http://www.strawpoll.me/10961341
http://www.strawpoll.me/10961341
>>
>>151289550

3D

http://ran.2hu.moe/otglyk.mp4

basically trying to get this player to rotate in the direction of movement, maybe I should do just input.getaxis instead of raw as well
>>
>>151289369
If you want to move an object forward and backward, transform.forward is what you want to multiply your movement speed by. If you want to go sideways, use transform.right.
>>
>>151289008
reporting in my fella
>>
>>151289679
I feel like rain is more cliche.
>>
>>151289679
That was definitive
>>
>>151289868
>>151289679
have to agree, rain is cliched.
Canadian/ Alaskan/ Siberian Cyber punk need.
>>
>>151289679
what a stupid pool, kill yourself
>>
>>151289679


if it's anything but rain, it's not cyberpunk anymore.

rain is part f the aesthetic. only idiots who think generic sci-fi is cyberpunk choose snow.
>>
>DELETING MY POST
jokes on you bitch nigga i wot be coming to this place anymore
>>
>>151289032
>>151288661
https://github.com/noidontdig/gitdown
>>
>>151290096
>Ghost in the Shell
>Deus Ex
>>
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>>151290181
>such thing exists
>>
>>151282653
>gets a serious answer
>decides to reply to only the shitposter and ignore the serious answer
every time.
>>
>>151289369

instead of "transform.rotation = Quaternion.LookRotation(velocity, Vector3.up);"

try

"transform.forward = direction;"


or just "transform.rotation = Quaternion.LookRotation(direction);"
>>
>>151276898
Well, there's also Mono, the suspicious shit about this is that Icaza is very fucking close to microshit.
>>
File: newtiles.png (40KB, 1280x745px) Image search: [Google]
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made a new tileset.

gonna clean up the background and add some more shit to it now. i'll try to upload a webm by tonight
>>
>>151290626
looks comfy, I like it.
>>
How can you tell if a game was made with OOP just by looking at it?
>>
>>151290819

its slow if it has a lot of instanced objects
>>
>>151290819
You can't generally.
Just if you see a lot of things that look similar it should have been made with OOP
>>
>>151290819
I can dunno about you retards.
But nobody cares
Seriosly
>>
>>151290602

neither worked. still getting the same movement issues
>>
>>151290602

this assumes the model is facing towards Z axis
>>
>>151283667
there is none
it's just an /r9k/ shitpost
>>
>>151291032

try "transform.right = direction;"
>>
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>>151289679
mecha and snow are always the most comfy combination.
>>
>>151291201
>transform.right = direction


all that did is flip the issue so now I can only move left and right instead of up and down
>>
>>151290626
You have also made me a boner, anon. Those are jucy as fuck. Nice.
>>
Is there an option in Aseprite to change the selected area? So I just want to make my selection a few pixels wide, however as I see after I stop with the selection, I can only move and alter the selected item itself, and not the selection.
>>
>>151286042
you want two seperate variables
one alters the players vector in the left/right orientation by whatever the players step-movement distance is
the other alters the players vector in the forward/backward orientation by whatever the step/move,emt distance is.
if the player is facing the left/right axis, use the first variable
if the player is facing the forward/backward axis, use the second variable.
>>
>>151291375

if (velocity != Vector3.zero)
{
transform.forward = direction;

transform.position = transform.position + (transform.forward * speed * Time.deltaTime);
}

replace forward with right if it's wrong direction
>>
>>151291375
Is the gameobject with the movement script a child object? if it is, make sure everything is at 0,0,0 rotation
>>
>>151292072
You can add new area by holding shift while left clicking, to remove area hold shift and right click.
>>
>>151292351

It works

please be my coding sempai.
>>
>>151290808
>>151291592
thanks dudes
>>
>>151283179
what lol

>>151283528
Tumblr is the mecca for indie dev shilling, there is no better place to get your game noticed, especially if it's porn.

>>151284291
He said he can exchange out winapi at any point for other libraries, etc.

>>151284992
The version we want ported to HTML5 does not use winapi, as that version's in GameMaker; the winapi version is the C++ version that we don't want ported.

So yeah, if you know GameMaker + HTML5 really well, have spare time, have no qualms working with hentai, and want to make $2,500 by September, email me [email protected]
>>
if i want to pass in only the first x elements of an array as opposed to the entire thing, is there a way to do that in c# that's not moving x elements into an entirely new array
>>
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>cristian
>giving advice on anything
>>
>>151293228
I don't understand. Can't you just have a for-loop that does whatever you want to do up to index X of the array?
>>
>>151293228
LINQ is probably the cleanest way
>>
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>>151293407
Don't bully Cristian-chan.
>>
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>>151293542
>2016
>world isn't globally atgdeizt
>>
new thread

>>151293658
>>151293658
>>151293658
>>
>>151293228
Make a loop that starts from element 0 to X
No reason to copy anything
>>
>>151293492
LINQ will allocate a new array as well as probably an additional 20 in the process just to make sure the GC is busy.

>>151293228
I'm not sure exactly the context but you might want to have the client pass an array as the parameter and your function just fills it up. That is how Unity's fairly recent non-alloc physics stuff works.
>>
File: game developer2.jpg (25KB, 500x500px) Image search: [Google]
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>not using machine learning methods for your NPCs to act realistically according to their personal and cultural history, and in reaction to events and player actions
The """"modern"""" game industry
Thread posts: 754
Thread images: 169


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