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/agdg/ - Amateur Game Dev General

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Thread replies: 770
Thread images: 148

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>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/
>>
>making the thread early so I couldn't get the proper thread made
You can't stop it, it's gonna happen.
>>
>>151925802

>Not being a dev who still plays from time to time
How to get out of touch 101
>>
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Check muh webm pls - http://webmshare.com/axJ9z
Sorry I still can't make a smooth running webm
>>
first for
today i'm gonna implement google play into my first mobile game and then i'm gonna implement unity adds into my first mobile game and then i'm gonna look at some mansions because i'm gonna be sick rich from my first mobile game
>>
>>151926165

>that reload style

I remember you, I'm glad to see you're still running with that novel as hell reload mechanic
>>
>>151926210
Square dev, is that you?
>>
>>151926165

how do you look around in this game?
>>
Newbie here, are those ready-to-go engines well optimized? As in, not resource hogs?
>>
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Basic sliding controls are in. The player can look around and apply movement forces.
The next step is to figure out if the sliding mechanic is fun enough to go on, since the entire game will stand on it, or if it isn't and in that case there would be no point to keep deving the game.
>>
>>151926245
Thanks! Glad someone remembers my old ludum dare game
>>151926456
In Exploration mode you have a full mouse look+WASD controls, in Battle mode you restricted in camera rotation, but still can move with WASD
>>
>>151926581
didnt realise the no mans sky devs frequented here
>>
>>151926662
I haven't played no mans sky, do they use sliding mechanics too?
>>
>>151926705
no
your game just looks like no mans sky, if you were to add some rng geometry and textures
>>
>>151926776
If that's true then they are probably just as lazy as i am since that skybox is a free asset from the unity store and the terrain is from the terrain generator in blender
>>
>>151926581
I'm kinda reminded of Sanicball for some reason.
>>
is there still time for weekly update?
>>
>>151927683
If you want to get into the weekly recap, then yes, there is.
>>
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>>151926850
>>
>>151928117
yeah that terrain is definitely a noise generator
>>
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Sorry for the late responses!

>>151887656
It was a great idea, my dude.
>>151889036
Shoot me an email
[email protected]
>>151889053
Thanks! I'm hoping these new tree shadows add to the comfiness.
>>
why did basement mate die?
>>
>>151928868
Simple: We can't have nice things
>>
>>151879275
Someone got August #1's image?
>>
>>151928863
>those faint leaf shadows
coool
>>
>>151926581
You making a Tribes-like game? Sliding in those games were always fun.
>>
Lets say I want to add particles to my models that move and rotate with them. What would be the best way to do so in Unity? I was thinking of adding special bones to the armature where I can place the particle systems but I wonder if there is a simpler way to do so.
>>
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>>151929241
>>
>>151929559
cheers
>>
>>151929434
sliding will be very similar, except it will be a race to the finish line
>>
>>151929559
>2014
RUDE
>>
>>151929559
>researched loli anatomy
This was the guy that got arrested right
>>
>>151929559
>rotate guy
>pug
>re/make
>robutt game
Where did it all go wrong?
>>
>>151929791
No.
>>
>>151929791

careful anon, you might have the kid diddler defense squad on you.
>>
>>151929791
No.
>>
>>151929803
Did rotate guy ever finish his game? I've been absent
>>
>>151929985
No.
>>
>>151926554
It depends what you make. There will always be overhead and you can't optimize as far as you could with lower-level programming. But if you make something that isn't resource intensive in the engine then it won't be resource intensive.
>>
>>151929985
No, he become a tranny and just shitposts now
>>
>>151928985
>>151928868

His twitter account was suspended by twitter. Which I think is the reason he's posting here again. lmao

>>151929791
>>151929849
>>151929897
>>151930020

Yes. That's the pedo that /agdg/ defends.
>>
>>151930107
You're saying "yes he got arrested".
>>
>>151926165

Looks interresting, I like the reload and the camera.

What's the thing you are shooting at though? I can't make it out.

Also is it some kind of spook game?
>>
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>>151930105
>>151930020
Ok. Can't say I expected much else.
>>
>>151930107
>Yes
Got a link to the rotation game?
>>
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If the player holds the jump button, should the player keep jumping or should the player only jump once?
>>
>>151930465

Depends on the game.
>>
>>151930465
Most games, only once.
Key repeat in general should be used very carefully.
>>
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Redoing Bunny's rig, now with thumbs, index fingers and IK!
That means redoing every animation from scratch though
>>
>>151930465
Repeat jump is really goddamn janky (but like the other Anons said, it has its place in certain games).
>>
>>151930493
It's a pixel platformer.
>>
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>>151930348
It's not a spooky game, more like killer7/rail shooter battle system with enemy encounters+dark souls-like world exploration
>>
>>151930743

one jump and that's it then.
>>
>>151930105

pics
>>
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My first time animating something from scratch. Obviously not finished yet but any tips?
>>
>>151930926

cute but jerky
>>
>>151930926

Damn son, that's a very convincing homerun swing.
>>
>>151930926
You should increase the frames. Scale the animation in the action editor / dope sheet by about three.
>>
>>151930984
>>151931104
It's 21 frames, I was scrubbing through in the webm not looping it so that might have contributed. I was hoping interpolation in UE4 would take care of it because I want it to be a pretty short animation, or is it better practice to have more frames and just up the framerate?

>>151931024
Thanks my man!
>>
>>151930764

Looks pretty spooky to me.

Care to explain what's the story about? I guess you already have some kind of story since the number on the pistol a and the marks on his wrist have some reason right? If you want to kep it a secret that's fine too.
>>
>>151926554
who cares? computers today have power to throw away so any optimizing is a waste of time
>>
>>151930764
>It's not a spooky game
I'm sorry bu you dun goof'd, it IS spooky. Not that that's a bad thing.

spooky=/=jumpscares by the way
>>
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If I release a game for free on the play store, can I also release it on itch.io etc or am I bound by some kind of contract with big G or something?
>>
>>151930926
needs a longer windup and a shorter swing, that will make it look more powerful. Other than that, pretty decent.
>>
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>>151926165
>muh deep and edgy numbers.
https://www.youtube.com/watch?v=RpA6TCWApfk
>>
>>151931638
You can release it wherever you want
>>
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>>151931638
GabeN will personally knife you if you break the unwritten unspoken contract.
>>
>>151931649

>muh contrarian remarks and smug anime girl faces

where's your game, sugar tits?
>>
How do you manage different versions of your game on Itch, /agdg/?

Like you submit it to multiple Demo Days, then have a final release. Do you just refresh the game's page with the new version and alter the name of the game (I often see naming Demo Day 9 edition, Alpha version etc.), or do you set up a completely new page? I was wandering, because with the latter approach, you lose all your previous statistics, but at least you'll have a clean start and your game won't be connected to any previous jams or feedback you've received during development.
>>
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>>151931398
The story is about a destroyed world and a special portal which can help to rebuild the world. Player character finds special items, use them in the portal and creates a links to the fragments of the world. Different items creates links to different locations, plus you can modify them by adding a special items - to make monsters stronger, but with a better loot, or to visit a location back in time, at the exact time when the world is destroyed, something like that.
The weapons are the main NPCs - you must build a bond with them in order to talk with them. Killing enemy types that the weapon hates builds the amiability with the weapon, missing shots decreases it. The ending is based on what weapon you befriend and listen to in the dialogues.

>>151931492
But there is a cute slug creature in the game, picrelated. Not all the enemies are spooky skellys
>>
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>>151932170
I lied, the cute slug is actually a skellington too
>>
>>151932170

>make friends with your guns

Holy shit, that's awesome, I hope you at least plan to make it so if a player has garbage aim throughout the game they can set things right if they spend some extra time fighting shit accurately.

What other weapons do you have planned?
>>
>>151932170
>that slug creature
>cute
you have the weirdest tastes my man, keep it up

>>151932301
and I thought it couldn't get any worse, fug
>>
>>151932301
>>151932170
>this isn't a horror game
Sure, friend.
>>
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How hard/time intensiv would it be to make a decent RTS game. Compared to other gernes ? (think Red Alert 2 and Warcraft 2)

I know the gerne is dead. It would be nothing but a spare time project.
>>
>>151932362

in his defense, king's field and the souls games have spooky enemies and eerie shit in general, it's not really a horror game.

Killer 7 has invisible enemies that scream and explode in your face, and it's not a horror game
>>
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>>151931847
right here kiddo. is it edgy enough 4 u?
>>
>>151932447

not edgy enough, have the character lamenting about dark and useless the world is.
>>
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>>151932304
>What other weapons do you have planned?

All the weapons are handguns, most of them are based on real guns, but only partially. But there will be a Mauser-K96 gun which speaks German untill you befriend it (because this is my favorite handgun and I already made a small LD game about it)
>>151932438
>Killer 7 has invisible enemies that scream and explode in your face, and it's not a horror game
I actually borrowed this feature from the game - some enemies are invisible untill their first attack, and some weapons can see some types, but can't see others. So you have to equip various scanners to be able to see them and attack first. I plan to add a player character build variety with such devices.
>>
game idea

procedurally generated slice of life visual novel that never ends
its just an endless loop of generic everyday events
>>
>>151932596

so I'm assuming each handgun will reload and fire differently then?

Please tell me we can go dirty harry on a motherfucker.
>>
>>151932597
I'm already playing it.
There's no content
;_;
>>
>>151932597
So, Groundhog Day: The VN?
>>
>>151932041
I haven't updated any of my games like that yet, since they're all jam games.
But I would keep the same page and just update it as I go. You can set your page to have a discussion board instead of having just a comment section, this will allow you to make a new thread for every release you make, so if anyone gives feedback they can post it on the most recent thread. I don't know if there's a way to make it so no one can make threads except for you though.
Updating the names of the downloads is easy. And the name of your project too, although I think if you change the url name it could break any links people have posted, so try to always choose the proper url name from the start.
>>
>>151932597
We already play that everyday, it just has an end.
>>
>>151932665
I'm not sure, most handguns will reload via clip-mechanic. Maybe I will add barrel reload mechanic with the revolvers (and for some guns you will have to cock the hammer before shooting), but for now the weapons will differ by damage, shot speed, magazine capacity, recoil, etc.
>>
free released 2D or 3D music

http://www.estudiocafofo.com/songs-from-cafofo/
>>
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>>151932596
Hey, the C96 is my favorite handgun too! I tend to model my fictional guns off of it if I'm not using it outright.
>>
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>>
>>151932897

Consider one of these, I love when a game gives me the buckshot option
>>
>>151933126

Did you make this?
>>
>>151930465
You can also make it so another jump is initiated if jump is pressed and held during a jump. This makes it a bit more of a conscious decision for the player to do it.
>>
>>151933084
pretty comfy musics. Did you make these?
>>
>>151933126
Is this your game? Looks good! I always love to play a good game with C96

>>151933164
Well, there is already an implementation of a spread shot, so I can make a shotgun-like things, but what about buckshot? I'm not a pro in these things, but isn't buckshot is just a bullet fired from a shotgun with a non-rifled barrel?
>>
>>151931648
Agreed. Was thinking the same thing.
>>
>>151930721
how do prevent your deformation weights for doing whatever they want?
>>
>>151933352

well by buckshot I'm just talking about firing multiple projectiles. If you have a spreadshot, it's all good.

Keep up the good work.
>>
>>151933352
Oh, I messed up my English, it's slug shots I meant, so yeah, I can make a buckshot already, I'm probably will.
>>
>>151933415
I fix them manually after applying the automatic ones.
>>
How do you create 2D levels in Unity? Do you use Tiled or something else?

inb4:
>creating a 2D game in Unity
But Unity is good and I know C#.
>>
>>151933483
How do you do that? I can't seem to fix tiny spots of weight that are always there regardless of how many times i remove them
>>
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>>151933259
>>151933352
Yeah it's an unfinished project I started for Space Jam, but didn't have time to get anywhere near done, so I shelved it until I had more time to give it proper attention.
>>
>>151933575

all of that is looking really slick, so you're coming back to it?
>>
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>>151933575
>shoot space monster
>coins fall out
Really?
jk looks awesome, as do all your games
luv u jasozz
>>
>>151933704
you're a faggot.
>>
>>151933575
This looks great, actually

>>151933704
>shoot space monster
>coins fall out

>implying it was a monster and not a planet's citizen going home from work with hard earned cash
>>
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http://poal.me/y0gpnj
>>
>>151933816
I've always wondered how long it takes to make a character like this, for a CG artist. Several days?
>>
>>151933675
Hopefully. The current gameplan is to get Dungeon Break ready for DD10, then start work on my Halloween Jam project, and hopefully give this some more attention in the winter when I'm less busy.

>>151933704
They're space coins man!

luv u 2 m80
>>
>>151932428
remember that a huge part of the love for those games comes from their assets, music, etc, not the gameplay itself
>>
>>151933891
>Dungeon Break

Tell me more.
>>
>>151933126
>Mauser C96
>COOL below half the bar
>not full

0/10
>>
>>151934039
It's because K96 is hot as fuck
>>
>>151933280
But how does that work with variable jumping?
>>
i rewrote my game fourth time in two weeks and i think i finally have it working properly

remember to plan ahead
>>
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>>151933961
Sure, Dungeon Break is my main project. Randomly-generate platformer, with combat in the same vein as Symphony of the Night.

You can check out the Demo Day 9 demo if you want, although its out of date now, and doesn't include the catacombs.

https://jasozz.itch.io/dungeon-break

>>151934039
It's still COOL, it just hasn't reached its maximum COOL potential. A few COOLING mods and it'll be as COOL as it gets.

>>151934090
Also this
>>
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Demo day is approaching way too fast
>>
>>151925802
UV mapping is so boring
>>
>>151934160
is that you, mothgirl dev?
>>
>>151934260

Oh fuck I remember seeing videos of this, you made this AND that space game? God damn, you're busy.

I really like your art style too.
>>
>>151934276
Are you going to be submitting for Demo Day 10? I'm excited to play this.

>>151934340
Ah thanks! It's a new style for me, doing the whole minimal-shading-no-outline thing, so I'm glad people like it. And yeah I need to slow down and focus on one project at a time, I always shoot myself in the foot this way. :/
>>
>>151934279
no im just a girl dev :3
>>
>>151934508
>girl dev
>doesn't plan ahead
Yup sounds about right.
>>
>>151934260
>almost get a glimpse of the battleaxe's attack
>webm cuts off

fuck you you cockteasing fuck
>>
>>151934478

I'm guilty of that too, I did a side project that was supposed to be something I toy around with and leave it at that, then I spent 6 months finishing THAT.

and now here I am working on overhauling the gameplay mechanics of my main project
>>
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>Demo Day in 3 weeks
>not even halfway through the project
>dad's birthday is Friday so I'll have to leave Thursday to get there, and I'll only come home Saturday night meaning I've already lost 3 days of progress
>have to do UI

Don't cry for me.
>>
>>151934508
more like mentally ill maledev
>>
>>151934567
The little boner wound up hitting me and cancelling my attack so it's a pretty unsatisfying video either way haha
>>
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>>151934567
Here you go, this shows the battleaxe and glitchy firebombs. Only WebM I have handy at work

>>151934607
I can't count how many times I've done this lol. I'm trying to keep my Halloween project super simple so that I don't wind up doing this yet again.
>>
>>151934616
>have to do UI
Don't care what you say, I will cry for you.
>>
>>151934802

what other throwing weapons you got planned?
>>
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>>151934802
>axe cleaves from behind onwards its trajectory
nice

>RESISTRESISTRESISTRESISTRESISTRESISTRESISTRESISTRESIST

oh my fuck
>>
>>151934890
Currently I've only got Oil Bombs and Firebombs for thrown weapons, although I was considering doing a Castlevania esque Holy Water throwable, and some kind of throwable blade, whether that's daggers or shuriken or whatever. The game also has spells and ranged weapons such as the Longbow and Blunderbuss, so there's alot of options for melee or ranged attacks.

All of the ranged/throwable/spells weapons have limited ammo, which you can refill/recharge at any shop.
>>
>>151935050

No plans for a boomerang? Or whips? I always love using the strange and unorthodox weapons in these kinda games
>>
>>151935112
Not currently, but that doesn't mean I can't do those! The weapon system in Dungeon Break is made so it's incredibly easy to add new weapons. It's all essentially stored in a huge table that lists damage, attack windup speed, attack finish speed, weapon sprite, player sprite, pickup icon, cost, rarity, etc. etc.

Whips would be a neat addition especially, thanks for the suggestion!
>>
>>151934276
>>151934478
>Are you going to be submitting for Demo Day 10?
That's the plan, I'm just afraid I won't have enough content for it
>>
>>151935258

coming up with weapon gimmicks and shit is like my favorite thing ever, so glad to give another dev ideas is always good.

The rune/heaven sword from SoTN and Portrait of Ruin is another fun one.
>>
>>151935260
I don't think that's necessarily a huge deal. Unlike Jams, Demo Day is really about showing off progress and getting feedback, as opposed to submitting a completed game.

Hell, my Dungeon Break demo was only one dungeon, which can be pretty short if the RNG is feeling froggy.
>>
>>151928868
huge mistakes were made anons
>>
>>151935458
Yeah, and that's something I've been struggling with a bit. I've got a bunch of swords that all feel pretty similar but have advantages, be it speed, range, damage, or knockback, but I also have weapon subclasses. Like the Estoc is a "thrust" subclass, so when you swing it, the player jumps forward a couple pixels, so it gets a bit of extra range. The Greatswords/Axes are also a subclass of weapons, that have their own animation and such.
>>
>>151935558
what were the mistakes?

share your post-mortem wisdom
>>
>>151926165
fucking scary
>>
>>151934278
I find it rather relaxing. Put on some chill tunes and get them perfect UVs.
It is time consuming though, not sure if that gets easier as I get better at 3D or not.
>>
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>>151925802
i fear you guys get a shitons of despicable people like me but i'm gonna try this anyway

i wanna make a srpg, tactics ogre and fft are some of my favourite games ever, i got some ideas for story and gameplay but i don't know how to code and i'm not that good at pixel art, given i could find someone to do the art would any of you be interested in making something like that with me?

alternatively could someone give me some advice on what software would be ideal to a game like that and how to git gud at it? i would be immensly grateful

sorry if i wrote this in broken english, got people at home and my brain is kinda splitting between this and them
>>
we don't take kindly to idea guys around here
>>
>>151936470
What's your level of experience? Generally Game Maker: Studio is a great starting place for 2D game development, as its one of the best programs for that kind of stuff. Some folks here would recommend Godot as well.

As far as art goes, I'd start off using placeholder art, such as sprites from one of the games you're imitating, just to be sure you can accomplish what you're wanting to accomplish. Otherwise that'd be alot of time spent developing art assets for a game that won't be finished.
>>
>>151936697
Not that guy, but I heard Game Maker's pretty lousy for non-action games.

Not that that's stopping me from trying my hand at a turn-based RPG, but still.
>>
Is it possible to get a MGSV quality character model using strictly box modeling?
>>
>>151936470
Easiest Dev: Gamemaker
Accessible and can literally do anything Dev: Unity
Unique Dev: Godot
everything else is a meme
>>
>>151936470
2d = game maker
3d = give up now

yes you're a despicable person - we call your sort "idea guys" because you don't bring anything tangible to the game except your ideas, which everyone already has

before you try to rope some shmuck in to do your art, just use placeholder sprite rips from other games - you could even edit them enough that you could pretend they're yours

get good at game maker fast because if you want to control this project with your "ideas" you'll need to be the main programmer

/agdg/ collabs are also always doomed, so good luck with that
>>
>>151936470

if you can't code or draw, then you should begin by learning to do one of those.

goddamn idea guys are running rampant on this board.
>>
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>>151933957

I just want to make a rts inspired by mecha/scifi anime. I agree though that the overall vibe needs to be good. I am not really a a fan of rts games trying to be to serious -think grey goo, act of aggression.

Just some campy fun and Itano circus.
>>
I need an idea guy's help.
I want to make a mobile game. I don't care about making money on this game, so it's going to be free, no micro transactions, ads, or anything else. I also don't care about getting a ton of downloads, so this game can be non-casual.
So, what sort of games would you guys REALLY like to see on mobile? What sort of game would you love to play on your commute, or while away from your computer?
>>
>tfw literally just began to learn to code with C# for Unity
This is some heavy shit m8s, but I'm excite. We're all gonna make it, right?
>>
>>151937003
>So, what sort of games would you guys REALLY like to see on mobile?
none
ded platform for quality games
>>
>>151936470

>>151936818
Game Maker isn't necessarily lousy for non-action games, but it doesn't have any built-in functions for buttons or menus or any of that stuff, so that has to all be from scratch, unlike software like RPG Maker that is specifically geared towards those kinds of games, and comes with built-in functions for dialogue and turn-based battle.
>>
>>151937003
Can you fuck off to reddit with your mobiledev shit?
>>
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>>151936697
my level of experience is 0
i would really love to learn but the problem is i wouldn't know where to start, i imagine there are plenty of guides and manuals on how to make platformers or standard rpgs but since srpgs are more of a niche genre i assumed fiding something about how to make one would be kinda difficult
>>151936862
>>151936854
>>151936874
uh thank you everyone (and sorry about the idea guy thing)

anyway, pic related is what i'm going for, so i should start getting good at game maker then i assume?

>>151937175
i want to stay away from rpg maker, every game i see made on that is painfully ugly and generic and i don't know if the fault is of the software or the developers but still i'd prefer to do this on something else
>>
>>151937003
A game that actually lends itself to the limited control schemes of a mobile phone. I personally only play comfy-sim type games on my phone; the kind of thing I can pop into and play for half an hour. Harvest-moon-esque games, kinda like what Frog's Life dev is doing, or just simple sim/management games. If I want to play anything more involved/actiony ,that's what I have a 3DS for.
>>
>>151937359
>0 experience
>Wants to start with a Tactics game

Enjoy failing.
>>
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>>151936854
>Unity
>Limited by engine
>can literally do anything
>>
>>151937359
As much as it sucks to hear it, you really need to start simpler if you have 0 experience. We've all been there, brand new to game dev, and having all these cool ideas, but you'd be betraying your dream game to start on it without any experience. Start with something like Pong, maybe a simple Zelda-esque top-down game to grasp the basics of movement and variables and such.

Myself and several other people I've talked to got started by basically following tutorials, and then expanding upon the tutorial's final product, such as downloading Game Maker's platformer tutorial, then adding a couple new enemies, coding in a double jump, etc.
RPG Maker may produce generic looking games, but if you have 0 experience with development, it might be worthwhile to make a simple game with a couple dungeons to come to grips with things like storytelling, balancing weapons, creating interesting situations, etc.
>>
>>151937615
they made no mans sky in it so yeah. keep posting anime you smug loser
>>
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>>151937689
>No Man Sky
>Literally a game where you can't do anything
>>
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>>151937689
>>
>>151937689
Implying anyone would want to make nu males sky :^)
>>
My spritesheet has about 60 sprites. The total memory of this sprite sheet is about 5 MB. Is that a decent amount for a single character, assuming I have like 20 or so characters (100 MB for just character spritesheets). This isn't even considering the spritesheet for locations and other things.
>>
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>>151937783
>>151937757
>>151937754
(you)
oh yes give me more smug animes
yes yes yes
moooooooooooore
>>
>>151937689
>they made no mans sky in it
can you provide source on that claim, please?
>>
>>151937790
exporting the project will make it smaller
>>
>>151937003
Try something experimental. Like a new sort of control scheme that works better than touchswipe shit
>>
>>151937864
yeah, right here
>>151937689
>>
>>151937359
You need to make some simple games first. You don't have to finish them but you absolutely have to get a feeling for scope in game development.
>>
>>151937359
that's 3D.

I'm not sure making a 3D game with Game Maker is easier than with Unity.

Rpg maker games are painfully ugly and generic if the dev didn't move away from standard assets and didn't do any scripting.

>>151937864
it's a /v/ meme
>>
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>>151937856
>>
>>151937938
Oh that makes more sense.
>>
>>151937615
>implying anyone here is good enough to push Unity to its absolute limits
silly anime poster
>>
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>>151937463
i'd have no problem starting with something simple and then build up to what i want to do, but then again if i knew how and where to start i wouldn't be asking here for help
>>151937661
>>151937987
yeah i kind of imagined i just wouldn't be able to do something like that without any experience, still i hoped it would be possible to something like that but extremely basic, and then do the more complex stuff

well i guess i'll just start making something really easy and ugly on gamemaker/unity/whatever and hope i'll be able to do this one day, thanks everyone for the help
>>
>>151937689
>NMS made in unity
this meme again
>>
>>151938098
It's not even about limits, it's about being mandated how to do certain things by the engine.

You are limited, that's the drawback of any engine.
>>
Please watch this video before you start to make a large complex game as your first game ever

https://www.youtube.com/watch?v=Obglp35I1M8
>>
>>151938206
>It's not even about limits,
>You are limited, that's the drawback of any engine.
Enginedevs, not even once.
>>
>>151937689
>NMS
>Unity
NO.
>>
>>151938373
You do realize in the English language the same words can have different meanings?
>>
>>151937359
You don't have to start with GameMaker as the fags say.

But you do have to start with smaller scope, make 2 or 3 very small, one level games to get a hang of stuff.(Pong, Tetris, Space Invaders, etc.)

If you want something just a bit more advanced that's 2D, a lot of people use C++ with SFML. I recommend first getting accustomed to C++ with "Jumping into C++" ( torrent the PDF), and then just follow the SFML tutorials on how to render sprites and such. From then on the world is your oyster, and remember that google is your best friend, any programming related question you want to ask, 99% of cases someone else already did.
>>
Are object pools worth it in unity?
I'm wondering now before I get heavy into code and have to redo stuff. I'm not well versed enough in unity to know if they save performance.
>>
>>151938531
Unity has nothing to do with it being worth or not.

If your game re-utilizes a lot of things, (ie. bullets in a shmup) go for it; there's even an official tutorial for that.
>>
>>151938586
uh oh
>>
>>151938249
>1 hour long

What the fuck
>>
>>151938713
There is a lot of reusing, I just didn't know hoow unity handles garbage collection. But Ill start implementing it now
>>
>>151937689
>>151936854
nodev spotted
>>
>>151938586
Your code sucks
>>
>>151938763
Ok, spend years making a complex game without proper knowing how to structurize different game design problems my man
It also really interesting to watch - I watchet it in a binge and was surprised that one our was gone so fast
>>
Dabbling with shaders in GM for the first time, anyone know how to make the color opaque? I'm trying for a white silhouette but not only is white not opaque, it doesn't even show up.

Code so far:
void main()
{
vec4 white = vec4(0.5, 1.0, 0.5, 1.0);
gl_FragColor = white * texture2D(gm_BaseTexture, v_vTexcoord);
}
>>
>>151938531
Honestly I'd just let the GC do its thing and if you run into performance issues, then try object pooling.
>>
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>>151938503
ok now i'm confused

a guy before told me that's 3D, you're kind of implying (if i'm not retarded) that that is 2D

is it 2D or 3D? (btw i'll check that out, thanks for the advice)

>>151938586
i'm legitimately scared
>>
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>>151929241

Posting this week's recap soon.
>>
>>151938249
10 seconds in and holy shit these guys are faggots.
>>
>>151938995
shit, the 0.5 in the vec4 should be 1.0, forgot to change those back. Problem persists
>>
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Made some progress on these little tadpoles here.
They're dumb as bricks, but at least they have a pretty neat component based architecture.
Everything is built up from specialized organs, those tadpoles have eyespots for vision, tails for movement and brains that can contain different behaviours.
Right now they have just one behaviour in their brain - Wander Randomly, which contains 3 actions, Move forward, Turn Left and Turn Right.

The green algae cells are essentially the same as the tadpoles, but the only organs they have are chloroplasts.
>>
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>>151939061
>>151938586
>>
>>151939083
>dark elf
>literally nothing but a sprite for 5 weeks
why do you keep adding him?
>>
>>151939216
Thats really neat anon
>>
>>151939095
Ain't nothing bad with being fag my man
>>
>>151939027
Tactics Ogre and Final Fantasy Tactics are 3D games with a fixed isometric camera.

You can do the same in 2D, it's just a little finicky.
>>
>>151938175

You can make an asteroids clone in a day using shaun spalding's game maker tutorial, don't get discouraged.
>>
Gonna start a new project now.
I'm gonna start with writing down a GDD.
I need motivations!!!
help!
>>
>>151939342
Because even small progress is progress, you shitty nodev
>>
>>151939216
Dude, look up boids. Wandering behavior has been done.
>>
>>151939454
>I'm gonna start with writing down a GDD.
How about you start prototyping instead of being a nodev.
>>
>>151938586
MELTDOWN IN PROGRESS BLACK DELTA TANGO ABORT ABORT
>>
>>151939497
It's a meme post you dip.
>>
Whats the best way to pause game in Unity?
I've been using timescale = 0
but someone said thats bad for some reason
>>
>>151939525
>prototyping
the easy step to be a nodev
>>
>>151939027
Learning C++ is also good if you ever want to look for a programmer job, or if you want to switch to UE4 as a 3D engine, or even to C# for Unity.

As for your 3D and 2D question, the answer is "it depends". You can pull off that look with both 2D and 3D.

But since you aim to be the programmer and not the artist, I'd worry about that after you made Pong.
>>
>>151939507
boids are for flocking, though
>>
DUDE NODEV LMAO
>>
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>>151932596
>>151933126
Hello guys :3
Whatcha talkin` about? :3
>>
Is there a more tedious task in gamedev than UV unwrapping?
>>
>>151939804
UI
>>
>>151939783
GO HOME HANDGUN GIRL
>>
danny is in the thread
>>
>>151939758
you're right, I got confused because wander behavior is a fundamental behavior of a boid. it should be steering behavior.

anyway, wandering has been done.
http://www.red3d.com/cwr/steer/Wander.html
>>
>>151939570
Nah timescale is fine
>>
he is reading your posts
>>
>>151940054
Oh no oh no, he's doing it right now, fuck!
>>
>>151939783
Hey baby

I actually saw a Mauser C96 complete with a few strippers and the stock at a gun show once, but since I couldn't part with 3K at the time, I didn't get to make it mine.
>>
>>151939783
cute ! CUTE !
>>
Is it a good idea to first finish a game and put it up on the mobile market?

Want to try and do it simply because I would have a goal I could focus on. Don't care if people play it or not, since mobile is oversaturated to the brim, but I really want to actually finish a game.
>>
>>151940792
>Is it a good idea to first finish a game

Yes.
>>
>>151940792
>but I really want to actually finish a game.
Make a pong and throw on mobile market.
Viola!
>>
>>151940792
Its a great idea. Not only it gives you a goal like you said, but also if you ever want a job in the industry, having a game on the market is a great portfolio buff.
>>
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>>151939027

TacticalRPG dev here, listen to this guy:
>>151939412

Doing an isometric game in complete 2D would be very limiting. If you want to use sprites, make the units 2D billboards, similar to Doom.

Additionally, if this is your first game, I would avoid tackling an RPG. Make Pong, Tetris then Chess. That should give you a lot of the knowledge you need.
>>
>>151940914
i see
then, what engine do i learn? also, should i learn c++ first?
>>
> making a mobile game
>>
>>151941312
Just use Unity, there's no point of reinventing the wheel for something like that.
>also, should i learn c++ first?
You don't need to. It will be more work than necessary to do it yourself in c++/GL but it's not too hard either, just time consuming..
>>
> making no game
>>
>>151940792
There's thousand of indie devs who have never made anything because they're constantly switching between huge projects with no scope.

Don't be one of them. Finish a fucking game.
>>
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>making a game

FOLLOW THEM DREAMS
>>
WHERE THE DEV STREAMS AT??
I need some chill stream to watch while devvin
>>
>>151942779
Where the dev music at?
>>
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>not being a nodev
>wasting time manipulating ones and zeroes to make a shitty game
lmaoing my ass off at your lives
>>
so. hows everybody doing?
>>
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>>151879275
==|AGDG Weekly Recap|==
Game Name: Super Space Jam Jetpack Robot Turbo
Dev Name: nurikabe
Tools Used: Unity, Tiled, SAI
Website(s): https://nurikabe.itch.io/spacejamrobos
Progress:
+Began making color sprites.
+Fixed camera jitter.
+Changed resolution.
-Broke rendering for a while.
>>
>>151942779
my internet is too shit to stream in a readable quality
>>
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I want to see more retro games with C64 long pixel art style. There's something comfy about those long pixels.
>>
>>151943071
very carefully
>>
>>151942141
>151942141
> There's thousand of indie devs who have never made anything because they're constantly switching between huge projects with no scope.

That's why I want to try and make a very small mobile game. Hell even if it's an endless runner with shapes or something i'm fine. I just want to be able to actuallyhave a project and see the finish/goal in the distance that I can reach.

Making a game for the same of making right now is abit hard, simply because I'm not able to manage my scope or time and I have no goal to focus on.
>>
>>151943071
Trying to excuse my lack of doing any devving today by looking at all these tutorials
>>
>>151937003
chibi-style kart racers with dating sim elements between races, between the racers.
>>
>>151943363
TYPE SOME CODE YOU UTTER FAGGOT
>>
>>151942779
I was dev streaming, but I'm back on professional devving as money ran out.
Can't stream with an NDA
>>
>>151943565
how about you defrag my ass, by putting your dick in it, you gay potato.
>>
>>151943363
Man, I used to do that, but I'm at the point where I've absorbed about all I can from them and now I actually make progress.
>>
>>151943071
Refactoring. It burns so good.
>>
>>151943071
I just spent about 20 minutes trying to understand a flood fill tutorial before realizing I can do it in four lines my own way. Pretty good.
>>
How do I change shader constants in the draw even in GameMaker. I keep looking up tutorials and guides, not sure what I'm doing wrong.

I have a vector3 constant in the shader called color_scheme that holds the rgb of the shader. I use shader_get_uniform to assign it to a variable, then later shader_set_uniform_f to set the values but it never works. Anyone with experience for a beginner? Thanks!
>>
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>>151943071
Despite the typhoon I am feeling comfy and making shitty concept art.
>>
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What re some amazing games that have been made in Game Maker? Not big companies, but what indie titles have really shined with its fundamentals in Gamer Maker? No puzzle shit.
>>
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>>151926115
'Massive difference between being a Gamur and a person that plays games .
Gamers became this retarded culture that obsesses with certain titles to an unhealthy extreme.
I think what they probably meant with 'we are developers not gamers' is that they don't spend 12 hours a day sperging out on details about someone else's games, and they work on their own stuff and play other games casually instead.
>>
>>151944412
spelunky
>>
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okay before you guys rip on me for no collision poly on the roof and the coin not slowing down in the water , I swear I'll fix it right after this.
I want to know whether to pin the control instructions to the player or just have it fixed to the screen somewhere?
>>
>>151944412
Hotline Miami 1-2
Undertale
Risk Of Rain
Hyperlight Drifter
The Midnight Station
Spelunky
...
And maybe yours some day...
>>
>>151943071
I've encountered some design issues with my current project and have put off devving for the past 5 days trying to find solutions but to no avail. So not the best.
>>
twitch/nastyoldwizard
pls no bully. I've never streamed before.
>>
>>151944580
I like having them follow her
>>
>>151944580
It probably needs to follow the player or the intractable object but I also prefer context sensitive prompts to be as unobtrusive as possible.

Also why is that bread following the girl's crotch?
>>
>>151944580
I think pinned to the player looks better, but your example looks a bit off
The art is pretty cute though
>>
Why should I pay taxes for my games sales which are not much and will cut into my profits??

I don't plan to. (taxation is theft anyway)
>>
>>151944580
But that's wrong, the thing behind her should follow above her head
>>
>>151944580
I like how it follows but is that just for the tutorial or will they always be there?

They'd get anything if they're always there.
>>
>>151944841
>>151942779
forgot to quote
>>
>>151944841
can't watch because of shitty internet, but those are cool frogs
>>
>>151944580
NO! Don't do that! Please! We are not idiots! Don't show the buttons! Tell us once what to do and that's it! There's a finite number of buttons an a controller, I don't think it's that hard to remember which do what, and even if it is, you can try it for yourself in half a second.
>>
>>151944841
The stream is very comfy, but it's also buffering a lot. I know it's not a problem on my end because other streams are fine
>>
>>151944974
>Why should I pay taxes
Take that up with your government. Or maybe ask >>>/biz/.
>>
>>151944841
I think Twitch is choking out your stream.
>>
>>151944580
I'd think that pressing the same button to pick up and throw the thing would be more intuitive.
>>
>>151925802
HELLO /agdg/


I'm a modder that has worked on mods for Morrowind, RTW1 and M&B classic/warband/f&s, I still consider myself a novice. I have been itching lately to start a pet project of mine, or that is to say flesh out the possibilities.

I was wondering if any of you had experience with the Real Virtuality 4 engine. The engine's ability to render enormous worlds and the avid modding community coupled with guides and tutorials makes it very attractive, however I'm concerned with the engines limited NPC performance. You see, I'm trying to make a Fallout style RPG, but on a huge 300 sq mile map that neither Gamebryo nor CE can handle but that RV4 seems to have no problem with.

I'd like to know if any of you can answer a few questions, namely, what restrictions there are for NPC placement and dialogue.
>>
>>151945112
my shit internet or yours? because I know mine is garbage.
>>
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>>151944974
are you also mad because you can't have your 9 year old sex slave heroin dealer daughters make your game for you?
>>
>>151945430
No one (who posts) uses it. Our engine """knowledge""" is :
Unreal 4
Unity
Game Maker

use one of those and scope down
>>
>>151945430
>Real Virtuality 4 engine
Isn't that the Arma engine? I think DayZ uses it too and people have been bitching about how shitty everything is since forever.
>>
>>151944974
Sell it somewhere where they don't require you to pay taxes on it?
>>
>>151944841
video wont load, seems like it's only "source" quality (which is the highest possible). I don't know if you can choose qualities, but high should work better for more people.
>>
>>151944974
Dude, seriously. You can fuck over your artist, you can steal music from random SoundCloud accounts, but never fuck with whichever institution is responsible for taxing in your country. Because an indie artist might not have the power the sue the shit out of you, but the office will show you ways of raping you couldn't even imagine before.
>>
>>151945768
>I think DayZ uses it
Didn't they use Arma2? (so the previous iteration)
>>
>>151945802
shit, idk how to change it. I cant find any option for it
>>
Why does gamemaker look like it's a software from 1999?
>>
>>151945512
mine (probably)
>>
>>151946237
because apparently people want to feel like 1337 h4x0r5 while devving
>>
>>151946237
its probably that old.
>>
>>151946237
because it is and they havent updated the UI since forever.
>>
>>151945852
But he is an intellectual who makes his own rules and doesn't need anybody, pssht, kiddo,
>>
dont read this
>>
>>151945889
Yeah, I just looked it up, it did use the previous engine.
>>
>>151944137
please advise. I'm just to trying to gradually increase the saturation of a sprite for a second.

How do I make or define shader constants in a way that I can get and set their uniform handles?
>>
>>151946237
if it aint broke don't fix it
>>
>>151944974
You only need to never make any profit wink wink ;^)
>>
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New animations for grappling hook thing (added frames for when player is launched, still need to edit the "swing" animations)

Added blocks you can push (works on slopes and so on) and animation for pushing.

Added some dust when landing and sliding.

I'll edit the current caster to cast bigger bolt and make it slightly slower so it's easier to see.

Sorry for posting same areas over and over again but I haven't made progress on making actual levels.
>>
>>151945768
The main problem that game has always had is hackers spawning cows, helicopters, jets, tanks, and fucking non-hackers over.
>>
>>151946526
What's your game about, beyond just faster Igavania?
>>
>>151946526
> he has a trench coat so you know he's cool
>>
did you know that people in favelas don't pay taxes but then cry about the govt not helping them
>>
>>151946852
METROIDVANIAMETROIDVANIAMETROIDVANIAMETROIDVANIA
>>
>>151946889
I did know that
>>
>>151946912
You don't have to yell
>>
>>151946889
This is how it always works.

>Poor people don't pay taxes and get the most benefits from government
>Constantly cry about government keeping them down
>>
>>151946526
Why is your game the only one that looks good?
>>
>>151946889
you can't go on disability if you haven't payed taxes. Probably messes up your retirement too. I know a guy who worked under the table most of his life.
>>
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Decided on the format:

Playthrough is n levels/floors. Level is n rooms. rooms are 80% preset parts of the dungeon explored individually. Pic is a single level mockup. Should have the transition between rooms done by today.
>>
>>151947159
he is still working. poor guy.
>>
>>151930926

I have EXACTLY what you need. Even the same animation and all.

https://youtu.be/aiBy4ycqnzY?t=5m1s
>>
>>151946861
cooler than nodevs at least
>>
>>151946526
i think it would be cooler if the grappling hook itself was a chain. like links grapple mechanic in SSB1.
>>
>>151945650
>scope down
If I scope down I'm better off modding Creation Engine to better suit sneaking and stealth, and that's not even considering the fact that I don't want to scope down.
>>
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>>151929559
whoa my game is there.
So i just came back to dev after working on a a fun side project, installed the new unity version and a bunch of my old projects don't import and convert properly, but this one did.
>>
How's Unity for splitscreen multiplayer?
>>
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~~=Early Morning Recap=~~
>>When Did CSS Get Variables!? Edition
We have a total of 37 games, 16 games have returned from previous recaps! All this progress is great! Looking forward to playing these during Demo Day 10, unless you plan on not submitting and being a disappointment to dad. Read >>151879275 if you want to make it in this week's recap!

~~=High Scores=~~
(8) Vampire's Bit
(8) Unnamed Pixel Platformer
(6) Ordinary Platformer Life
(6) Ctesiphon
(5) Knightly Terrors
(5) Clarent
(4) Monolith
(3) Charlotte's Dream
(3) Bloodline of Heroes
(2) Spin/Flip
(2) Skylarks
(2) RadMaze
(2) Moth
(2) Maid Game
(2) Giant Knight
(12) TacticalRPG

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

~~=Feedback=~~
Think I've missed your game? Notice the scraper has made an error? Ideas or comments? Reply to this and let me know! Include your game name if it's missing.
>>
>>151938175
>>151939436

Shaun's tutorials are the best! specifically the ones where he teaches GMS to make a platformer are really good at equipping you with the most useful skills pretty painleslly. Just pause it and code along with him step by step.
>>
>>151944580
Use the same button for picking up and throwing. Also moving+press is throw, only press while standing is put down. Make the button appear the first time you have to do this, or just in the first level, if you absolutely need to visualize it, you could just make the items you are able to pick up glow yellow when the character stands near them.
>>
>>151946852
It's about doing edgy stuff in celtic setting.

>>151946861
It's supposed to be edgy.

>>151947119
It's not. I think lots of aggydaggy games looks good.

>>151947681
What do you mean by that? You can use the grappling hook to pull enemies towards yourself and also use it to send yourself towards walls.
>>
With the animation refactoring, multi-hits are now functioning better [and less of a pain to implement], so now some of the physical attacks will be less broken for MP regen. Also only upward physical attacks will cause hitstun now [if the enemy can be launched].
>>
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>watching video
>scroll down
>gogem commented on it
>>
How do I read a value from a shader in GML?
>>
>>151948556
>read a value from a shader
This is most likely not what you want to do
>>
>>151930721
out of the entire 3D workflow, rigging is what I avoid

that shit confuses the fuck out of me
>>
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>>151935112
>>151935458
Alright so I've been doing some thinking on this, and I was thinking what might be neat for whips is that they're pretty low on the damage side, and don't have much of any knockback, so there's not much hope of staggering an enemy out of attacking, but they have the distinct advantage that, on the "attack" frame where the whip is fully extended, it will target the nearest enemy within a 30 degree cone or so. This would be incredibly useful with the pesky flying enemies that can be tough to hit out of the air with smaller swords or ranged attacks.
>>
>>151930721
>not just separating the hands and attaching them in game so you can build a separate skeleton/animations for the hands only and avoid redoing everything
>>
>Tfw you finally find the resource you need for the missing step to piece together information you know

Feels good man
>>
>>151947974
>2
>2
>12

>tfw your auto recap formats numbers as strings
>>
Excuse me.

Can i really make a simple first person shooter with Play Maker in Unity and is it easier to learn than actual coding?
>>
>>151949196
This

>>151949061
There are some decent web-based solutions from what I've heard. It used to confuse me too, but it's actually pretty simple. All you need to understand is a skeleton = the thing that's gonna be moving. It deforms the mesh based on the skin, from 0-1 based on the amount of 'skin weighting' per vertex (which can be painted onto your mesh).
>>
>>151949061

Just use Rigify for blender and you can rig a character in 3 minutes.
>>
>>151948221
This is going to be really fucking cool when you get all mechanics in and find some good artist.

Making art for that will be hell though considering how many moves you have.
>>
>>151949792
>paying to be lazy
AHAHHAHAHA
just get UE4 and use blueprints if you want to do that
>>
>>151948221

get you some nice crunchy sound effects and hitstop all up in that and you've got a really nice feeling game
>>
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>>151944536
>>151944598
all shit graphics, but catchy aesthetics

I understand my mission now

A E S T H E T I C S
>>
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How do I get my models clothing textures/textures in general looking high quality in Maya?

Looking like the clothes in MGSV, to make it easier
>>
>>151950710

Use zbrush to sculpt high poly wrinkles and bake the normals and ambient occlusion to your low poly mesh. It's very easy.
>>
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>>151950680
>the midnight station
>shit graphics

Son, I'm dissapoint. Back in the days speccy was THE shit.
>>
>>151946526
this makes me want to watch a Columbine documentary
>>
>>151950823

I'm a bit new to 3D modeling so things like "baking" and ambient occlusion are...foreign to me, could you elaborate?
>>
>>151950865
those are objectively bad graphics man. You fail to acknowledge that I observe the AESTHETICS. Back to J.C. Penny with you, peasant
>>
Whats a good size to start learning pixel art?

I want to make fairly large stuff. No 1 pixel arms/legs here.

64x64? 128x128?
>>
>>151950710
Marvelous designer is now industry standard and is indie affordable. Use it instead of spending days in zbrush for worse results.

As for textures, it's normal texture work with a tiling bump map for the detail. (so paint some color, add some texture using random noise maps, then add detail stains) There isn't really a way to make that easier.
>>
>>151951137
>he believes that he can win the gamedev game by using AESTHETICS, not MUH NOSTALGIA
Farewell, it was nice knowing you
>>
>>151951326
just do normal art and then run it through a pixelator or filter, nerd.
>>
>>151934260
Bro your color palette seems to be doing something wrong.
Colors are super important in pixelart.
You cant just shift the values , u also need to change the hue and saturation according to the surface u are drawing.
If u don't do this everything will look slightly off.
Don't get me wrong tho , your aimation is pretty smooth
>>
>>151951021

You can make high detailed models with millions of polygons and then transfer those details and shadows with normal/bump maps. These are texture maps to give the illusion that the model has more detail and depth than it actually has.

Check this out:

https://area.autodesk.com/tutorials/street_cop_workflow_by_mashru_mishu
>>
>>151951403
but MUH NOSTALGIA is one form of
A E S T H E T I C S

checkmate, you fukkin atheist
>>
>>151951387

Is ZBrush ABSOLUTELY necessary for anything high quality? I was told you can get something MGSV quality using just Maya as well.
>>
>>151951578
Only if you 15
>>
If I were to make a 2D horror game, what things should I know to make it good? Any advices? Tips? Things you hate in 2D horror games?
>>
>>151951387
>>151951636
https://www.youtube.com/watch?v=Tejt4JRzI2U

>MGSV uses marvelous designer

Just use it m8
>>
>>151951716


This guy doesn't even know the concept of baking. Please don't try to introduce him to marvelous designer before he learns what a normal map is.
>>
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now I have an inventory

instancing next, and then I'll just model the rest of the store I'm sick of making every webm in the same corner)
>>
>>151951668
how do you define "horror" game? if it's a 2D platformer, it's just going to be like NES Beetlejuice if you're lucky.
>>
>>151951950
I suppose it's something like Home, Lone Survivor or Claire.
>>
>>151951851
what is this, a first-person Recettear? Would be interesting to have shelving, stocking, hiding in the back room to avoid bitches in a fantasy shop.
>>
>>151951796
You're probably right but I still don't want anyone wasting time on something software can do better. I wish I had known of Marvelous Designer/Substance Painter/Quixel when I was starting out.

Though they may not have existed now that I'm thinking about it.
>>
>>151951851
I see a visible seam in the floor texture
>>
>>151951796

It's something easy to learn, isn't it?
>>
>>151952070
I haven't played it but yeah you manage a (dungeon) store and interact with your (monster) customers

>>151952190
ah thanks, I have to redo the floor texture anyway
>>
>>151951851

What pretty textures and colors. Well done.
>>
>>151952170

I have a lot to learn and all that, and thats just with Maya, I haven't even began learning ZBrush yet (Doing it with a mouse is hell i've been told) I have a Bamboo Capture drawing tablet, maybe that will suffice. But then theres the whole interface learning and all that jazz still.
>>
>>151952208

Yes, the concept is very simple.
>>
>>151952340
you could watch a let's play and have the same experience IMO. You're a broke girl stuck with your dad's debts and a fairy helps you open a store on a loan to sell shit in a fantasy town to pay them back, and a little boy take you out to dungeons and is becoming a Link-like hero and you scoop shit from his kills to stock your store, where you negotiate prices or sell things outright.
>>
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Would it be possible to emulate this sort of pixel dithering style with 3D models? I haven't started working on modeling yet, and if it isn't possible/wouldn't look too good then that's okay.
>>
>>151952603
I beat recettear without entering a dungeon once. I had a lot of time to spare too.
>>
>>151947974
>that Clarent quality
last time I'm posting .webm to recap
>>
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>>151925802
Update the UI, worked more on combat mechanics, player can now get knocked down when energy is low and stand back up if given the chance. First lewd animation is in game.
>>
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>>151949196
The hands aren't the problem, the arm IK is.
But it's okay, I've been meaning to redo the animations for a while anyway. Now I can make them look better.

Example, the new idle animation. Also trying out some changes to the costume. If I can I'd like to make a completely new costume for DDX but I'm not sure if I have time.
>>
>>151952679
with a decent enough shader, maybe
>>
>>151951950
>muh only 3D and next-gen graphics stuff is scary
>>
>>151953251
what NES game was scary. NAME THREE
>>
>>151951796
Sewing and seams makes a lot more sense than 'model your high poly first and then what you're gonna do is bake the detail onto the low poly which you've just retopologised from your high poly so now detail lighting can be simulated on your low poly even though the detail geometry on the object doesn't exist'.
>>
>>151952976
comfy
>>
>>151952976
why did you make her face look so fat?
>>
>>151953403
I didn't, I actually made it thinner than it was before.
>>
>>151942779
The coloring in that image is terrible.
>>
>>151953354
Sweet Home
Aliens
Dark Seed
Faxanadu
>>
>>151953354
TMNT

That waterlevel gave me PTSD
>>
>>151951668

Play Lone Survivor. That's the perfect 2D pixel horror game.

Also try Deadwood. That's different, but it's still horror.
>>
>>151951668
>>151953712
Seconding Lone Survivor. Game is the closest thing we've had to a real Silent Hill game in years.

Claire is also decent.
>>
>>151953712
Lone Survivor was alright until the ending. Pretty fine otherwise.
>>
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>>151951851
Did you ever play Neopets Treasure Keepers while it was still up? You ran a little shop and went through board game-style dungeons to collect items to sell. You could go on little quests for shop keepers, decorate your shop, all sorts of stuff too. It was incredibly charming for a Facebook game. Too bad the current staff won't ever bring it back.

Your little webm reminds me of it and I really love it. It's looking great so far anon, I can't wait to play it someday.
>>
>>151951326
You may say you want big, but to learn the basics don't go bigger than 24 x 24

I started big as well, but I made some garbage because I didn't appreciate the importance of 1 pixel. Start small, get good, then go bigger. And you don't need ot do 1 pixel arms at 24x24
>>
>>151954010
Nah, 24x24 is too small. 32x32 is small enough to be animated well and big enough to have some detail.
>>
Guys, extremely stupid question here:

If i start making a game that's supposed to be 1440p (or even 4k) game, is that even possible on 1080p monitor? I mean, would i be able to spot the difference?

Can someone explain to me monitor resolution vs texture size in games vs general resolution in a game
>>
>>151954404
you detect the screen resolution and then load the most appropriately sized textures
>>
>>151952976
Is Bunnygirl just a normal girl doing cosplay or is she really a Human/Rabbit Hybrid?

also does she have a name?
>>
There is literally nothing wrong with using singletons.
>>
>>151954001
>>literally furfag recettear for facebook
this is agdg
>>
>>151954001
thanks for the name and picture! that looks really cute.

I've planned to keep the player confined in the store to limit the scope, but there should be plenty of crafting minigames and things to keep you entertained. at the very least the furniture will be swappable too
>>
>>151954574
>you detect the screen resolution and then load the most appropriately sized textures

So, if i have 1080p monitor i shouldn't go above 1080p? What if i have the means (other components are strong enough) to go above?
>>
>>151954404
1080p is the standart right now. No one will complain if it doesn't look super crisp on 4k, especially not if it is an indie game.
>>
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>>
How do you organize larger teams? My team's size is swelling as my lead artist keeps getting people to drink the koolaid and sign onto the project.

The team, as a whole, as swelled from 2 to 10 in a few weeks. Does anyone have advice on running a team?

One of the things I have already done is appoint my head artist to what is going to amount to an art director. I know he knows art better than me and the time scale for artist's work. He is going to be giving them their work scheduels.

I am also finally creating a "Design Bible". Including references for style, all the character profiles, work schedule, in game event schedule, wire frames of the interface, source code repositories, current builds, etc. I'm bringing everything together into a coherent searchable wiki essentially.

I also am preparing for these people, to at any time, drop out of production (besides my cowriter & art director, who are pretty much set).

Is there anything else vital for running teams that I am missing?
>>
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Help. The animation should loo like >>151952976
but it looks like pic related in Unity.
>>
>>151955423
add a dropdown menu for texture qualtiy to your options
>>
>>151955674
what if it's not home-alone hobby project but slightly above that? Like 5 guys, with 100k and 1 year to make the game
>>
>>151955782
Bulletproof Contracts
>>
>>151955319
No problem!

That sounds like a bunch of fun. Do you have a blog or site or anything? I'd love to keep up with your game.
>>
>>151955782
Contracts

Talk to a lawyer
>>
>>151955998
resolution is the least important part of making your game look "good." Figure that out first, otherwise you're just throwing money at nothing.
>>
>>151956151
no blog for this game yet, I've been putting it off since even the name is up in the air. placeholder is "the shopkeeper's curse" but that's long and kind of glum. "dragon's nest" sounded great but it's already a game
>>
>>151955782
>10 people working on one indie game
oh shit nigger what are you doing?
>>
>>151955782
>Does anyone have advice on running a team?
have you ever successfully organized or run a raiding guild in an MMO like WoW? Those would be the people to trust. Honestly, this question is best suited to be reposted in the /vg/ general thread for Warcraft. They'll give you the most practical, tested methods for organizing, discipline, and getting results out of team members for a specific group goal.
>>
>>151956151
Is there anyone here having their own blog about game development?
>>
>>151955998
You can always have LODs and multiple texture sizes, but having having like 10GB of extra data and weeks/months of extra work just because of 2-4k textures and highpoly models which would be only used by like 3% of gamers who actually have a monster pc rig and fat 4k screen, might not the best thing to do. Always keep the current industry standart and user base in mind.
>>
How about you post the game first?
>>
How do I organize a team of likeminded and motivated individuals?
>>
>>151956614
>>151957053

My main problem is that i don't know what will happen in the next 1-1.5 years. Maybe some super cheap gpu and monitor will appear that will make everyone switch to 2k/4k. That would make my 1080p textures look pretty bad
>>
>>151957260
With money.
>>
why can't i use banner ads in unity
are there no banner ads in mobile games?
i left space for banner ads in my game, full screen video ads ruin everything
>>
>>151955793
>>151952976
Pls respond.

>>151954761
Actually I'm not sure myself. At first the ears were just an accessory but I'm thinking of making her into an actual bunny-girl.
Here name is Bunnyfor lack of a better option
>>
"progress" today was implementing a movement system which is a complete placeholder and won't be useful in any way in the future. Fuck.
>>
how logical is to make not videogames but videogames where you can make their levels and mod them, something like mario maker?
>>
>>151957661
Import the model into your modeling program and see if it exported correctly. Barring that I have no clue.
>>
3rd person fighting game in Unity, yes or no? Everything in my head says no but that asset store yo
>>
>>151957306
You can expect that 4k won't become the gaming standart within at least the next 3-4 years, possibly even much later.
>>
>>151957927
What, as opposed to a first person fighting game?
>>
>>151955793
I don't know about Unity, but I know in the engine I use if I import the model and animation, but the model is currently in a pose it can mess up the bone placement. So try resetting all bone pose rotations before exporting to see if that fixes it.
>>
>>151958020
as opposed to unreal engine 3rd person, something like poor man's dark souls
>>
>>151957927
If you're making it for your own enjoyment, sure.

If you're making it to make money, don't even bother.
>>
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going to stream some level design is a couple minutes if anyone wants to watch!

twitch/vandiest
>>
>>151958149
>If you're making it to make money, don't even bother.

why not? whats the biggest problem?
>>
>>151958235
>comfy vandiest streams return
>>
>>151952976
C U T E ears
>>
>>151956090
>>151956546
Luckily my cowriter, one of the people I trust, has contract experience. Has done contract law in the past.
>>151956801
I actually used to run several hundred man guild back in my WoW days. I did actually plan on running this similarly. Thank you for the validation there.

>>151956693
I have no idea to be honest. My art guy keeps wanting more art people and the project is swelling from there. The only person I have added is a possible text editor to go over the scripts, and that was just talking to a friend and him giving me a "yeah I'll give it a go". Likely in the next week or two the team will shrink again to 6 or so.
>>
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I wonder when I should post my game on agdg..
If I did it now they'd just whine about how I haven't bothered importing models from my models/animations guy yet, but if I did it when it's at a stage where it's closer to a vertical slice then they'd probably just think I was shilling it..
I guess I won't post it at all.
That seems like the way to go.
>>
>his game doesn't use four spatial dimensions with the fourth represented as the W / Perspective Division axis
>>
>>151958285
Fighting games are niche and have a very specific player base. It's unlikely you'll convince them to play your game over the existing AAA well made/well balanced games.
>>
>>151958471
I don't think I've ever seen anyone complain about placeholder art in these threads. Stop being such a wussy nodev and post progress.
>>
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Can we all agree that if your game's main character is not a loli or some other sort of C U T E then you're doing it wrong
>>
>>151957862
You need to have solid mechanics before you worry about adding a level/mod editor. Because if the basic game mechanics aren't fun then there isn't really much reason to make levels or mods.
Many games release with level or mod editors. Many old FPS games, Warcraft, Elder Scrolls and Fallout, even Source Engine games. They all have fairly easy editors to make levels and mods with. Of course they aren't idiot proof like Mario Maker.

So, make a solid, fun game, then add all the level and mod editing stuff you want.
>>
>>151958669
>I don't think I've ever seen anyone complain about placeholder art in these threads.

They don't complain, they usually just ignore the game.
>>
>>151958235
Video isn't loading for me. I think it's because it's stuck on "Source" quality for the video.
>>
>>151958624
I agree. The only way you get away with it is if your character roster is virtually unused but high demand. You make a Harry Potter fighter, or a Transformers fighter, then we're in business. You want to make money? Change just enough to dodge copywrite and trademarks, but still use child wizards and robots that change into animals.
>>
>>151958471
I'm in the same position kind of. I don't want to release anything unpolished but I also don't want to be a whodev come release.
>>
>>151958471
>anime
>no actual game

its all so predictable
>>
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>>151958669
People would complain that I haven't bothered physically attaching the gun to my character but have it floating in front of her instead because I don't want to bother redoing it when I get a new skeletal mesh.
I will post it when my uni break starts up again if you want to see it.
>>
>>151958687
fuggggg

that is a rare gondola (mind if I saves it :DDDDDD _]
>>
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>>151958987
>AGDG
>polish
>>
>>151958687
I'm willing to sacrifice gameplay for cute characters being fethisized
>>
So let's say that in GML, I want to make it so a larger ring is closing in around a smaller ring, and when they overlap, the player can press OK and something happens.

Is the best way to do this to just use an alarm?
>>
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Trying to make projectile models orient correctly with the player's view after being shot out. My naive method was to use the same rotation matrix as the player's camera, but it only works for a particular yaw.
>>
>>151958875
try now, I changed some settings
>>
>>151959170
>can't just do rocket.forward = camera.forward

I don't miss enginedeving
>>
>>151959170
How is this a problem?
Don't you just spawn your projectiles some point away from your attached gun and make sure your projectile actor has projectile motion added to it?
What engine are you using?
>>
>>151959446
I'm assuming his own
>>
Can someone help me with linear interpolation? I'm not really sure how to do it. I've got an object with position x and y, and velocity x and y. I get it's position from the last frame, lastX and lastY, by subtracting the velocity from the position. I'm rendering it at drawX, drawY. The value of alpha changes, but it's usually either 0.5 or 1.0.
>drawX = position.X() * alpha + (lastX * (1.0 - alpha));
>drawY = position.Y() * alpha + (lastY * (1.0 - alpha));
This is really choppy, sometimes the object moves way too far over a single frame.
>>
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this tool seems fun
>>
>>151959743
i want to play game about lewd peanuts
>>
>>151958471
Just post it anyway. /agdg/ is not some sort of curator site which gives you some sort of seal of approval.

In order to improve, you have to show your stuff time by time to others, because you can easily get narrow minded if you dig too deep in a project. I assume you know how 4chan works by now, so you can easily distinguish useful feedback from shit posting and memeing.
>>
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>>151959653
But why?
I know C++ is shit with memory management and Java is just shit bloatware, but why bother making your own engine when you'll never catch up to the tech that current engines have?
>>
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>>151958468
>My art guy keeps wanting more art people
>text editor to go over the scripts

Sounds like you are growing the team without a real need, and you just want to be the nice guy that doesn't say no. This will kill your project anon, don't do it.
You shouldn't be adding anyone unless it's absolutely necessary and their skills cannot be emulated by any of you two.

Stop being the nice guy who let's everyone board your project, they are going to sink it and it's going to be your fault. I know this because it has happened to me with a startup before.
>>
>>151939083
So much great project, and I'm here stagnating, with my project not totally alive....
>>
>>151959654
Make a function to do it, eg

float lerp(float startValue, float finalValue, float t)
{
return (1 - t) * startValue + (t * finalValue);
}
>>
>>151960152
Why spend time learning to use the tools of another engine.
When i can just make those tools in my own engine, and do i right.
My game will do things never done before, so i need my own engine. Im not the guy your asking.
>>
>>151960160
More artists = more content in less time.
>>
>>151959178
Still not working for me, sorry. I don't know if there's anything I can do on my end to fix it.
>>
>>151952679

What game is this?
>>
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>>151960151
https://www.youtube.com/watch?v=IddP8AAIGTQ
Soon™
>>
>>151960475
This applies to art too:
https://en.wikipedia.org/wiki/The_Mythical_Man-Month

If you absolutely need to then go ahead, but it honestly doesn't sound like you have the need, what's the rush? Are you venture funded?
>>
>>151959743
what software?
>>
>>151960423
I get the same problem, though. When the object moves fast enough it looks really choppy; it appears to be in two places at once.
>>
>>151961025
spine
>>
Ok I don't get this at all.
The idle animation still doesn't work BUT the "default take" in Unity (which is the same idle animation) does. Seriously, this makes zero sense.
>>
>>151960160
>>151960475
Honestly I am thinking of trimming the fat to this:
>Me (Lead Writer/Lead (possibly only) Programmer)
>Buddy 1 (Cowriter/Legal Guy)
>Buddy 2 (Musician/Promotions)
>Buddy 3 (Art Director)
>Artist 1
>Artist 2
>[MAYBE]Other Programmer

Buddy 3 will not be doing any art himself, but be helping be my liaison to the art team. I do not have the skill set to gauge how long art should take, what kind of material I should supply them with, etc. He is going to be handling that. This comes with the exchange that I am helping him with his own project, doing webdev for a thing he is doing (I do webdev for a living, so it won't be hard).

Seven people will not be impossible to manage.
>>
>>151961225
Post screenshot of the Mechanim flow, if you're using Mechanim.
>>
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>>151961225
Forgot the webm
>>
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>>151960617
I'll be waiting for you.
>>
>>151961390
This is because I & Buddy 2 both work full time. Buddy 1 is a full time student. Buddy 3 is busy with his start up. While we are serious about this project our lifestyles don't allow us to devote the kind of time we think we need for the project. More artists would ease this. Buddy 2 taking on some of the writing from me would ease this. Adding a second programmer would ease this.
>>
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>>151961541
Thanks Anon!
Let's both work hard on our games!
>>
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22 days!
>22 days!
22 days!
>22 days!
22 days!
>22 days!
22 days!
>22 days!
22 days!
>22 days!
22 days!
>22 days!
22 days!
>22 days!
>>
>>151952820
It's in the instructions that webms will most certainly look awful. I don't know how to parse one, nor do I want to spend time finding out. If you find code, I can maybe add it.
>>
>>151959170
Vertical/y-axis rotation appears to be mirrored. Flip that and it might work.
>>
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I nerfed the skulls' pattern from the last time I posted because there was too much overlap from bullets when they were close together. Now they fire two bursts of 8 bullets in a slightly offset (by up to 30 degrees) 180 degree burst behind them that snap straight down after getting into position. Now maybe I can finally finish the remaining couple of trash waves on this level and start designing the boss.
>>
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>>151961420
You're right, they look different. Do you have any clue as to why?
>>
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Some Progress

Turn order mechanics have been set, a basic attack animation for low tier attacks(sliding over to your enemy's face) is good to go, and enemies are all hooked up to deal tangible damage to the heroes. Biggest priority right now is to let heroes dish out damage, set up Victory/Loss states, and finally transfer all the battle data back into the dungeon scene.
>>
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>>151925802
HEY, JAM-FAGGOTS
BRING ME UP TO SPEED ON PAST JAMS

WHO WON THE LAST FOUR JAMS
WHAT WERE THE JAMS
WERE THEIR CLOSE CALLS OR RIVALRIES? TEAMUPS?
WHAT DID THE WINNERS MOVE ON TO DO?
HOW DID WINNING CHANGE THE DEVS?
WHY ARE YOU STILL JAMMING? ARE YOU STILL JAMMING?

t. idea guy
>>
>>151961752
Fuck. Im not gonna make it, models taking forever
>>
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Some more progress.
Eyes are now functional, if the eye organ detects an obstacle, the detection event is routed to the brain, which starts another behaviour chain to unblock itself - basically rotate for a while and test again.

I also reduced the tick rate of their brain, now they can only perform one action every 4 seconds, I kinda like this inchwormy feel it gives them.
>>
>>151963181
Neat
Where's he gameplay tho
>>
>>151963181
It's beautiful.
>>
>>151963181
Thats pretty cool
Whats the game gonna be?
>>
>>151960469
>My game will do things never done before, so i need my own engine.
That sounds like gamelogic which means you can probably script it in any engine
>>
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>>151963181
>that synchronized *bonk* at 0:06

That's actually adorable. I don't know why, but it is.
>>
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>>151961390
>Buddy 3 will not be doing any art himself, but be helping be my liaison to the art team.

This is exactly what you don't need anon. Sorry to break it to you but you are just accommodating friends because you don't want to say no.
Art director is a corporate role, not an indie one. You definitely can't afford to have people doing just management or directing. A management exclusive role will just increase friction between team members instead of help.
As for you, you probably need to take care of the programming and get rid of that maybe for the other programmer.

By the way, everything I'm telling you I do assuming you have commercial goals for this (you mentioned contracts before). If it's just for shits and giggles on the other hand, then do whatever and have fun with your buddies (a large team will probably fuck up your project too, but it's less important).

Best of luck!
>>
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>>151961752
>I'm not gonna make it
>gonna break my promise to agdg
I'm a lost cause
>>
>>151961752
Wouldn't be a problem at all if my programmer could just program the game.
>>
>>151963431
Terrain editing. http://jaboct.com/footh
Im sure i could adapt another engine, but at that point it is a workaround, when it supposed to be a feature.
>>
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Can I submit a demo day demo if it's a totally new game made hours before the submission window opens?
More of a prototype than demo, if you will
>>
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>>151963572
>Not being 1MA
>>
>>151963673
Terrain editing is about as standard as it comes these days. Literally just about any premade engine has it.
>>
>>151963773
Shut the fuck up, Maren. Your in-game sprite is hideous.
>>
>>151963897
Do they even still post here anymore?
>>
>>151963823
Without height maps?
fill me in...
do they have gravity, and endless map size (chunks)?
>>
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>>151961752
>>
>>151963767
Sure but only if you enjoy being called a whodev and getting zero downloads.
>>
>>151963897
fite me, jew
>>
>>151963946
They haven't posted anywhere in a long time...
>>
>>151963985
>being called a whodev
what's so bad about this if the game's good?
caring about personalities more than games is the cancer that will destroy /agdg/ one day
>>
>>151964091
It's not about personalities, it's about being part of the community. If you don't participate in the community, you can't call yourself part of it.
If you don't post progress of your game then you can't call yourself an aggydagger.
>>
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My girlfriend recently got an expensive vibrator that can be controlled remotely. I want to rig it up to vibrate when she games. Is there some sort of api that games post events to which I can plug into.
>>
>>151963397
>>151963413

I'm gonna make a creature designer with lots of bodypart and behaviour customization options.
Players can then release their creatures into an online ecosystem. I'm hoping people will come up with all sorts of clever stuff to wreck other people's creatures
>>
>>151964279
>>>/trash/
>>
>>151964279
>>>/r9k/

Does this look like Amateur Cuck General to you?
>>
>>151964279
Fuck off degenerate
>>
>>151964091
It's not about personalities. It's about people who don't participate in the AGDG community showing up and shilling their games on demo day, and then disappearing. The fun of demo day is seeing how far the projects you've been following have gotten, and for devs to get feedback on their work, there's no place for random games.
>>
>>151964279
Maybe you should just give the remote to Jamal
>>
>>151963451
I almost feel that I will cause more friction trying to work with artists than Buddy 3 being by go between. I do not know how long art takes, how long that realm of things normally last. I, as what amounts to the lead of the project, will be unable to give artists jobs with meaningful deadlines. While this may change in the future, for now I believe I need buddy 3. The arrangement with buddy 3 may be temporary anyway until I finish webdev for him.
>>
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If they can do it, anyone can do it.
>>
>>151964279
lol are you trying to turn her into a "gamer"?
>>
>>151964803
>it
you mean marketing? because "it" sure wasn't "making a game"
>>
>>151964279
don't use game as a verb
>>
>>151964803
Who cares, it goes up every year
>>
oh great,keyboards out. wait two days for another one to show up.
>>
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Third phase or are these two enough for first boss?
>>
>>151964803
I might have been living under a rock for the past decade, but can someone tell me why this game is such a huge thing? What's the hype about? Simply the premise? A randomly generated infinite universe? Are people really this easy to buy? It's like it's the '90s again, when you could sell anything with graphics, but now you need big words like this.
>>
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>>151936470
>>151937359
Well shit, im late as fuck to this.

Considering the vast majority of AGDG has 0 experience with SRPGs you need some advice from somebody who does.

First of all 2d isometric sprites are fucking difficult. The perspective makes it awkward to draw for somebody who isn't an experienced artist. Furthermore, the amount of directions you need to draw is 4 if you're doing a character that is asymmetrical. 2 if the character is symmetrical. This means that you could be spending a crapload of time drawing frames at the already awkward isometric perspective. In my opinion it's a huge waste of time.

I started just like you several years ago and wasted 2 years doing 2D isometic. I learned a lot in the process but I eventually had to give up and switch to 3D. The workflow is just plain faster than 2D isometric. You'll spend far less time fighting the medium. Sprites are not meant to convey 3D space, so you will be ripping your hair out by trying to fake that. If I could get back all of the hours I spent testing tile dimensions and transitions...

Lookup BornCG on youtube and get good at modeling in blender. Then Learn C# and pickup unity. Stay strong man. SOMEBODY has to finish an srpg. Probably wont be me.
>>
>>151965472
In most games not even the final boss is this complex. So it's good. And pretty.
>>
>>151965472
You could probably get away with 2 and nobody would care, but I prefer 3+ for fights to have a decent length.

Halloween bullet hell dev here, my bosses have 7
>>
>>151965528
Good marketting
Not so good product.

https://www.youtube.com/watch?v=RvAwB7ogkik
>>
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Got weapons load-outs working. There's three different weapon types mounted on the wing in the webm.

The green one is a air to ground missile, the blue one is a air to air only missile and the ones on the wingtip is a all purpose missile. Each with their own traits (eg air to air only, or air to ground only) , lock-on range, maneuverability, and damage.
>>
>>151965472
Looks really good. Make a new game+ feature with bosses with additional phases, this will be just great
>>
>>151965472
Two is fine.
I feel like she should have at least one more attack per phase though.
>>
>>151965915
now make your jets turn into mechas and add cute girls.
>>
What happened to the dev with the short boxy 3d characters, neat grass and "Give me <><". Did he died?
>>
>>151965528
Graphics definitely help, and the promise of an infinite universe is cool. But also the game was marketed like fucking crazy. It was marketed by Sony as if it were an AAA game, even though the team was still a smallish indie team. So people started to get big ideas about the game, thinking it would be like a modern space minecraft or something.

Honestly if the game hadn't been marketed and hyped like crazy it might have been met with better praise because people wouldn't have unrealistic ideas from the game. The game running like shit on many PCs, even top end PCs didn't help. Just goes to show too much marketing can be bad.
>>
>>151965915
The super plane will have a laser beam, right
>>
>>151962274
help
>>
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>>151965472
I'm impressed. There's vines wiggling up top; not a distraction, but ambient movement that adds to the environment. It COULD be a mechanic, probably just the wind, it makes a player/observer think but not so hard it ruins what you're actively dodging. Really glad it's there. It compliments the snow or petals falling nicely for an active ambiance.

The 1-2-3 shot attack is predictable and timed gently & comfortably, and the enemy hovering means you have to dodge AND jump to attack, so there's a meaningful one-two methodology for the player to succeed. There's room for advanced play as well, for a player to dodge while jumping in to attack; that's hard to design for but you have it there, intentionally or not. Kudos.

The secondary attack is noticeably different on windup, the circular orbit lets you know something different is happening and shooting all at once isn't that much more of a threat, but it's visually distinct enough that the player is stimulated just the right amount. It's clearly more of a defensive attack on the enemy's part, and that give and take, the parity between the first and second phases are really good. It'll be interesting to see whether you cycle between attacks regularly, randomly, or if it's lifebar based. Also curious to see how many hits it takes to win; might want to revisit megaman games to see what "feels right" for a boss battle like this. 12-15 hits is usually a sweet spot, unless you're injecting dialogue/special animations or events.

Overall, there's a lot to like about this webbum with very little criticism, keep up the good work and keep updating us
>>
>>151965472
>Sucking at your own game
How?
>>151965915
How UNREAL
>>
>>151965661
>Stay strong man. SOMEBODY has to finish an srpg.
Somebody has to start one that isn't boring shit. simply apeing Tactics Ogre and FFT and adding your personal favorite monsters or classes isn't interesting enough. If it isn't mechanically interesting, real fast, no one will invest the time to see if a literal nobodie's amatuer hour is worth the investment of finding out whether or not the probable lack of balance or game-breaking mechanics are going to be better than just replaying a proven product.
>>
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>>151966992
Not him but I am bad at my own game all the time.
>>
how do you deal with people constantly asking when your game is coming out? i have no clue since it's so early
>>
>>151926165
Can you choose the order of the bullets that you reload?
>>
>>151966992
almost all devs are outplayed by their audience. Blizzard comes to mind.
>>
>>151967160
duh. why did you feel the need to even post this?
>>
>>151965915
but aggy told me you can't make games in UE4
>>
>>151967232
Tell them something along the lines of "i have no clue since it's so early".
Stop shitposting via humble bragging.
>>
>>151967595
I have to say it really isn't a humble brag. With any creative project. Novel, game, film, etc, people will always harp on when it is out. This is because most people have no interest in the process, only the outcome.
>>
Wait, Unreal 5 had a built-In tile engine for 2D gaymes or am I reading wrong info? Because if it does, Unity can fuck right off.
>>
>>151967595
>implying he has a game
>>
>>151967367
No, you have to load it like you load an old handgun or rifle with a clip, by pushing bullets into the magasine one by one.
I made the bullets visible, because sometimes your bullet can became reinforced (indicated by plus sign), so it will deal more damage. I.e. instead of making a random critical hits I create a random shell that deals more damage and player knows it. He then can use this round on a different enemies and their weak spot to, for example, kill an enemy with a single shot. Also there is a buffs for bullets, and player will know which bullets are buffed and which are not.
>>
>>151967438
because I haven't seen a single isometric tactics in progress that wasn't just walking in very worn-out footsteps, just "how does my art/sprites/models look?" and a screenshot of tile movement or attacking two squares in four directions.

Never question my methods, faggot
>>
you will NEVER get to stand on a stage in front of thousands and lie about your unity game

you will NEVER get to appear as a guest on a talk show so you can lie about your unity game

sony will NEVER support your unity game with a multi million dollar ad campaign

why even live
>>
>>151967857
I don't understand this unity nms meme. Why do people think its built in unity
>>
>>151967857
Because you could be the next hypetrain conductor.
>>
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>>151967857

>unity game
>unity game
>unity game

nice meme
>>
>>151967232
you make a fucking realistic estimate on the spot, and if you can't say "six months if all goes well." Then, 2-3 months down the line you re-estimate as they'll now say "how's it going? Still on track?" and you tell them yes(yea right) or "No, it turns out ___ is taking longer than expected, it feels like 3 months later than planned, please stay tuned for regular updates" and be honest about your updates. It's not hard. You can move expectations if you're honest and accepting of your own learning process
>>
>>151967857
>implying

I'll be a two faced millionaire by the end of the year.
>>
>>151967857
>you will NEVER get to appear as a guest on a talk show so you can lie about your unity game
this was such horseshit, you KNOW Sony paid for the TV spot. When does any dev seek out TV time to talk about a game, and when does any TV host seek out devs to talk about games? Smelled so fucking fake.
>>
>>151966643
Thank you very much. This comment gave me the boost I needed.

the ability to dodge the flames into an attack wasn't intentional at first but when i added the flames I saw it would work and re-tuned their speed to make it possible.

The phases are lifebar based, but I havent decided on the amount of hits yet. Just threw some value in to make the webm while i continue working on it.

Thanks again.
>>
>>151967820
Yeah, I noticed the buffs on the bullets, that's why I asked. I don't know if this sounds interesting to you, but since you can see which bullets are buffed, you could add to the clip the bullets in the order you pass your mouse over.

This way you can choose to shoot the best bullets first, I think it would be a fun gimmick to use when you are wandering around, or a boss that needs to be shot first with critical bullets.
>>
>>151967854
That's because srpgs take an absolute shitload amount of time to get to the point where you can even begin to scratch the unique stuff.

>Never question my methods, faggot
Try to make your own srpg and then you can bitch.
>>
>>151967857
Still haven't seen good proof that NMS uses Unity desu

Where is Mono? Why is Havok in there when Unity uses PhysX?

The evidence in that NeoGAF thread is absolute shit, I mean "That IMGUI is also unity related", like what the fuck? Everyone uses imgui. If they used Unity there would be much more clear proof: A bunch of C# dlls, a Mono folder, a bunch of .resoure files, etc.

In fact, looking at another Unity game on Steam none of the files that cuck claims are Unity artifacts are there. No .mbin files, no IMGUI, etc.
>>
>>151968331
>the ability to dodge the flames into an attack wasn't intentional at first but when i added the flames I saw it would work and re-tuned their speed to make it possible.

I like that you didn't design it originally but adjusted for it once you played it and were inspired. I hope it happens more as you go, it provides a lot of genuine, organic fun. This is a similar process to how Onimusha bugs in their combat engine re: juggling lead to Devil May Cry's C-C-C-CUH RAY ZEE air combos as a game feature.
>>
its like you can watch the decline of western civilization in the form of video games from the 80s to the 2020s

>late 80s
>nerds making simulation/strategy games in their basements that were distributed for high cost on cd-rom to a small audience of fellow nerds
>2016
>hipsters making empty shells that are propped up by massive corporations pumping out millions in propaganda tier marketing sold to massive numbers of drooling retards who need instant gratification
>>
>>151959170
How did you even manage to fuck this up. Just get the global camera rotation/euler/quaternion direction values or whatever you use and set the rocket to those direction values in the moment the rocket spawns.
>>
>>151965915
Are you a 1MA or do you have people who help you?
>>
>>151968704

it wasn't even imgui. That bitch found a variable named GuiLayer, and just assumed it was Unity.
>>
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>All the action is in vandiest's stream, now
>>
>>151968695
I make sexy dungeon crawlers, not wanna-be chess with griffins. If I want help falling to sleep at night, I'll re-read your posts instead of gamedeving a snore-inducing genre.
>>
How do I make a game like No Man's Sky?
>>
>>151968609
No, I really like the feel when you load all the bullets in the magasine with one fast mouse gesture. I'm not sure, maybe there will be different reloading mechanics for different weapons, where you can arrange your bullets, and it will take more time to reload, and I want to make battle pacing very hectic - like some bullet hell shooter, but in 3d.
There will be different buff items, like the resins in Dark Souls - some affects ammo in the clip, other - in the magazine. Some buffs (with elemental damage or something like that) 40% of all the bullets, other - 40-90%, some buffs bullets in order, and some buffs them randomly.
>>
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I did the firing animation for the rose cannon. Haven't made the projectile yet. How's it look?
>>
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>>151968930
>hey guys I am watching some faggot shit
oh wow good job now fuck off
>>
>>151969108
hard to say, you do less work than Notch put into Minecraft, and that was an under-achiever as it was.
>>
>>151969163
Add some details to the wooden part of the cannon. Otherwise looks good and cute, I like the idea.
>>
>>151969228
so buttmad
>>
>>151969163
Steven/10
>>
>>151969163
I think recoil part looks too slow and needs less frames.
>>
>>151969145
I mean, you will still keep the fast reloading, since the order of the bullets will be determined by the order which you passed the mouse over.

But in case you need a critical bullet first, you can mouse over that bullet first.
>>
>>151968819
Nah, it's always been the same. The only difference is in the 80s the drooling retards didn't know how to use computers so they had to get other forms of entertainment.
Now-a-days anyone can play a computer game, and you only need a moderate amount of programming knowledge to start making a game. So it only looks like the decline of civilization when you look at specifically video games. When in reality there has always been the same amount of idiots, and people trying to make easy money, and corporations hyping things out of control, it's just the media these people used has shifted over the years.
>>
>>151969393
you have literally subtracted room for two valid posts from the bump limit that could have been about games, not counting the collateral damage in my or owl's need to respond. I hope you're happy with your (You)'s, they're going to be hard to spend.
>>
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>>151946526
Wow really well done, goes to show how shit this earth's become, there's this which ok, is metroidvania 'inspired', but then there's Axiom Verge earning money and getting ported to all consoles being a direct metroid ripoff.
I like your grappling hook thing a lot, hope to see levels where you depend on it a lot and need to swing etc.
Very good job and keep going!
>>
>>151968930
>his video still doesn't load for me
h-haha, thanks twitch.
>>
>>151969507
Same idiots, more disposable income to be idiots with. If anything this is an improvement.
>>
a game that is tedious
>>
>>151969376
>>151969376
Thanks anon! I might add some details later but for now I just wanna get it in the game.
>>151969448
Does that rose look pink to you?? Didn't think so.
>>151969472
Yeah the timing's a little weird, I think the cannon should move back farther and move up more too. But I can fix all that in the game itself so I'll just do that then.
>>
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>>151966162
maybe

>>151966501
Definitely.

>>151966992
>>151967567
t-thanks?
ThePowerOf...

>>151968883
Pretty much 1MA the whole way.

Received some help with the B-52 bomber where the guy made me the mesh for it and then Unwrapped it and textured it myself.

But other than the B-52 everything else is mine.
>>
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Still working on those drawing skills.
>>
>>151969163
That's not how a recoiling cannon moves. Look up videos.
>>
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>>151970162
But is the game world procedurally generated? This is important.
>>
>>151970162
>>151965915
Noice.

On a scale of DCS World to Ace Combat, what are your intentions for Gameplay?
>>
>>151970162
>>151970324
And also can you craft
>>
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A game you can only complete if you donated to the $500k kickstarter.
>>
>>151969163
Why is the barrel recoiling downwards, which idiot would design a weapon like that.
>>
>>151970681
isn't that just Curiosity?
>>
>>151970715
Old style cannons do recoil down when they're facing up at an angle though. It's not as dramatic but it happens. The force pushes back into the ground and then the wooden part of the cannon moves up in response moving the whole cannon down.
>>
MMO where players make their own quests.
A town springs up around a rich iron mine.
Miners, smiths and townsmen (clothing, tools, food) move in.
A group of smiths have a load of tools.
To bring to the city it would take 30 trips by the strongest man.
Isntead load into a wagon and pull by a horse.
A long journey like this is vulnerable to bandits.
So the smiths hire a mercinary group to keep them safe.
Then the head smith, the wagon/horse owner, and a group of mercinaries leave the mining town headed to the city.
This is a quest, this is 3 quests, (mercinary, wagon owner, smith).
All with different requirements, tasks, and rewards.
Smith just keeps an eye on things (and payroll).
Wagon man steers the horse.
Mercinaries walk/fight.
>>
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>>151970324
>>151970496
Yes and yes, you can even encounter other players but the chances of that are so minuscule that its pretty much zero.

no to both questions as of right now

>>151970468
Definitely Ace Combat the whole way.
>>
>>151969026
Which game is your sexy dungeon crawler?. I'm legitimately interested in seeing.
>>
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>having a patreon
>>
>>151970306
delete this gay shit immediately
>>
i'm overcome by a sudden urge to play diablo

what do
>>
>>151971235
A game which gets better graphics and gameplay the more you're paying me on patreon
>>
>>151971303
Play Dungeon Siege, an objectively better game
>>
a cinematic masterpiece
>>
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>>151967857
you can join them if you wish, anon

just make a zombie survival farming sim in space
>>
>>151971235
Game dev costs money. If I can put that cost on other people I will.
>>
>>151971184
>MMO
Stopped reading.

Reign in your ambition anon. Nobody who starts their pitch with "its an MMO" is ever going to accomplish anything.
>>
>>151971380
does dungeon siege have baal runs and do people drop their ears if they die in pvp and can i pretend to rush people through the game but then bail as soon as they pay me
>>
>>151946526
Damn, that's a fine engine you got there. Mind if I ask what program you're using, and how you're doing your movement code?
>>
>>151971608
No, but there is a cute donkey, and you can place ALL THE LOOT in his inventory which is huge
>>
>>151971235
I have to pay for a copy of photoshop somehow.
>>
Can people post tumblrs? I'm thinking of setting one up and I'd like to follow you some of you guys if that's ok.
>>
>>151971737
(Also diablo != diablo 2, I like diablo 2 better than dungeon siege)
>>
>>151971218
>Definitely Ace Combat the whole way.
Aaaaand now I'm listening to the Ace Combat Zero soundtrack.
>>
>>151971787
>photoshop
>expensive

$19.99 a month. You pay more for a pizza.
>>
>tfw team may come together
>tfw artist drawing your characters brings them to life
>tfw main heroine is cuter than you expected
What do I do /agdg/? This character has to suffer for the plot, but I feel bad because she's cute now.
>>
>>151971803
Sure, if you don't care about losing your anonymity. Otherwise just make an anonymous one to follow other anonymous users here, and then maybe you'll open up to each other one day. (There's Twitter, too)
>>
>>151971803
http://femfreq.tumblr.com/
>>
>>151972004
Nah, that's the pateron goal, 19.99 per month. I don't have big dreams.

No, 30$ per month, so we can have alcohol money. 10$ should be enough because I know a guy who works at a brewery and can get us discounts.
>>
>>151972016
If you're posting with your game (screenshots, progress, etc), you're already not posting anonymously.
>>
>>151971632
>Mind if I ask what program you're using
GM:S
>how you're doing your movement code
Spaghetti code.I'm using "vsp" and "hsp" variables that are then added to X and Y instead of GM:S' built-in vspeed and hspeed which are terrible. I have loops that checks for "solid" objects (not using built-in solid function because it's shit) and then sends player 1px up or down depending on slope's angle etc. It's very basic shit and you can find all kinds of variations online if GM:S is what you are using. It's not some black magic.
>>
>>151972005
The more innocent, the more satisfying the corruption
>>
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Minecraft and Monopoly combined
>>
>>151972169
Not necessarily: Some people post their games entirely anonymously without attaching personal contact info to it. You're probably right for the majority, though.
>>
>>151972180
The one she drew is actually one of the worse arcs. Both the "good" and "bad" end have her die, one just has a bittersweet goodbye and the other a "approach the apocalypse at mach 10" ending.
>>
>>151972005
post art
>>
>>151971787
>he doesn't procedurally generate every graphical asset in his game.
>>
>>151972176
I keep seeing people say that vspeed and hspeed are bad, which is why I don't use 'em, but why are they bad, exactly?
>>
>>151969645
Same here. For whatever reason twitch never loads videos that are source quality, even if the video is 720p. And because non-partnered streams can't have lower quality settings it's impossible to set it to high.
>>
>>151972368
Mein Poly.
>>
>>151972404
She is not for sure on the team, so I can't post her concept sketches until I know she is. It'd be rude of me to use someone's work when they are not for sure on the project. Violation of intellectual property n' shit. We're having a meeting tonight, so hopefully tonight I'll post it.
>>
im starting to hate my game and its starting to make me hate myself. this game has started to become myself, every time i fail to properly flesh out a mechanic or i don't like the current state of it it becomes harder to convince myself i'm not a genetically inferior waste of a person.

i can't even make something people want to play, let alone function as productive human. now 'im at the point where i'm not even remotely where i wanted to be when i started this a month ago. i've been delaying this thought process for a while but now it consumes me every time i open this fucking project again.

this was my last chance to escape wage slavery hell. now i know every day from here on out will be work for works sake just because my retarded boomer parents just had to make yet another genitically redundant copy paste millienial.

there is no place going foreward in the 21st century for people with average IQ's. if you're not higher than 140 or lower than 85 you're completely fucked because you're aware of you're future situation but you aren't smart enough to avoid it. automation and the programs that run them will make people accustomed to this current standard of living will kill themselves in droves because our labor, which is the only thing of metric of worth men in this society have, will no longer have any value. you can either work cheaper than robots along side the 6.5 billion other outmoded humans that wont stop reproducing if they're lives depended on it, or your smart enough build and maintain them.

i can't escape this fucking nightmare that is working paycheck to paycheck. only a few more decades until society will openly expect pointless obsolete men like me to kill myself instead of just implying it. you just know its cheaper for the government to drone us all when we have a workers revolt in 30 years then pay for universal basic income in exchange for sterilization.
>>
To anyone using GM:S: Do you know of a way to shift the graphics/texture of a sprite to the left/right by one without actually moving the sprite's x/y? I guess one way to describe the behavior is looking at a conveyor belt from above and watching it scroll through a background, without actually moving anywhere.

Know that rotation is involved, which is why I am hesitant to dynamically put a sprite to the right/left of the sprite to make move along the x seamlessly.

I could probably ghetto it using a really long animation and load each frame dynamically, but I don't know if I actually need to resort to that yet or not.
>>
>>151971787
>buying photoshop
full retard
the only thing you have to buy is the actual engine if you want to publish it it properly
>>
a game about angsty millenial woes
>>
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>>151972942
>deving for cash money
>caring about being valuable to society
>IQ
>automation meme

quite spooky friendo
>>
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AAAAAAAAAAAAAAAAAAAAAAAAAAAA

THIS FUCKING RIG IS GOING TO KILL ME

WHY WHY WHY IS THIS HAPPENING FUCK
>>
>>151973502
Caring about money is something that anyone who's not a neetbux leech / trust fund baby has to do to be able to afford food.
>>
>>151973359
>he uses pirated programs

wew lad
>>
>>151972942
>tfw 140k a year job at 24
>tfw game dev as a hobby
Money makes me happy because as a bachelor I can afford to do nearly anything I want. If gamedev ends up panning out that would be awesome, but if not oh well.
>>
>>151973735
why wouldn't you
don't tell me you also bought your fucking Windows copy
the only thing that can top it off is if you were an american as well
>>
no mans sky would be kinda cool if i could take planets and put them into my personal star system and then create robots to maintain these planets and mine resources so every once in a while, i go back there to cash in on my robot slaves
also, the robots who constantly fuck with you would be really upset over me being a slave master so they'd attack my shit and there'd be huge space wars
also, i should be able to enslave animals and cross breed weird species
also there should be space wars against other players for all the marbles
also i should be able to destroy planets and get all their materials instantly
>>
>>151973735
Nearly no one will buy several programs for thousands of dollars in the beginning, especially not neets, and the companies of said software know that as well. People will buy and pay once they go commercial with the product made by said software, because if not, those companies can sue the shit out of you.
>>
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Getting back in to this project. It amazing how much code can be in old projects that you have absolutely no memory of working on. It's like trying to retrace my steps to figure out where I was, so that I can figure out what needs to happen next.
>>
My game can do anything but the chances of players wanting to actually do everything is so small that it probably won't ever happen.
>>
>>151973278
draw_sprite_general(...) allows you to specify the area of a sprite to draw and also rotation.
>>
>>151972942
>every time i fail to properly flesh out a mechanic or i don't like the current state of it it becomes harder to convince myself i'm not a genetically inferior waste of a person.

Devving with depression: The post.

Maybe take a break anon. Get some exercise, fix your life. Don't use vidya or development of vidya as an escape from your problems.

Also what's your job? If you can program and you're not a professional developer of some kind, you're fucking up. I recently (febuary) became a web developer, getting paid to do something I kind of do as a hobby is great. Webdev and gamedev are different enough that each can be interesting while complimenting each other with a large overlap in skillset.

>there is no place going foreward in the 21st century

Well I believe that sea levels will rise in our lifetime and swallow all of our coastal and low-lying river cities, leading to mass displacement, war and starvation of billions... That's a best case scenario as far as I'm concerned, the entire biosphere could collapse and cause a mass extinction event... But for now everything's kind of fine, so fuck it. At least I don't have to worry about saving money for retirement.
>>
>>151974370
AHH perfect. Thank you very much: this is exactly what I need.
>>
>>151974443
you'll probably be beheaded by muslims before that happens
>>
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>>151973687
I'm having a similar issue
please report back if you figure out what's happening
>>
>>151974546
Its fine, i have a beard, I can pretend to be a kebab.
>>
>>151974752
plz show her bending over all the way
>>
who not gonna make it to demoday here?
>>
>>151972005
Easy. You shoehorn a happy ending. The public loves shoehorned happy endings.
>>
>>151973278
override the draw function.

create a draw event and place a code thing in the event, but don't write anything. Run the game and you'll see the sprite doesn't show but you can still interact with it (assuming you've written code for this).

So just place a "draw_sprite_ext" function in there, and for the x/y parameters, set it to something other than the objects actual X/Y coordinates. The hitbox for the sprite will remain still while you can move the sprite you're drawing with "draw_sprite_ext" anywhere. You can also draw multiple sprites in the same object this way.

>>151972942
You deving because you want money is the problem. Now of course we all need money to survive, but if your goal is to make a game BECAUSE you want/need money, you will most probably fail. Make a game because you want a game like that to exist, or you want to play it. Do it as a hobby, and you'll enjoy it. Keep a small scope and work consistently to release something relatively quick, and then sell it. You might not make big bucks but it's a start.

If you can't bring yourself to work on your project consider these possibilities:
-You don't like your own project (it happens)
-Your project has too big of a scope
-You're unable to get things working (make something easier rather than your rogue-like infinite universe procedurally generated gun game)
-You don't like game development
>>
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>blackshellmedia liked your photo:
>blackshellmedia liked your photo:
>blackshellmedia reblogged your photo:
>every single day
>they're all uninteresting posts from 6 or more months ago
FUCK OFF
>>
>>151974184
>house deed just makes a house

had a small laugh
>>
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>tfw trying to write custom shaders for the first time

Its like learning to walk again.
>>
>>151975258
pretty much getting the same thing.
>>
>>151965472
one more phase, and harder imo. if you tried to beat the boss fast instead of showing a webm off i think u would agree
>>
>>151975128
Thanks for the in-depth help, although I forgot to mention this is only a background. That's good to know for future use though, so I appreciate the writeup, and I'll save that somewhere for reference later.

To you and >>151974370
Although now I notice that it's rotating at the origin 0,0 despite me setting the origin of my image to the center. Is there anything I can do about this, or should I just deal with the origin staying at 0,0?
>>
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Made some progress on this thing.

>>151975258
>>151975583
Same here.
>>
>>151974184
>dem hips
Catmouth Island dev is that you?
>>
>>151975093
I have figure out the entire plot, and there is a happy ending, but it is after experiencing 3-5 bad ending. I will explain it as briefly as I can I did this yesterday to, but went maximum autism and left in shame

>main character's father is the genesis of modern AI research, each heroine is linked to him
>all modern AI research is geared towards creating AIs that do not turn sociopath and hostile to humans
>Levi is an AI created by him before he became an fled China, she is a model of AI that is meant to real Morality through observation of man. Man is a reference to Hobbes's Leviathan.
>Enyo deals with your father immediately after coming to the United States. This attempt at a moral AI is by making an ego print of a human and forcing it upon an AI. Enyo is the human they were using for the Ego print. This follows your father as he founds Gambler Pharmaceuticals.
>Lys (short for Lysistrate, which means To Break an Army) is in the employee of your father, both your watcher, caretaker and prison guard. She deals with your father after he has been replaced by Icarus, an AI that managed to trick its creators into thinking it had become a Moral AI and ended killing and replacing your father.
>Your character, nicknamed Gam, has riding with him another AI. Gallus, a project of the Diogenes project (Gallus means chicken, the idea is you remove the feathers and behold a man, a reference to the greek definition of man). Gallus is an attempt at a moral AI humanizing them for human interaction, Gallus being house, in part, in your implants.
>At the end of each of the girl's routes the Diogenes Project fails, Gallus becomes and immoral AI, and is either killed or kicks off the end of days.
>After completing the three routes a new option appears instead of New Game.
(1/2)
>>
Idea guy here.

best method to commit suicide?
>>
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>>151974752
Ok, the solution apparently was redoing the animation from scratch. I must have changed some bones or something.
Still it's mind boggling how the "Default Take" worked fine but the "Idle" animation din't when they were the same exact animation.

Imagine, when the game is done the title screen will be filled with different idols dancing
>>
>>151975889
>>151975258
>>151975583
Same
I'm going to block them now
>>
>>151974184
>>151975913
The first thing I thought about when I saw the webm was catmouth island, wish the catmouthdev did better on steam
>>
>>151974443
>Also what's your job?

i work at a tile warehouse. i've been fired from 6 jobs because i have autism and coworkers begin to despise me usually within 1 week of getting a new job. i'm just socially functional enough for people to assume im being shit at everything on purpose. no leniancy from normals whatsoever, i'm unemployable so this warehouse is the best it gets for me.
>>
>>151975967
Become a game developer
>>
>>151975928
Diogenes has Gam waking up, what has happened up until now has been loops in a simulation, failures to moralize Gallus. Not only is your father alive, but he is running the project. You were woken up early because Icarus, the AI that replaced your father, is on the cusp of his goal. His goal is achieving machine godhood. The Diogenes arc is piecing together your memories of what really happened and separating them from the simulation. The end of Diogenes is the death of your father & the moralization of Gallus.
>Fine part if Genesis, which is easy to explain as the final confrontation between you and Icarus. Also go into the Icarus legend (Icarus Drowned & Icarus Burned, it would take too long to explain).

So in the end you do save the world. I actually have two other routes that were planned but I dialed back. One had to deal with a genius AI designer, and the other a human completely replaced by mechanics.

So, happy ending and a bunch of sad endings.
>>
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>>151961990
>>151968874

I ended up copying my code to position my viewmodels correctly by inverting my pitch and yaw, one axis at a time.
>>
>>151975967
Game Dev

Thematically suicide has a lot of different things going on, depends on what you're going for. Personally I think hangings are very cinematic.

>>151976245
I apologize, I fucking did it again and just made a idea guy post and word vomited. Fucking hell I need to stop this bullshit.
>>
>>151976158
I tried that and became depressed when I realized the only think I could do was create shitty low poly models.
>>
>>151972942
>genetically inferior
>IQ

Your score at a meaningless test shouldn't be affecting your game making skills, or your ability to learn the skills needed in the future.

But yeah, to finish a marketable game on one's free time you need a lot of willpower and perseverance. Wasting time on dead ends is part of the job
>>
>>151975913
>>151976064
not Catmouth, sorry.
The hips are nice, but the hands clip in to them, I haven't figured out a way to keep them out of there (or spend much time on that part).
>>
>>151976423
No hanging leaves a pool of piss and shit under your body it's not cinematic at all. It's kinda poetic though.
>>
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>>151975583
>>151975258
>>151975889
Report them for breaking the "Non-Genuine Social Gesture Schemes" clause in the community guidelines
>>
>>151975805
I assumed you were already using custom draw event with draw_sprite_ext and it wasn't sufficient for you. If you're using draw_sprite_general now, better switch to draw_sprite_ext, because there may be something with draw_sprite_part (which is integrated into draw_sprite_general) ignoring sprite origin.
>>
>>151976668
>"Non-Genuine Social Gesture Schemes" clause in the community guidelines
Is that a real thing?
>>
>>151976263
I don't know if it's placeholder but I love how your rockets are so fat and slow moving, like mario cannonballs
>>
>>151976518
Make garbage!
>>
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>>
>>151976798
I don't see how that assists me in an heroing
>>
as a coding exercise, I studied the source code and made a clone of roller coaster tycoon 2. I spend so long on it, and implementing 3d graphics instead of sprites, that it doesn't feel like an exercise anymore. I want to use this framework to make it into a game.

but, I have no ideas.
I know there's tons of ideaguys here, so give me a neat gameidea that can be made using the framework of a roller coaster tycoon, transport tycoon, city-builder base code or something along those lines

I was thinking of roller coaster tycoon, but in space. but that seems like a shitty idea.
>>
>>151976596
That's why you go to the bathroom before killing yourself.
>>
>>151976668
Meh, I don't really mind. At the end of the day, in the shill wars, an upvote is an upvote.
>>
>>151976632
I'm reminded of FF7.
>>
>>151976862
something with anime. like fps or something
>>
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>>151976853
You're only supposed to post that when Blockman dev posts progress

similarly you post this every time mothdev posts progress
>>
>>151976860
Ask question on AGDG get AGDG style answer. Just like make game.
>>
>>151976679
But remember that my initial problem was trying to make the image wrap around itself without moving... I guess I'll just have to use draw_sprite_ext() to draw the background and a replica of it on the left/right, then make them actually move along x/y based on the rotation angle using trig to achieve what I want.

... or I could just make a 256-frame animation accounting for every possible position of the 256x158 background... which I probably shouldn't do, haha
>>
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>>151977170
>>
>>151977018
what the fuck was that
its not even close to a fps, did you even read the post. also fuck anime

kill yourself and never respond to my posts again
>>
How important are cute girls? Not just to the gaming audience, but general audience.

No lewdness, most lewd thing is a kiss.
>>
>>151977425
How popular would Frozen be if the girls weren't cute?
>>
>>151976764
It was placeholder so I had time to see how the rockets were oriented.
>>
>>151976862
There are no shitty ideas, only shitty executions
>>
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Am I the only one getting super loud audio ads on tumblr?
I can't even find where they are so I have to mute the tab. Pretty annoying.
>>
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Working on that new area still.
>>
>>151977561
I have no idea.
>>
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>>151977692
>mute the tab.
how
>>
>>151976862
Roller Coaster Tycoon in space seems like it could be fun.
Making theme parks on moons and asteroids and space colonies seems like it'd be pretty good fun.
>>
>>151977692
Yeah I keep getting those. I was extremely confused at first.
>>
>>151977654
I mean, that isn't true, but shitty is shitty to different people.

>>151977861
Don't make it theme parks. Make it entirely mini golf themed. Crazy fucking mini gold trick shots around moons. Basically make it that futurama episode.
>>
>>151977861
You can suffocate the guests in space instead of drowning them in a lake
>>
>>151977695
Cute and cozy, but why not make the trees bigger (more leaves)? There's just empty sky up there which feels uncomfortable.
>>
>>151977786
Firefox has a volume symbol on each tab playing sound. Clicking it mutes the tab
>>
>>151977757
There's your answer
>>
>>151977786
::stopmusic::
>>
>>151977170
im not really sure why he does this. at least its not rotate or source shitposting.
>>
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>>151976862
Go back to 2.5D sprites sprites and make a retrofuturistic moon base building game with 1950s monorails and rocketships with backswept tailfins and shit.
>>
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>>151978089
>im not really sure why he does this

My mind is a vast ocean full of nothing but shitposting.
>>
>working on your game with most of the programmer art replaced with actual graphics, and most of the juice in place
>there are glitches, but the game's actually pretty fun, moreso than it was initially
>finish the demo build, everything gameplay-wise is in place, all you need is a new title screen
>game doesn't feel as fun to play
>not sure if it's a change in the physics, the collision detection, lack of conveyance
>demotivation
>>
>>151976862
have you thought about collaborating with an artist
>>
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>>151978316
Or a base on Europa. Cold environments + warm interiors are cosy
>>
>>151977969
beautiful idea. thank you
>>151978316
ehh, there's too many indie space colony / moon base builders out there right now. its like the trendy memegenre of the past couple years.
>>
>>151978604
this is why you should make a vertical slice of the game asap
>>
>>151973703
I think you meant to say a wagecuck.
>>
>>151977973
That was intentional to some extent. I don't know if I went too far with it or no.
>>
>>151978634
imagine you see a silhouette on the window
>>
>>151978730
A lot of people on here claim to not work. I wonder how many are truthful and how many aren't. Most people don't have rich parents, how do folks afford the lifestyle? Autismbucks are just a meme in most of the world.

Hell, I'm posting at work right now.
>>
>>151947974
>(2) Skylarks
Huh. Guess I missed a week.
>>
>>151978808
Wave at frank, he's going for a walk in his pressure suit.
>>
>>151978881
I make money (like $200 a month) though redbubble but the last time I designed a shirt was like 2 months ago and it takes me like 5 minutes to make one. Does that count as working?
>>
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>>151947974
>spoilers converted to s[word]/s
>>
>>151978881
>no education cause stupid and can't afford one
>can't do shit
>your retail place closed due to crisis
>can't find a new job

I'm ready to fucking kill myself
>>
>>151979215
How does selling shit on redbubble work? I'm curious because easy money. I recently bought a shit off of it now every fucking advertisement I see is that god damn website.
>>
>>151978881
I'm a fraud. I keep posting here even though I'm not an amateur game dev anymore. Pro game dev life is aight though, since I avoid AAA
>>
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Post lewd progress
>>
>>151979354
Yeah, but how do you afford to stay somewhere with internet access? Assuming you're not like on a public library computer right now.

>>151979414
>tfw wish I could go into that industry
>tfw work for a shitty tech company instead
>>
>>151978680

That's what I'm working on atm, anon. Just need the title screen and I can upload it. Or not.
>>
>>151979369
Pick any popular thing and make a design of it. Im not the first anon but I do the same thing.

Grab any image, vector it, add a decent color scheme, text whatever the fuck they say and people will buy it
>>
Seriously, i thought that working with unity would make things easier, but no , nothing works as expected, fml .
>>
>>151975258
>make a lewd game
>no normie publishes bother you ever again
>>
>>151979546
Parents in my shit country don't kick out their loser children
>>
>>151979369
Basically you upload a pic, adjust it to fit the products (shirts, mugs etc), set the prices (and the % of the price that goes to you, usually it's 20%) and that's it.
When someone buys something you made, you get a mail notification, and you get another when that thing gets paid and shipped. But you don't have to do anything, just wait for the cash to start rolling in.
>>
>>151979546
Honestly best advice I got was finish a game. Employers are impressed that you finished something.
It helps Im a coder and just about every company needs more
>>
>>151979673
I'm making only like 30 burgercoins per month, what is your secret senpai
>>
>>151979597
>tfw made a LOSS shirt
>sold about 10
I know I'm spreading the cancer but I don't care.
>>
>>151977695
the building looks out of place
>>
>>151979979
Why's that?
>>
>>151979858
My designs are good. They're mostly andime and vidya related stuff I got from the internet, vectored and uploaded
I made much more before they took don my MTG designs, seriously I made shirts with each of the five land symbols and sold like 200 of each
>>
>>151975928
reads like mgs
>>
>>151977692
>what is ublock origin
>>
>>151980029
Not him, but it has a swath of flat color which the rest of the environment doesn't do, and its saturation is also different
>>
new thread

>>151980195
>>151980195
>>151980195
>>
>>151980029
It's probably the dark outlines. The perspective is super weird too. Generally you wanna avoid dark outlines in the middle of sprites too. Makes it look lees like the pieces are connected at all.
>>
>>151980121
are you fucking brazilian or something
christ the trashy people that exist out there
>>
>>151980428
Nope. You sound jelly though.
>>
>>151980630
always the first thing people respond with when they have nothing else to say
thanks for the (you), enjoy (you)rs too
>>
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>>151980259
>>151980395
Ah, it was that way because the houses, characters and other objects of importance are supposed to stick out. I'll take a look at it. The perspective is weird and will always be weird. It's supposed to be something like Maplestory.
>>
>>151980887
I'll enjoy my non-hard earned dollars too. Can't say the same about you :^)
>>
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>>151961425
Man, that's cute as fuck.

Pic related is literally my first Blender model. What do yall think? Pls cruelly criticize.
>>
>>151981170
Guts/10
>>
>>151980958
reminds me of Tomba
>>
>>151957661
I normally do it in maya, but google "bake animations in blender"; unity does not support exported IK handles, so if your arm's animation works with IK, you have to bake the keyframes into the skeleton/verteces of the mesh.

If it does not fix it, I really don't know.
>>
>>151961225
Did you actually add the animation?
>>
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>>151943071
>No Motivation
>>
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I had a dream that I remade this in 3d last night
>>
>>151943071
Trying to work with multiple artists is hell.
>>
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ARTIST HERE

Doing requests (pixel art)
>>
>>151943071
I don't think I will make it in time
>>
>>151981794
a little guy, about 30*30 that looks good.
>>
>>151981794
Cyberpunk porn star. Think the skin plugs from the matrix & scene girl.
>>
>>151981794
Something I can put on a tshirt and sell
>>
page 10, last call

>>151980195
>>151980195
>>151980195
>>
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>>151975258
>>151975583
>>151975889
>not even blackshellmedia likes or reblogs my stuff
Thanks for ruining my day anons
Thread posts: 770
Thread images: 148


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