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/agdg/ - Amateur Game Dev General

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Thread replies: 792
Thread images: 176

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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

>Lewd Jam Collabs
https://docs.google.com/document/d/1K9wlzcJntyOCV3KLvRcvllZ2ZUnGgrDtiwPdMLlw5XQ/edit?usp=sharing
https://docs.google.com/spreadsheets/d/1Sm0Pxz0uq-62L46TdXmKisynbhLI_by-pLNlcgo4B8M/edit?usp=sharing


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

>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/
>>
wow OP frank.png-ly that looks awful

nailed it
>>
first for dithering.
>>
>>152189959
first for reddit!
>>
>>152189959
Here's the things you forgot:

AGDG Logo: http://pastebin.com/iafqz627

> Models/art/textures/sprites
http://opengameart.org/
http://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://machinimasound.com/
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
>>152190323
it's like we don't even need a long OP, since all the links will be pasted anyway
>>
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>talent is real
lmao
>>
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Done with a basic enemy and some snippets that I can use for idle animations.
>>
Reminder

>>152188783
>>152190025
>>
>>152190475
Cute!
>>
>>152190475
That's amazing. Game?
>>
>>152190475
Nice "No Man's Sky logo" enemy.
>>
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so i've wasted about a week of progress by procrastinating, and have done fuck all with this project. if i cant get biped box guy to control exactly how i want by demo day, i'm going to add this omniball style movement as a chassis option sooner than i wanted. i'll probably make tank treads or spider legs as well some time down the line.

is this a cop out? i don't want to force people to use something that isn't perfect.
>>
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Reminder to join the Lewd Jam Collab project!
Let's work together to make lewd games!
>>
>>152190759
isn't the whole appeal of your game the meme physics
>>
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Devs are nothing more than a game to me. spend months at a time strategically planting ideas into people's games, and shitposting. i get bored of someone after a while and move on to my next victim but that's okay because there's literally billions of you dirty little yesdevs to play around with.
Some devs actually believe I care about their games but the truth is I only use them for my personal advantage and entertainment
>>
>>152190759
How do you control the weapon?
>>
>>152190665
Thanks.

>>152190671
Vision is making a platformer, more progress to come when I finish the placeholder animations for the playermodel.

>>152190691
People keep pointing this out and it makes me feel bad.
>>
>>152190953
edgy!

but where's your game?
>>
>>152190996
mouse and keyboard.
>>
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finally decided on project i will be working on and will be within my means of production, Play as austrailian in pic and insult people and fight them because they're pooftas
>>
>>152191027
Don't feel bad, I'm just memeing you cause NMS is the hot shit to make fun of right now.
In a couple months no one will compare that cute lil guy to the logo anymore.
>>
>>152190914
i wanted the appeal to be the controls. i didn't go into with expecting a streamer memer audience. i just wanted to make a fun physics fighting game with intuitive controls that doesn't play like a flight simulator or a 2 button beat em up.
>>
>>152191228
I sure hope so.
>>
>>152191220
Do you drink VB to power up?
>>
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>>152191359
yeah,
>>
>>152190953
>italian pasta
>>
>>152191112
hi newfag
>>
>>152191274
I didn't realize it was a fighting game at all. What are the current controls for the box guy?
>>
>>152191274
you should abandon that idea and go with the funny walking guy
>>
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anybody else try this little gem? It's been a while since I've had my fire lit for dev but this was super cool
>>
>>152191274
the physics are better suited to a 1 vs many brawler game
>>
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I'm attempting to evolve from codemonkey to artfag

Thoughts?
>>
>>152191661
WASD/mouse controls.

its the framework for a fighting game. it doesn't even have a proper reactive fighting AI yet.
>>
>>152190475
Looks like Ramiel is going through a Hot Topic phase.

It's actually pretty neat, 2bh, anon.
>>
>>152191776
is this bait? i'm actually curious
>>
>>152192332
if you're tyring to make a hyper balanced fighting game, procedural walking physics is not a very efficient route

the appeal really is the funny inaccuracies of the walking. you can get the youtube memer crowd with a fighting game still
>>
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>>152192449
>he doesnt shill his own gaemu
>>
>>152190759
>a versus fighting game where you play peg legged jester midgets balancing on balls while fencing
I'm interested.
>>
With an Entity-Component-System, what should control when/how components are added to Entities dynamically.

Specifically I'm trying to reason about an attack system.

So an entity with an AttackComponent collides with something with a HealthComponent, so in the AttackSystem, I send a message/signal/event(Something?) that triggers a DamageComponent to be added to the second Entity.

Then the DamageSystem subtracts the amount of damage from the HealthComponent.

How should this sort of communication work?
And who should control it?
Is a global more or less necessary here?
>>
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>>152191950
Don't quit your day job just yet.
>>
>>152192562
>hyper balanced fighting game

that's the route im taking. i really like the way the sword fighting feels so i think i can pull it off. i don't want this to "control well for a physics game". i just want it to control well. its going to be a huge challenge but i can't stop now.
>>
>>152192694
i was going to go with robots for the art style but i guess midgets wearing jester outfits is more or less the exact same thing.
>>
>>152192803
skip ecs its a meme
use an engine
>>
>>152192449
>>152192608
No? I just thought it was an interesting idea similar to Papers, Please. Also not the dev. They don't need to shill on 4chan.
>>
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>Null Reference Exception
>Unity debugger doesn't want to tell me which reference is null
>>
>>152193137
Not relevant. This would be a problem even without ECS. I just added that for context.
>>
>>152193137

> I don't know what ecs even is

you can use ECS frameworks with most engines.
>>
>>152193196
Doesn't it tells you the code line?
>>
>>152192803
>How should this sort of communication work?
With some kind of CollisionHappened component. It gets installed when the collision is detected, and removed by whatever systems handles situations where "X collides with Y" means "X damages Y."
>>
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>>152193183
>shill on suicide watch
>>
>>152193371
Yes but that doesn't help if you're referencing several instances in one statement
>>
>>152192925
>hyper balanced fighting game

Good luck on that endeavor, though. Balancing any fighting game without making it a completely homogenized milkshake is going to take some time thinking things through.
>>
>>152193183
i don't think you're shilling, the game is just boring and unoriginal in my opinion. no one will remember it in 6 months.
>>
rigging makes me want to kill myself
even modelling for 8 hours straight was better than this
>>
>>152193542
i spent a lot of time throughly fleshing out the mechanics but i'm shit at implementing them. its getting kind of frustrating.
>>
>>152192803
>>152193406
To be clear: You've already grasped that it's okay to have a short-lived component that just records some intermediate state of a computation (with damage calculations). Now you just have to apply that to the notion of control flow as well.
>>
>>152193406
Yep! The idea is to add a CollisionComponent upon collision that holds all the Entities it collided with that frame, allowing it to act on all of them in the appropriate systems.

The thing I'm getting caught up on is how is this component added to the entity? Some sort of entityManager that deals with adding components to entities and entities to systems? I mean, I guess that'd work, but it seems somehow... wrong.
>>
>>152193087
If by more or less same thing, you mean infinitely better than robots, you're spot on and have great taste.
>>
>>152193448
its #1 selling game on the app store at the moment, I'm not sure they need to pander to the 15 people who might but it in here

>>152193659
I don't totally disagree, it certainly was pretty shallow. I just personally haven't played something like it. Taking the kingdom management and putting it with tinder-swiping was pretty novel to me.
>>
>>152194086
When you say "ECS" I'm gonna assume you mean the data-oriented kind, where an Entity is just an ID number and the components are all owned by a common World object. If you organize it some other way, then most of the benefits of thinking about computation that way will just vanish, and you're left holding the cat poop.
>>
>>152190759
its fine i guess.
>>
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Ok, how does this inventory system look?
>>
>>152193716
modelling is zen as fuck, like working a zen garden
>>
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reposting because I posted in a dead thread
throwing in action now....
how many sections should I include in one level
they are about 5000x1250 on avarage
>>
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>>152195142
this game is too cute i can't take it
>>
>>152195142
are you the dev that made the worldtree bat game for ludum dare 34?
>>
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>>152195135

I know that feel bruh
>>
Anyone else use GODOT?
>>
>>152195590
no
roughly half of us are using ue4, half are using unity and the other half are using self-made engines
>>
>>152195712

that's one half too many
>>
Any reason why my movement would look choppy, despite the game running at 60 FPS?
>>
>>152195590
Yeah, I am.
>>
>>152193464

If you used UE4 you wouldn't have this problem.

C++ gives you so much more control.
>>
>>152195864
Too few animation frames?
>>
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>>152195712
>no one is using game maker

fuck, guess i got on the wrong horse
>>
>Load up terraria for the first time in years to fuck around

>Movement is complete shit

Was it always like this? Why does the character move like he has 80lbs of bricks in his pockets?
>>
>>152196013
Nah, my game doesn't have any animations right now. It looks like the objects move too far per frame. I tried interpolation, it made certain objects look smoother but certain objects look even choppier now.
>>
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Don't post Molyneux anymore.
This is my general now.
>>
aww shit

>it's another dump art infographics episode
>>
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>>152196140
download ______UE4 right now, anon!
there's still time to change the road you're on
>>
>>152196140
He's memeing.
A good half of 2D games (if not more) are using GM
>>
>>152196903
Thanks for that
>>
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>>152194213
>>152193087
>>152192694
>>152190759
Have some really shitty fanart.
>>
>>152196903
>>
>>152196776
dumb toddposter
>>
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>>152197112
>>
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Working on the mini-boss gameplay.
Making her attacks right now.
>>
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holocaust tycoon
>>
>>152197324
>>
>>152197418
>propoganda tycoon
>soros simulator
>Auschwitz furnace operator
>human fat self powering furnace engineer
>>
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>>
>>152197352
are you making this one man army or with someone else?
>>
>>152197572
I have someone doing the music but programming and art is all me.
>>
>>152197352
>demon sausages from hell

Where the fuck is the tell, m80?

also looks pretty nice
>>
>>152190104
You tried, and that's what's important.
>>
53 people have joined the lewd jam

Why haven't you?
>>
>>152197530
>>
>>152193464
Break it up into multiple lines to debug it.
>>
>>152197682
>Where the fuck is the tell, m80?
Why don't you tell me?
But really I'm just making the various attacks functional right now, balancing and tells will come later.
And thanks, I hope it'll be fun.
>>
>>152195096
Looks good, now you can either make your slots even larger and/or make it so that the inventory screen will show up on the left/right side of the screen in a way that makes the PC always visible.
>>
>>152197743
>>
>>152197985
That actually looks shit. I've seen furfaggots post better in their furry zelda clones.
>>
>>152197882
Good shit, m8 and good luck. Sword-chan looks cute, even if it is incomplete at the moment.
>>
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>>152197112
I needed this, thank you
>>
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game dev tycoon
except it's baout you trying to build up the biggest lie and then run away with the money
>>
>>152197985

>>152198080
if you want to learn more about hand painting in blender watch pigart's channel on youtube
>>
How do I turn my puzzle quest while shitting tablet into a drawing tablet?
>>
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>>152190759
>>
>>152198294
>went in for the kiss but he took advantage and killed you
>>
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>>152198194

Last
>>
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>>152198063
Thanks a lot, I hope I can finish the rest of her animations soon.
>>
why is it so fucking frustratingly difficult to get a simple cube drawn on the screen with straight forward code in OpenGL?
>>
>>152198531
Is the engine unity?
>>
>>152198194
>pigart
Neat, thank you
>>
>>152198725
cos u suck
>>
>>152198725
It's not hard at all, there's just a lot of steps and one wrong thing can give you a black screen which will take time to debug.
You are using a low level graphics API, don't expect a drawCube function. Be glad you're not using vulkan at least.
>>
>>152190909
>>152197731
Kinda new here, how does teaming up work with these things? I've only been to a few irl jams where that kinda solves itself,albeit in ways that have left me scarred for life regarding teamwork.

I'm guessing people just generally e-mail the shit out of each other?
>>
>>152198991
>black screen

Exactly what is happening to me right now, I guess i need to be more patient.
>>
>>152196903
> sparkledogs is good design

>>152197324
> use smudge tool and masks

>>152197743
> 30+ colors is entirely reasonable for a palette

>>152197985
> how to draw blurry, vague shapes

>>152198194
> are you shitting me


jesus christ, these fucking people.
>>
>>152198484
Thanks for the dump bro. I've got some, too, anyone interested?
>>
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>>152198484
>>
>>152196903
>>152197112
>>152197324
>>152197530
>>152197743
>>152197985
>>152198194
>>152198484

Every single time
>>
>>152198248
Your tablet probably isn't too pressure sensitive unless it's some sort of tablet PC.
>>
>>152198798
It's my own C++ engine.

>>152199124
There could be a lot of reasons for that happening. Try going back and just trying to draw a triangle.Did you enable all the correct states? Did you check your matrices? Then check your vertex buffer for the cube.
>>
>>152194402
More or less!
It's not super set in stone right now, but every Entity has a position plus whatever other Components.
But... only on paper. Right now the test Entities I have are just in the init and update functions of the engine itself (which is NOT where they'll be staying).

I guess I should come up with some construct to sort of hold them all, huh? Components and Systems alike?
So it should be through this "World" that this is done, you'd say?
>>
>>152196140

desertdev uses GM and makes magic with it. Also there is some poor soul using something from clickteam.
>>
>>152199220
The slime tutorial only teaches you how to shade it, not how to draw a fat slime girl from scratch.
>>
https://www.youtube.com/watch?v=2B6wo6R2kt8

Tfw gamestop makes better 2D gameart than you.
>>
>>152199553
Anyone here using Construct 2? I think Leto was the last one, although I think she uses Unity now.
>>
>>152196776
rule 34 of todd and molyneux when
>>
>>152199349
I don't need pressure sensitivity. Just to hold a pen to draw with instead of a mouse.
>>
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>>152199585
wow hey guys
>>
>>152196776
Is Todd still a hot spicy meme or is he old hat now?
>>
>>152199585
https://www.youtube.com/watch?v=oj_eLd3_29g

They eventually made it into a mobile game.

Looks shitty though.
>>
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>>152199996
todd is an outdated meme and only /v/tards post it
they're just mad he's got such a great track record
>>
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>>152199996
I don't about memes, but he certainly is spicy hot.
>that jaw
>those eyes
>that full head of hair
>that portfolio of award-winning completed games
I wish I was an attractive, successful dev, too. I think I'd even settle for just being successful.
>>
Any other 1MA here feeling in the back of their minds that they have to do something they haven't done for like more than four days, eg. music or else ther skill will degrade?
>>
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I've never actually even really attempted to make a game, but I have Gamemaker installed. It just seems like a scary task.

Where/how did you guys start? Is there anywhere to start really that makes it seem less daunting?
>>
>>152199495
Yep. I'll elaborate a little: World owns all components, but doesn't own systems. If you have component managers, they should be absolutely bare bones, strictly for handling component creation and deletion in cases where (for example) you need to do some kind of object pooling.

Components are your main tool for communicating between systems. Each system can own private data, but any data that gets passed from system to system should belong to an entity, and any data that belongs to an entity must be a component. Each system either retains a reference to the World object, or takes it as an argument to its run() method. Components can be created or deleted by any system, so long as this is done through World's component management API.

When you create and delete entities, you're really just creating and deleting components, so that's also done through World methods. There are a few different schemes for tracking entity liveness. Some engines assign each entity to a "generation" so it's easier to keep track of which entities were created in the current frame. You might look into the Bitsquid/Stingray engine and see how they do it, since they have a bunch of literature on the subject.

Writing your own ECS framework is an exercise in suffering and applied mathematics. If you're doing this because pain is fun for you, then that's great. But there are lots of existing frameworks out there already, if you just want to use one in your game.
>>
>>152201334
that's what tutorials are for

you follow step by step something that you know will work when you finish
>>
>>152201334
I started making shitty RPG Maker games that could be beaten in 5 hours.
>>
is there any drawback to just letting user pick their resolution in a pixel game? I feel like i am overthinking things, any value they enter should be fine as long as its an int right?
>>
>>152201334
RPG Maker, then took a freshman programming class then went to Unity.

You could consider learning the basics of a programming language to better ease in.
Either way, tutorials and googling "how to x" are your best tools.
>>
>>152201334
Make a simple game, don't try to be different or innovative or ambitious. Just make pong or something. Or follow along with a tutorial. Then make something more complicated, or iterate and expand on the thing you made in your tutorial.

Do that for about 10 years, come to understand programming and gain skills in music and art, and you might be ready to make your own game.
>>
>>152202047
Just set a list of common resolutions so the game doesn't distort. Unless you have some pixel perfect stuff on your camera
>>
>>152202047
>any value they enter should be fine as long as its an int right?
Not really.
For perfect results it should be integer multiples of your base resolution, not just any integer.
>>
>>152202086
>Do that for about 10 years, come to understand programming and gain skills in music and art, and you might be ready to make your own game.

Well, shit. 10 years is a hell of a long time.
>>
Don't suppose anyone knows what happened to this guy? (Or the guy who this sprite was made for anyway)
>>
Sorry if this is a dumb question, but if I want to give all of my enemies a particle system (blood spray on hit), then later make changes to that particle system for all enemies without having to go through one by one, how do I do that? Apprently Unity doesn't allow nested prefabs, which sounds like what I'd want. Any workarounds I can think of seem like more of a waste of time than just manually updating all the particle systems
>>
>>152202047
Easiest thing is to just allow them to pick the scale, i.e. how big each pixel becomes.
>>
>>152202367
10 years is a bit steep
you CAN be ready to make a releasable game in a year, but only if you work on it daily and have a solid strategy for developing the necessary skills
most people who have released a game have at the very least 3-4 years of experience
>>
>>152201218
Haven't even started on music. If I don't art for a while I forget how things work though and it takes a day or two of just art to get comfortable at it again.
>>
>>152202658
Give the particle system objects the same name, drag all the prefabs into the scene, use the search field to search for the name, then highlight them all to edit all at once

Nested prefabs soon though
>>
>>152202593
I vaguely remember that.
Pretty sure it was nothing more than mockup #48284
>>
>>152202721
Yeah that's exacly the feeling. It really sucks man.
>>
>>152202721
>If I don't art for a while I forget how things work though and it takes a day or two of just art to get comfortable at it again.
Are you me
Sometimes I go a few weeks without drawing anything and I just feel like I have no idea what I'm doing
>>
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old work senpaitachi
>>
>>152199874
I'm going with second option, because then the dog still has room to wear a shirt if he so chooses
>>
>>152202870
Thanks, I completely forgot the search field existed
>>
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>>152199220
Do you want a tutorial that teaches you how to grab your pencil too?
>>
>>152203835
there is a correct way to hold a pencil
draw with your shoulder not your wrist
>>
>>152203835
I'm already an expert on grabbing my pencil
>>
>>152189959
>>Helpful Links: http://tools.aggydaggy.com/# (Still in beta)

Does anyone have a link to the old one? I remember it having more stuff than what is on this one right now.
>>
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>>152204075
This, I just came back to this thread looking for the tutorials part and I wanted to see something but it isn't there anymore. I checked the archive but searching in the archive appears to not be working right now
>>
>>152204075
>>152204236
was it this? http://alloyed.github.io/agdg-links/
>>
post weeb music
>>
>>152204381
on loop
https://www.youtube.com/watch?v=eSwM9WMr4go
>>
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Updated the up-ice attack so now it does multiple-hits again, now supports hitstop, and I made it a bit taller. Also managed to get things to flash white on hit. The previous ghetto solution was pretty bad.
>>
>>152204481
>tumblr nose
>>
>>152204534
Looks like it'd be real nice with some graphics.
>>
>>152204481
What's the genre of this weebshit? It's pretty catchy.
>>
>>152204323
Yes thank you
>>
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>>152204323
That's the one. Thanks.
>>
>>152204653
F U T U R E F U N K
https://www.youtube.com/user/ArtzieMusic/videos
>>
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Anyone toy around with idea of toys-to-life stuff? I'm not interested in making money off of it: I just think that having a physical component of the game is kind of cool, and NFC technology really interests me

The problem I struggle with is coming up with a cool game mechanics that would utilize a real world item and provide a player with a unique experience. The only ones I can think of that wouldn't be pay-to-win are either tracking progress in-game, or cosmetic items.
>>
>>152204775
thanks, fampai.
>>
>>152204534
This is looking really nice.
>>
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I can't decide on a basic unarmed attack
regular punches feel out of place on a moth
should I just pull a zelda and not have any unarmed attacks?
>>
>>152204534
>that ridicilous HP
>status: bullied
I love your progress.
What are the red and blue circles for?
>>
>>152204980
one-two-three-four punch
synchronized slapping
jump in the air and kick
she sneezes moth dust
>>
>>152204980
Quick basic flick of the wing? Mothgirl can have a giggling pose when committing to the attack?
>>
>>152204481
fuck yeah, this song is my jam
my friends always ask me not to play it in the car, glad to see I'm not alone
>>
>>152204980
Attack with combos of soft moth hugs
>>
>>152204945
>>152204629
Thanks anons.

>>152205042
Aggression range and De?-aggression range. Not much point for a sandbag I suppose.
>>
>>152204980
Spin to slap with wings
>>
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>>152204534
>>
>>152204980
Have moth extend out its wings and flap pixie dust into enemies
>>
>>152190420
>>152189520
>>152189249

No sorry, you're retarded, at least in the context of this conversation

The baseline for "good enough art" is low enough that anyone without a significant deformity or other handicap can obtain it with effort.

The people who whine about "not being talented", 11 times out of 10, have never even put in enough work to find out if they're talented. They just saw people around them doing well and decided to never try, because studying is hard.

You don't need to be the next Da Vinci or Van Gogh, you just need to make pictures of some fucking kawaii anime girls or some shit, and nearly everyone is capable of that. You just have to be willing to study and practice.
>>
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I have added projectiles to the Buzzer enemy.

I am going to add stationary canons for the next level so I am just going to use the same bullets.
>>
Where did you programmers learn C# from? There are multiple options but I want to get ideas from places people here used
>>
>>152204980

Two arms hold the enemy in place

The other two arms go all FotNS on they ass
>>
>>152204980
I'd probably just have no unarmed attacks and focus on what kind of weapon or magic she'd have access to.

Off the top of my hea, something like fiber-magic or some shit she absorbs from fibers (plants) she eats. Flax could power her ability to push and fly. Then you have stuff like cotton and silk you could use as well.
>>
>>152205681

I want to play this
>>
>>152205681
Now it's boring
>>
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>>152205428
CUTE
>>
>>152189405

LITERALLY

NEATO
>>
>>152205753
microsoft visual academy

get ready to meet a nice old man
>>
>>152204790
Make a toys2life(w/e) thing for Bloodbowl.

And incorporate it with an Augmented reality pitch and two sync'd tablets.
>>
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>>152201334
daily reminder
>>
>>152206303
>Just download free software and start messing around
I would literally like to see someone recording them using an engine blindly and see how far they could possibly get.
>>
>>152189249

every artist have its strength and weakness like every programmer does.

even if the artist is really good, there is no perfect artist.

some artists are better at design but not good technically
some artists are better at coloring and mediocre at making designs
some artists are terrible at design and coloring but super good technically so they make robots and real life things that might be boring to the average viewer

every person have its strength in something. not believing in yourself is your problem. if you managed to be a GOOD coder from no coding background you can defiantly be an average artist with no professional art education.

some people here are making amazing games and they keep underestimating themselves
>>
>>152206585
Hello nodev.
>>
>>152205681
Are you going to add those works who are really hard to kill too?
>>
>>152206585
him saying to look at examples and tutorials is literally in the same exact image, how are you so dumb
>>
>>152206585

That's how I made my first game
>>
>>152206585
doesnt happen overnight, but it's how I started. made a small executable where a sprite would bounce off walls, gave it a trail, made it look like a spooky ghost, etc.

then made a small shmup prototype and messed around with platforming.

it's a pretty good way to start.
>>
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>>152206679
*worms
>>
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>>152206303

Thanks toby
>>
>>152205681

>adding gameplay

what sorcerery is this
>>
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Added a new power up that causes a new bullet to spawn at a random angle around an enemy, every time the enemy is shot.
No idea what to call it, though.
>>
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>>152206585
Bokudev here;
I agree with toby as thats how I learned Unity and 3D really. (though I never started 2D since I refused to be that "Indie pixel shit" meme).
>>
>>152207370
weren't some of the old boku builds in 2d
>>
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>tfw furries start following you
>not making anything furry
>>
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>>152207536
>tfw furries start following you
>making something furry
>>
which fetish should my lewd game pander to
>>
>>152207468
nope that was still 3d but topdown.
>>
>>152207536
I'll trade you all the special snowflakes fighting the patriarchy that follow me.
>>
>>152207536
>wow these people who are outsiders in one part of their lives still like normal things in other parts of their lives
>>
>>152204980
power jump (with wings) then drop kick/punch with all limbs at once
>>
>>152207370

>replying to a post with no additional content just to shill your game

gross.
>>
wat do
1-2 AI work
3-4 New feature
5-6 Art
7-8 Misc. shit
9-0 Fixing shit
>>
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>>152207806
>dev who has a good game confirms that a learning strategy works
>no content
>>
>>152207806
Just wanted to point out its possible since too many of you in this thread are jaded nodevs that need a push.
>>
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>trying to learn how to animate a run cycle for my side scroller

jesus fucking christ

How is this even possible

what the fuck
>>
>>152207663
4+ breasts. It's degenerate and niche.
>>
>>152207912
You should probably refactor your code.
>>
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>>152208189
>>
>>152208452
Why does this always make me laugh so god damn hard
>>
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just learned that physic materials exist, and put them on my corpses
this is marvelous
farewell corpse, good luck on your journey
>>
>Remember old project
>Want to start it up again
>Remember what I got stuck on
>Instantly lose all motivation to continue it again

I just want to finish one god damned fucking game in my life
>>
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>>152208452
>>152208531
>>
would anyone be interested in a sengoku rance engine that is moddable with good script support?
just bare bones without any art or sound added to it to start
>>
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>>152208710
I just wanted my targeting system to work like Crawl's did
>>
>>152206679
>>152206871

Yeah, but I did not get around on making them yet.
>>
>>152208848
No.
>>
>>152208904
This reminds me of an old agdg dev's roguelike
>>
>>152208923

okay : (
>>
>>152204980
that's a cute moth
>>
>>152191950
It's unsettling, and intentionally so (I assume), which makes it harder to pick apart. It feels like something is off about it, but I can't tell what it is. It could be the deviations from symmetry, but I don't think that's it.
>>
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oh boy time to dev
>>
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>>152209086
I used to post about it back around 2011 probably, so it might have been me
>>
>>152209313
Jesus christ it is your game
>2011
You can't tell me it's really been that long, fuck me.
>>
>>152199553
there's also LOVE
>>
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>>152209421
well I did it as a practice project in C++ to prepare me for a job I wanted, and I've been at the job for 4 years now. so it sounds about right. time flies, man
>>
>>152204980
pull a zelda

also what are you using for the weapon, have you decided yet?
>>
Halloween bullet hell dev here, I've finally figured out a good way to handle bombs in my game. Enemy bullets that get cleared at the end of each wave give the player small amounts of energy and the player can consume it to bomb. This way you can't just continue to bomb through waves because bullet rewards from bombing will NOT give energy and finishing a particularly dense wave will refuel you for the future.

The hardest part will be figuring out how many cleared bullets makes one bomb.
>>
>>152209618
>you got a job in that time
>I'm still on agdg with no finished game
Kill me.
What kind of job did you get into? Did you have a degree or get it with your portfolio?
>>
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>rigging
>>
0-4 - start new project that will take only a few months to finish
5-9 - keep trucking on project that will likely take another couple years.
>>
Can anyone help me with this error? I tried googling but nothing works.
>>
>>152210235
WTF IS THAT ANIME
IS THAT UNITY IN AN ANIME?
WTF!?
>>
>>152210235
>import model into new scene
>change material id name
>export
>reimport into scene

woah
>>
>>152204980
>>152205095
sneezes moth dust sounds like a great attack, not because it would be good, but it would fit.
like deku nuts it could stun, good to get away from things early game
>>
>>152209795
it's at an animated movie studio, not a game studio, but I didn't really have any portfolio. just a few years of experience from my post-college job and being good at coding
>>
>>152210423
http://unity-chan.com/
>>
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>>152191950
I like it.
>>
I'm programmer. Need artist with idea. Please.
>>
>>152210614

what language/tools do you use?
>>
>>152210715
C++, C# and Lua, but I shipped a game with Unity so that's what I'm most comfortable with.
>>
>>152210830
this

>>152197104
>>
>>152210614
Unity literally takes all the work out of programming. Why wouldn't an artist just spend an afternoon getting comfortable with unity instead of unevenly splitting the work load?
>>
>>152211198
How delusional can you be?
>>
>>152207742
>draw shameless cheesecake
>get loads of followers with "she/her" or "he/his" bios, goonbeards and rainbow hair
>>
>>152210423
>they're making Fairy Stories 3 in Unity
Fucking hell, I'm so done with this show
>>
>>152210614
I'm artist. Need sound guy with unreasonably expensive stuff. Please.
>>
I give up
>>
>>152209968
rigging isn't too bad, UV unwrapping is worse.
>>
>>152211375
>Need sound guy with unreasonably expensive stuff.
You mean like software/hardware? Money doesn't make things sound good.
>>
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>>152211525
>>
>>152211198
>Unity literally takes all the work out of programming.
if you're making pong maybe
>>
>>152211612
No, but not having the proper software/hardware will make anything sound bad. I play the violin myself, the little group I used to play with wanted to record some stuff once and the guy that would've done it showed us his home rig for mixing and all that. I sure am glad artists just need a wacom and a photoshop student licence / pirated version to start.
>>
>>152211357
>draw super girly cutesy stuff
>popular porn artists become biggest fans
I've decided people are just weird.
>>
>>152210614
i don't have an idea, id be willing to make a small game that require a few assets
>>
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>>152209638
pic, also considering needle + bottlecap combo

>>152205095
>>152210519
>sneezes moth dust
I like this idea, being mostly helpless early game
>>
>>152212226
maybe keep the 4 arms but use 4 daggers as weapons
>>
>>152212226
Ill have you know, I almost always pirate games
I would pay for yours, if it ever saw the light of day
>>
>>152211860
>but not having the proper software/hardware will make anything sound bad.
Basically yes ("bad" is subjective), but I think you're overestimating the cost of success here. You could make a professional-quality soundtrack with a $200 copy of FL Studio, no further expense required, if you know what you're doing. And that's not pushing the envelop like saying you could do it with LMMS for free or anything.
>>
>>152212226
Instead of a sword make it be a stickbug
>>
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>>152189959
>tfw someone uses my creation
>>
>>152208564
I don't really get what's going on there
>>
>>152212226
I think punches and kicks would be fine really
>>
How do you make a TD interesting and not boring as fuck?
>>
>>152212226
That looks like you put a gaussian blur over it at 40% opacity.
>>
>>152212226
I want to see this moth get FROGGED
>>
>>152212676
Make it fun and engaging.
Toy Soldiers
Sanctum
Orcs Must Die
Iron Brigade
all excellent TD games you should play.
>>
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>>152212534
it's supposed to be a nail, just needs a texture
attack anims will be like a heavy mace's

>>152212419
the reach is pretty pathetic without long weapons, not sure I could make that work as well
>>
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>>152212226
>needle + bottlecap combo

This has been done ten trillion times over

Literally every story or form of media involving small animals such as mice as the main characters have the needle/bottlecap shit
>>
>>152213317
I wonder why
>>
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>>152212784

I have been summoned
>>
>>152213317
>literally every war story uses guns
>literally every medieval story uses swords
>literally every space story has spaceships
>>
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An owl that crushes the player and an owl that flies in patterns to shoot at boku with a cannon for the snow world?
>>
>have to dev
>mothdev temtping me to draw lewds
>>
>>152213481
but what happened next
>>
>>152197553
How many polygons you using their boyo?
>>
>>152213530
and that is an excuse to be unoriginal?

>>152213380
because they are unimaginative fucks
>>
>>152212839
If you ever give up, can you release the 3d models?
>>
>>152213530

It turns out that literally every space story isn't as well-known or influential as Star Wars, because Star Wars decided to have more weapons in the story than just space ships. Who would have thought?
>>
>>152213842
they're pretty poorly constructed but sure
>>
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>>152213481
Hey don't shit on the moths
>>
>>152212839
nail+toothpick dual wield, the other 2 hands throw moth dust
or dual wield + 1 shield + dust hand
>>
>>152214281
I will continue to bully the moths until my demands are met

https://www.youtube.com/watch?v=LXt3JXvKkbg
>>
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>>152212226
fishing hook is best weapon
>>
>>152214718

see this is some good shit right here

>can be used as a weapon

>and also as a grapple

>and to hook and ride fish across a pond

>hook enemies and items

etc
>>
>>152214718
>Speak!
>>
>>152214896
>Squeak!
>>
>>152195142
I love your art style mate
>>
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Could somebody help me wrap my mind around how to program an RPG battle system where it shows the order in which dudes will attack and if your guy is fast enough you can get multiple attack turns before an enemy gets their first attack
>>
>>152195142
I'm not all that into sidescrollers, but this looks very comfy.
>>
>>152215060
store "speed" as variable
store "number of attacks" as variable
sort your list of characters by "speed"
wow
>>
>>152215060
Use lists
>>
>>152214994
>metal gear mouse never
Would be way better than whatever they're doing with survive.
>tiny mouse sneaking game in a large environment with tiny weapons
>>
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Why does my plane dissapear?

Im trying to deform a plane mesh but it just disapears
>>
>>152215060
There's an article on roguebasin for a time based system http://www.roguebasin.com/index.php?title=An_elegant_time-management_system_for_roguelikes
Of course this is discussing for roguelikes, but it's practically the same thing since roguelikes are turn based too.
>>
>>152215060
turn resolution is pretty trivial, I would first worry about getting a functional rpg battle system.
>>
>>152215963
how about... whover punches faster wins
>>
>>152214636
Aren't moths poisonous to eat?
>>
>>152216049
not to frogs apparently
>>
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>>152213674
>>
>>152216049
Frogs are also poisonous so they cancel out
>>
>>152216179
Science.
>>
>>152216231
Everyone knows poison creatures are resistant to poison.
>>
I want to find the most visually appealing possible arrangement of pixels within a 16 x 16 box
>>
Is that stupid fucking "danny discord" finally dead?
>>
>>152211860
Koji Kondo made shitty samples sound good in Yoshi's Island.

It's all about the composition, bro (subjective, but I thought I'd speak my mind on this)
>>
>>152216414
You need to be more specific. What are you trying to draw? What kind of style are you trying to go for? Why do you need this thing? Is there a limit to how many colors you want to use?
>>
>>152217047
fuck off rotate
>>
Does anyone here take pics of their dick in different lighting in order to find a color pallette? I find it's good at giving nice results.
>>
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a game where you protect your virginity from wenches
>>
>>152217471
it's called agdg
>>
>>152217471
most games are this game by their very nature
>>
>>152204381
https://youtu.be/2vMNA5-JgFg
>>
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>it's a working on assets that will never be used episode
>>
>>152217217
Whatever combination of 256 pixels is the most pleasing arrangement to the human eye. It's a small enough problem that it can be solved
>>
>>152217943
>Whatever combination of 256 pixels is the most pleasing arrangement to the human eye.
You can't solve something subjective
>>
>>152217770
https://www.youtube.com/watch?v=rrNcsouDBMA
>>
>>152204534
You are inspiring me and my lack of art. Thanks anon, sexy looking game.
>>
>>152217667
Rotate?
>>
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>>152218023
>>
How many hours should it take me to create a decent run cycle

Been 5 hours so far and I don't have a single frame
>>
>>152204534
THANK YOU for the attention to programmed details. I rarely see people do this anymore.

(Another example to look at: Persona 3's menu navigation is super polished/has fluid movement to it)
>>
>>152218136
It'll be hard for your first time but you should've had at least a basic attempt after 5 hours.
Use references, start with the keyframes before doing in-betweens. If the motion does not look right with keyframes you need to fix it.
>>
>>152217943
There would be multple solutons
>>
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>>152218023
take the average, then. I can restrict it to black and white, too, to reduce the possibility space. here's a first draft, I can A/B test starting with this
>>
>>152218136
I guess you're trying to meme but you should be drawing stick figures.
>>
In game maker, I want to change the image the background tiles use. How would I go about doing that?
>>
>>152218836
B2
>>
>>152218820
Instead of directly telling your draw function to draw the designated tileset, store your tileset in a variable and call that variable with the draw function.

Then, just change the variable whenever you want to swap tilesets.
>>
>archives are still down
How am I supposed to see what posts are getting deleted?
>>
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as a demonstration of the technique, which of these looks the best?

>>152218954
sorry I forgot two
>>
>>152219048
Do you have some example code I could peek at?
>>
>>152215060
Cooldown timers
>>
>>152219097
what technique
>>
>>152219097
The 3 row looks like funny eyes
>>
Anybody built a MMO?

How easy would that shit be?

Can I just build a server out of a Raspberry Pi or three?
>>
>>152212556
PoolsClosed.jpg
>>
>>152219613
You need to give up before you hurt yourself
>>
>>152218136

it took me a week to make it perfect for my tastes.
>>
>>152219613
>build an mmo

by far the stupidiest motherfucker here
>>
>>152219165
I'll type some right here.

[Create Event]
global.currentTileset="bkgTilesetOne";

[Step Event]
if (objPlayer.x<50) //If our player is less than 50 pixels from the left-most edge of the game room
{global.currentTileset="bkgTilesetOne";}
else
{ global.currentTileset="bkgTilesetTwo";}

[Draw Event]
draw_background(global.currentTileset,objCamera.x,objCamera.y);
>>
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I've become a connoisseur of vintage agdg memes.
>>
>>152219613
If you don't know, that's already a bad sign
Depending on the scope, it would take take some number of years. And that's assuming you have years of experience, otherwise it would be closer to just impossible
>>
>>152219770
Here's a few other Background/Sprite drawing functions if you don't like draw_background():

https://docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing%20sprites%20and%20backgrounds/index.html

There's also room_set_background();

See that page for how to use each of those functions, and remember to use global.currentTileset whenever the function asks for the tileset to use, so you have full control over it.

And remember that draw functions only work in the Draw Event.
>>
>>152219613
An MMO is something you should only attempt once you're an established well known dev and could hire a team to help with it. And even then it's probably a bad idea because you're going to need to spend a lot of servers and there's very little chance people will want to stick with the game for a long time, which is the main reason for an MMO.

If you have a world and lore in mind you could make an RPG to start with, start fleshing out the world, maybe if it's good an MMO could be made of it.
>>
>>152220257
>>152219708
>>152219753
Not that guy, but there's at least one indie MMO made with a team of two.
>>
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>TFW you realize that you've been very, very slightly shrinking your sprite on every progressive frame of animation

Fuck.
>>
>>152219935
>>152219770

Thanks!
>>
>>152220521
That happened to me before.
That or
>sprite looks more off-model every frame
This is one reason I wish I could do 3D for animation
>>
>>152218136

It took me five days for my first one
>>
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r8 coins.
>>
>>152220441
they had a LOT more experience starting out than a guy who asks if he can host his MMO on a RPi before he even started development
>>
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i wish life was simpler
>>
>>152220658
The spinning is too fast and they should probably be easier to pick up, or just pull themselves towards the character.

Nice though.

>>152220731
That is true, I'm not claiming this guy is going to be making one.
>>
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>>152220658
> have to make a pixel perfect collision with the coins to collect them
> not making nearby coins automatically move towards the player
>>
>>152220658
I think nintendo won't be happy.
>>
>>152220658
dude nice
>>
>152220817
>dogposter is a casual shitter who needs things literally handed to him
wew
>>
>>152220658
I thought you were making a Harvest Moon-like game, not a top down Mario.
But yeah, like the other anon said, make the coins move towards the player and make the collection distance like 1.5 times bigger than the sprite.
>>
>>152220658
>>152220817

NEVER make collecting coins a hassle, you should really do one of the things this guy suggest if you weren't planning to
>>
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When you are making art assets how do you take dynamic lighting into consideration? Like if I am drawing a rock I'd make light hit one spot and there would be a shadow. Should I being drawing the rock all one colour since in game light will change the values?
>>
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>>152220952
>>152220817
>>152220802
>>152221179
better?
>>
>>152221268

Much
>>
>>152220943
>withholding (You)s from dogposter
>continuing to say wew all the time
Kill someone who is yourself.
>>
>152221337
forgot your picture
>>
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Anyone have experience with 3d level design in unity? I've been watching a few tutes and there seems to be a split between people who make the base map out of primitives and those who block it out in a 3d program and import the entire map as a single model.
Is there any meaning performance benefit from doing it one way or another? The only map making experience I have is with source which has serious trouble with lighting world geometry more complex than a cube (shining a real time light on poorly constructed stairs could crash the game). Is unity robust enough for it not to matter or is there a best practice method for this sort of thing?
>>
>>152221268
woah that was quick
>>
>>152221268
way better

>>152220943
please don't be mean I just want to make a game now
>>
>>152221268
Absolutely
>>
>>152221268
Make it a pickup radius rather than an attraction radius so coins won't start floating around when you go out of range before picking them up
>>
>>152221541
when you're out of range it stops moving pretty fast.
>>
>>152221268
I'd set a local flag for every coin so once they know the player's close enough, the coin will persistently aim toward the player until it finally collides with them. (Probably also a good idea to make the coins move twice as fast or at least faster than the player's speed)
>>
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making a lewd text based game
just finished a naive image to text converter
>>
>>152221541
>>152221747
>not kiting coins
>>
>>152221776
Neat. Love that kind of stuff. Wish there were more Ansi art games.
>>
>>152221776
please use neutral symbols so I don't hear a thrumming
NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN in my head
>>
>>152221776
does this mean you can dodge copyright on images
>>
>>152221747
>>152221541
Disregard these people, listen to this guy
>>152221803
>>
>>152221747
Oh, and in addition: Make it run the collision code if the player were to leave the room too early, too: You probably don't want the player to lose coins just because they didn't wait for the coins to get to them first.

>>152221803
>>152221909
why
>>
>>152221747
>Ah yes, let's make collectables, but not have the player collect anything their self

I really hate new-age game devs.
>>
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>>152221958
real life autists in /agdg/, everyone
>>
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>>152221902
absolutely
>>
>>152221958
Okay, so you're saying every single coin should be grabbed by the player? You don't think trailing coins or forcing the player to walk over every single coin drop would distract the player from focusing on the actual gameplay?

Kingdom Hearts did this, by the way
>>
>>152221937
1. make a monster that gets distracted by coins
2. kike coins
3. ???
4. don't profit because the monster took your coin
>>
>>152221747
This is all just juice. The coins work for now but can be juiced up a ton later.
>>
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>>152222332
>kike coins
>>
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see that planet? you can land on it
>>
>>152222174
How am I an autist for thinking that?
Could you imagine playing banjo Tooie and only having to whiff collectables to have them fall down or come to you?
You think you're stream-lining the mechanic and not turning it into a chore. But what you're really doing is undermining the mechanic itself and lessening its importance.
>>152222217
Not if you do it right, it won't. Think about your favorite collectahon game and how different it would be if you didn't have to do any real work yourself.
>>
>>152221268
what software are you using. Unity?
>>
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>>152222487
>pixel perfect manual collection is better than a collection radius for the most common spammed items in the game
>>
>>152222487
>Not realizing the difference between BT collection and coin collection
>BT first game mentioned
>THis asutimsg
>>
>>152222624
GM:S
>>
>>152222487
In the dev's game, the coins were out in the open, not hidden, not hard to reach. Making the hitbox for coins small just makes the game frustrating for players because they have to walk in little circles to correctly pick up the coins. Besides, most coins in games don't actually matter, they're just there for some sort of mental positive reinforcement.
>>
>>152222487
>Not if you do it right, it won't. Think about your favorite collectahon game and how different it would be if you didn't have to do any real work yourself.
You mean La-Mulana? That game (the remake) did coin drops the same way, too. The actual treasures required effort in solving puzzles or facing danger, and it still felt rewarding. If the coin drops didn't gravitate toward the player, I'd probably either ignore the coins or attempt to get them at the risk of falling/getting hit by something else.

>>152222342
Right, was only a suggestion anyway, so do whatever you want.

>>152222332
1. Sounds cool but could alter the way enemies are placed in the levels (Up to this dev if they think that's a route they want to take though)
2. Distracting
3. ???
4. What happened to "it feels more rewarding"?
>>
>>152222487
>I have never played a top down arcade game
>Coins are the same thing as collectables
7/10 you got replies
>>
>all these replies
honestly can't be fucked replying to all of you

All I'm saying is that if you cheapen the currency collection, it's still going to turn into a lesser chore itself. So why not make the actual collection part of the gameplay.
>>
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would a game where all the npcs are paper mario style work in VR
>>
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Day 29 of trying to make video games

More hours spent on the drop, and I'm not happy with a lot of what's going on

I'm seriously starting to get burnt out on this particular task. I'm going to push through and finish it, but after that I think I'll do a number of simpler things to try to get my mojo back. When I started this animation I couldn't not work on it--now it's starting to feel like a slog, largely because I'm not happy with my output/time ratio.
>>
whats a funny context for a meme physics game
>>
>>152223241
goat
>>
>>152223241
harambe
>>
>>152223241
anime
>>
>>152223146
Definitely something that could be explored in games, but it ultimately depends on the context of how it would fit with the rest of the game: Would the player benefit from a harder coin collection? Does it serve any actual purpose, or would it only cause frustration?

These are super small detail-focused questions that can and should be addressed on a per-game basis. (Another example: How the camera scrolls)
>>
>>152223241
have your game 100% ready to go, then when spicy fresh new meme comes around, bang out a model in a few days. whatever the next doge or unicyle frog is
>>
>>152221429
>Question gets ignored because some autistic fella thinks that picking up collectables is fun.

Blyat....
>>
>>152223383
Sorry anon, I only have experience with 2D dev.

If I had to guess, maybe it depends on the poly count of the model, how you're handling surfaces, and how big the map is.

Use task manager and run a few performance tests, I guess.
>>
>>152223383
not sure what kind of level you want, but boku uses unity for his levels. check the discord or ask when he posts
>>
If you all hate collecting things so much, why have the coins in the first place, why not just increment a number when you beat the boss?
>>
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not the best progress I made but I love how effective it is in terms of juiciness.
the boxes now kinda push down when u land on em and float up afterwards
>>
>>152223508
some games do this but also have coin sprites that 100% always goto the player
>>
>>152223346
>Would the player benefit from a harder coin collection? Does it serve any actual purpose,
I think it's the other way around and how liberal/constricting you are with handing out currency in the first place. And the importance of what it's used for.
>>
>>152223508
For the same reason that Super Mario World has a score system.

If you don't know the answer to that, then I don't know what to tell you. Gaining stuff tends to be satisfying, but it also shouldn't distract from actual gameplay if the player is meant to focus on other parts of the game
>>
https://www.youtube.com/watch?v=JCG9YLeIB98
>>
>>152223490
Post lewds
>>
>>152221429
>use primitives or use models?
Use both. Make your arena areas out of the primitive brushes and use imports for props and complex shapes.

And I mean use primitives sparingly. As like a floor for an outdoor area and make the walls and other stuff in 3ds/maya/blender.

As for the performance hit, it's negligible unless you go overboard using primitives or just don't have any idea how to create topology for a mesh.

Use primitives sparingly to block out a room, then replace them as you want more and more complex detail in your scene.
>>
>>152223502
>>152223505
Thanks fellas, I guess I will have to try later.
>>
>>152223568
Loving the details on programming the boxes, but I have two questions for you:

- Did you see my replies regarding the music yesterday?
- Can you do something about the camera following the player's x/y every single frame? You might want to read up on this: https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub?embedded=true
>>
>>152223702
she knows where I live so I'll get doxxed
he has fucking gross pointy tits and has become a total slut since estrogen
>>
>>152223669
I know, that's my point. If you make it too automatic, it stops being satisfying. Everyone here is crying about how it's too hard to spend two seconds COLLECTING GIANT GOLD COINS when they're both attracted to you and you have a collection radius.

I'm not the guy that everyone is calling autistic for wanting coin collection to take a second or two, but if you think he's autistic you definitely have some sort of social disease yourself.
>>
>>152223383

kit bashing allows you to iterate on level design without redoing the level object/collisions and everything.

look up how bethesda does it for fallout in GDC youtube videos.

it's not the most efficient or gives you the most performance, but it delivers on flexibility.
>>
>>152223817
>she
I saw his penis
>>
>>152223817
>implying anyone cares about your info
Do it for the team anon
>>
>>152223817

did you fuck his boipucci?
>>
>>152223241
Dat boi.

One word: Unicycle.

You'd be rich overnight.
>>
>>152223964
they live on the opposite side of the globe
couldn't have been any more cucked
>>
>>152224002
is the big boi still big with normies
>>
>>152223837
>when they're both attracted to you and you have a collection radius.
Maybe there's a misunderstanding then, because I thought you were the anon talking about the coins kiting the player as they were running or not having a collection radius at all.

Depending on the purpose/necessity/frequency of the coins, I'd agree with you on the radius design, but for most purposes I'd still stand by the flag-following at double the player's speed, because most games put more focus on other gameplay elements, and yet grabbing coins this way still satisfies (most) people
>>
>>152224002
QWOP style unicycle racer when?
>>
>>152224084
I don't think anyone is asking for pixel perfect pickups, that's just awful.
>>
(((danny)))
>>
>>152223937
>>152223964
yeah look man i got unironically cuckolded
serves me right for giving up on my game
I am literally the most pathetic dev ITT please use me as a case study so nobody repeats my mistakes

>>152223958
there's at least three people ITT who would send endless pizzas to my house for """ruining their thread""" posting with doggo reaction images

>>152224056
he's old news, memes are reaching a critical point where a new hot meme is generated on a near-monthly basis. Last month it was Harambe the gorilla, this month it's Pawn Stars. You risk making an outdated product unless you plan ahead.
>>
>>152224409
>there's at least three people ITT who would send endless pizzas to my house for """ruining their thread""" posting with doggo reaction images
guilty as charged by the pizza man

at your door
>>
>>152223784
yes I read it those songs were really good suggestions
What camera movement would be most suited
I'm gonna try locking it to see what it looks like
>>
>>152221776
what font is the small ascii?
>>
>>152223746
Cool, thankyou. I was confused because with source world brushes ran like shit and models were mandatory for anything other than wall. But models couldn't be lit in real time and they counted as entities, which had very tight max count.

>>152223841
Yeah, I guessing that making the foundation of the map as one big model would be very inflexible compared to blocking out the superstructure with primitives. If there's no big performance difference then I know how to go forward.
>>
>>152224409
So, a question doganon, how big is your folder of reaction images?
>>
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harambe model
>>
>>152224506
Some of my favorite ones are Super Metroid and Super Mario World. SMW's covered in that google doc, and super metroid is here: http://suppressivefiregames.tumblr.com/post/85891843723/an-analysis-of-super-metroids-camera-code-and

In general, some traits of the camera you might consider:

- If you're making the view follow your objPlayer, make it follow a new objCamera instance instead and move objCamera.x/y according to a set of "boundary" rules (recommended for more fluid control)
- Only scroll y toward the player if they're on the ground or falling
- Only scroll x if the player is <=1/4th of the screen res or >=1/4th of the screen res, in relation to the camera's x position.
- Scroll the screen farther ahead of the player toward the direction they're moving (y-axis/x-axis dealt with separately) so the player can focus on what is ahead of them, or do the exact opposite if you want the player to focus on something chasing them from behind
- Whenever scrolling, move at the player's vspeed/hspeed or a multiple of those, or maybe even give the scroll speed a momentum like super metroid
>>
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>sit staring at the screen for 3 hours because I'm terrified of doing something wrong
>>
>>152224738
3.66GB
but I only started picking up dogs halfway through last year so it's probably half dogs
>>
>>152224903
if you do something wrong, make it right. just do it!
>>
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>>152224752

WEW

This is why VR exists
>>
>>152224409
hey toss me a pizza, i can't buy papa johns with this 50$ amazon gift card
>>
>>152224831
That's a spaceship, Anon, not a gorilla.
>>
>>152224752
I wonder why no one tries to attack the girls in the VR videos I have watched... like I would try to choke her at least.
>>
>>152225285
you're an edgy guy
>>
>>152224870
Oh lol, I forgot the most important one:
- Stop following any of the other rules if the Camera is about to scroll off of the map
>>
>>152225285
seek help
>>
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>>152225339
for you
>>
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>>
>>152195142
It's like Yoshi's Island: food edition.
I like it.
>>
>>152225414
The weak should fear the strong!
>>
152225848
no
>>
Guy that's doing the aggydaggy.com site here. I'm working on updating a lot of stuff on the site now that I've got a computer again. Let me know if you think I should add anything please
>>
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FUCK WHY
>>
How much math do you need to know to make vidya?
t. someone whose shit at math and wants to make vidya
>>
>>152226108
mostly linear algebra
practically nothing if you use an engine
>>
>>152226108
just about none, but it can speed things up
>>
>>152226036
well, you almost had it for a little while there
>>
>>152215278
Ghost of a tale comes close.
>>
>>152226036
>the arrow gets all confused

Too cute.
>>
>>152226036
Shit, you've been at that longer than I've been trying to implement grid-based tile collisions in my platforming tile engine.

I'm inspired to keep trying, so thanks for the persistency, and good luck!
>>
>>152226196
It doesn't move only when the player's angle is 0/360, 315, and 270. I don't know why.

>>152226405
I seriously have no programming experience and I've been restarting my game every time I learn something. Also I don't really have much time to dev so that's why I'm slow.
>>
>>152226108
You need to know some basic algebra and trig, but rarely ever calculus (as far as 2D goes, anyway. Dunno about 3D)

You'll also need to be good at analyzing things in logical order, or you'll fuck something up because you performed your actions in the wrong order. (So basically, deducing shit like Phoenix Wright)
>>
>>152225958
Good to know you are still alive.
Someome made you a mockup of a nice idea for a collabs organization page.
>>
>>152226515
>I seriously have no programming experience and I've been restarting my game every time I learn something. Also I don't really have much time to dev so that's why I'm slow.
We're in the same boat, then, except I have all this time and still can't get it to work. From what I hear from my programming friends, though, programming for gamedev is more like an art that you get better at the more you do it.

The cool thing is, once you implement it once, you can recycle that engine (or at least the logic behind it) forever.
>>
>>152226515
have you considered trying to implement A* or something instead of angles? when you add obstacles to the map it's not gonna work if you just make the enemy walk straight toward the player
>>
>>152226515
>doesn't work at certain angles
Make sure your signage is correct.

Welcome to debugging. If you end up getting stumped, create a new project with nothing but a recreation(not a copy paste) of your algorithm and see if you can recreate the problem consistently.

I'd be willing to bet you've got bad signs or bad comparisons somewhere as your angle goes from one quadrant to another.
>>
I can't seem to add Lists to my List<List<Object>> in C#.
I made a class that contained the double list to no avail. In that same object I can change the values of other variables of the class. Changing it from a double List to a single list makes it work but I need a double list. I tried AddRange but I got another error, but maybe I didn't do it right.
>>
>>152226515
>It doesn't move only when the player's angle is 0/360, 315, and 270. I don't know why.
Probably a super dumb thing to say, but just in case.....

Make sure you're converting your radians/degrees properly, or your trig functions will handle stuff incorrectly like when i wasted 3 hours ripping my hair out earlier today over the same mistake
>>
>>152226827
Post the actual code and error message
>>
I want to make a Harry Potter type game. Unity or Unreal?
>>
File: todo.jpg (80KB, 711x495px) Image search: [Google]
todo.jpg
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I'm running out of interesting things to code, and I'm not good at level design

hmmm
>>
>>152226987
>harry potter type

I want to make a blue type game. Source or Ogre3d?
>>
>>152226987
can you make high definition assets? UE4
else use unity
>>
>>152215359

Maybe recalculating normals fucks this up? Try turning off culling / turning on drawing on both sides, if it suddenly works then it means your normals are wrong. Try passing the vertices in reverse order, if RecalculateNormals follows the clockwise rule it should work
>>
>forced to change engine
>forced to switch from 3d to 2d
>cant re-use assets and code
so long progress i almost knew you
>>
>>152227051
Instead of littering your game with a bunch of features, why not stick to a few and see how you can make your level design interesting with the few you have?
>>
>>152227457
>can't use 3d assets in a 2d game
what
>>
>>152227547
because it's a tech demo and I'm mostly just trying to gauge how feasible all these different possible features are for me to implement before I go and try to make the real game
>>
>>152227720
sounds like they aren't feasible
time to start making the game
>>
File: crap code.png (42KB, 1244x543px) Image search: [Google]
crap code.png
42KB, 1244x543px
>>152226885

AddRange error: Error CS1503 Argument 1: cannot convert from 'System.Collections.Generic.List<Microsoft.Xna.Framework.Vector2>' to 'System.Collections.Generic.IEnumerable<System.Collections.Generic.List<Microsoft.Xna.Framework.Vector2>>'

No error otherwise. Using the watch window also shows that the value of movement is nothing.Trying to print the values of the list to console results in blank lines unless it's called in the same method as setList.
>>
>>152227720
Then implement what you already planned, test it, then add/remove stuff if there's something you don't like. Mockup a testroom for each ability, and decide on an order you want to give the player each of those abilities.

After you have all your features planned, you can keep things interesting by slowly introducing each feature to the player as the game progresses. Not only that, but it adds to the difficulty/learning curve of the game.

Also my biggest tip to you, which I personally feel strong about but others probably won't.... Avoid text/photo tutorials as much as you can. Try to teach the player how mechanics work directly in the level design itself. That is to say, do stuff like locking player in rooms where the only way out is utilizing their new ability.
>>
>>152227628
i mean if i want i can re-use them but new project is a different genre so i dont think that would make any sense
>>
>>152226632
Yeah, I'm excited to try and use the things I learned in something other than Gamemaker one day, but that's probably far off.

>>152226740
I've tried, but I couldn't figure out how to apply it to my game. GMs mp_grid actually uses A* for it's path finding. I actually had an old version of my game that used it, but I'm not sure where it is. I basically got as far as calculating a path, but I wasn't sure how to get it to move one space at a time.

I don'tt really need my AI to be to smart since I don't plan on having maze-like rooms. Also it was slowing down my game, but that's probably because I set it up wrong.

I'm going to program wall avoidance later, but yeah right now it just stops at a wall.

>>152226775
>>152226849
Yeah probably. Luckily I don't have much code since my game is still just 2 squares on a grid.
>>
>>152226625
Damn, that sounds cool. Do you have it?
>>
>>152227945
Oh fuck, well at least you learned something while making the 3D one. Just keep trying, man. Success doesn't happen without failing on the path toward it.
>>
>>152190759

https://youtu.be/jNgrP1HuZAo?t=1m51s
>>
>>152190909
>the only jam I care about happens in the same timeframe as DDX

Couldn't you fuckers have chosen another date?
>>
>>152228020
>I basically got as far as calculating a path, but I wasn't sure how to get it to move one space at a time.
Have you tried watching this already? I think this guy does a great job explaining it from a general stance, https://www.youtube.com/watch?v=eTx6HQ9Veas

Unsure what you're trying to do, but have you tried looking at some Game Maker source examples online? I'm sure at least one person has implemented what you're trying to do (Not that I fully understand what you want to do, but I've seen stuff that kind of works like that before)
>>
Could a simple stealth game be possible with blueprints?
>>
>>152228345
jam starts after DDX ratings are done, and runs to the end of september. they're back to back but not at the same time
>>
>>152228415
>jam starts after DDX ratings are done, and runs to the end of september.

So why is everyone already working on lewd games?
>>
>>152228320
Sounds like either Tim Follin or David Wise composed this soundtrack.

Fuck those arps btw, goddamn that always triggers me
>>
>>152228406
No it's literally impossible, the engine crashes every time you try to implement something stealth related with blueprints.

https://www.youtube.com/watch?v=-v19CEl0yJU
https://www.youtube.com/watch?v=HpfXqWhvXCA
>>
>>152228506
we're cheating
>>
>>152228582

You're right, Tim Follin did it, his music is so distinct, fuckin love it.

It was the first thing that came to mind seeing that wobbly bastard on the ball. The crash dummies game was really fucking annoying to play though
>>
>>152228764
>It was the first thing that came to mind seeing that wobbly bastard on the ball. The crash dummies game was really fucking annoying to play though
it was made by laughing joking numbnuts, what did you expect?
>>
Hey guys, I'm going to be organizing quite a larger offline Game Jam in my city in a few months.

JUst wanna ask a few questions here in this general to get some input on these things:

1. What are some things I could do that make it more interesting than just a normal game jam?

2. Do you think a game jam game can actually have continuity? Or is it just for fun?

3. Restrict platforms/themes, or no restrictions?
>>
FUCKING NODEVS!!!!
MAKE GOOD PROGRESS!!
coming in these threads is so boring now.
t. nodev.
>>
>>152228934
1. use a theme for sure. you have to do it naked

2. what did he mean by this

3. restrict theme, but not platform
>>
>>152229006

I will try harder, nodev-sempai
>>
>>152228934
>1. What are some things I could do that make it more interesting than just a normal game jam?
bait-and-trap: make a game that people would think they know what's up and then throw a curveball at them (think undertale)
litter your game with eastereggs. try combining shit you liked when you were a kid in strange, innovative ways, or just do a really good job telling a story in a way that makes it fun (think DS visual novels)

2. Sure. I think that's how some games got lifted off the ground (Off the top of my head, and can't actually confirm, but.... Super Meat Boy? Minecraft? In any case, game jams are fantastic for motivating yourself to do some brainstorming for larger projects, or at least get better experience working with deadlines in small scale)

3. Depends how you want to make your game. Be careful about design decisions for each platform you port your game to (especially controls and screen res). As for restrictions, I don't really think you should necessarily restrict yourself to a single genre, but sticking to one initially can help inspire yourself to incorporate fun things you enjoyed in other genres (again, think Undertale)
>>
>>152229218
kek
reading comphrehension m8
>>
File: 2016-08-19 16-22-19.webm (1MB, 1280x720px) Image search: [Google]
2016-08-19 16-22-19.webm
1MB, 1280x720px
Progress:
>Finally got around to implementing pseudo-isometric view (true orth camera totally fucks up lighting for some reason)
>Mouse move
>Character turns in direction of attack
>Some weapon trails

Does the top-down suit it more than 3rd person? I prefer it but I'd like to know others' opinions. Trying to add an impulse at the location of the overlap when simulate physics is set but having a bit of trouble understanding where/how to call it from the baseball bat's collision.
>>
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not peter molyneux.jpg
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a game where you fight monsters, solve puzzles and jump on platforms
>>
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>>152229006
have some ancient and dead progress instead
>>
>>152227814

I figured it out. I had to create a new List to add to the List<List> because it kept referencing the List that was added to it.

Kill me. I wasted 5 hours on this.
>>
>>152229559
Teach me your ways.
>>
>>152229454
is this for lewd jam or...?

honestly from the gameplay in that webm alone, it's equally suited to iso or 1st/3rd person. make the game you want to make
>>
>>152229403
Oh lol, I'm a derp.

1. Let people know it exists. Make sure you pick a good time to do it (weekends where no events are going on, when college students would be on break) Make people expect a deadline but give them an hour or so of leniency so they come back next time. Advertise your jam so people know it exists, and do it in a way that doesn't feel intrusive. Twitter/Tumblr can help a lot with this. Also, let people know at least a week ahead of time so they can plan/prepare for it.
2. Same as my previous answer, assuming that's what you're asking (I can't interpret this any other way) but otherwise having fun is important for any kind of game dev
3. I wouldn't, personally. It would turn off people relying on engines, unless you intend to drive people off and make one catered for niche groups, like raw C++ code only. I guess it's a decision between fun versus balanced, and that's really your call.
>>
>>152229559
wwooowww that looks fantastic, pls don't die

>>152229726
>I guess it's a decision between fun versus balanced, and that's really your call.
lol sorry, i just realized that was biased as FUCK. but i digress
>>
what is the size of your game in MBs
>>
>>152229919
5MB

chiptune engine, motherfucker
>>
>>152229640
Nah it's not for the lewdjam, just a personal project I'm trying to prototype for. I'm new to agdg and very new to gamedev so I'm yet to participate in a gamejam. Maybe the next one.

I have a massive soft spot for isometric ARPGs and since I wanna add in elements like armor/weapon slots, skills and stuff I think I'll stick with isometric. Saves having to develop a lock-on system too now that I think of it.
>>
>>152229919
0B
>>
>>152229820
3MB of design
>>
>>152229820
too late we dead and i am still angry about it
>>152229559
yes anon i can teach you with few word "lots and lots of effort"
>>
>>152229919
700mb I think. somewhere around there
>>
>>152230075
>too late we dead and i am still angry about it
by chance, are you the artist
>>
>>152230116
I was the team manager and writer
>>
>>152230191
Well shit. Sucks your project's dead... You're still a team though, right? You could try making something else: I'd love to see that happen.
>>
>>152230075
meant to quote>>152229631

>>152230116
no anon i am not

>>152230191
nice lie anon
>>
>>152229919
1580MB
>>
>>152228620
T-thanks.

I'm sorry I'm such a baka-gaijen.
>>
>>152230075
>yes anon i can teach you with few word "lots and lots of effort"

You could also start with some tutorials or key words I should be searching for, 'cause I'm not sure "bouncing ass mechanics" will give me good results.

Well I was more interested in the shaders used and rig for the model, but if you're not the artist then I guess you can't help.
>>
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>>152230630
>gaijen
>>
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>>152225285
>>
>>152230801
I would hit that so hard

She'd probably get brain damage after the blow
>>
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>>152230687
>shader and rig
yep cant help you with that

>You could also start with some tutorials
other than unreal engine "phat" videos i didnt use any other tutorial just some porn reference on xhamster and my eyes,sorry to disappoint you once again anon
>>
>>152230687
Google jiggle bones
>>
>>152231314
It's ok. Do you at least have access to the skeleton itself? Just seeing the rig would probably help a bit.

Also I've seen the PHAT videos myself but only the basic introductory ones which are like 2 or 4 minutes long, are there any others you'd recommend?
>>
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questlog.webm
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I converted the quest log to UMG so now it can scroll, meaning it no longer just keeps drawing down the whole screen if it gets too long. I will update the bestiary too because it has the same problem, but I probably won't convert any other menus. I'll save that for the big rewrite.

Now I have to go and fix the style and make it readable.
>>
Is there any advantage to making sprites a specific size? Like 64x64 px blocks?
>>
>>152230801
That's funny, wish she would cry or try to resist.
Isn't a girl crying one of the most beautiful things in the world?
>>
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1416756996022.gif
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>>152232097
>>
>>152232097
are those procgen quests?
>>
>>152230801
i want to hug that anime girl so badly
>>
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>>152232558
nah, they're all manually put together with some building blocks I made
>>
>>152191950
read vilppu drawing manual
start to think in shapes when drawing
>>
so how do jams work, can i start my lewd project now or in 30 days?
>>
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SnowManExplosion.gif
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>>
>>152233005
the jam starts in 30 days and ends at the end of september, but you can cheat
>>
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ok it's readable. good enough for now. now to convert the bestiary
>>
what is the size of your game in MBs
>>
what's the size of your mum in cubic meters
>>
>>152197352
what engine do you use my guy
>>
>>152232748
>terraria source code
>cs grad meme
put that shit in a file
>>
>>152233507
How are you doing your radar? If you don't mind me asking
>>
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>>152233997
Unreal has a camera which projects to a texture, so I just made it orthographic and saved it to a file. So I load in the file and draw some percentage of it for the minimap. Then for Wizard's Eye, it's just getting each object's world location, normalizing from 0 to 1, then convert it to the minimap's percentages.
>>
>>152232003
>Just seeing the rig would probably help a bit.
i will ask artist to share some screenshot to help you when he comes online.
>are there any others you'd recommend?
https://www.youtube.com/watch?v=1dY9PS7oIkc
this could help in some instances,but there is 0 documentation on phat,i can only suggest you to look for some generic jiggle bones tutorials and to just mess around in phat a bit and try different things because thats the way i learned

>>152230265
my 8-ball says outlook not so good
>>
Hey guys, if I know the x,y coordinates of my tile in a grid as well as the tile type the tile in that position is (e.g. "solid", "45-degree-slope", "oneway", etc), how can I use this to my advantage to create my own "place_meeting()" function?

If it helps to know, my tiles don't have an actual collision mask, but my objPlayer and other sprites do. Also, all of my tiles are 16x16.
>>
>>152234313
How'd you get it to project to orthographic? As far as I know SceneCapture2D (which is what i assume you used) doesn't allow orthographic rendering.
>>
>>152234861
You are correct. I had to recompile the engine using these changes:
https://answers.unrealengine.com/questions/32967/how-do-you-make-a-scene-capture-2d-orthographic.html
>>
>>152234917
Ah, I thought so, was looking at that last week but since I already have a minimap solution I didn't feel the need to. Thanks for the insight anon.
>>
whats the post limit
>>
>>152235068
500
>>
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How do I make the square move when I push the arrow keys?
How do I make the wall tile?
>>
>>152229919
24MB pretty decent , but it could be smaller if I tried
>>
>>152235160
If you're struggling with that you should probably go watch a Unity2D tutorial.
>>
>>152235301
How do I do that?
>>
>>152234861
>>152235054

supposedly .13 will have orthographic natively
>>
>>152235363
unity3d com /learn/tutorials/topics/2d-game-creation
>>
>>152235480
I hope so. The entire process of adding those ~20 lines took me like 5 hours.
>>
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there's something off about a game that constantly explains to you how to perform EVERY possible action.

It's almost like you're playing a quick time event - for an entire game.
>>
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>3 days later
>back where I started
>>
>>152235810
they're teaching you to pay attention to what you're allowed to do, nothing wrong with that
>>
>>152235810
If you can turn them off then I don't really care.

I hate coming back to games after not playing them for a longer period of time since I don't remember any controls, so stuff like this would be helpful, but I guess less so in a FPS (FPS stands for First Person Shooter, it's a game focused on shooting your enemies with a first person camera) where there's not many buttons to use anyway
>>
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>>152195096
>mfw you're making the game I wish I could make
>>
>>152236197
tileSize = 16;
mouseXtile = floor(mouse.x/tileSize);
mouseYtile = floor(mouse.y/tileSize);

This information will save your life when it comes to games like this: It divides the entire world into a grid of 16x16 tiles, and determines which x,y tile coordinate

By the way, the floor() function basically means "always round decimal numbers down to the nearest whole number/integer"

I'd read up on tile-based game engines in general if you want to try making a tile-based game like the .webm other anon posted
>>
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actions.gif
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>>152236178
The button prompts are ugly and just remind me of quick time events.

If it were me I'd replace the button prompts with symbols that represent what the buttons are for. Controls shouldn't be arbitrary. Different buttons should represent different actions.

If the square button is "interact" I'd create a symbol for interact. If the X button is "combat action" I'd create a symbol for combat action.
>>
>>152236602
>It divides the entire world into a grid of 16x16 tiles, and determines which x,y tile coordinate
-the mouse is hovered over (or any other object you want to read its x,y position of)

Look up arrays, too, or if you use GameMaker, look up "ds_grid"
>>
>>152190475
It's shit. In a game small details like that are barely visible.
>>
>>152236618
I agree.

And rebindable buttons should be a mandatory feature in all games, even console only games.
>>
>>152229454
why does ryan gosling have black hair and a pipe instead of a hammer
>>
>>152236675
the way you declare arrays in gamemaker put me off it forever
>>
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>>152236196
>(FPS stands for First Person Shooter, it's a game focused on shooting your enemies with a first person camera)
>>
>>152236775
that's why you use a ds_list instead (ds_grid for 2d arrays)

DS Grids: https://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/ds%20grids/index.html
GM Data Structures in general: https://docs.yoyogames.com/source/dadiospice/002_reference/data%20structures/index.html

(Unsure if you already are familiar with the concept or not, but you can mass-define all your data using for loops)
>>
>>152236892
Damn what a cutie@pic
>>
File: questlog.webm (1MB, 1276x713px) Image search: [Google]
questlog.webm
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I got sidetracked a bit but now the quest log and bestiary are both working with UMG. I ended up just using the same widget. Time to check it off the list.
>>
>>152237107

I like the UMG system a lot more than unity's UI stuff
>>
stop fucking crashing blender holy shit
>>
stop fucking crashing maya holy shit
>>
>>152195864
enable interpolation for the rigidbody son
>>
>>152235810
The worst is when they're contextual actions, then you're not really playing a game but walking an enhanced qte...
>>
>>152237528
is no one safe from this hell?
>>
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>>152229454
you should do something similar to this

pic not mine though, it was just posted here a year ago
>>
>>152237639
We get like 30 crash reports per day on the tool I work on at work. It's only used in-house by lighters so there's probably about 50 users?

Anyway people complain about it. It used to be a lot worse though.
>>
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everyone told me to add gameplay so I implemented idle animation variations
>>
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Are these animations enough for DD? I can't even tell anymore. Constantly redoing them in Blender and then again in Unity takes so much time and I'd love to do something else though I don't want to get laughed at.
>>
>>152237873
make the legs bend a bit when you land and you'll be fine
>>
>>152237873
I think that for the forward dashing animation, you could do something more like Armored Core with one foot forward and the other foot back, maybe?

Should be fine even without that, though.
>>
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moff.gif
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>>152237818

make her preen her antenna
>>
>>152237873
Those movements look really stiff. I'm particularly bothered by how long the shoulders are, unless that was intentional
>>
from the dev that brought you such classics as: ConsolePet

he is here to share his first C project with you: BadPong

download it here (Linux): http://www.mediafire.com/download/ro35zb1anz0r4d6/BadPong
(coming soon to Windows!)

be on the lookout for the upcoming ConsolePet2, the sequel to the critcally acclaimed ConsolePet

if anyone could make a promo vid of BadPong that'd be great
>>
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>>152238292
>>
>>152236892
>rotate lives up to dogposter accusations.gif
is this a lewgame idea or a regular game idea?
>>
>>152229919
6.1MB
>>
In unity do you just have to learn how to manipulate all the built in components like rigidbody2d, or is it a better idea to create your own custom components?
>>
>>152238412
Also I just realized 4.7MB is the font
>>
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>>152238292
>>
>>152237818
Really neat atmosphere you got going.

Any tutorials you followed for lighting and such?
>>
>>152229919
0.013MB
>>
>>152237914
>>152238016
Alrighty that's encouraging, guess I add a landing and sprinting animation and then that's that.

>>152238251
I've been struggling with getting the right balance between fluid and mechanical movements. It's a giant mech so it's supposed to have a certain stiff- and heavy-ness to it but in the end it just looks poorly animated.
>unless that was intentional
Yeah that was intentional. That's like the "naked" player character, there will be armor to equip and I don't want massive clipping between the arms/hands/weapons and the leg-armor
>>
>>152229919
50mb.

40mb of that is audio and music.
>>
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>>152229919
>your game

game? what game?
>>
>>152238623
in many cases you don't have a choice since unity's closed source, but you'd also be wasting your time reinventing a wheel in the majority of cases

>>152238681
thanks
unfortunately don't have any tutorials -- just messed about with the standard stuff until it looked alright
>>
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>>152229919
>226 mb
>don't even have music
what the fuck
>>
>>152238379
> accusations
there are no accusations googum
there is only me getting cuckolded

she unironically snapchatted a picture of her spread open boypussy to all her chad friends that she hung out with as a guy
>>
>>152238815
>reinventing a wheel
>>
>>152229919
8,420,831,232 bytes
>>
>>152238939
many cases, many wheels to reinvent
>>
File: coroutine float.png (12KB, 232x195px) Image search: [Google]
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IEnumerator PrintTime()
{
for (float f = 0f; f <= 1f; f += 0.1f)
{
Debug.Log(f);
yield return new WaitForSeconds(1);
}
}

Why does this print out pic related? When the coroutine gets to 8, the float adds a .0000001f, but it printed out a two digit number before.
>>
>>152239002
floating point error
>>
>>152238347
>>152238672
i will probably be following asleep soon so if one of you fans could repost that post in the next thread, it would be greatly appreciated

best
>>
>>152239002
that's the closest number that can be stored to what you requested
>>
File: ss+(2016-08-19+at+07.16.56).png (7KB, 455x237px) Image search: [Google]
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First attempt at something sprite/pixel fucking garbage.
Is it even worth it to try and salvage this?
>>
>>152238947
Reported for specifying in bytes and not MB
>>
>>152239070
redpill me on floating point errors
>>
>>152239297
what for?
>>
1-3 shitpost on agdg
4-6 shitpost on discord
7-9 sleep
0 dev
>>
>>152239336
https://www.google.com/#q=floating+point+error
>>
>>152238732
https://twitter.com/NoMansSky/status/752253747590524930
>>
>>152239321
8223468 MB happy now? : ^ )
>>
>>152239297
Either learn line art first and get more comfortable drawing entire body skeletons/poses before moving over to pixels or do stuff at significantly smaller resolutions, like 16x16/32x32.

Well actually, the latter will require a great understanding of colors/shading/highlighting in addition to being comfortable with line art, but some talented pixel artists I know started out with pixels before line art.
>>
>>152239360
Dialogue shit. She's meant to be leaning on/over the text box and yelling at the player.

This is only a test to see if it's even worth trying pixel shit.
>>
>>152229919
6.61mb + 2.11mb editor
>>
>>152239443
My game is about space exploration and procedurally generated content too actually.
>>
>>152239446
Much better

how the hell is your game ~8421MB
>>
>>152239513
sure, I'd keep it. you can always just edit it if you think you can make it better
>>
>>152239531
is it also unbearably boring?
>>
>>152239581
the power of Unrealtmp files
>>
>>152239639
I'll patch the gameplay in after release anon.
>>
>>152239297
I kinda like it
>>
>>152239690
Will it be paid DLC though?
>>
for a MMO game which engine should I learn, Unity or GM or other? (its a 2D game so no Unreal)
>>
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>>152240489
write you're own
>>
>>152240489
unity for multiplayer
>>
>>152240489
unreal for quality and multiplayer
what kind of MMO?
>>
>>152240192
Of course, I'm not going to work for free anon.
>>
>>152237818
what engine? Where can I follow more of your work
>>
>>152240949
unity, http://weaverdev.tumblr.com/
>>
>>152240489
>MMO
when will this meme end?
>>
>>152241135
I called it a MMO for short and easier to explain, but it is in fact a cooperative game, but not a "do everything" game, I call it MMO because it will need some server based database as to who does what and who gets what drops etc
>>
>>152240806
its a 2D game, is Unreal even good for this ?
Not really a MMO in the common sense, its more of a cooperative game the only side of a MMO it really has is the massive, and the need to have a database
>>
>>152241070
I like it, but why did you make her so THICC? she would look more pretty skinnier, just my opinion
>>
>>152241309
oh whoops somehow missed you said 2D
supposedly unreal is great for networking though, not sure how it stands to unity
>>
File: SnowManStages.gif (3MB, 800x428px) Image search: [Google]
SnowManStages.gif
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I made it so (just like all enemies) you have to kill them with the puzzle cube.
but
the snowman falls into stages
and he gets smaller and smaller
>>
speaking of which, about when would unreal 4.13 get a good release?
>>
>>152241070
what tool did you use to texture the moth?
>>
>>152241247
I know nothing about your project, but going full multiplayer is not a good choice today for an indie developer in my opinion. Because what does a multiplayer game needs? People, yet the human principle is something you can not count on. You really have to shill that thing to keep in players constantly, but even great names like The Matrix and Lego had to shut down their MMOs because lack of interest. I think a simple single player mage with co-op/multiplayer (both local and online) option would be a better decision.
>>
>>152241512
I like it
>>
>>152241632
You have a very good point, if I decide to go with what you are proposing I might be able to do it with gamemaker and gmnet
>>
>>152241423
uhhhhhhh

>>152241584
photoshop, though any program with layers would've done the trick
it's super basic
>>
>>152241512
Make it if the head rolls around long enough if can pick up snow and grow in size!
>>
>>152241512
I'd play it
>>
>>152239297
this looks great. except it looks like and over head view, not like shes bending over
>>
>>152241512
Looks too easy, have him knock the blocks away from him after getting hit so you have to move them back while avoiding getting killed
>>
>>152242893
Also
>>152241801 and make it sligtly faster proportionally to the size
>>
File: vlcsnap-2015-01-28-15h24m41s183.png (547KB, 873x480px) Image search: [Google]
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Post lewd progress
>>
>>152243353
I can't sorry. I have to consult my collab mate before posting anything.
>>
>>152243353
that screenshot was made over a year and a half ago
>>
File: see_you_in_a_year.png (8KB, 1071x109px) Image search: [Google]
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>>152243450
Time sure flies
>>
>>152240628
I thought unity was shit for multiplayer because they force you to use their servers and whatnot. Did I get rused by /agdg/?
>>
File: ChargerOwlAnimation.gif (2MB, 628x448px) Image search: [Google]
ChargerOwlAnimation.gif
2MB, 628x448px
>can't figure out the most realistic animation curve for wing flaps
FUCK IT
>>
>>152243918
Well, the HearthStone team find a way for networking in Unity, so it's not inposibble.
>>
>>152244008
>realistic
what wings?
>>
>>152244581
>implying you need wings for mimicking their motion
i thought you were better than this googum
>>
Im a nodev piece of shit will I get called a whodev if I come out of nowhere with a game?
>>
>>152244739
ok, which part is the wing?
>>
>>152244797
i'm not bokudev
>>
>>152244824
neither am i
>>
>>152244792
If you get callled whodev just say thisdev so people will think you're not thatdev.
>>
>>152243918
>listening to agdg instead of doing your own research
this is your own fault

Unity lets you do your own networking, even using their high level API. They just offer a service to do matchmaking automagically.
>>
>>152244898
kek
>>
>>152244792
Yes. Just start posting progress periodically and nobody will call you whodev anymore.
>>
>>152244792
Just bare with the whodev meme until you're well known here. That is what most of us had to do.
>>
>>152244792
You're only a whodev if you post a finished or nearly finished game without ever previously posting progress.
If your game is still clearly early then it's completely fine to start posting as a newdev.
>>
>>152245068
or, you know, start posting progress when you begin the game's developments instead of when you're far ahead
>>
oh god !! why are those people alive ?
http://jezebel.com/why-isnt-it-called-no-womans-sky-1785411230
>>
>>152245168
why do you keep reading and sharing what they write?
>>
>>152245218
found it on facebook
>>
>>152245168
Isn't that just a joke site at this point?
>>
>>152245240
>using facebook
There's your problem.
>>
>>152245134
Some retards in agdg have a problem with not being able to tell when an amateur has talent though.

Iv posted some of my work to agdg even though it was in its early prototype stage and the art being good because of talent triggered many of you into thinking its a finished game when it wasn't even early alpha.
>>
>>152245358
and since facebook is creating a desctop steamlike program i will be more there to catch the first wave of games.
here :
https://developers facebook com/blog/post/2016/08/18/FB-Unity-Alpha/
>>
>>152245457
just post earlier in development
>>
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>>152245168
I thought they would be happy.
>>
>>152245529
kek.
>>
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>>152245529
that's a good one
>>
>>152245457
yeah i learned if you post any art with post rendering effects atlest one you is garanteed. i will exploit that from now on.
>>
File: images.jpg (7KB, 205x246px) Image search: [Google]
images.jpg
7KB, 205x246px
>lewd jam has nearly 60 participants
>steal jam: 7 joined
>>
>>152245529
>>152245168
Seems they didn't get the memo that "Man" also means person.
>>
>>152245949
>sex sells
holy shit stop the presses
>>
>>152246205
critical mass, I ended up joining lewd jam even though I don't really care for it because I want to collab
>>
>>152245949
what if you make lewd stealth game?
>>
>>152245949
>>152246350
monkey see
monkey do
>>
>>152246376
this makes totall sense. a wifu trying to run from captivity while naked.
>>
Where is a good place to learn UE4? Watched the guides but it's really fucking confusing since they're from 2+ years ago.

Even the youtube comments don't help.
>>
>>152246429
munky pee munky poo ha ha
>>
>>152245973
>"Man" also means person
Yeah nothing wrong with that, heh ? Misogynist ass
>>
Be honest with me AGDG, how good is LÖVE?
>>
>>152246565
documentation, which also has tutorials
unreal official youtube account has some recent tutorials too
>>
For anyone using love2d or lua in general what editor are you using? I've been using notepad++ for a while but it has reached the point that I miss environments that tell me if I'm making a syntax error without me having to build it.
>>
>>152246565
What are you trying to achieve in UE4? I've come a long way in a short time from tutorials, if you have something specific I can point you in the right direction.

Also what's your modeling/texturing/coding experience level? The guides being 2 years old shouldn't mean much once you get used to the UI, everything is pretty much the same some things have just switched positions.
>>
>>152246976
never used it. but lua is cool, and i only see people talking good stuff about love.
>>
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>>152247095
3D Space game when you can fly around and shoot people. 3D.

Thanks

>>152246986
I'm having a look there now. Thanks.
>>
>>152247283
so you just fly your ship around shooting helpless people on the ground?

I like it already
>>
how much of a cut has steam taken from your profits?
>>
>>152247440
yes

for the time being
>>
File: disgust.jpg (9KB, 260x194px) Image search: [Google]
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>>152247525
> cut profits
>>
any of you have used Photon Unity Networking ?
>>
>>152217874
you the dev that made that low poly enemy looking shit last thread?
I would gladly make a cheeky X-scape like game with you desu
>>
>>152247581
what's up bub
>>
>>152247727
you wot?
>>
>>152247525
0 dollars. If I never sell my game, nobody can tax me for it. I'm a genius.
>>
>>152247815
yes I have used it, what do you want
>>
>>152247825
Oh sorry, so what is your experience with it, does it work properly, is it hard to implement, how is your overall experience and do you recommend making your game with it ?
>>
File: sword techs.gif (21KB, 850x590px) Image search: [Google]
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Do these attacks sound FUN to you guys? The idea is when you power your sword up, your subweapons are replaced with sword techniques that offer utility on top of ass kicking power.
>>
>>152248274
>1000 cuts
better be 1000
>>
>>152247993
documentation was extremely flaky and I had to figure everything out from a single example project, but it's pretty easy to prototype with once you've got a model of how it works it in your head

I'd recommend it over authoritative server stuff for prototyping concepts, but not so much for a serious game release
>>
>>152248274
looking noice, why dont you make the crescent moon a dark grey? just a opinion
>>
>>152248498
When did you use it? years ago or recently ?
>>
>>152248542

Because I was lazy and just copied the sprite from Secret of Mana, but I'm not sure if I wanna go TOO gray, seeing as grayed out elements usually mean unusable in my mod. But I'll definitely turn it a darker shade compared to the tornado attack there.
>>
>>152248621
year ago
I did try to pick it up again recently, but they made some changes and now there's even less up-to-date documentation
>>
File: 1471241413669.jpg (98KB, 461x424px) Image search: [Google]
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>>152229559
bring this back to life
>>
>>152248772
>but they made some changes and now there's even less up-to-date documentation
:(
do you know if the forums are at least active ?
because what they offer for free is too good for me to pass, its probably my only option right now
>>
>>152248274
>minor burn damage
I can't slash to this. Unless the area is huge in comparison with the axe upgrade one.
>>
new bread when
>>
File: vlcsnap-2016-08-19-23h02m59s72.png (631KB, 853x480px) Image search: [Google]
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631KB, 853x480px
Why isn't your workstation this perfect agdg?
>>
>>152248985
when you shut your goddamn whore mouth thats when
>>
>>152247525
300%
>>
>>152249050
rude
>>
>>152248948

It'll be a fairly large area, and the flames will linger for awhile. It'll be a good area denial/AOE thing, the axe tech will fire out projectiles that bounce along the floor and walls, giving you a broader range but more of a burst damage attack
>>
>>152249012
Because I'm real, and anime is not, and doesn't even have roots in reality.
>>
>>152249194
>I'm real

Prove it
>>
>>152249439
>>152249194
BTFO
>>
File: babby first shmup.webm (1MB, 800x600px) Image search: [Google]
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>>152247010
Still looking for an answer for this.

On another note I managed to make something work. Have random amount of bullets spawn whenever I press T and despawn if it's y.pos goes completely off screen. First actual program I completed (and fully understood what I was doing instead of understanding half of it and just copy and pasting code like that ping pong game I made).

Doesn't lag either unless I spam like 1,000+ on screen. Which is great because I'm not planning to make a danmaku but something more akin to raiden.
>>
File: 1471447270220.gif (3MB, 173x267px) Image search: [Google]
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>>152249439
>prove it
kek
>>
make a new fr*cking thread already
>>
>>152250289
> stealing my h*cking memes
>>
File: 1459708700367.jpg (79KB, 960x921px) Image search: [Google]
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I
can't
get
started
>>
>>152249670
I don't use LOVE, but I'd recommend either Visual Studio Code or Sublime for general usage.

VS Code is free and the source code is available. It also has a couple of LOVE related extensions available to download.

Sublime is annoyware, so it'll ask you to register every x file save, not sure to what extent it supports LOVE though.
>>
>>152250345
didnt you directly steal posting dogs and calling them "doggos" and "puppers" and censoring benign words from WeRateDogs™
>>
How feasible is it to 1MA a 3D action game? Has it ever been done?
>>
File: 1471295448956.jpg (22KB, 499x510px) Image search: [Google]
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Hey, Webdevs, help a newbie out.

What on earth do I have to do to create a browser game? No, not a flash arcade game. More like, you know, a game like "Ogame" or "Legend of the Green Dragon". Basically the front end is run of the mill website, but the back end does all the stuff with scripts. Modifies the gameworld data sheets according to game rules. Players can click buttons and enter numbers to in various fields to do stuff.

I get how to make a website at a pleb level. Find a page like "wix.com" or "wordpress.com" and make a webpage with their utilities. Also I know how to make basic HTML pages in notepad, which I can open in my browser - I don't know any way to make them online.

I also know that I can do the database modifying with python django. I know python quite well to program shoot em ups and pong. I am also able to produce the basic desired "browser game" front end to back end functionality on my local .html files. However I have absolutely no idea, how to make my python-fu work for an actual webpage in the web.

Do I need to get a server? Can Dropbox/Github web hosting facilitate my databases and scripts? I have no idea what else to even ask?
>>
>>152250686
ok
>>
File: no.jpg (40KB, 640x628px) Image search: [Google]
no.jpg
40KB, 640x628px
>>152250803

>it's a dogposter posts dogs episode
>>
>>152250693
There is one
>>
>>152250693
It's possible and it has been done. However it takes a lot of work.

I see people on other sites citing https://www.youtube.com/watch?v=z5El-yYNUwU often but he is an outlier. It wasn't the engine being amazing and carrying him through everything.

He put in all that work himself to learn modeling, particles, etc...

The only thing he got away with is that the game is made purely on UE4 blueprint instead of C++. So expect to put in 1-2 year of hard work and not even make something close.
Not trying to crush your dream but you should be realistic with your goals, make a really shitty 3d action to learn the ropes of everything. I'd download a 3d program and start making barrels and doors and shit right now.
>>
>>152250770
With Javascript and HTML5 you retard?

>I get how to make a website at a pleb level. Find a page like "wix.com" or "wordpress.com" and make a webpage with their utilities.

Literally end your life.
>>
>>152250770
php
I dunno if python does the same stuff, but php
you might want to HTML5 for the client side. seen some pretty cool stuff done in HTML5, like this:
https://robertsspaceindustries.com/starmap
>>
>>152251001
Well I'm not thinking of anything on the level of DMC or even what you posted. I'm thinking more 3rd person shooter
>>
>>152251128
You can make DMC I'm talking just more about the scope.

A 3rd person shooter is however easier to model. There is a lot of reference, say in UE4 there are tons of 3d FPS animation to look at and dissect.

Regardless the main point is just trying to get across that 1MA is a struggle. You have to learn all that shit so expect to buckle down and spend months learning each major field. That said even if your modeling is just subpar mediocre after working on your project. It's still good experience and worth putting in your portfolio.
>>
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>>152251001
You know your stuff, so let me ask you.

What would be the most time consuming parts of making a 3D Action game, I understand it varies but in general is it possible you know enough to give a estimation of the time breakdown of how long each part would take?

example
Y= X months
A = X months

etc

Also, is it that hard to make low polygon games in 3D?

I can imagine artwork for something like Cube World & Trove would be difficult either.
>>
Any ideas for a game that someone with passable 3d modeling skills and barely any knowledge of visual coding could do? I just want to do sth else than hand in my work for once.
>>
okay guys quick question
I'm making you play a scribblenauts-like game where you summon shit to fight for you.

Off the top of your head, what would be the first couple of things you'd try to summon?
>>
>>152251478
Using 5x the polygons to make that model would be a whole lot easier, both to make and to work with afterwards
>>
>>152251498
take an old model from a 2010 game, and update it for a newer engine
neat exercise if there is some old game you like but doesn't get a sequel
>>
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>>152251058
>With Javascript and HTML5 you retard?
okey-dokey

>Literally end your life.
thanks?

>>152251063
thanks for reccommending a language

------------------------------------

but back to what I actually asked.
What does the process of creating a webpage involve? I could make the prettiest and juiciest webpages with those languages, but I still don't know how to get the page on the web for peeps to use. If I don't know how to put my stone age .html page on the web with associated data sheets, what's the use of making the page prettier. Sure I can easily make STATIC web pages online. But how does one make DYNAMIC(?) pages online. Surely, there must be some sort of place to store the data. Surely there must be some way to get a domain name. Surely I should be able to upload a script or whatever to a server or smth. And that server or smth should run the script when I tell it to. For example after each hour for internal game logic tick.
>>
>>152251804
That's actually a good idea. I always wished F.E.A.R. looked better. It may be post-2010 and it has a sequel but who cares. Also shooters are relatively easy to make.
>>
>>152250770
>>152251946
look up cgi
>>
>>152239297
http://www.kyrieru.com/p/this-first-part-will-cover-many-of.html
>>
new thread
>>152252270
>>152252270
>>152252270
new thread
>>
Let's say there's a bunch of objects that have to move in a certain pattern. Should these objects contain their own pattern or should it be held in a manager?
>>
>>152251478
Making good low polygon is harder.

example
I'm really bad at modeling no matter how much time I put into it so I'm biased.

I would say modeling itself would take 4-5+ months to get decent.

Programming is a forever learning process but you can make half-decent game with a month of programming knowledge. However you'll reach a point that after 3 months you'll look back at your own code and realize it is such a mess so you'll rewrite your code. Then repeat this process every 3 months.

So I'd say it is easier to pick up programming but you will never be satisfied and you honestly won't know how bad your code really is until you get better.

Modeling is a lot more satisfying on that front since you'll be shit for a long while but progress is very evident. Like you can easily tell that the model you made today is better than the model you made a week ago.

I don't know jack about music. I can't even keep a rhythm or play rhythm games.
>>
>>152251543
dragon, balrog, lynx, t-rex, griffon, velociraptor, kraken, grizzly bear, bengal tiger, cape buffalo, giant bee, swarm of wasps
>>
>>152204980
You should sit down and write a design document.
>>
>>152222486
This looks fun.
>>
>>152251543
God
>>
>>152250770
you need to compile your game to run on html5, depends on what engine you use, gamemaker and unity have this option I think, but they are paid, I don't know how would you go about doing this manually, but I suspect you would need to program the game entirely on python/php/html5

As to how to put it online, there are several free services that will host your compiled game just google "play free games" and you will find some of those services
>>
>>152251946
just google "how to host a webpage"
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