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/agdg/ - Amateur Game Dev General

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Thread replies: 770
Thread images: 164

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previous thread >>152801828


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

>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/

> 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/
>>
first for waifus
>>
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Guess I'll let the suckers who went to sleep already see this one in the morning.
>>
>>152839340
third for rem
>>
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>>152839209

Third for lewd haters BTFO
>>
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Oh god I literally just did this.

End me now.
>>
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reposting because i made no progress in 3 days and i'm a lazy fuck. i need to stop starting features i don't have the ability to flesh out or finish.
>>
>>152839721
blog?
>>
>>152839209
>>Chats
>https://discord.gg/chquY2e
>http://steamcommunity.com/groups/vgamedevcrew
>http://webchat.freenode.net/?channels=vidyadev
>>Engines
>GameMaker: https://www.yoyogames.com/gamemaker
>Godot: https://www.godotengine.org/
>Haxe: http://haxeflixel.com/
>LÖVE: https://love2d.org/
>UE4: https://www.unrealengine.com/what-is-unreal-engine-4
>Unity: https://unity3d.com/
>> Models/art/textures/sprites
>http://opengameart.org/
>http://www.blender-models.com/
>http://www.mayang.com/textures/
>> Free audio
>https://machinimasound.com/
>http://freesound.org/browse/
>http://incompetech.com/music/
>http://freemusicarchive.org/
>>
>>152839441
how much took to draw all that senpai?
>>
>>152839441
>he likes plastic uncanny valley shit
>>
>>152839342
this is the only game on AGDG i would pay actual money for, this looks like it plays tight as fuck and the amount of little details on everything is incredible.
>>
>>152839721
This looks so fucking cool.
>>
>>152839761
don't have one yet sorry. i'm going to have to sit down and make all this social media stuff one day. where do people typically do blogs?
>>
>>>152839195
>Even AAA companies cheat and give enemies more resources because they can't make good enough AI.

That's not necessarily true, but the obvious solution to not being able to construct competitive AI is to not follow the genre trope of making the AI play with the same rules.

Instead of making the AI harvest resources and build units, give it the ability to deploy waves of enemies based on how many resource nodes it owns. When it loses a node, subtract a number of units from the wave or reduce the rate at which it can spawn waves.
Have the AI count the types of units it can see and if the player has 50% rocks and 50% paper, the next wave will be 50% scissors and 50% paper etc.

If you try to design an RTS for both multiplayer and single player, then yes AI will be hard as fuck. Which is why you don't do that.
>>
>>152839342
is every single room going to be a square? would be good if there were larger and more interesting areas to explore
>>
>>152839978
Usually RTS AI is actually just made by training a neural network.
>>
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To PureGuy if he is in this thread.

I sent you an email m8, check your inbox.
>>
>>152840027
A 1MA isn't going to be able to build a neural network by themselves, so it doesn't really matter how AAA construct their AI.
>>
>>152839797

I'd say a day altogether for drawing and redrawing, a day altogether to get it moving in sync without clipping issues

>>152839835

Hell yeah
>>
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Idea.

A an adventure and exploration game where your only item/weapon is a single flip top lighter. You can obvious things with it like light torches and lanterns for light in dark areas, or you can burn ropes and wooden obstructions, set traps by lighting candles and putting them near flammable objects that can catch, burn down whole buildings if you get desperate, or even cobble together makeshift flamethrowers using a can of hair spray or a water gun filled with flammable fluid.
>>
>>152840024
There was a point where it was planned to support various room sizes but we decided it wasn't really worth the effort and that the very big rooms were generally the least fun in similar games.

tl;dr big rooms in isaac suck, we decided not to walk into the same problem
>>
>>152840248
Yes you can. They are not that complicated. You probably don't know how they work judging from your comment.

For example somebody made one to learn to play Mario.
>>
>>152840273
fair enough, I would have thought a larger area would make sense for a boss fight. and it would help just to break up the monotony a bit every now and then.
>>
>>152840389
>For example somebody made one to learn to play Mario.

I take it you don't understand how complex RTS games are.
>>
>>152840263
Looking forward to popping
>>
>>152840269
if i can cobble together hairspray flamethrowers, why wouldn't i just stick some rocks and sticks together and make a bludgeon to beat things to death instead of using nonrenewable, unpredictable fire
>>
>>152839387
emt
>>
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I think this is just practice

not sure where I'm going with this
>>
>>152840690
Why is it so floaty and slow
>>
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nothing i do matters, all my efforts are in vain, my thoughts are meaningless and shitposting is just a way to spend the days away
>>
>>152840414
Depending on how things go there may be a surprise or two in store :)
>>
just breathe
>>
>>152840739
The boobs are obviously flotation balloons.
>>
>>152840690
I dunno where you're going, but I like it and I'll meet you there.
>>
>>152840614
Because fire is more fun.
>>
>>152839859
All of those things are probably definitely true!
>>
>>152839209
no progress today because i went on a date with a girl and our hands touched :)
>>
>>152840690
Did you buy those bub physics on the unity market?
>>
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>>152839706
It happens to all of us.
>>
>>152841097
At least my shitty excuses for nodeving aren't lies.
>>
>>152840498
Again, I don't think you know how a neural network works.

The entire point is it doesn't matter how complicated the problem is, you just need time to solve it. Computer time, not programmer time.
>>
>>152841210
not a lie tho :/
>>
>>152841184
>>152839706
How do I stop this from happening every single day
>>
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What's the best way to have part of a model be a soft body in Unity?
I've been using Unity for a long time and I want to make some VR porn because there is almost NONE for the vive that's any good, but I have 0 experience with organic stuff beyond motion capture
>>
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>>152841270
I don't know, man. If you find out, tell me.
>>
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gotcha!... ready for Ludum Dare anon??
>>
>>152841270
Two things I do:
1. Wake up early and go to bed early. I'm serious, something about it makes you crazy productive.
2. Have a laptop and dev in a coffee shop. I am more productive in public than at home and I've had a couple of people ask about what I'm doing, so that covers social interaction, too.
>>
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>>152841184
>>152839706
Become an enginedev or write some tools to help you make your game

You get to spend hours every day working on your game and still feel like you're making zero progress
>>
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>>152841270
Alcohol
>>
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>>152841424
>>
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>>152841270
I need help
>>
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>>152841424
>that armpit
>>
>>152841424
Is that an underage boy?
>>
>>152841270
Caffeine abuse is real
>>
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How do you update animations in UE4?

I've moved the arm rotation of character but it's not changing it, it shows it is different in the Animation of the skeleton, however when I actually play it's the same as before.

ideas?
>>
>>152841427
>I am more productive in public than at home
I'm actually the opposite. I don't mind talking to people, but I absolutely can't focus if someone is potentially looking over my shoulder. As an aside, I think my new workplace is open-plan, which means I'm probably fucked.
>>
>>152841424

I need an adult
>>
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Been working on making the combat more fluid, made the particles a bit juicier and sorted out some loot drops (2 items!!!). Now for the fun part of actually making enemies.
>>
yes but the chance of it actually happening is really small
>>
>>152842050
nice progress
>>
Can you use a kinect for animation instead of doing it manually?
>>
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I figured out why my level is broke, it came down to how I exported it. See, what I did was export every single face, but the way things work in GTK Radiant is you drag out cubes and cut them up and each time you divide something, new faces are made to fill the space.

So, when I went to export the brushes, everywhere that the different shapes intercepted had its own face, sharing a face with another object.

What I can do instead is first give everything texture A, then select every outward facing face and give it a texture B, then export and ignore faces with texture A so only the visible faces are exported.

This makes me feel so much better. ;_;
>>
>>152842124
The fuck is this? Autocad?
>>
>>152841424
LEWD!!!
>>
>>152842075
whats that, finishing your game?
>>
>>152842118
Anon posted a webm of doing that a year or so ago, but they got outed as a grill and the thread went to shit, so they didnt teach us how to
>>
>>152842228
Brilliant.
>>
>>152842151
It's Blendyourmom
>>
>>152842256
What is it, meme faggot?
>>
>>152842050

did you use substance painter?
>>
is it even possible to make money off of banner ads
i still don't understand who the people are who click on banners
>>
>>152842151
GTK Radiant. It's an old map maker for Quake 3 and other games of that era, there's modern equivalents but I'm not familiar enough with those to feel comfortable. I might give them a try, though.
>>
>>152842228
>>152842251
A different anon has been posting the last few days with some webms of his animation from Kinect 2. It looks incredibly high quality and I'm considering getting one myself.

As for his workflow, he said it was record>Brecker Pro body to BVH>Blender or something like that. For retargeting BVH animations with Blender in general I've found that MakeHuman skeletons work perfectly.
>>
>tfw just want to create and implement small, neat features and systems (reverse gravity, swinging mechanics, dynamic weather system, etc.) but don't want to actually make and finish a game
>but I need money so I can quit my job

Life is pain.
>>
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>>152842475
wait senpai
i could have just google the question lmao
>>
>>152842475
Ad clicks are the great lie of our generation.

Luckily, we're on the right side of the fence. It's the people paying for ads who really get the raw end of the deal.

That said, you're better of baiting white whales (the errant user willing to spend literally thousands on a single game) than you are trying to get blood from a stone. Most users will stop playing your game the second they're required to put out a penny.

Either that or release on PC where the market hasn't been fucked by underballing.
>>
>>152842475
Same people who respond to deposed Nigerian princes and who believe the spambots who call to say you've won a free cruise to the Bahamas
>>
>>152842658
*lowballing
Oops.
>>
>>152842101
Thank you kindly

>>152842435
Substance Designer for most of the environment and weapon stuff, Photoshop and the UE4 material editor for the rest. I haven't spent much time in Substance Painter yet. Most of the texturing/materials/environment in general were pretty rushed so I need to go back and redo them at some point, the bricks on the wall even run different ways.
>>
>>152842124
>and each time you divide something, new faces are made to fill the space.
I didn't know shit about it back when I used Q3Radiant and GTKRadiant, but I presume it's a fancy BSP editor. If you're unfamiliar, look that up and gain some appreciation for the weirdness.
>>
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>>152842608
addendum
>>
>>152842475
Honestly you get more bang for your buck if people DON'T click your ads.

The absolute main principle of marketing is getting your product known. Just by having people see your banner, even if they don't click on it, can already be considered a huge success from a marketing perspective.

And if you use a system like the 4chan one where your banner is up for 1000 clicks and nobody clicks on it, that means more people are gonna see your product since it won't be taken down anytime soon.
>>
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>>152841361
Anons pls
Softbody physics are a thing in all modern games, surely somebody knows how to hack it
>>
>>152842959
>one strategy is the best strategy because rationalization
Obviously you can't apply the same scheme to all products.
>>
>>152842843
100% of mine. Which has risen drastically since I've been using mobile games to procrastinate more. Full-screen ads that pop up while you're attempting to use the UI are the source of most of mine. It's frustrating because I consider myself relatively careful and precise.
>>
>>152842959
More people are going to see it and maybe buy it later but 0 are going to buy it now
Ads only show a ~3% increase in non-passthrough visits if I remember correctly. MOST sales rely on them clicking it.
>>
>>152843043
>Obviously you can't apply the same scheme to all products.

True I guess. Right now I was mostly talking about video games, since that's what this thread is supposed to be about.
>>
>>152842608
>Ages 55+ are most likely to click
lol
>>
>>152842608
>Facebook IPO
not sure how current this is
>>
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>>152839721
IT'S JUST YOU AND ME JACK
>>
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I give up
>>
>>152843450
Several links in the bottom with /2011/ in the url
>>
>>152842658
I read Steam games have an average of 33,000 sales. At a price point of $4.99/9.99 even a fraction of that would be pretty good right? Even after Steam's cut. That is if you can make a game with the right appeal
>>
>>152843612
Tune this up a little and I think you've got the next Toribash on your hands.
>>
>>152843756
Depends on if that number takes into account things like cs:go and gtaV, 'cause even just those two would massively skew that statistic.
>>
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I will post my game in 31 days!
>>
>>152843220
But it's common for ads to only have a 1% conversion rate or less, so a 3% boost in pseudo-organic traffic is pretty good.
>>
>>152840690
>>152840739
This. Punch it up. Klonoa gives a better example for speed.
>>
>>152843756
Take a look at this list. Your game will likely be on the bottom 1/2.
http://homph.com/steam/

Now divide players number by 2 (Steam Spy way over guesses).

Then remove 30%, then remove taxes, then remove whatever fees you pay for while making the game.
>>
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My friend asked me to make him a pixel art cute anime girl without references, so I did this in 15ish minutes with no pixel art experience aside from bullshitting in paint as a teenager.

thoughts?
>>
>>152843450
it's from 2011

here's my conclusion from reading about banners since i posted that picture:

banner ads are fucking garbage

instead of displaying a useless banner, i'm gonna look for a different approach where i'll reward players with some random shit if they watch a video. that worked very well for some recent games and it's actually less intrusive than displaying a stupid banner.

good talking to you agdg
>>
>>152844102
>without references

Why?
>>
>>152844102
There's just a pixel girl, there's nothing anime about it
>>
>>152844102
>Update
The proportions demand a neck, but there is no neck. Even at this resolution, you have to consider proportion - look at how short her arms are, then look at how high up on her face her eyes are.

It's not horrible by any means, a good first attempt, but learn a bit about shading and keep at it.
>>
>>152844102
alien pretending to be a cashier at the super market
>>
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>>152844102
Welcome to the world of pixel art
Get out before it's too late
>>
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>>152844102
fuck that's the version where her arm is too far to the left
>>
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>>152844102
Way too generic.
Make her a cute robot.
>>
>>152844130
I'm bad at not relying on references, I always end up copying to a degree that I don't learn any of the nuances. I think it's better to draw, sleep on it, come back and then the flaws become clearer.

>>152844196
ayy

>>152844181
Thanks!

>>152844221
You're right she's too generic I should've given her a schoolgirl outfit and big ol moe blob eyes
>>
>>152843935
So 10,000 sales*$8 average sale price for instance, -30% from Steam, -5% from Epic and an allowance of $2000 for subscription software is $50,000 USD. Let's say the sales are over 24 months. In Aus the tax-free threshold is $18,200/year so there wouldn't be much tax to pay, and being a 1MA there aren't too many overheads except for time. I'd be quite content if I could spend a year+ making a game that made that much.
>>
So, a low fantasy setting in a might and magic type academy, a new student graduates into the world where fighting is pretty obsolete and only some people still go to learn how to slash/burn things just for fun to go to the futuristic simulation dungeons to have fun (satire of videogames).
Standard DnD class system upon start - split battle skill/ability system and gameplay divided into TBS and side-scroller beat em' up a' la densetsu series.
You earn skills to use in TBS sections by doing beat em' up stages and get abilities(jump, dash, different attacks) for beat em' up stages by doing TBS parts.

After the prologue where you have fun with your friends/classmates in the arcade and get to the tutorial boss, the setting shifts into sci fi as you find out a govermental ploy matrix style that the arcades and the world are controlled by the higher ups as you witness a glitch in the system.

You're the only one who notices it and you delve into a paranoid stage where you try to either skip the game parts by shutting yourself in your home or still playing being afraind that they will find out and go for you.

Eventually you realize that you need to do something and acquire new comrades in the gameplay stages all the while grinding to a higher level.
When you form something akin to a guild you decide to tell them about it and with some time they agree to help.

You start to gather your own army of people who learned how to fight instead of living in their modern society forgetting their roots. And find out more about how Goverment was afraid that people would turn against them if they could still use their past-days magic and might knowledge that's why they brainwashed everyone into abandoning it and shamed it.

Midway through the gameplay adds a new Langrisser like massive battles into the mix.

In the end everything was a simulation to test how this revolution would go, everyones memories is erased and you start a NG+ in the first level of dungeon again.

Yay/nay?
>>
>>152844524
Considering the designs in most pixel art games that would actually be way less generic.
If you're making an anime though then sure go right ahead and keep your current design.
>>
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For those who wanted the video

>>152762856

Branching Paths Playism 1080p

magnet:?xt=urn:btih:de1fd4b56b622813900ce072527ad9e3e7c4c6ed
>>
>>152844979
Does it mention Pixel and Cave Story at all?
>>
>>152844651
I'm not reading all this shit, idea guy
>>
>>152844979
This looks hipster as shit.
>>
>>152845048
It's a game about me banging your mom every night
>>
>>152844979
>A journey through Japan's indie game scene

>Guys look like white hipsters instead of Japanese otakus
>>
>>152845191
Just wanted to share, took me 20 minutes to find this magnet.. I take a look and report about the content in an hour
>>
>>152844651

nay.
>>
what kind of game can I feasibly make if I'm good at art but only just learning to code? besides walking sim
>>
My idea was a JRPG called "Captains Log", a Star-Trek inspired game where you build a team of people to explore planets and complete missions, where your party construction depending on the environment and situation can lead to bonuses and better endings for each chapter.

For example, packing a scout, medical officer, and biologist in a forest setting has your Scout find an unconscious local, your medical officer find that she's poisoned, and the biologist isolate the poison and find a nearby herb that cures it. (A less proper party construction, such as packing a Security Officer or Anthropologist might have a more tedious or less positive outcome)

It would also have fun justifying some tropes such as arbitrary party size (Only 4 transporter spots, and they want to be able to perform an evac in one go).

Tons of exotic exploration, fun sci-fi banter, and a few overarcing stories with everything fun about JRPGs in a futuristic setting.

And Reed Short, a generic trooper who, like Onion Knight, has shit stats until the very highest levels.
>>
>>152845458
A point and click
>>
>>152845458
the nodev game
>>
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thinking about...
leaving......
how i should say....
good. bye..
>>
>>152844651
>>152845490
>>>/v/
>>
>>152844651
Post your game instead of all this text, nodev
>>
>>152845490

too big for an indie game
>>
>>152845490
you are only posting the theme, background and environment. Where's the gameplay?
>>
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>>
>>152845836
Kawaii/10
>>
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>>152845836
>>
>>152845527
By making a good game instead of whatever that shit is.
>>
>>152844651
>>152845490

Can't read this stupid shit. >>>/v/ is that way
>>
>>152845740
It's a JRPG with an emphasis on exploration. You captain a starship, traveling from planet to planet with each place having a unique story and evironment with an episodic feel, though an overarcing plot would also exist. It would have more emphasis on exploration, rather than combat, so it's more like Star Trek than Mass Effect.

As the Captain, you are tasked with building the best group to explore an environment or handle a situation. Gameplay is otherwise pretty straightforward for a JRPG, with turn-based combat and exploration. Different crewmates have different abilities whose usefulness becomes apparent depending on the environment.
>>
>>152845458
Any.
Just use a premade engine instead of making your own like an idiot.
>>
>>152845527
drink some bepis that'll get the dev juices flowing
>>
>>152846268
>It's jrpg.
Nope, i still don't get it. Where's the fucking gameplay? is it turn based? Is it in 3d? Is it like the new ff with action turn based shit or whatever they call it?

Now fuck off to /v/
>>
>>152846268
kill yourself
>>
>>152846410
You first.
>>
>>152846268
>It's a JRPG
>The creator isn't from Japan
>Doesn't live in Japan
No it isn't.
>>
>>152846390
>is it turn based?

>>152846268
>turn-based combat and exploration

2d. Hell, I could probably make in RPG Maker.
>>
Who let the idea guys in
>>
>>152846575
steamchat
>>
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A game in which you have an all out death match in a relatively large apartment with Molyneux. But it turns out you two were friends and you do this all the time.
>>
>>152846693
>Sean Murray and Peter throwing lies at each other, turns out they are cousins
>>
>>152846941
It was a dream I had.
>>
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anyone up for a beta test of a combat engine?

i have no idea if it should be turn based or real time so i've added a shitty stamina bar for now.
if possible post screenshots in fullscreen so i can see how the resolution works out for the majority.

arrows to move the cursor
z and x are action buttons
crouch then shoot to reload (it's wonky but it's gonna be fixed at a later date)
P changes the encounter
enter changes weapons (goes from 0-6)

https://www.dropbox.com/sh/k7t0d6ghainwlvw/AAD7AgwwtQrsG89QlNgV0r2aa?dl=0
>>
>>152847028
Aiming close up or the the player's left feels suuuper weird
>>
>>152847028
just make it turn based
>>
>>152847028
Make Wild guns instead
>>
>>152847235
that sucks, i was thinking that i should reposition the enemies to be more far-off to un-fuck the perspective

>>152847405
>>152847430

i might try to do both at the same time?
>>
>>152847743
I really wouldn't.
Just from the picture I can tell it has no place being real time.
>>
>Mothdev shilling his non game on /v/
wew
>>
>>152847028
I missed you, anon, where have you been?
>>
>>152848168
Where?
I don't seen the usual "how's the game coming along" thread
>>
>>152848496
>>>/v/349587709
>>
when are we gonna see the moth girl's ass, mothdev.
>>
>>152848554
his name is weaver and he's never going to finish it
>>
>>152848703
>says the dogposter
the irony
>>
>>152848703

I'm sticking with addressing him as Mothdev.

and yeah, I figured
>>
>>152848703
eat the moth! eat the moth!
>>
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A funny horror game
>>
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>>152848364
here and there, started working on the game again, here are some guns i made in the meantime
>>
>>152849125
yeah its called spookys horror house or some shit
>>
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>>152849125
A scary comedy game.
>>
In the last thread, someone mentioned they have a game out on the Google Play store. I was just wondering, how long does it take to see revenue from that? Is there a hold period, do they keep it until you pass a threshold, or does it pay out your cut every time someone buys it?
>>
>>152849125
>>152849329
A comical spook game?
>>
>>152840690
This need to speed up a little. And the boobs aren't supposed to be made out of helium
>>
>>152841424
I'm ready, but I bet my game will be shitty
>>
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>>152841270
Pic related
>>
>>152841424
I tend to fall more easily into a crush when I can't tell easily if it's a boy or a girl, and I need to know who's that.

Ho and no, not ready at all
>>
>>152841659
Have a strict schedule, and force yourself to respect it. At first it won't work, but that'll get better over time.
The more you force you to achieve, the more easily you'll achieve.
>>
>>152849329
RPG satire featuring only placeholder art.
>>
POST PROGRESS
please
>>
>>152850458
>progress
lol what are you, a fag?
>>
>>152850549
No, I'm a nodev
>>
i think i found a way to inject code into the brain by lerping between colors
you should make a game about that
>>
>>152850793
lerp is such a stupid word

it sounds like derp and slurp and larp
>>
0 use SDL
1 use GLFW
2 use SFML
3 use Allegro
4 use Ogre
5 use Unity
6 use UE4
7 use Source
8 use Goldsrc
9 use Godot
>>
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learning female anatomy %%by MMD R18%%
>>
>>152851224

what the fuck is ogre
>>
>>152851651
open source renderer for 3d
>>
waifu added a feature to her game as per my request
>>
File: Capture.png (43KB, 1035x192px)
Capture.png
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>>152850458
here you go
>>
>>152851764
Thats pretty cool, must have been difficult when its spread over two different models
>>
>>152851224
roll
>>
>>152843612
nice thumbnail
>>
you're a salty little bitch
>>
If I want to make an object that spirals into another object GML, I should be using a constantly increasing or decreasing lengthdir, right?
>>
>>152852334
lengthdir is read only
you're going to have to make it move yourself
>>
>>152852334
Easy way might be just have it orbit, but at a steadily decreasing distance
>>
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Good night /agdg/
>>
>>152844651
Nay

I can't even figure out what the actual gameplay would be but I can't see it being fun nor really fitting the story concept. It's like the story isn't driving the gameplay, the gameplay is tacked on to the story. Scrap and revise.
>>
>>152849125
>>152849329
Grim Fandango already exists.
>>
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This is probably pointless, but I just wanted to really thank you agdg people for helping me out with my silly questions yesterday. Whoever told me about Twinery basically gave me the exact tool I needed to approach my game development dream. I can finally write out the "proof of concept" storyboard/interactive novel to see if I have it in me or if I shall be eternal nodev shitter. Thanks guys, I would of never found that shit without y'all, and it's absolutely perfect for what I need.
>>
>>152854446
it wellcome. i cant wait to tell you how much your game suck.
>>
Alright Doot Anon, gimme your address so I can come over and shit on your doorstop.
>>
>Learning about Voxels
This is dark magic
>>
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>>152854625
Only if I get to rate your spelling afterwards
>>
>>152854726
I'm always watching you lil fuck

Is that some fresh progress?
>>
>>152854939

Yes, subweapon ammunition now replenishes after a set delay once you run out. You'll be able to get extra ammo from picking up duplicate subweapons and other sources, but this is mainly to encourage players to use their damn sword without completely restricting subweapons.
>>
>>152855014
I like it
>>
I can't get unreal blueprints to function in ways I expect them to

Should I go GameMaker or RPGMaker tbqh?
>>
>>152855340
What you need? I'm a blueprint wizard
>>
>>152855340
What are you trying to achieve and do you mix with C++ or just use the presets?
>>
>>152855340
You should go Godot
>>
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>>152855385

Well, for example, how would you get an inventory system to work without errors?
>>
Posting again before I make my choice
>small metroidvania with lewd costumes that give you different abilities
>super small fighting game with skimpy outfits and clothing damage
I want to make one for lewd jam and the other for halloween jam, which one should I do first?

http://www.strawpoll.me/11075640
http://www.strawpoll.me/11075640
http://www.strawpoll.me/11075640
http://www.strawpoll.me/11075640
>>
>>152855853
There's a lewd jam?
>>
>>152855853
I don't care which one you make first, but make this one
>small metroidvania with lewd costumes that give you different abilities
better. Idea is GOAT
>>
>>152855604
With a shitload of work. Widgets and complex menus in it are a fucking pain and it's going to take a while. I'd try to keep it as simple as possible.

Cast to masteritem? You can store such variables in the playercontroller for instance, or the player pawn, or the gamestate

Still plenty doable though. What are you trying to do and what isn't working?
>>
>>152844979
let's see if I can finally download this shit
>>
>>152855853
Metroidvania. Lewd fightining games are overdone.
>>
>>152844979
>Subtitle file is some vtt shit that my MPC can't see

?!?!?!?
>>
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>>152856052
When I pickup an item, I add it to my inventory and destroy the one in the world. To get information from it I need to cast to it. For some reason, a lot of circumstances cause the game to look at the thing in the inventory array at a certain index and then reference the thing that was in the world and got destroyed instead of the thing that's in the inventory, and it gives an error because the thing is supposed to be gone, but only some things do this, and I can't understand why it behaves this way only in some circumstances and not in others.

Meanwhile, the inventory tutorial UMG tutorial starter thing made by Unreal circumvents this problem by not actually destroying the object in the world, just hiding it. Which seems like a really bad way of handling it.
>>
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Making some more ordnance.
>>
>>152856052
Looks like he's working on stacking items in one inventory slot. For a lot of pending kill stuff it comes down to setting variables throughout the execution chain and checking them just before the kill usually.

Btw can anyone tell me how much of a game I need to have to submit to demo day? At the moment my prediction is that I will have about 5 minutes of gameplay and -maybe- placeholder sounds. Is that gonna be good enough?
>>
>>152839441
I could fap to that
>>
>>152856395
>I add it to my inventory and destroy the one in the world

This is why you need OOP.
>>
>>152856471
>At the moment my prediction is that I will have about 5 minutes of gameplay and -maybe- placeholder sounds. Is that gonna be good enough?

Yes.
>>
>>152856395
Band-aid fix : Hide the object and set its lifespan to 3 seconds instead of destroying it.
In the 3 seconds it'll finish getting picked up and then destroy and clean itself automatically.

Long methods:
- Use interfaces, which allows you to get info out of an actor directly, circumventing the need to cast it into other objects.
- Have an "world items manager"
>>
>>152856665

>- Have an "world items manager"

If you have a link about this I'd love to read more info
>>
>>152839721
Do you still have the midget on ball?
>>
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>>152856395
I'd condense that blueprint a bit just in case of errors. I've had some bullshit with array indexes before

>a lot of circumstances cause the game to look at the thing in the inventory array at a certain index and then reference the thing that was in the world and got destroyed instead of the thing that's in the inventory
I'm thinking you're referencing a specific instance of an object (ie. SwordBlueprint_25) and sometimes those match up and sometimes they don't or something

But it's hard to guess without the full picture

You call the master class, ask it about it's class (master class), you get the defaults of master class. Doesn't that make the 'Item to Condense' always the default? Then you get the default item count, and you add the default count to the default count, meaning you always end up with the default count added to the default count, so the actual count never changes.

You also get the class of the object, and set that to the item to add, but that isn't really used again so it's the only thing that actually changes every time that function is called but it isn't actually used for anything
>>
>>152856949
Perhaps use a list with all items that exist in the world.

A physical item in the world would just be a game object that points to the item in this List. If you pick it up you add a reference to the world item list to your player inventory list, the actual meshed object would only ever serve as a pointer back to the "real" object in the global item list.

So
>mob dies, drops item.
>item is added to globalItemList
>item in globalitemlist is told to spawn a loot bag at position x,y,z where monster died
>picking up a loot bag to slot 4 in the inventoryList takes the reference to the item in globalItemList, adds it to inventoryList and then calls the item to destroy the lootbag.
>the original item never moved from its invisible origin in globalItemList
>>
>>152839441
I have fapped to this
>>
>>152856208
Lewd sidescrollers are overdone
>>
File: GetWell.png (35KB, 960x640px)
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Arikado (Clarentdev) is ill. If anyone wants to make him a get well soon card or something I will make sure he sees it.

In the meantime here's one of many early WIP tracks. https://clyp.it/wcfdfj00
>>
>>152839950
tumblr, twitter. You can link your tumblr to twitter so you only need to post at one place.
>>
>>152858318
working on something for him
>>
>>152858318
>Arikado (Clarentdev) is ill
Like dying of cancer ill?
>>
>>152841424
why is that image making me feel all warm inside?
>>
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Indexing Tris randomly created tris. Anyone got a pointer towards a tutorial for that?
>>
>>152858795
Because it's the closest you've ever got to having a cute look you in the eyes.
>>
I think ill do a placeholder only lewd game a la placeholder title
>>
>Ludum Dare themes are almost all shallow gameplay gimmicks, aesthetic bullshit, absurdly specific story ideas, or old theme copycats, when they are themes at all
>Ratings are gone
>Feedback Friends is probably going to generate a lot of shallow and vapid "Looks nice! (Now pls check out my game)" type comments

Anybody thinks this one is going to be worth it?
>>
>>152859000
It's not placeholders if you don't intend to change it.

So just find some lewd cute art from some artist o other game.
>>
and now I have a HUD element showing you gotta wait before you can throw more subweapons.
>>
>>152859065
You should do the jams for yourself as a mini portofolio and creative exercise.

If you want to get patted on your back then just make something ultra generic with everything foused on the art with cutes and tits on the splash screen and thumbnails.
>>
>>152859295
the hourglass looks complete separate from the subweapon at first sight, why not just overlay it on top of the weapon?

or if you can't do transparency, use a dither pattern
>>
>>152859456

I don't want to put it over the subweapon, the icon changes when you power your sword up to indicate you can use a unique attack, which works independent of subweapon ammo.
>>
Do you think a Hearthstone-style CCG could work as a near-perfect information game if the branching factor was big enough? e.g. Each player has a hand of 9 cards arranged in 3 rows. Each player can see the other player's hand. Playing a card in a given row discards the rest of the cards in that row. A new row is drawn for each discarded row at the end of the turn. If a player didn't play anything in a given turn they can still discard a row of their choice. Mana is carried over from turn to turn.

Chess has a branching factor of 32. Is there any reason this type of game just wouldn't work with a similar or higher branching factor?
>>
>>152859323
If I was looking for meaningless approval I'd have fucked off to /r/gamedev a long time ago.

But you're right, it's not really a good idea to look to LD for constructive criticism. I've considered doing a 48h game on my own schedule later. I think I'll settle for that.
>>
>>152859614
see: worker placement boardgames with no hidden information
>>
>>152859089
Thats not fun
>>
>>152859456
Alternative, fill the ammo counter with yellow behind the text then 'empty' it out as the cooldown

It's completely fine as is though, player would figure it out quickly

Or do both
>>
>>152859000
Oh look
Trips
>>
>>152859702
That's an apt comparison.
>>
>>152859660
>it's not really a good idea to look to LD for constructive criticism.

I have got quite good feedback previously, particularly regarding unclear gameplay instructions or controls, bugs and excessive difficulty/lack of hints. It makes you aware of fundamental problems that people get stuck on yet is extremely hard to discover by playtesting yourself. That have been immensely helpful in keeping the scope of gameplay complexity in check.

If your game is a basic and linear platformer and you expect an in depth review of the art and story then well, no.
>>
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What am I doing wrong here? The array has 1024 entries but this spawns only one of the selected actors.
>>
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>>152858318
>>152858642
Done. Hope I don't kill him with this.
>>
>>152860174
>array index == 1

why do you think?
>>
>>152860174
>if array index is 1 then spawn an actor
And it won't spawn any more after that
>>
>>152860174
I'm a moron that's what I'm doing wrong. Put Index into the branch -.-
>>
>>152860276
>>152860278
Sometimes I just feel like a complete retard. This is one of those times. I hate that feeling when the obvious escapes you for so long and you just wasted time checking everything but the right place.
>>
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>Fernbus simulator currently outselling No Man's Sky on Steam
What area still needs a serious simulator?
>>
>>152860620
Sooner or later you get used to occam
>>
>>152860250
You are a very kind person.
>>
>>152860848
Thank you
>>152860838
Sewage treatment simulator

Tunnel building simulator

Balkan politics simulator
>>
>>152860250
Brilliant
>>
>>152861139
>Sewage treatment simulator
>Balkan politics simulator
I got you senpai
http://store.steampowered.com/app/448370/
>>
>>152858318
As my greatest competitor, I hope he kicks the bucket.
But I also hope it's painless.
>>
>>152861370
You already lost the competition.
>>
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I'm trying to add specular to my custom shader.
Anyone have some info about specular formulas (phong, blin phong, etc)?
I'm currently using this from Wikipedia.

https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
>>
>>152861334
kek
Balkan is more than just Serbia though.
>>
>>152861370
Are you making a metroidvania?
>>
>>152861334
psychiatric simulator, something like hospital tycoon, the original. That was a pretty good game.
'
your welcome.
>>
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>you must have all these skills
>but we want you to work for free

nodevs I swear


>>152861334
nurse simulator. deal with crying children, cleaning up shit and dispensing pills while everyone else in the hospital disrespects and insults you.
>>
>>152861139
I work sewage treatment. Its no game.
>>
>>152861431
M7+1 stop wasting time and just look up gpu gems already
>>
>>152862212
Never in my life would I volunteer my time to someone who can't even fuckin' proofread. baka rn senpai
>>
>>152862212
arr, me wants a cut of the booty.
>>
>>152862212
>It's not even a fixed percentage, they'll decide how much they give you based on how much of your work they accepted and refused

This isn't a fishy or shady deal. This is a plain fucking retarded con attempt.
>>
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>>
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>IsLeftShiftDown
>function requires input event
>recognizes no form of input event
>>
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>>152862212
That piece of text is retarded enough as it is, but how does one sign a contract online?
>>
>>152862257
Neither is farming, driving a bus, being an EMT, a Surgeon or a soldier, but you can make it a game.
>>
>>152862685
eh
>>
>>152862702
Echosign
>>
remember restriction causes game play fellas.
>>
>>152862212
Sounds promising when you can already taste the abuse in the advertisement. I bet the idea guy will be the one responsible in calculating the percentages.
>>
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>be 1MA master race
>learned how to art by myself and have CS degree
>arguing with programmer about something art related
>show him drawings to illustrate my point better
>"lol enjoy ur mcdonalds job with that useless art degree faggot"
>show him that I can also code
>silence

>arguing with artist about something technical related
>start telling him about certain formulas and programming concepts
>"lol ur just a useless code-monkey"
>show him that I can also draw
>silence

Feels fantastic man.

Still no game because I can never get past the last 10% of development and also have no idea where I would even start with sound effects.
>>
>>152862885
Explain No Man's Sky then
>>
>>152862802
Interesting, are there other alternatives, how does it work? Do you lay out all the terms yourself or are there "presets" or help?
>>
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>>152863049

There were no restrictions. Hence why there's no gameplay
>>
>>152863037
The last 10% is the hardest part. For sounds you just need to find a sound bro or hack something together yourself or use free sounds.
>>
>>152863037
And then you woke up.
>>
>>152863049
you mean, why it's not much of a game?
>>
>>152863049
It tried unrestricted gameplay and managed to fail at everything it attempted instead.

Predictably. Elite dangerous should've been a lesson to not buy into the hype.

Sure you can have a galaxy full of planets, but no you cannot populate it in a manner that gives deep and meaningful gameplay in any normal development timeline.
>>
>>152863120
There are, but I forget their names. Generally, it's playing on the fact that a fax is legally binding but an Email isn't in all countries, so it uses a faxing framework as far as I understand.

eachosign has some tools for signing and reading, but in general you set up the contract yourself as a PDF. Templates for those have existed on the web forever.
>>
>>152863037
>feels fantastic being mediocre at two things and not being able to finish anything
>>
>>152863316
procedural generation is a tool. not a game.
>>
>>152863389
Thank you, that's very useful.
>>
>>152863397
Hey now Pixel finished Cave Story in 5 years, I can afford to take it easy when I have to do literally everything for my game.
>>
>>152863335
>normies are too retarded to realize that a game can't be an infinite do-everything supergame
We don't deserve Nintendo
>>
They made a procedural game with very little asset variation except for Flora and Fauna. Flora and Fauna however they did not add logical restrictions to the results so you get watermelon Trex.
>>
>>152863571
They also forgot to add fun gameplay
>>
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>>152863556
>tfw you understand scope
>>
>>152863613
That too, yeah. Seriously, restricting the scope of the game for more variation is the way to go when you only have a small team. Gameplay always comes before scope, which is why Fable turned out to still be a good game even though it didn't deliver on it's promises.
>>
>>152863443
not played it, because 60$. But uh if it allowed populating planets with lifeforms, and building, mining. It might be ok. couple mini games maybe.
>>
>>152863643

Feels good.
>>
going to tim hortons

anyone want anything?
>>
Have you guys seen this? http://youtu.be/yINb5Huh0C4

It's great. I also recommens the other post-mortems, but this one is the most interesting so far (alongside Yar's Revenge)
>>
>>152863969
That's a breakfast thing, right? Do they sell waffles?
>>
>>152863787
I would have you drop of people, who start building houses and killing everything for food. Like a huge populous game.
>>
>>152863969
a cup of coffee and some tendies. I need some cholesterol to start my morning.
>>
>>152864062
lol, shit.
>>
>>152863397
it actually does feel fantastic to be slightly above mediocre at everything
>>
>Your game has music, sound effects and gamepad support

Starting to feel like a real game desu.
>>
>>152863502
you are not pixel
>>
>>152864409
But can you rebind the gamepad buttons
>>
>>152863787
That game is a Kaleidoscope.

You can have almost endless shapes/motifs, but there's really nothing to do and after a bit you just put it down and do something else.
>>
>>152864409
But does it have gameplay
>>
>>152864434
Yeah, 100% rebindable.
>>
ETA: never
>>
I'm writing the story for my RPG but my villain's motivations make more sense than the heroes. Should I leave it that way or is that bad?
>>
>>152864563
>I'm writing the story for my RPG but my villain's motivations make more sense than the heroes. Should I leave it that way or is that bad?
Doesn't matter, you will never finish the game anyway
>>
>>152864616
>only finished games matter
you are like a baby
>>
>>152864563
post the story here, i want to laugh
>>
Hey guys im new can i make minecraft in unreal blueprints????
>>
I bought this package of burgers for 6-7 freedom eagle screams. And it's never ending. And I got my mocha. :P
>>
>>152864690
you play as a hero who wants to save the world but the bad guy wants to destroy it because the world is poopy
>>
>>152864947
is it possible? sure
can you? no
>>
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>>152864563
If your heroes are classic heroes, that's pretty regular

Villains drive the plot in those circumstances. Heroes stop them.

This is why games featuring evil protagonists are the best

>>152864947
Yes. Unreal features atom-to-atom physics.
>>
>>152865110
>games featuring evil protagonists are the best
that sounds edgy
>>
>>152864431
And I'm not gonna finish my game in 5 years either, I'm aiming for 3 or 4, why does it matter though? I'm not in any rush since I already have a job and I'm devving as a hobby.
>>
>>152865110
>Villains drive the plot in those circumstances.

Yeah. An ancient evil awakens, it's your duty to stop it from destroying the world for the 59th time for whatever reason.

I guess it's true that it "drives it" in the sense that the action of the game wouldn't exist if the villain wasn't there.
>>
>>152865067
>>
>>152865173
I got bills guy, buddy, pal.
>>
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What are some games where I can escape the cycle of failure and actually make something of myself?
>>
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Added a rebound off the floor.
Now to add an enemy.
>>
>>152865438
Monopoly
>>
How do I go about getting some actors to use their likeness in my game? I want to photoscan their heads
>>
>CryEngine finally supports FBX fully

It's finally a usable game engine.
>>
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>>152865294
You awaken as an ancient evil. It's your duty to destroy this world before it's inhabitants seal you away again. They know you are coming, and they have prepared for you. Their weapons have improved over the centuries, yours have not. It took the greatest empire in existence and all the legionnaires, ballistas and trebuchets they could muster last time. Now they have invented cannons.

The game is on.
>>
>>152865785
that's one half of Breath of Fire 4 desu
>>
Idea guy here, I have a fantastic idea!

Go make something you lazy nodevs
>>
Should I be using the built in physics and rigid body in unity for a 2d platformer? It feels like unity's built in stuff is only good for a spaceship shootem up.
>>
>>152865312

https://www.youtube.com/watch?v=QJ61MBX95tw lol
>>
>>152865943
so you can bully me like you alwas do? no thanks
>>
>>152865628
is there any other format as standard as FBX?
>>
0-4 - implement crouching
5-9 - implement first person weapons
>>
>>152866514
Crouching sounds less important
>>
>>152866547
It's all gotta get done eventually.
>>
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>>152866514

>crouching

Doomguy doesn't need it, get working on them guns you faggot
>>
>>152866547
how the fuck would you know
maybe crouching is what the game's about
jesus fucking christ you are so narrowminded
>>
>tfw the average price of a finished agdg game is 8.5 dollars.

What's yours going to be? Assuming we live in a world where you aren't a nodev.
>>
>>152866738

10 bucks
>>
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>>152866659
Sounds like you're the narrow minded one if you care about crouching that much
>>
>>152866738
I don't think my game once it's finished will be worth anything, really. It'll be free, I guess. Unless I can really see some value in it.
>>
>>152866738
>Not multitier price model dependant on shekelbook personal information
>>
>>152866738
10 dollars for the game I'm working on right now.

If I add multiplayer, maybe 15.
>>
>>152866738
Is anyone aware of any free singleplayer games on Steam with an entirely optional donation system?

Like you actually get nothing but thanks in return
>>
>>152866738
It depends a lot of what kind of game I end up finishing if any.
>>
>>152866738
About $4. It's short and multiplayer only.

I think that's fair.
>>
>>152866902
I know of pure free games.
>>
>>152866738
10-15, 20 if I add online functionality for level sharing.
>>
>>152866738
It will be free. Pay what you want is as far as I can go for now.
>>
>>152866856
Raising the price for adding multiplayer isn't going to do any favors for the multiplayer playerbase. Indie multiplayer is usually dead as fuck already unless it's coop or like 1v1 2v2.
>>
>>152866738
7 yuros.
>>
>>152866738
I will only sell my game if I make a game I would buy.
>>
>>152865628
Oo that's good to know. I wonder if it's enough. Because for me at least ue4 is just so enjoyable to use that they've got me on a leash.
>>152865943
Good idea. Made me laugh.
>>
>>152867151
As an engine it's probably still a clusterfuck but simple games (walking sims) with dat cryengine foliage should be doable.
>>
>>152866738
10

15 if we get to add a ton of content
>>
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>>152867146

That might be oddly stand-uppish of you, or possibly really bad if you have bad taste.
>>
>>152866738
$5

if i finish it
>>
>>152867146
I might just try donations our give it away , but it's worth 10-15$.
>>
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>>152866014
>>
>>152867315
>he thinks my agdg friends don't bully me irl
>>
>>152866014
>>152859660
>>152860019


just want to take a moment and thank all the people who post advice and reply to mine and other dev's work.
be it negative or positive its important for all of us to share our opinions and not be afraid of being called bullies or hugboxes.
this tiny community is a garden of individual truths and it would be a shame if we stopped giving constructive criticism.

i would also like to point out that as the poster you have a choice to take the criticism gracefully or otherwise.
maybe your timeframe doesnt allow for such detailed improvements of your model to reach your demo day goal
maybe you disagree with what has been said. but please avoid attacking those who give you feedback.

anyway i hope you enjoyed my blog
>>
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>>152867315
Cyber bullying is real. This is why artists hate programmers.
>>
>>152867390
You can't make it anywhere in life being thin skinned and weak willed.
>>
>>152866738
I was thinking 10-12.
If it goes up on Steam, they decide what it's gonna cost anyway, right?
>>
>>152867609
>they decide what it's gonna cost anyway, right?
Of course not
>>
>>152841776
What is the source of this gif?
>>
>>152867560
how do girls do it?
>>
>>152867656
Joe Danger 3
>>
>>152867548
>Cyber bullying is real
doesn't make it relevant, tho. You get your feelings hurt by meaningless comments in the internet because you choose to
>>
>>152867609
No.
>>
>>152867548
>being a real person
>>
>>152867691
They don't. Very few have any ambition and make it anywhere in life. They just try to get by on their looks. their only concern is social standing.

How many of them actually even achieve anything? Or even have hobbies?
>>
>>152867692
kek
>>
>>152867705
How about making agdg a better place by not giving useless and hurtful replies and, like, stop being an asshole?
>>
As an alternative to voice chat, I want to use a text based chat for my game. The problem is I want the text chat to only send to the other players if they're within a certain radius.

How do I indicate to players that they can't "hear" another player and that's why they're not getting messages? I was thinking fading each line based on distance (closer lines would be fully visible, further lines invisible) but I'm not sure that's the right approach.
>>
>>152867892
I agree, but while we do that, it is also easy to ignore to ignore comments that are useless and have no reason to them. That's how you deter them.
>>
>>152867548
>Cyber bullying is real
But you can block people form the internet and never get in touch with them if necessary, something that is not possible with real life bullying
>this is why artists hate programmers.
Generalizations.
>>
>>152867705
Cyberbully posts are like dogshit on a sidewalk. Even if no one steps in it it's still shit and it's still there and in no way does it improve the sidewalk.
>>
>>152868057
I don't have a problem with implementation. It's the actual design that I'm not sure about.
>>
>>152867851
>How many of them actually even achieve anything? Or even have hobbies?
a few, and a single one is enough to disprove the statement

>>152867560
>You can't make it anywhere in life being thin skinned and weak willed.
>>
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>>152868009
>Generalizations.
I don't know, anon. My artist fucking hates my guts.

>>152868086
I disagree. Cyber-bully posts are more like annoying beggars on the streets. They're there because they know they can get a response there. Ignore them long enough, and they leave, knowing they get no reaction from that place.
>>
>>152867916
have a different message for the first message sent by a unique player at double the radius that says:
"Player Name: this message was too far away to hear"
or have a little marker after the message saying "(this message reached 3 players)"
>>
>>152868086
this is probably the best analysis I have ever read about shitposting
>>
Anyone here have that motivational video of the guy screaming "DO IT!!!!" ? I need it for scientific purposes of completing my shit arts.
>>
>>152868205
you hear "undecipherable mumbling near by"

a grull ate you.
>>
>>152864021
really fantastic talk - on par with listening to miyamoto talk about designing 1-1
>>
>>152867916
For every x distance, replace 1 letter with a random different one until it's a garbled mess.
>>
>>152868324
you must be joking

https://www.youtube.com/watch?v=ZXsQAXx_ao0
>>
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>>152868324
>>
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>>152867548
fixed
>>
>>152868376
https://www.youtube.com/watch?v=zRGRJRUWafY
>>
>>152867015
I mean if I add multiplayer before I finish the game.
>>
>>152868448
https://www.youtube.com/watch?v=5-sfG8BV8wU
>>
>>152868339
*murmuring
>>
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>>152868462
thank you
>>
>>152868462
The worst part being that you probably made that edit unironically.
>>
>>152866738
0$ most likely, more than anything, I want people to play it.
>>
>>152854446
that was me
I HELPING, SEE PROOF HERE
spraydev is now schroedingersdev; until next post, stuck in quantum state of uncertainty to us observers as simultaneously both yesdev and nodev
>>
>>152868406
>>152868205
Thanks anons. Those are good solutions too.
>>
>>152868505
beat me to it. lol
>>
>>152868576

If you as a content creator cannot handle people on the internet you shouldn't be submitting content to the internet.

Phil Fish learned this the hard way, he tried to act like he was hot shit and torn down for it.
>>
>>152868605
it's funny. I actually know people who will refuse to play games that are free.

Their logic is: "If it's free, it's probably not worth it."
>>
>>152868704
this logic also applies for cheap games
>huh its $60 i bet its great
>>
>>152868704
That's a valid reasoning in the world of flash games.
>>
>>152868691
>If you as a content creator cannot handle people on the internet you shouldn't be submitting content to the internet.
that doesn't make the people on the internet right to act the way they do
>>
>>152868462
Real talk: Most of the "criticism" I see online is people nitpicking non-issues because they learned criticism from the nostalgia critic.
>>
>>152868704
yeah I always think reason that steam game is 2.00$, and not because it's good. you can fuck yourself.
>>
>Something works
>I don't know why
>>
>>152868829
It doesn't make them "wrong" either.

They just act like that. That behavior can either make you a better person or a worse, depending entirely on what sort of person you were before getting into contact with it.
>>
>>152868829

No it doesn't, but that's never gonna change. We as a society have been encouraging being "sensitive" too much.

It's people shitposting and being faggots, it's not hard to disregard it or laugh at it.
>>
Any music people here? I need a second opinion on some tracks.
>>
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>>152868448
>>152868421
Now I feel like I CAN DO IT
>>
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>>152868462
Posting the better version
>>
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>>152868324
>>
>>152868879
so 2$ games are all bad just like 60$ games are all good?
>>
>>152868505
>that edit
10/10
>>
>>152868990
I'm a music fag, show us your tracks.
>>
>>152869017
but that's not better, anon. The one you replied to is the best.
>>
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>>152869020
>>
>>152868704
This is how I judge the chance of buying a game before actually playing it

Games between 20 and 30 dollars : generally the best ones and the ones I'm most likely to buy.
Games between 10 and 20 dollars, ok games the second best ones.
Free games : might give a try if it looks ok, nothing to lose.
Games below 10 dollars and games above 30 dollars : don't touch with a 5 feet pole. (For the more expensive ones I wait until they're on sale.)

So keep that in mind when you price your game. A 10 dollar game might trick me into thinking it has more content than it actually has(so you'd get a buy), a 9 dollar game is already leaning towards flash shit for me.
>>
Reminder that if you are a solo dev and think your art is shit, you can make it up with storyline and waifu material to attract weebs.
>>
>>152869048
no, maybe 10$
>>
>>152869104
They're not mine, they're from my musician, you got a discord/email or something?
>>
>>152869242
But I don't want to attract weebs
>>
is the shia advice legit or is it just the next level of "just be yourself"?
>>
>>152869187
How do sales work on steam as a developer? Can you price your game as a $60 game and then make it half off immediately and indefinitely or are all sales controlled by valve?
>>
>>152869187
>a peek into the mind of the average consumer

I appreciate your post, and the insight that it gives. And I'm being fucking honest when I say thank you.

But that fucking disgusts me.

>>152869265
your answer makes no fucking sense
>>
>>152869146
False. Brevity is the soul of wit, anon.
>>
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>all of this pricing discussion

here. This still rings true to this day, even with inflation.
>>
>>152868704
>"If it's free, it's probably not worth it."
I pity the fools. I've played very good games that are free as freedom.
>>
>>152869187
There are lots of games (especially old games) that are great and below $10. Like FTL.
>>
>>152869187
this is pretty much, right.
>>
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>>152868704
What about a game like cave story or la mulana where there are both free and paid versions?
>>
>>152869401
I'm actually not interested in playing either because they're free.
>>
>>152869187
>Games below 10 dollars and games above 30 dollars : don't touch with a 5 feet pole.

tell that do the guy that made eroico and kurovadis, he sold his games at $5 and were massively successful mostly because they were priced correctly.
>>
>>152869287
well, I bet neither did FNAF developer but somehow he did
also
>not milking money from weebs
>>
>>152869303

Yes. It's presented in a meme-y way but it's a simple message.

Just go do the thing.

Do the thing. Quit fucking around, do the thing. Do it in parts, get help when you need it, but fucking do the thing.
>>
>>152869401
what's the difference between the two versions?
>>
>get job for first time in years

am i still gonna have time to make game :(
>>
>>152869378
>There are lots of games (especially old games)

This obviously doesn't apply to games older than 10 years who went through a steady decline of price.

I was talking about games with their prices on release.
>>
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This guy is living his dream as a professional indie dev. Why aren't you?
>>
>>152869471
Mostly graphics and music were remade in higher resolution. Though I think both made a few changes or additions to gameplay too.
>>
>>152869528
if you want it bad enough, you will
>>
>>152869471

Cave Story+ has different graphical and music options (only one of the music options are good, one is the original, and then there's a remix version that's garbage)

La-Mulana has massively improved controls, graphics, animations, music, and it's a little more streamlined, the grapple claw that lets you wall jump is shittier in the paid version but the improved combat is worth it in my opinion.
>>
>>152869187
good post. You have to value yourself and your product, and that confidence will shine through if you really feel it. Also, make you game actually be good. Never pay more than $20 for a computer game, as Guybrush would say
>>
>>152869395
retro games are exempt from this rule. And some donation games are fantastic.
>>
>>152868497
That doesn't matter. A higher price point will lower the amount of people who buy the game. The higher the price the deadier the multiplayer is going to be and the people who want to buy it for the multiplayer are more likely to pass on it.
>>
Solo dev here, I want to make an action game where you proceed killing monsters and shit in a tower, you beat up bosses and shit, floors are randomized and so are the bosses order.

It would have pixels graphics, average tier at best. As this is pretty much a project just to test out how good I can make a game in Gamemaker, I am planning to sell it for $9 and sell the soundtrack for $3, what are the chances of it selling if the gameplay is at least satisfying but the graphics neither terrible nor good?

I plan to give it my all into story and soundtrack to make up my shit artistic skill.
>>
>>152869670

This all hinges on your gameplay, start devving and show us what you got, motherfucker.
>>
>>152869670
>what are the chances of a uninspired game with mediocre pixel art making it?
very low, sorry
>>
>>152869670
see you in 5 years
>>
>>152869670
>I plan to sell
First you make game, then you think about price.
Seriously, just like those amateur atheletes picturing what they will do with the price money during their first year of training.
>>
>>152869281
Why dont you post them here?
>>
>>152869537
And of course I'm not claiming this is the objective list decreed by Gaben himself to follow when going through his lands. I'm just showing the general guidelines I follow (and whom I assume that many other like-minded consumers do).

Plenty of stuff can influence the final decision, like if a friend recommended it, or if it actually looks fun in the video trailer, or if the review scores are above 80%, or if I see a funny webm posted on /v/ with crazy shit you can do in the game, or if it panders to me directly, etc. But that's what decisions I'd make on a first glance for a game I'm not motivated to buy.
>>
>>152869670
>Another Roguelike trash
>No mention of gameplay
>I want story and music to be important

Lol you already failed
>>
Will I get shit for selling a game made with lots of free assets even if it looks decent?
>>
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>>152869827
No, because you will have heavily modified them to fit together
>>
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>>152869670
yourgameideaistoobig says your game will cost $3,120
>>
>>152869827
If it looks like unity asset store flip then yeah.
>>
>>152869827
By other devs yeah, but most people won't. Here's a trick though: use free assets but modify them just a bit so people don't recognize them immediately. For example you can pitch down some sound effects, swap the color pallet of art assets, etc.
>>
>>152869827
If it's super-obvious, like RPG Maker game made with RTP assets obvious, you'll be rightfully mocked.
If you can hide it, it should be fine.
>>
>>152869882
forgot to add text to my post:
some preliminary combat stuff - item effects can be added to weapons now. I think I'll add rolling soon and continue to tweak everything.
>>
>>152869637
like dwarf forest, that Norwegian iron age semi donation game, and rouge zombie our whatever it was.
>>
my issue with donation games is that i never donate
>>
>>152841270
I started using the pomodoro technique.
It sounds like a meme but it actually works for me.
Also having so many windows and tabs open so that I can't find my 4chan tabs helps.
>>
Judging the replies, I think $9 is the ideal price for it. Thanks guys.
>>
>>152870189

You better share your progress with us. Don't half ass this
>>
>>152867548
I hate how coddled people need to be these days. Criticism is a good thing fellow devs. If you have balls you can use it to encourage your improvement, if you take it and think of it as a reason to quit then that's your fault, you are in control of what happens with your work.
>>
>>152870079
I signed up for the auto donate on dwarf fortress. I need to cancel that now he is making 9000 a month. tehe.
>>
>>152870246
With that explanation you can guess how much I have done

I actually posted one of the initial stuff these days, but as I said, I am a newbie so it will take a time because I am doing the characters first.
>>
>>152870282

Toadyone is living the fucking dream
>>
>>152870189
humans are already trained to see $10 when they see a 9

personally i'd go with $7.50 because steam takes a third that leaves me with a neat $5 per sale
>>
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>>152870282
Wow, $4500/mo on patreon
>>
>>152870404

Well I still want to see your game.
>>
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Any good palettes for pixel art?
>>
>>152870552
your own
>>
General rules when dealing with people in the internet, IMO:
1) Don't be a dick
2) If someone is a dick to you:
-Don't feel bad about it
-Ignore it; do not respond or escalate
-If possible: block, report, move on
And finally:
3) Learn to tell pointless dickish comments apart from valid criticism, so you can improve
>>
>>152870552
learn basic color theory and you wont need to use premade palettes
>>
>>152870552
I think Dawnbringer looks nice. But ideally you should study it and see what it does right, so you can come up with your own colors.
>>
>>152866738
$5
>>
>>152870773
I think it's also important to watch your language in general. You can come across like a complete douche without saying anything explicitly rude.
>>
>>152870827
>>152870890
I will make a palette eventually, I just wanted to make something quick and get used to pixel art, I'm still practicing.
>>
>>152870552
Read (or watch) the part about color harmonies
https://www.blenderguru.com/tutorials/understanding-colors/
>>
All art is essentially pixel art, just at different resolutions.
>>
>>152870981
that doesn't apply here. People can be douches here all they want because it doesn't affect them personally.
>>
>>152870981

Also don't rely on nu male lingo. Like problematic and shit.
>>
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>>152871040
this is an all around good palette for beginners and the colorblind
>>
>>152869281
>>152869791
h-hello?
>>
>>152871073
Wew, that's helpful, thanks.
>>
>>152870493
>Wow, $4500/mo on patreon
It's literally nothing considering he doesn't have any other job, and he has to split it with his brother which also is a jobless bum
>>
>>152871113
This is a website full of absolute pricks. I wouldn't post my game on 4chan expecting anything different.
>>
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>>152871219
>This is a website full of absolute pricks

what're you doing here then?
>>
>>152871219
>This is a website full of absolute pricks.
This, which is why I am still here in /agdg/. Some people here just need to treat obvious retards as nobody to not stress
>>
>>152871217
>It's literally nothing

My rent+utilities comes to about 650 per month. If I had 2250 a month coming in and all I had to do was work on my dream game then I would be fucking happy. Thats like 1600$ left for food and shit.
>>
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>spend 20 minutes debugging why all the pixels are suddenly getting fucked up in unity
>it turns out i accidentally turned up the 'just fuck my shit up' slider in the game preview window
>>
>>152869187
I understand not paying over $30, most games aren't worth more than that. But not buying a game under $10 solely because it's "probably" bad is fairly retarded.
Why not just take a quick glance at the user reviews? If it's anything below "Mostly Positive" I don't buy it.
>>
>>152870552
http://www.ctrlpaint.com/videos/?tag=Color
>>
>>152871461
>http://www.ctrlpaint.com/videos/?tag=Color
not even that anon, but nice link, thanks
>>
I like /agdg/ because nothing is really expected of you, people are brutally honest, and its anonymous.
So if you make something, there is no risk in posting it here. No shame if what you made sucks.
>>
>>152871219
thats why i don't post my game theres always someone asking "why you nodevs browse agdg agdg if you don't make games" well this is why i make games but i won't post them because you're douches now stop asking where is my game
>>
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>>152871581
>tfw you dutifully post your game nearly every day and RARELY get a single reply, even a negative one
>>
>>152871543
>nothing is really expected of you, people are brutally honest
this, pretty much

>if you make something, there is no risk in posting it here
I disagree on that one, since people can find you and your game and bully you publicly. But I don't think much about that. Meh.
>>
>>152856356
you need to convert the .vtt file to some other type .vtt is for web players

>>152844979
comiket looks so cool i wish we had something like that
>>
>>152871680
add either memes or triggering content to your game
>>
>>152871721
>since people can find you and your game and bully you publicly
Which is why you have to initially post anonymously.
If a general consensus forms that your game is good, only then your reveal your identity and post more progress.
>>
>>152871581
>>152871680

Can I see your games, anons? I don't mean that in an asshole way. I like seeing other people's games.
>>
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>>152870552
>>
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>>152871851
.....that actually sounds like a solid plan
>>
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is gamemaker a meme or a good intro to deving and coding for a total scrub? i want to make mostly 2d stuff and my only skills are art related
>>
>>152871990
>good intro to deving
yes

>and coding
noooooonononono

if you wanna learn coding and also dev, try python with pygame. If you just wanna dev, start with gamemaker.
>>
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>>152857618
of course i do.
>>
>>152871990
> i want to make mostly 2d stuff and my only skills are art related
gamemaker is definitely for you, don't fall for the people who say you need unity to be a True Dev™
>>
>>152871132
it looks like shit

except for the turquoise section
>>
>>152871990
I don't think its a good intro to coding but maybe to game dev. I haven't used it in 10 years but it was the first engine I used too.
>>
>>152872071
>>152872085
>>152872134
alright thanks guys i guess i'll just try it out
>>
>>152872134
are mods games
>>
>>152872234

Good luck, anon.

>>152872247

Well these guys seem to be cool with it here. I've been posting my shit here and I haven't had any complaints
>>
>>152871990
A lot of great games have been made with Game Maker.
It will teach you the basics of JLMG for sure, and it makes development incredibly fast once you're used to it.

Game Maker's scripting language, GML, isn't very good, but it's a decent introduction to the MINDSET you need to code. Once you've got that mindset, switching to C#, Python, or other beginner-friendly "real programming languages" will be easy as pie.
>>
>>152872247
if you feel like the work involved is comparable sure
games like counter-strike were originally a mod too
>>
>>152872247
depends on the case, dota was a mod that became a game
in fact, most wc3 custom maps were arguably different enough from the base gameplay to be considered or become standalone games
>>
>>152872080
Please make him available as a character in the finished product.
>>
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How's this concept for a HUD?
Health, stamina and then sanity is the chain. The face will probably end up being a clock to tell the time - or would you prefer a digital clock?
>>
Would you guys say it's worth switching over to GM if I already know coding? How much faster would I dish a game out compared to say, C++ with SFML?
>>
>>152871327
Because I'm a prick too.
>>
>>152872071
>If you wanna learn coding
>python
>>
>>152872774
I don't like how it looks, but it works as a concept. A digital clock may be more legible and easier to make, though.
>>
>>152872912
You'll develop much faster. It's like going from XNA to Unity.
>>
>>152872774
Sanity seems like it might be hard to understand but its possible the gameplay itself will be able to explain it. I think an analog or digital clock should depend on the style of the game. Based on what is there an analog clock though.
>>
>>152871969
kek
>>
>>152872949

You're an honest prick though.

>>152872774

Make the smiley face your sanity meter you dongus.
>>
>>152873047
as a first language? What would you recommend?
>>
Let's talk HUDs, /agdg/

What are some things you dislike in huds? What are some things that you think isn't used enough in games?

Should ammo be a number or another bar?
>>
>>152873119
>>152873184
for the sanity meter, my idea is to have a loud chain sound, retract the chair by one link and then darken the game world a little bit
would that be indicative of a loss of sanity?
>>
Yo, can anyone help me with this code?
freetexthost com /i0bu32exp3

It's a jumping script using character controller
animation plays correctly but the char ain't moving up
>>
>>152872912
It's fast. It's like cheating in Ludum Dare.
Just try it out for a week and see if you like it.
>>
>>152873197
C
>>
>>152873197
java, fuck the naysayers
>>
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>>152873292

I dislike HUDs that're overly bloated or put in really awkward spots.

ammo being measured by numbers or a visual indicator depends on how much ammo you're working with.

I'm using visual indicators for my arm cannon bullets, but a numerical readout for the subweapons in the boxes because the player can potentially carry up to 99 of them.

But then again I'm not an artist, so take what I say with a grain of salt
>>
>>152873467
>>152873517
>>
>>152873312
I think the sound would help the player figure out that the game mechanic is tied to the UI but I'm not sure the thematic connection between sanity and the chain retracting.
>>
>>152873579
Ok, I'll workshop it and get back to you
>>
>>152873292
I've been working on my HUD for months.

At first it was an overabundance of information, WAY too much shit on screen, but now it strictly presents the info you need in the heat of combat. While map and stats are confined to the inventory screen.

I also make the lifebars/staminabars fade out when they're not being used.

So now I have zero HUD elements while merely walking around. This is great for immersion. A HUD with too much info feels claustrophobic and ugly, and non-immersive.
>>
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>>152873292
HUDs without any fucking soul, just some asshole using the default font to be "minimal"

see: the new Battlefront

but I think it's more interesting to completely remove reliance on HUDs or atleast only show what is most necessary. Last Light shows its HP system with a watch on the players left wrist. And DOOM 3 showed its ammo count on the gun itself
>>
Are there any UI expert HUD videos or something? Somebody explaining the core aspects of a HUD, what makes a good HUD?
I'd be very interested in that.
>>
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>>152873773
>At first it was an overabundance of information, WAY too much shit on screen

Like this?
>>
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>>152873292
I like HUDs that are fully integrated into the game world ala Dead Space. I understand that can't always happen so if you need meters or counters make them minimal and out of the way.

i.e. As much as I like Dark Souls, I think the cross item display is awful and ugly.
>>
>>152873883
I don't know of any such videos but I think a good practice is to remove clutter as much as possible, unless your game is Persona 5
>>
>>152874041
not that much, but remove that garbage at the top middle and my game would have had an equal amount of HUD area.
>>
Got some time off work and did a decent amount of work, added a menu and some new weapons among other things.

The menu's kinda bland right now, I'd like to make it something that goes along with the whole fairy tale tone I'm trying to accomplish. Maybe he opens and chooses his equipment from a magic book? Or the menu represents some kind of bag of items? I'm probably overthinking it but I don't want to end up with a normal, bland menu.
>>
>>152874041
fuck, that reminds me of the meme /v/ image of a shitty fps hud that turned out to be really similar to battleborn
can someone post that?
>>
>>152872912
You can literally shit out a playable prototype a day. GM's the high-speed high-acceleration shitty-turning car of gamedev engines.

>>152873292
I like HUDs with both bars and numbers, it's nice telling at a glance how much health you have left but also be able to calculate exactly how many hits you can take. Something I feel like is underdone is having a second (optional) mini-healthbar right above the player's head, so you don't even need to look away.

HUDs that show extremely situational (or frankly useless) information suck. The only exception I'll make is points, 'cause seeing a massive score increase can be very satisfying.
>>
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>>152874339
>>
>>152870079
>that Norwegian iron age semi donation game
What game?
>>
>>152874272
How about theming it after a mini treasure chest? Or a toy box.

Hell, maybe the guy stores everything in his beard.
>>
>>152874272

I remember you, I'm glad to see you're still working on your game. A bag would make for a potentially cozy looking menu, but make sure the menu snaps up as fast as it does in your webm. Just add a rustling sound or a string being pulled.
>>
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>>152871073
>tried to follow the advice
>still can't do it

It's hopeless.
>>
>>152873883
Creating a HUD is pretty much the same as working on art. You're making a pretty picture that represents the info you need to convey to the player.
It's best to just dive in and start floating the graphics near the edge of the screen. Go with what looks good.
>>
>>152874672

I dunno, the guy on the left looks good.
>>
Still looking for help with Blueprints/Procedural meshes.

Pic related is procedural meshes being randomly created from 8 points within a certain range of zero. Now to create the index for those tris I have manually plugged every index I need.

How do I create Indexes procedurally that will make this shit scaleable?
>>
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>>152874816
Forgot pic
>>
>>152874524
I like both ideas, especially the beard one. Will keep a note.

>>152874530
Thanks I greatly appreciate it. Yeah I'm planning on having the menu coming up quickly, the way it's going right now there'll probably be a lot of menu use for things like equiping different weapons or using items, so I don't want players to be annoyed by slow loading menus.
>>
>>152866738
free + patreon patrons will pay us for the priviledge of beta testing
>>
>>152875032

Also consider faster methods of switching between items and equipment. Like maybe add an item that allows players to create "Loadouts"

Like loadout A would have a sword and another few items, then with a tap of the button you go to loadout B with the hammer and a few other trinkets.

The less pausing the better of course, and is that a whip I see in your weapon menu?
>>
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Been working with a friend for a couple of days in a videogame using the Unreal Engine 4™
>>
>>152875569

Perfect, add it to greenlight now and rake in the easy money
>>
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Will learning Rust even add anything to my programming skills? All I see are features that are limited to Rust and not new concepts which I can apply to other languages in general.
>>
>>152874272
Why don't you add quick use item slots, like Ocarina of time?
>>
>>152875569
Looks fun
>>
>>152875669
nope
>>
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Progress was very slow for a few days, so I started to work on assets.

I will never be able to draw a tree.
>>
>>152875236
An idea I had was having two attack buttons that you could equip two different weapons to like in Symphony of the Night. I might go for something else like equiping two or three different weapons then switching them with a button press like Dark Souls instead. Reason being I'm worried about having too many buttons to press.

Yep its a whip, I plan on having a pretty big variety of weapons to use. 16 unique ones with different variations of them that have varying stats and special abilities.
>>
>>152875698
will do.
>>
>>152875943

Do what this guy suggested then >>152875698

Having a few empty buttons that you let players equip whatever they want to would work, hell it could just be two buttons.
>>
what is a mechanic I can add to a visual novel to turn it into a game?
>>
>>152876070
shooting people
>>
>>152875569
The sooner you make your ledge grab work everywhere the better.

Generic actions that rely on specially placed objects are annoying for both players and devs.
>>
hitler was right
>>
>>152876045

Oh, well then. disregard me >>152876047

Refresh my memory, isn't your guy a gnome?
>>
>>152876070
more choices than story branches.
>>
>>152876070
whats the novel about? that kinda matters
>>
>>152876264
making friends. i guess you could call it a friend simulator instead
>>
>>152876203
are you talking about more fluff dialogue paths, or more choices with overlapping consequences & persistence in those choices in the narrative?
>>
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post weeb music
>>
what is best site for gamedev business?
>>
>>152876327
is it in modern day setting? Medieval Europe? Equestria? Azeroth? the streets of cyberpunk London 2070?
>>
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>>152876459
https://www.youtube.com/watch?v=LZDJUTYDiq8
>>
>>152876165
I was thinking of having it so the items all exist on one button but you can equip several at a time and scroll through as you play.

The 'Equipment' section covers skills that can all be equipped or unequipped at the same time so no use to keep going through the menu for them. Things like double jump or screw attack in games such as Super Metroid.

Yeah he's a gnome.
>>
>>152875569
whats your friend do? idea guy?
>>
>>152876495
the setting is comparable to kirby
>>
>>152876379
i mean it in both meanings.
more choices than JUST story branches.
more choices numerically than story branches.
the difference between a choose your own adventure book and a paper and pencil RPG being played out of a book is a matter of the scale of choices and deeper mechanics branching paths.
>>
>>152876459
https://www.youtube.com/watch?v=6ltDlYxo59A
>>
>>152876663
Just to clarify, by items I meant things like healing items, not weapons.
>>
>>152876728
*deeper mechanics than branching paths.
>>
>>152869942
>Estimate: $16,865,037*
>You could hire a team to make it for that price.
>Or you could make it yourself in about 337.0 years

This seems targeted towards AAA bullshit. I'd realistically estimate it will take me 15 years.
>>
>>152876663
>>152876837

Sounds good to me, looking forward to seeing the goodies and abilities you're gonna give your gnome.

It's actually kinda cool to see a game with a playable gnome protag, I haven't seen any games with one before.
>>
>>152871217
You're a greedy little shit if you wouldn't be satisfied with $2250/mo for sitting on your ass following your dreams.
>>
>>152876459
https://www.youtube.com/watch?v=ad5TszNUVYI

>tfw I may never make a music this good for my game
>>
>>152876972
Thanks I'll do my best.
>>
Post DeV MuSiC
>>
>>152871217
That's more than a lot of people make with regular, soul crushing, minimum wage jobs.
>>
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>>152877028
>generic orchestral battle music score #25601
Study classical music theory for a couple of weeks, listen to a few "epic" modern film scores, and get an orchestra sample pack
>>
>>152877212
>>152876459
https://www.youtube.com/watch?v=9SZfoItFL8k
>>
>>152874272
Glad to see you're back. So, is this going to be an exploration/adventure game? Cause I'd be pretty excited for Gnome La Mulana. Gnomulana?
>>
>>152877212
https://www.youtube.com/watch?v=lirYjdpAWxE
>>
>>152877212
>>152876459
https://www.youtube.com/watch?v=31z-Ov4gyH4
>>
>>152876459
https://www.youtube.com/watch?v=fTwAz1JC4yI
>>
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>>152839441
is this animated using spriter or something similar?
>>
>>152877326
Yep I'm taking a lot of inspiration from La Mulana too. Not sure what to call it yet, the working title is 'Metrognome' y'know because it's a Metroidvania where you play as a gnome! Thats probably way too cheesy to use so if anyone can think of anything better, I'll probably use it.
>>
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>>152874738
That was the one I did before watching the video.

Oh well.
>>
Someone give me Spine so I can animate lewd shit with mesh deformation
>>
>>152871217
I make 700€ a month.
It´s above average here.
>>
>>152877535

Just moving the segments up and down in-game with some image-scale distortion. Something like Spine/Spriter would let me do stuff more on the level of Rondo Duo, intricate wobbling details.
>>
>>152877714
just use blender like a proper poorfag
>>
>>152877696
>metrognome
>not a rhythm game
>>
>>152871217
>do your hobby for fun
>do one release per year
>$50k/year split with brother, more than enough to live off of
Sounds like he's living the dream desu
>>
Imagine an online survival game set on a huge planet everybody shares.
You need like an entire month of non-stop walking to circumnavigate the planet.
No custom servers, no single player, just one big shared planet.

Where do players spawn?
What happens when they die?
How do friends find eachother?

I'm thinking, when a player first joins, pick a random position on the planet and spawn them there.
Next to them is sort of a spawning pad where they spawn if they die.
They can carry it around, move it, and it can't be destroyed.
As for joining with friends, a player can invite you to spawn in their spawning pad.
When you die/kill yourself, you see the invite and you can decide to spawn there.
If you decide to do it however, your spawning pad is teleported to the friends spawning pad and you can't return.
This way it wouldn't be used as cheap transportation.
>>
>>152876667
He programmed the basic gameplay and he is doing art and animation right now
>>
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>>152877990
>Imagine
>>
>>152877714
Dragon Bones is a free alternative.
>>
>>152877904
Exactly.
>>
>>152877990
>imagining a game you'll never make

get out of here
>>
>>152877990
and then your friends has a dummy account which he leaves at city and and a dummy account at city b and now you can teleport to a and b for free
>>
>>152873517
I started with C++ and found Java to be incredibly fucking verbose. C++11/14 is good if you follow a good resource that introduces the right approaches.
>>
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Idea guy here.

Roguelike RTS.
>>
>>152877713
Read lots and keep working. You obviously seem to have an artistic mind, you just need practice and exposure to ideas.
>>
>>152878404
Yeah i just realized it wouldn't work.
I see two options.

>Only let new players join a friend before they even spawn.
This would mean if somebody accidentally joins the game before joining a friend, he's screwed.
>Use rate limiting for joining an invite. Like once / day or so.
Not really a solution and still allows free teleports, just slower.
>>
>>152878197

Doesn't work in Game Maker
>>
>>152878735
>Roguelike RTS.

go on...
>>
>>152878735
And there is zombies in it

And you can craft with your friends
or your enemies...
>>
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>>152878197
>open source
>readable c++ code
NICE. Too bad there's almost no comments.

https://github.com/DragonBones/DragonBonesCPP/tree/master/DragonBones/src/dragonBones
>>
>>152874489
http://www.unrealworld.fi/
>>
>>152878735
While I know this is a meme post, a roguelike is turn based by definition. You could sort of fake it being realtime by forcing turns to end in pretty quick intervals though like in crypt of the necro dancer.
>>
jesus christ i cant even into pixel art and colours send help
>>
let's say I have a car or skate and I want it to "carve" into the road when turning. How do I "rotate the velocity" instead of just rotating the car and having it continue in it's initial velocity's direction?
>>
>>152879096
Okay, roguelike TBS
>>
>>152878018
What do you do then?
>>
>>152879168
>use a palette
>use other game's sprites as a reference
you're stealing all your game mechanics from other games, so why not go all the way
>>
>>152879170
You mean like a drift?
I think you could try rotating both the car and the velocity, but rotate the car faster than the velocity.
>>
>>152879168
I don't claim to be any good, but the most success I have found is to choose a handful of shades of one color and use that for a sprite. Sometimes using 2 colors if its necessary.
>>
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I made good first progress on supporting localization through loading compiled .mo files.

Most of the code is from the link below, courtesy of Jonathan Blow. It was easy to convert to C and integrate into my codebase.

http://number-none.com/blow/code/mo_file/index.html
>>
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>>152879030
That's finnish m8
>>
>>152879310
I programmed the enemy AI, tweaked a bunch of things in the character and now I'm making environment art.
>>
>>152878954
When you craft with your enemies, both people contribute ingredients and both walk away with something, but you can play fair with good ingredients or sabotage the other player at the cost of your own item with bad or nefarious ingredients. Like explosive powder glue.
>>
>>152879168
>trying to design witch clothes
>no success
art is suffering
>>
>>152879427
eh, whatever, lol.
>>
>>152879170
Every frame, apply a small force in the direction of the car. That way the velocity will slowly adjust to the car's orientation. You'll want to apply some friction to prevent the car accelerating to infinity.
>>
>>152879493
remember that less is more.

then you add a couple cute things and you're done.
>>
>>152869351
19.99 is your friend
>>
>>152879419
That name triggers me. I thought he was cool after Braid. I suspected he was a hack when he started making "C for Game Programmers but Better". The Witness confirmed my suspicion. I wanted to like it so fucking much that I played all the way through. The ending confirmed that I had wasted my time.

At least I had the foresight not to pay for it.
>>
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>>152869187
>>
>>152876070
Point n' Click mystery
>>
>>152879170
You give the car a velocity float and then use its local forward facing direction vector normalized and multiplied by the velocity float.
>>
>>152879667
I would never pay that. For indie, I consider $15 expensive. $10 is reasonable. $5 is pretty much an instant buy if I have any real interest in the game.

But going over $15, fuck you. You don't need that much revenue if you're not paying for QA and polish. Stop pretending to be AAA and play the long game: good value and good gameplay means a steady stream of sales for years.
>>
>>152879872
great thanks
>>
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>tell a follower my game is going to come out around said date
>don't release it because you are a lazy sack of it
>>
>>152878858
you can just render out the animation as a spritesheet
>>
Is there a language that gives you more freedom and features than C++?
>>
>>152879872
>velocity float
You mean the magnitude of the velocity vector it already has.

>use its local forward facing direction vector normalized and multiplied by the velocity float.
That's a projection.

Please stop with this overcomplicated nonsense. Linear algebra is literally the easiest math.
>>
>>152879168
once you start to understand art this is all you need to turn it to pixel style
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

pixel art is just a medium, the fundamentals of all art is the same so learn to draw and paint
>>
>>152880029
https://www.youtube.com/watch?v=7EJLoxdoI-Q
>>
>>152879932
indies can't afford to play the long game though
>>
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>>152879493
>implying witches need to wear clothes
Pagan nature worshippers love to be naked.
>>
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>>152879493
>>152879394
>>152879339
>>152880179
here have some suffering
>>
>>152880139
no.

I mean that, objectively speaking.
>>
14 dollars.

down to 12 dollars for release week.

go down to 7 dollars on sales.

The ultimate jew technique.
>>
>>152880356
It's a pure witch. PURE. Some cleavage or thighs or midriff is all she is showing
>>
>>152880139
Lisp.

It sacrifices performance though, unlike C++.
>>
>>152880130

That sounds rather inefficient, having dozens of frames of little movement on a spritesheet, instead of single sprites being moved on screen. And doing it on a spritesheet, I wouldn't be able to make it so that the player could mess with the mesh deformation in real-time, like slapping a woman's ass.
>>
>>152880604
60 dollars on sale for 15 dollars. were gonna make millions. lol
>>
>>152880356
Also that's a nice picture
>>
>>152880409
Anon what the fuck. Is that supposed to be cum? Why so yellow?
>>
>>152880604
If the quantity sold is good, the low price is worth it. But for a literally who indie game do it, it's hard unless it becomes viral like Undertale and FNAF
>>
>>152880805
It's clearly mustard
>>
File: $.png (427KB, 1479x843px) Image search: [Google]
$.png
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>>152880692
That's what a ton of games do though
>>
File: 1438713239214.jpg (55KB, 636x477px)
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Thank you to the anon that suggested DragonBones, I got everything working after a tutorial.
Lewd jam is on boys
https://my.mixtape.moe/gjvthg.gif
>>
>>152880130
this literally kills the point when you want 60fps smooth animation in game maker
>>
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>>152869187
I wanted to price my game low, I wanted to make it cheap enough that I would buy it, and I'm a huge cheapskate

Then I read comments like that on Steam reviews, and now it'll probably end up being 30$. People that are used to buying full priced video games expect a certain level of inches up the ass I guess.
>>
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>>152881090
>>
>>152881090
>boner.jpeg
>>
>>152866738
Depends on the final product, but I'd say most likely between 5-10, 15 being the absolute maximum i'd be willing to go and that would be the least likely scenario
>>
>>152872739

i'm trying to choose between having toys/drawings/art supplies that come to life on an artists desk that fight to the death while he's away (like SSB1), or a post human dystopian landscape with AI's that try to keep themselves active for hundreds of years.

the toys thing would allow a lot of visual variety in the character design but the post human world is the one i put the most thought into.
>>
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Idea guy here

Make your game free so people will actually play it instead of letting it rot away forever in the indie section of Steam.
>>
File: 1457382324562.gif (1MB, 250x250px)
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>>152881090
>>
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1321540989815.jpg
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>>152881521
But then I'll never get the chance to retire on my gamedev funds and live a life of NEETdom
>>
>>152880171
I CAN'T UNDERSTAND HOW A PROJECTION WORKS AFTER WATCHING A FEW TUTORIALS.
>>
>>152881521
I need money Anon
>>
>>152881521
>paying 100 dollars and waiting a year for the intended goal of giving it away for free
steam got you cucked
>>
>>152881521
>Make your game free so people will actually play it instead of letting it rot away forever in the indie section of Steam.

bad idea famalam, a lot of people avoid free games because they're typically low quality, riddled with microtransactions or shilling other things. You have a long way to go before you're a good idea guy
>>
File: Peter.jpg (17KB, 620x367px) Image search: [Google]
Peter.jpg
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>>152881629
You can earn more working a minimum wage McJob or leeching off the crumbling welfare state than living off of purchases of your $10 kusoge
>>
>>152881762
did RRPS pay for the greenlight fee?
>>
>>152881456
Why not both. Someone must've built a midget automaton balancing on a ball at some point.

Also I like the Highlander-like idea of keeping oneself active for hundreds of years.
>>
>>152881892
yes
>>
>>152878735
XCom Apocalypse
>>
>at shitty 9-5 webdev job
>want to just like make game
>>
>>152881978
nice
>>
File: 1425512916836.gif (2MB, 316x213px)
1425512916836.gif
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>>152881803
Not if I make it big like hoppoo!!!
>>
>>152880171
>You mean the magnitude of the velocity vector it already has.

Why waste resources on calculating magnitudes and using a velocity vector? Have you ever seen a speedometer in a car that gives you a vector?

>That's a projection.
No it's scalar multiplication.

Please stop this overcomplicated resource hugging nonsense.
>>
>>152881762
Share it on indie game sites instead of paying the greenlight fee?
>>152881796
Probably mobileshit but a lot of popular freeware games wouldn't have the cult following they have now if they were some obscure Steam indie

See: Crypt Worlds, a pissing simulator made by a couple of weirdos. The sequel got $13k in KS funding.
>>
>>152881984
How do I get a shitty 9-5 webdev job?
>>
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>coming up with a title
>>
>>152882231
What's your game about, I'll name it
>>
File: 174807386085.gif (257KB, 480x360px) Image search: [Google]
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+ new secret costume for Bunny is done
- I saved it over the schoolgirl costume FUCK
+ new dance step animation
- no work on "easy mode" beatmap
>>
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>>152882231
>coming up with a username
>>
File: XikApU1[1].png (97KB, 1109x301px)
XikApU1[1].png
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>>152881762
>Greenlight cueue is not a year lol.
>>
File: 1348844823484.jpg (9KB, 250x250px)
1348844823484.jpg
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>>152882371
>I saved it over the schoolgirl costume
>>
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Hows this look for a hud

Curved Bar is your buildup to the special.
Blue Bar is an ever reducing cool down that when filled increases your reputation which are the stars.
>>
>>152882231
All my game titles so far have been "[GameGimmick]Thing"
>>
File: images.duckduckgo.com.png (1MB, 1679x948px) Image search: [Google]
images.duckduckgo.com.png
1MB, 1679x948px
>>152856356
Step 1: change extension from .vtt to .sub
Step 2: Enjoy
>>
>>152882315
you go into dungeons and explore them
>>
File: drake2.jpg (14KB, 264x263px)
drake2.jpg
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>>152882546
Dungeon Crawler
>>
>>152882231
Titles... so easy and unimportant.
>>
File: TartEachIlsamochadegu.webm (61KB, 521x382px) Image search: [Google]
TartEachIlsamochadegu.webm
61KB, 521x382px
>>
>>152882617
not easy and very important considering it's how everyone and everything refers to your game
>>
>>152882225
Optional, school but it definitely helps
Build portfolio
Make good resume
Make interviewer like you
>>
>>152881954
for the post human one i liked the concept of wandering around the world collecting party members with widely different attributes and body types you can choose between at " transfer stations" that act like checkpoints.

i could probably have the midget ball character be something you find in an abandoned toy factory that made basic custom AI for children of rich families.
>>
>>152882180
>Share it on indie game sites instead of paying the greenlight fee?
yep, you'll be in front of an audience open to it too.
>>
What makes a metroidvania a metroidvania? Is it the nonlinearity?
>>
>>152880409
I think it would be good if you look at the character assets in vh. Look for it in the h games general. In order to make clothes, expressions, hairstyles etc. easily swappable the character is built in pieces maybe similar to what you want.
>>
>>152882491
Simple and functional
>>
>>152882851

X is blocked go from Y to Z get a key/power , back from Z to X Open X repeat
>>
>>152882851
one giant level where paths are opened up based on the player getting stronger
>>
File: i.png (921KB, 1077x1604px) Image search: [Google]
i.png
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>>152882371
>I saved it over the schoolgirl costume FUCK
>>
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3D Metroidvania
>>
>>152882775
Thanks.
I'm guessing the internet is the best place to look for a web design job
>>
>>152882491
It's been a while since I've seen mixels this bad.
>>
>>152882608
hello lawsuit

probably
>>
File: 1471881655087.gif (2MB, 400x400px)
1471881655087.gif
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>>152882371
>doesn't use source control for finalized assets
>>
>>152882851
You get gameplay changing abilities to overcome obstacles in order to explore more of the map.

For example, SotN and Metroid games are metroidvanias, because you get stuff like double jump, different forms etc, but Souls games aren't metroidvanias, because the gameplay stays same the entire game, even though all these games are non-linear.
>>
>>152882851
Stop posting this
>>
>>152881062

I mean, that's fine for games with keyframes that vary strongly from each other, like in your picture. But for something like >>152839441 the extra keyframes aren't going to make that much of a difference. It'd be like having a Phoenix Wright spritesheet for a talking/idle animation that keeps the entire body in the frame, when the only thing actually changing is the mouth/eyes.
>>
>>152885064
What are you talking about, this is the first time I asked this question.
>>
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Minecraft Go
>>
>>152883717
Honestly, its a placeholder profile pic added in. The png is very clean and nice
>>
>>152882980
i will look into it thank you anon
>>
>>152885463
It's called lego.
>>
Being an idea guy should be a bannable offense
>>
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God dammit, need help again...
Can anyone tell me what the problem with this jump script is and how to fix it? It just doesn't work.

textuploader com /58xdz
>>
>>152885463
Who is this qt?
>>
>>152885153
There are games that also do that, making animation that just swap out facial features
>>
>>152885857
nice idea!
>>
>>152885921
vine
>>
>>152884343
>He doesn't use source control mirrored on all his computers with cold backups "just in case" for everything even shitty tests
>>
>>152884343
>doesn't use version control for unfinalized assets
>>
>>152885921
me
>>
>>152886091
what do you use for version control
>>
I watched a video on patent squatter lawsuits from shell companies regarding mobile games. I guess someone patented uploading software to Google Play so whenever someone does they have the legal right to buttfuck them.

Has anyone ever heard of that or had issues with it? Or is it just a scare video.
>>
>>152885886
why do you even have a delay for the jump
>>
File: 1437487432729.jpg (24KB, 319x283px)
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>>152884343
>using source control for binary files
>>
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1309898655460.png
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New thread
>>152886697
>>152886697
>>152886697
New thread
>>
>>152886668
So you can't spam it
>>
>>152886691
Everything is a binary file
>>
>>152886409
They'll try, but as soon as you say no they normally back off. Uploading software to google play is a feature of Google play, created by Google for use of their service. Would never hold up in court.
>>
>>152886776
well in that case you should be calling the delay after you've applied the jump force
also, Input.getbutton is for continuous stuff like auto fire, you don't want it for stuff like jumping
>>
Has this week's finished recap chart been posted yet?
>>
>>152879305
So... A roguelike?
>>
>>152883438
so Dark Souls?
Thread posts: 770
Thread images: 164


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