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/agdg/ - Amateur Game Dev General

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

Thread replies: 733
Thread images: 118

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Lewd Jam in 3 Days.
Play DDX games, leave feedback for devs.

>Latest 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

>Next Demo Day (11)
https://itch.io/jam/agdg-demo-day-11

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
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
http://freesound.org/browse/
http://incompetech.com/music/
http://freemusicarchive.org/
>>
come chat about your new game maker studio problems
https://discord.gg/2PAVY
>>
>>154633670
So in /jp/ Someone posted some Loli Simulator. Any-words on what happen?
>>
How do I stop being an unmotivated lazy fuckhead and actually get down on some good ole' gamedev?
>>
>>154633830
Archive
>>
>>154633892
any link?
>>
>>154633830
Ask on Great Chan's /agdg/
>>
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posting again for visibility, a GML problem

the "bullet" im shooting is just a very long sprite that is spawned at the barrel of the gun. I want it to cut off when it reaches collision with a wall. either stretching it to fit or just stopping drawing once it reaches the collision are both fine.

how would i do that?

and how do I reference the specific point of collision with the specific wall im colliding with, in GML?
>>
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>tfw you finally get your stub working
>tfw when your dream of jlmg went from being a dream to being feasible
>tfw when enginedev

Never give up
>>
>>154633981
do >>154633474
It's a giant pain in the ass but it'll work.
>>
>>154633474
>>154634026

there really has to be an easier way.
>>
>>154634059
Without an inbuilt raycast that is the easiest way. If you really want to jank it up you could shoot a small invisible object at max speed in the same direction with move_contact_solid, then use its position to calculate the scale. That might work.
>>
>>154633981
Can't you shoot raycast line til it collides with something and return the vector2 if it collides with something.
>>
>>154633981
What's the functionality?
It travels to the edge of the screen unless it hits a wall or enemy?
>>
>>154634205
it's just a very long sprite. i know. im terrible
>>
>>154634193
GML doesn't have built in 2D raycasting as far as I can see.
>>
>>154634283
That sounds like a good excuse to build one yourself.
Get to work, anon.
>>
>>154634316
I'm actually >>154633474, and yes, I'm doing it right now :^)
>>
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>>154634283
>GML doesn't have built in 2D raycasting
Wow I thought "gamemaker is shit" was supposed to be just a meme
>>
>>154634256
I'd say that you'll be getting rid of the sprite and replacing it with a line draw in probably every fix anyone will give you.
Off the cuff, I'd say do a loop along the vector of the line from the gun to the edge of the screen and do a point collision check every iteration and if you do get a collision return, then save that point and break out of the loop.
Then just draw a line between the gun and that point.
>>
What was the last original game anyway?
>>
>>154633981
>>154634283
>>154633981
Oh I didn't know there isn't a built in raycast. You can build one yourself though.

Create an end point for your laser (or count going off screen as collision). Then when you fire your laser check if there is any collision between the start point of your laser and the end point of your laser.

Using those four points ( x,y,h,w ) you can do math to find if there is any collision in between before firing. If there is a collision, log the vector2 of whatever you collided with and use that as your new end point before actually firing the laser. If there is no collision fire to the original end point.
>>
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z
>>
>>154633830

He used to post here an year ago, and he posts in the other chan now.
>>
Who in their right mind thought it was a good idea to make micro plugins of every tiny mobile feature for construct 2?

these are just the ones i managed to fit on one screen
>>
>>154633986

How long did it take for you to display a sprite?

4 years?
>>
>>154633981
Do loop that goes lengthdir with len increased each iteretion until it collides, then break; the number of iterations/sprite_width is the xscale you set the sprite to, put origin at the left edge of sprite. Done.
>>
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>>154634810
>>154634632
>>154634510
>>154634810

HOLY FUCK THANK U GUYS

i set the width of the sprite back to 0 and wrote this, fuck tha haterz
>>
>enemy attack animation sends finish notification
>enemy begins next attack
>on the same frame
>animation gets locked into attacking mode because it thinks the state hasn't changed
fuck, what do I do

I need a way to restart the animation every time a new attack comes in
>>
>>154635180
>i set the width of the sprite back to 0
i meant 1, sorry
>>
>>154635191
you obviously make it wait an extra frame before beginning the next animation and of course ensure the state has changed and check for it.
>>
>>154635191
post code
>>
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>>154635361
anyway I think I'm gonna try making it wait for the animation to finish before the enemy finishes his turn cause I think I might want it to do that anyway
>>
>>154634803
About 4 hours
What I really wanted was to get my RTS dream game running, with both local and global lighting, map editor and actual scripting for levels.
That took me 6 months because OpenGL is fucking retarded and there are no good resources out there.
>>
>>154635180
https://www.dropbox.com/s/tfxcqa16t15ac6y/raycasting.gmz?dl=0
Well, just in case you need to use "proper" raycasting at some point, keep this. Give it an origin and a direction (and some parameters referring to precision), and it'll give you an array of x and y of where the ray hit.
>>
>>154635781
thanks anon!
>>
>>154635818
No prob broski, it's also a binary search example.
>>
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I'm reading on structuring your game with a component system, like Unity for example. I'm especifically reading from here http://gameprogrammingpatterns.com/component.html
But there's one thing it doesn't explain and I don't understand, pic related.

What if we only want certain components in a gameobject instance? What if we want them in a different order? What if we want to add components during runtime?

How do you actually do that? do you just make 9999 constructors with each possible combination? What about runtime?
>>
>>154635954
surely there's an addComponent() function or something
>>
>>154634742
>$1.39 for vibration plugin
>shit's no doubt like 1 line of code if you did it yourself
fff
>>
Why is this thread boring. Interest me.
>>
>>154636056
It's not about already written systems like Unity, it's about how to implement systems like those

So for example, how does addComponent() actually work?
>>
>>154636114
I would, but I'm suffering from crippling procrastination and the pages upon pages of design documents I've written up will never become reality because the moment I actually commence work on a game I have to drop it because it's important and I can't start or finish important tasks.
>>
>>154635513
Breh why not use montages for attacks? This way you have full control over exactly when the animation starts running.
>>
>>154635180
Congrats man. Looks really good.
>>
>>154636319
I don't know how to use those. Can I run a montage separate from my animation graph, and then have it go back to the anim graph once the montage is finished?
>>
>>154636106
>buy the plugin
>use it in the code like so:
>Plugin.Vibrate();
>the original way to vibrate without the plugin is likely Base.Vibrate()
>the source of the plugin is: public void Vibrate(){Base.Vibrate();}
>>
>>154636149
Can you not just go

myComponents.Add( new ExplosiveComponent());
>>
>>154636436
That's pretty much what montages are. They overpower whatever current animation is running and resume from where it was once they're finished.

Documentation on them:
https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimMontage/

Or video tutorials :
https://www.youtube.com/watch?v=zQrNQtfNOHc
(Watch this and the next 2 more )
>>
So basically i am using the pirated unity, but i need to switch to the normal free edition so i can compile my game project in it and release it looking like it was made in the free verson
Can i do that?
I don't want to install unity on another computer or in a VM i just want to disable the paid licence in my current editor for a bit
>>
>>154637257
Why would you use pirated unity?
>>
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I actually like how this turned out a lot. I think M&M worked the same way where the enemy turn didn't end until they finished attacking. I was worried the game would be too slow with this but I think as long as I keep the animations really fast like this it should be fine. Previously, each enemy would attack the next tick after the last enemy, so effectively all enemies would attack at the same time which could make it harder to figure out what's going on (who's doing the most damage, who's in range, etc).

I also fixed a bug in turn based mode when a party member was dead, so as far as I know, I've fixed all the bugs which soft-lock the game in turn mode. With these fixes, I think my AI is in a good enough state that I can continue on developing the dungeon.

>>154637164
Neat, I might try that tomorrow. I suspect I won't even have to change any code except for switching the 1 line from IsAttacking = true to Montage.Play() or whatever.
>>
>>154637347
The free version lacks some important functionality i need
>>
>>154637420
Like what?
>>
>>154637420
darker theme?
>>
>>154637532
not him, but the dark theme is one of the most important features, anyone serious about dev stares at the unity editor countless hours every day and the light theme would literally make you kill yourself
>>
>>154637420
The free version hasn't been functionally different from the pro version since 4.x
>>
>>154637613
Oh yeah? Let's see how you run your shitty game without a gayass splash screen and dev it in the sexy tier dark themed editor.
>>
>>154637610
I already want to kill myself so I guess the light theme doesn't add much to it
>>
>>154637694
Soon you will be able to customize the splash screen and even change its color.
>>
>>154637792
too bad that version is so broken it cant even build right now
>>
>>154637613
Does the free one even have the profiler?
>>
>>154635954
If anyone was interested in this I've just gone to github and check out the source code of entity-component systems that are out there
>>
Well hopefully i will be able to save my overscoped i game i spent lots of time on.
I got actually not a shit idea on how to cut shit down but still keep it interesting. Let's see how it goes
>>
>>154638161
Son, this board is for professionals, we all know how basic stuff like this works, you should perhaps go to the reddit instead if you need help with complete basics such as that
>>
>>154638339
bait too obvious have your withdrawal (you) and work on your addiction
>>
>>154636149
In your example above the components are hard coded for quick access but say in unity most components are (no longer) given that kind of access and instead it probably goes and it probably keeps a hash table or some shit.
>>
>>154638339
>this board is for professionals
90% of this general uses GameMaker and drag-and-drop
8% use Unity and Playmaker
1% use RPG Maker
1% use Unreal Engine 4 + visual scripting

No one here can code.
>>
>>154638557
Sup attentionboy here is a (You). Glad I could help! Let me know if you need another.

Or just reply to yourself about how disgusting source is (a cry for (Yous)) and I'll give some more (You)s to you then!
>>
>>154638535
>playmaker
>paying for a unity plugin
>>
>>154638781
:^)
>>
>>154638557
I like it. Doesn't seem like you've added to this for a while though, so perhaps work on that?
>>
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>>154638535

What about me, anon
>>
>>154638781
>>154638557
Here's another (You) for you! If you ever need attention again just post this again. Every day if need be (as you have been).

We're here for you!
>>
>>154639023
It's Unity with Playmaker. You can't code.
>>
>>154639103

That's Doom with SLADE as an editor though, you krungus
>>
>>154639205
Another (You) for our beloved attentionboy. Basically a mascot of AGDG by now.
>>
>>154639023
That sword throw is sick as fuck.
>>
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i know i've posted this webm multiple times now but its the best reference for my question.
Im trying to limit the characters movement between each other, atm im thinking of adding collision spheres or pawn sensing components to each character and then on overlap or on sensed check a bool for inRange and the opposite for end overlap or they go out of the sense range.
Just wondering if there is a better way to do this in UE4 with blueprints.
>>
>>154639170
>krungus
What?
>>
>>154639268

That's what I said when I got the sprites in and got the mechanics down in a way that feels good.

How about this powered sword attack?

>>154639358

I don't know. I use other insults other than just "faggot" for the sake of variety. If I managed to make you stop and wonder what the fuck I just said, I must have done something right.

you donut
>>
>>154639659
It'd be helpful if I understood what it is he is trying to accomplish, because I have literally no idea at this point...
>>
Holy shit Godot has really gone a long way since I tried it last year

might consider using it desu, anyone using Godot can chime in?
>>
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>>154614330
==|AGDG Weekly Recap|==
Game Name: Monolith
Dev Name: AlexMdle, PureQuestion & ArcOfDream
Tools Used: Game Maker: Studio, Paint.net, pxTone
Website(s): http://monolithdevs.tumblr.com/
Progress:
+ quality of life demo day feedback fixes (slider clickability, button sizes, 16-aim, layout changes and a window lockup fix)
+ added water
+ floor 3 assets (background, blocks, props, etc.)
+ mouse is now both rebindable and rebindable to
+ waterfall and waterfall source objects
>>
>>154639748
Looking great anon
>>
>>154639659
>>154639340
More cries for help! Glad you're reaching out.

Here's that (You) you needed.
>>
I can't find any trustworthy torrents for Marvelous Designer 5. Is it even cracked?
>>
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>>154638557
>>
>>154639490
You plan on keeping the sci-fi walls?

It feels that if you could get some medieval environment it would be GOAT.
>>
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>>154639340
>can we not mail him a b*mb or something

>>>/wsg/1297702
>>
>>154635646
> OpenGL
> not Vulkan

Get with the times, grandpa.
>>
>>154640027

Well because I'm a lazy cunt I was going with the logic of my knight getting plucked from his world to go fight demons on mars and shit so a player can just load it up with pretty much any custom set of Doom levels and roll with it.

I wanna make some levels eventually though, and an actual games starring my knight
>>
Was there fan art for this demo day?
>>
>>154640293
Dang our little boy is absolutely thirsty for attention today. Here's a (You) for the goodboy!
>>
What is the biggest challenge a developer faces?
Inspiration, execution, or staying away from /agdg/?
>>
>>154640375
No "official" fan art other than the banner.

However there's an anon (or more than one anon?) who occasionally shows up and draws nice fan art for those who ask for it.
>>
Hello friends, I'm going to make a rare request. I'd like someone to bounce ideas off of story-wise. Does anyone here have some experience with storytelling and writing who wants to help focus my process a little better? I'm a programmer/artist looking to nail the themes and plot of my story down within the week before I start thinking about the mechanics (I'm going to do something simple, a JRPG).

So yeah, if anyone has some time to kill and wants to chat a bit, post your skype/discord/whatever.
>>
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>>154636723
>>
>>154640886
what program are you using?
>>
What is whodev
>>
>>154640927

It's youdev.
>>
>>154640893
What the fuck am I looking at?
>>
>>154640341
That shit already looks more fun to me than Devil's Daggers, I honestly believe you could sell it as a game if it had its own campaign/levels.

Though the knight getting sent to Hell/Mars as a fan game isn't a bad idea either, you could say he's Doomguy's ancestor or some shit.
>>
>>154640926
It could go either way between GM and Unity. I'm comfortable enough with both to work efficiently. I originally wanted to use RPGMaker for expedience, but I realize that the amount of work I would have to even add some slight variation on the standard mechanics would be a lot of unnecessary overhead.
>>
>>154640983

Is it bad I genuinely get irritated at people who use phrases like "can you not" "problematic" "toxic" "Can't even" and other shit like that?
>>
>>154641087
I didn't even know about this "can you not" shit.
But "toxic" and "problematic" induce cringe in me, as well.
>>
>>154638557
Whats going on why this has so many replies
>>
>>154641050
>doom meats vtm redemption
Make it so.
>>
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>>154641050

I could theorhetically port this mod into GLOOME, which is a standalone engine, make my own level textures, sounds, and other assets, and do that. But that's a pretty massive undertaking. I'm content with this being a mod.

Funnily enough the knight started out as an ancestor to Doomguy but I ultimately decided it'd be best to make him his own character.

Should prolly redesign him a little at some point though to make him a little less blatantly obvious Doomguy though.

I wanna make a Ys clone with the same grappling chain and sword throwing action in my doom mod one day
>>
>>154641000
a common meme's hands mixed with the face of a tiny tiny tiny living being that can survive in space and other extreme conditions.

Nice digits, btw.
>>
>>154641181
Mental illness
>>
>>154641245
Oh shit, I got repeating numbers.
I know the meme, though not by name. More interested in the creature.
>>
>>154640927
a dev who comes here with a ready game exclusively to shill
>>
>>154640886

I'd be interested to hear your ideas and give you some notes, what's your discord handle. I can add you as a friend on there
>>
>>154641181
samefaggotry
>>
>>154641306
I was wrong. I seached around, apparently it's a bristle worm.
>>
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>>154641490
Those things sure look...interesting.
>>
>>154641675

Hey cool, boob eyes
>>
>>154641675
i see you're ready for lewd jam
>>
>>154641731
Dick nipple eyes, to be precise.

>>154641752
Oh, I just lurk here, hoping to find a way to beat procrastination.
>>
So i am writting a storyline part of my game design document and shit man... coming up with an interesting good story is hard..
like small side quests and shit are easy.. but a large cohesive main plot story that will keep the player intrigued is haaaard
>>
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ive done it
one way platforms
axis aligned rectangles only
>>
>>154642106
>pixelated indie platformer with female protagonist
>>
>>154642217

something something where's your game something something ur ghey
>>
>>154642250
google risk of rain, kiddo
>>
>>154642106
how did you do it?
if character's falling, then stop movement?
>>
>>154642302
> pixelated indie platformer with female protagonist
>>
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>>154642428
>female
>>
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>>154641912
I saw my opportunity and I took it

Enjoy
>>
>>154642428
>>female indie platformer with pixelated protagonist
>>
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Let's your shitty gamemaker or ue4 do this
https://www.youtube.com/watch?v=GXI0l3yqBrA
>>
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>>154642217
honestly there isnt much platforming in it though

>>154642323
If during an overlap check one of the colliders has a special component i check to see if the player was on the correct side of it before the movement or not. It supports up/down/left/right but nothing rotated.

I'd recommend this article as a reference: http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
>>
>>154642463
>>154642493

There's a female huntress class in RoR.
>>
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>>154642493
>>
>>154642554
I think UE4 can. I think that was an attempt for Unity to match the quality UE4 could already put out.
>>
>>154642554

>film

Cool, a PS4 game!
>>
Is bocube made with unreal? Its a very nice
>>
>>154642661
Doesn't matter nobody here will make a game even 1% close to that. Even if you had the talent just making like 5 character models to match that quality would take you a year
>>
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progress
>>
>>154643051
oh yeah, no doubt. The mere fact they had to use custom shaders and pull a bunch of other tricks ensures that ok, that is possible in Unity, but also that almost noone will be able to pull it off.
>>
>>154642576
Half the people here are nodevs who just like to shitpost, don't take the people here too seriously when they make fun of platformers
>>
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Name her
>>
>>154643272
Looseface
>>
>>154643215
It's particularly awful this week it seems
>>
>>154643272
your mom's pussy
>>
>>154643272
Pepita
>>
>>154643215
How does one dev?
>>
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>>154643272
Killer Queen
>>
>>154643382
Just like make game
>>
gif or webm?
>>
>>154643638
webm by far
>>
>>154643272
Miley Cyrus
>>
>>154643638
webm, always webm
>>
>>154643638
gif for pixel art
>>
>>154642773
Pls respond
>>
>>154643272
Baecon
>>
Shit any plot i can come up with has been done in some movie game or book.. 2016 sucks
>>
>>154643272
PepPep
>>
>>154643826
As I know it was made with Unity, and it sure feels like that. I usually get a huge drop of FPS with Unreal games, but it was not the case with Bokube.
>>
>>154638557
Why is everyone so outraged, I see just a bunch of low quality buildings or whatever
>>
>>154643272
>her
>indie
>platformer
>made out of pixels
>>
>>154644079
this is the new meme of /agdg/
>>
>>154633670
What is this slut's name?
>>
>>154644079
they want to be part of the meme
>>
I FIXED IT
fucking servers man always giving me trouble
>>
>>154643903
Nihil sub sole novum, anon.
Ain't no such thing as an original plot, anyway.
>>
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How would I go about drawing the path and area of effect of a spell?
>>
>>154644079
No one is outraged. It's just extreme samefagging. Guy has been doing it every day for years...
>>
>>154644279
Yagami "the exhibicionist" Kou
>>
>>15464400
I was almost sure that it was unreal hmm thx anyway senpai
>>
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>when you get to that point in game dev when you aren't really sure what to work on next and progress grinds to a halt
>>
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custom events will start pretty basic but hopefully with each game release I will add new features
>>
>>154644886
>when you've laid down everything from the very beginning and build your game solid as a house but can't actually get started
>>
>>154644886
i know that feel anon. dont know what to recommend, do you have some clear long-term goal?
>>
well my game is starting to look pretty good, I hope everyone else is well.
>>
>Completely new to game development
>Want to create some 2D games that I imagine could end up getting fairly complex as time goes on
>Unity scares me and seems super user unfriendly as far as 2D shit is concerned
>Gamemaker seems easy to use, but I've heard it ends up being really limiting in the long run which might cause problems if my games do start to get complex

Wat do

I feel like Unity is probably what I SHOULD go for, but at the same time, I'm scared I won't follow through with my ideas and I'll end up abandoning them and regretting it.
>>
>>154634692
This will get interesting when this gets the online hiscore table.
>>
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>>154644918
> consuming shadow flavor
> junji ito style
> don't rest your head gameplay

sublime, anon.
>>
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>>
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>>154644494
like the spaces it will hit cover (pic related)?
>>
>>154645141
>don't rest your head gameplay
That game gives me PTSD because that is the one tabletop I've always wanted to play or DM. Could never get a group who wanted to play it. That and maid rpg but that was fetish fuel I couldn't bring up
>>
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i might as well quit devving and become roof texture guy
>>
>>154645175
yes
>>
>>154642576
werlcome to the cuteplatformer family.
we are all making a cute platformer
>>
3D level design is tedious as fuck. It takes me fucking hours to make a decent level and the player will only take about 10 minutes to go through it. So if i want like 5 hours of gameplay that is fucking weeks of pure level work. But i think 2.5 hours should be enough so that way the player looses the refund option.
>>
>>154645276
There are numerous pathfinding and similar things you can do to program that.
Look up bounded Dijkstra or taxicab geometry (or even a*).
>>
>>154645023
lets make this the greatest day ever!

https://www.youtube.com/watch?v=5-sfG8BV8wU
>>
>>154645252
Heh I thought that was a bird's feather's last time.

Anyhow, lookin good. A++ would use for my own roof.
>>
>>154645406
More like two.
>>
>>154645087
I'm using Unity's 2d for halloween bullet hell, it's not too difficult to use but has some annoyances depending on what methods you're using.
>>
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>>154630462
>>154629235
These are good complaints, thank you for taking the time to write all that! There was too much to write in one post so here: http://hastebin.com/jogimocola.vbs

See webm for how to dodge the vines easily.

For all the issues with gamepads, just keep in mind that I'm supporting generic controllers too so there's no way for me to make certain buttons work (up/down on gamepad for menus for example) on all gamepads without making code for each case since they have different button mappings.
I could only make that work for 360 controllers but I think I'll do just that since most people play with one on PC.
>>
>>154645170
probably shouldn't squash-stretch the eyes so much, it makes it hard to follow the character up and down
Also at the very bottom frames he should be expanding sideways a bit, and narrowing at the very top frames
>>
>>154645546
Behead those who use Source engine.
>>
>>154645546
i'll tell you what I can do, I can wait till the stars burn out. I can do that. na, really what are we talking about?
>>
>>154645546
yeah the heroic suicide plane crashers haven't died for this shitty future
>>
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>>154645141
isn't consuming shadow just lovecraft style, though?
>don't rest your head
The only thing I remember about it was the ant power that made you a living ant colony
>>
>>154639272
bumping for some advice
>>
>>154645906
You missed an 'a' there. As *a* cold feeling. "As cold feelings" could also work I guess.
>>
>>154639272
>>154645997
Are you trying to make them say teleport to you if they go too far from you? Or just not do anything if they get too far?
>>
>>154639272
Feels like they should spin a lot faster when turning... Kinda awkward how you have it.

Would it not work to do that thing olde games did, and just have them 1:1 follow the leader's path, but with some lag (and only move when you move, so they'll never catch up)
>>
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>tfw you won't be able to meet the expectations people have for your game
>tfw you are a depressed sack of shit

why did i even start such a big project?
>>
>>154646309
At least you started it.
>>
>>154645715
motherfucker. lol
>>
>>154646309
>tfw you won't be able to meet the expectations people have for your game
You literally only have to meet your own expectations. Don't worry about other people.
>>
>>154646161
ideal situation is a smoother movement between the characters so that there is a lead character and the two behind follow, the way i have it set up atm is all characters have the same input.
>>154646283
the turning needs to be fixed yea, gonna work on that next but as this is in ue4, the main problem i can see with the following system is that AI in ue4 cant deal with jumping very well, at least not from what ive seen, might be possible to mix my current system with an AI follower system, dont know how well it would work though
>>
How in the everloving fuck do games like Total War do per-unit operations? I mean shit that has to be done per unit, for example if I have a formation of 100 units on a slope, to determine where they should be standing I will need to trace from the unit down into the ground, for each unit (unless the ground is an even giant slope at consistently the same angle, which won't happen).

Maybe I am overestimating how much a trace costs, but it feels like tracing 500 times per tick to find where the ground is would be a performance murderer.
>>
>>154646501
Why would you need to do any tracing if your map is static?
>>
>>154646501
look into a heightmap based on position
O(1)
>>
is there a name for a cylinder without caps? like how a mathematical line is infinite?
>>
>>154646456
>AI in ue4 cant deal with jumping very well
What does that even mean

You can write your own AI to be as good at anything as you want
>>
>>154646665
You mean to store the heightmap in some way then check unit position against it? Yeah that would work.

>>154646703
Alright thanks, will look into that, sounds like a pretty damn good solution. Would also work with dynamic terrain assuming the heightmap you check against is modified together with the terrain as well.
>>
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>>154645496
like this?
>>
>>154646835
>You mean to store the heightmap in some way then check unit position against it?
Yes exactly.
>>
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>>154641245
I'm going to have anthro tardigrades in my lewd game.
>>
>>154646759
should have said i dont know how to code, ia m working with blueprints to make this. When i said the AI cant deal with jumping well, i was talking about my experience with AI in navmesh although it may still be possible to make a custom blueprint for the characters, if they collide with a wall, then jump forward.
>>
>>154646456
Then you want to do what the other anon said. They should copy your inputs but at a delay. There shouldn't be any issues with jumping since they will be jumping from the same spot you jumped, just later.

Sometimes they will desync, usually if there are moving obstacles (jumping on an elevator but your allies don't make it). For cases like this you need to have them teleport to you.

Instead of having a sphere collision check you can just calculate the distance between the two vectors and teleport if too far.

For additional smoothness you can have them interp their speed when they first start walking. They will be slower than you but quickly catch up in speed. However a lot of additional math will be required in this for getting them to jump at the correct time before they're at the proper distance/speed from you.
>>
>>154645276
you don't need a pathfinding algorithm, just use:
https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
it can usually be best implemented with a recursive algorithm - if you're clever you can make it so if one tile it hits is solid it will cut off the rest of the tiles beyond that
>>
>>154646451
>i want to flip burgers to pay rent for the rest of my life
>>
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>>154646309
>Complaining about being taking interest in your game and having expectations of you
>>
>>154646309
Which game? Now i wanna play when you hyped it up like this
>>
Is there a catch with using Mixamo animations?

Why is it all free
>>
>>154646456
>>154639272
The way I'd do it is make the character check for distance between himself and the player character every half a second or how often you want. If it goes past a certain distance then "go to player location" , player location being a vector which is continuously updated until it gets in player's range again.

Easiest way to make them handle jumps is to do a basic check every time it moves, if "x units forward there's a floor collision then jump while moving in the same direction."

A more complex one would involve making the AI check whenever it's about to fall down somewhere, and if the player's position is above the AI then jump instead.
>>
>>154647350
>he doesn't know
kek
>>
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Time for the new engine!

I'm thinking of going with levels similar to Castlevania games where you have many connected areas. The combat will stay the same, will add more moves once they're animated.

Should I add secrets in the game?
I don't like games where you collect coins forever but someone suggested you can unlock concept art or things like that.
Does that sound like fun?
>>
>>154642576
my SO would eat that shit up
>>
>Valve have again shaken up how the Steam store presents player reviews, this time adding new filtering options which, by default, don’t include reviews from people who got the game by activating a Steam key rather than buying direct from Steam. Valve say this is to prevent score inflation from devs throwing out free keys in exchange for reviews. That’s a noble goal, but the change also means discounting reviews from players who backed Kickstarters or bought the game direct from devs – groups likely to have genuine strong opinions – not to mention from other stores like Humble and Itch. Some devs are not best pleased.

> “An analysis of games across Steam shows that at least 160 titles have a substantially greater percentage of positive reviews by users that activated the product with a cd key, compared to customers that purchased the game directly on Steam. There are, of course, legitimate reasons why this could be true for a game: Some games have strong audiences off Steam, and some games have passionate early adopters or Kickstarter backers that are much more invested in the game.
>“But in many cases, the abuse is clear and obvious, such as duplicated and/or generated reviews in large batches, or reviews from accounts linked to the developer. In those cases, we’ve now taken action by banning the false reviews and will be ending business relationships with developers that continue violating our rules.
https://www.rockpapershotgun.com/2016/09/13/steam-review-filtering-affects-kickstarter-games/

rip free reviews
>>
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>>154646309
>big project
>agdg
Nah man you can do it
>>
>>154647449
so in this scenario, the AI would only be doing work if the following characters left the range of the lead?
Okay, I think I know where to go with it, thanks for the help
>>
>>154647676
StackOverflow?
>>
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I'm going to play some demo day games to give feedback and shit, so if you have a demo and are in the thread now, give me a heads up so I start with yours.
>>
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okay, both the initial text and the results screens are now customizable with the custom cards
>>
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fresh from the meme oven boys
>>
>>154647728
Yeah that's the way it seems natural to me, like if the player decides to mess around and start pressing left-right-left-right the follower wouldn't spaz out together with him.
>>
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>>154647612
What?
>>
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>>154614330
==|AGDG Weekly Recap|==
Game Name: Ordinary Platformer Life
Dev Name: Wur
Tools Used: GM:S, CSP
Website(s): wuropl.tumblr.com
Progress:
+ Fixed a bug where if you shoot you lose the speed given by a moving platform
+ Started working on an intro
+ Added an option menu with a control test room
- Too busy playing demos to do more things
>>
>>154647693
>valve shitting the bed

more news at 11, valve have always been a shit company and it's incredibly overpraised
>>
>>154645316
Why do you think your players will refund your game?
>>
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oops
>>
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==|AGDG Weekly Recap|==
Game Name: Maid Game
Dev Name: Anon
Tools Used: C++/DX9
Website(s): hexundev.tumblr.com
Progress:
+ Finished mini-boss attack animations
+ Finished mini-boss gameplay
+ Replaced dash animation
+ Released a new demo
+ Game runs on XP toasters
- Missed Demo Day X
- Game is not XP toaster friendly
- Lewd jam coming up
>>
>>154648151
Except that's literally the only good thing they've done in the past couple of years.

There are GROUPS out there dedicated to giving positive reviews. Some group admin contacts you, asks for like 200 free keys and in exchange 100 will give good reviews (they sell the other 100 or just distribute among the group for free.)

If you got a problem with this then the only reason I can think of is that you yourself were planning on doing similar shit. Just accept the reviews from your genuine customers like a man instead of trying to trick people into buying your overpriced shitty game.
>>
>>154645316
Imagine working on a sonic game
>>
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>>154633670
>monogame still not in the op.

Can we add it next thread please
>>
>>154648435
I wanna plow your field in preparation of spring seeds.
>>
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Engine wars is over. UE can never catch up to Unity now.
>>
>>154638557
is this the new overwatch level
>>
>>154648465
Instead of directly doing something about the 160 games they claim have potentially suspicious reviews, they have made it so people who don't buy from Steam have less valid opinions, that includes kickstarter and third party distributors.

At best it's lazy, at worst it's a scheme to make more people buy directly from Steam
>>
>>154648465
The problem is now Valve is trashing all legitimate customers who acquired the game from a different platform, be this other stores, kickstarter, patreon, or whatever that may be, and this hurts small indies that used these to get their game funded or to get more sales on other niche platforms

All because valve are too lazy and stingy to do any fucking moderation or quality control
>>
>>154648405
over 90% of indie purchases on steam get refunded because players get tired with the game after an hour or because the game is simply shorter than 2 hours so there is no reason not to refund it
>>
>>154648795
UE4 had a Vulkan demo at GDC, 6 months ago.
>>
>>154648795
>>
Gamemaker devs, how do you back up your work?

Mine currently saves to 2 harddrives. But i'm worried it's not enough.
>>
>>154648724
you have you buy me dinner first, sailor ( ;
>>
>>154649025
use a google drive or a web drive
>>
>>154649025
>Mine currently saves to 2 harddrives. But i'm worried it's not enough.
It's not enough, regardless of engine.
You should be backing up online too.
>>
>>154638557
>Not canus posting
Garbage


Btw why are none of my games fun?
>>
>>154648981
Huh, the twitter avatar thumbnail looked like a regular sized guy with a wig.
>>
i'm bored. what is everyone doing?
>>
>>154649204

fapping :)
>>
>>154649204
your mom
>>
>>154648981
yikes
>>
>>154649204
Waiting for tomorrow so I can play persona 5
>>
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Now that Unity are starting to claim assets from people using Unity 5, do you think most people will move to Godot or UE4? Or is there some other decent 3d engine out there?
>>
GD
Graphics !!
>>
>>154649204
watching vidya
>>
>>154648465
>then the only reason I can think of is that you yourself were planning on doing similar shit.
or maybe if I gave out a steam key to a co-worker and they genuinely liked the game they couldn't leave a review?
or if it was on humblebundle?
>>
>>154649204
Playing Escape from Butcher Bay to waste time I could spend doing useful shit.
>>
>>154648845
>>154648869
>kickstarter reviews

I really don't see how this is a matter of concern for anyone?

I mean if 75% of founders liked your game, then 75% of people who buy your game will also like it. It really has no effect on the overall score unless you admit that people who got your game through other means will rate it higher than people who bought it normally.

This is a complete non-issue, partly because the whole thing is optional and can be reverted back, but mostly because it's a review system based on percentages, meaning that if your game really deserves an 80% score then it will get it.
>>
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>tfw looking at all of the failed agdg kickstarters
it's one thing that most agdg games die during development but it is pretty depressing to see that most of the ones that get part finished are killed by the lack of interest from people
It just makes me not wanting to click on that unity icon in my start panel because it will just mean more wasted work for nothing
i thought that watching other agdg games fail would be fun but when you know you will be one of them, along with every active dev now (except the ones who can art and are making a porn game) it just sucks ;_;
>>
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>>154641243
>but that's a pretty massive undertaking
Theonian here,
If you need an artist for such a standalone project, I'd be very interested in joining (though your stuff already looks very impressive).
>>
>>154649543
the literal same article claims that people who kickstarted are more likely to leave a positive review than most normal purchasers
>>
>>154648981
You may laugh at her but she is making 5 times more than you and has a job she loves working on stuff you would kill to work on
>>
>>154649543
People who backed your kickstarter are indeed more likely to give you positive reviews, because they liked the look of the game enough to back it, there's nothing wrong with that.

Those people would still have given you those positive reviews if there was no kickstarter, so this will unfairly reduce your average just because you had a kickstarter
>>
>>154648981
How the fuck do you even get to that state?
If I woke up as an androdginous blob of fat I'd just kill myself
>>
>>154649502
> they couldn't leave a review?

They can leave a review, are you retarded or just climbing on the hate bandwagoon? How about you go back to reading the article before you jump into a discussion?
>>
>>154649559
ah it's fun. I'm totally do a kickstarter that fails, then make 15$ a month on patreon, for shits and giggles. lol
>>
>>154473336
Can I steal this?
>>
>>154649571
sorry bro, everything you make seem too muddy and desaturated for my project
>>
>>154643272
Crescent
>>
>>154649559
Don't be so harsh on yourself buddy, I'm sure you won't fail!
Because you don't have a game, you fucking nodev
>>
>>154649368
>Now that Unity are starting to claim assets from people using Unity 5
source or gtfo
>>
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>>154649676
>would kill to work on Unity
I bet you want a job at Bethesda too
>>
>>154649728
https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
>>154647767
it means "boyfriend/girlfriend/husband/wife" in the reddit language
>>
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>>154649559
Might as well try if you want to make game. You can give up after seeing your own failures instead of other's failures.

Of course, since it's not a physical activity, you can always do it when you're older, though you'll probably end up saying you can't do it because you're old (which old folks do a lot), and think you should have given it a shot when you were younger.

Or not, if you really don't care.
>>
>>154649961
then i will get rejected by steam green light. lol shits hilarious.
>>
>>154649676
Nope, doubt she's making more than me at all. Not all of us are neets that hope to live off of gamedev.
>>
>>154649680
>People who backed your kickstarter are indeed more likely to give you positive reviews, because they liked the look of the game enough to back it, there's nothing wrong with that.

There can be a variety of reasons for that, buyer's remorse also being a highly possible one.
Also wouldn't you say it's more "unfair" compared to developers who release their games without kickstarter? Who don't benefit of the "increased score" gotten from backers?

Again, the reviews are still there for everyone to see, and the score can be toggled to contain kickstarter ones, however for a _steam_ user who buys his game from _steam_, the score WITHOUT kickstarter reviews is much closer to reality and being true. It's a lot more "fair" concerning him.

And jesus christ a couple of percentages down in the score is not gonna leave you bankrupt if your game is actually good. Being so desperate for just a couple of numbers higher is the mark of a dev who just wants to sell his game and doesn't actually care about the people playing it.
>>
>>154647693
>n analysis of games across Steam shows that at least 160 titles have a substantially greater percentage of
This is retarded. It in no way means they cheated.

Let me give you an example, you have two people, John and Jill.

John randomly sees the on the steam sale for $2 and decides to buy it. John normally only plays and enjoy 3D FPS games and this is a 2D platformer instead, but he got it because it was cheap. John plays the game and doesn't like it very much because it isn't a 3D FPS, even though the game is good, he gives it a poor review because he isn't into 2D genre at all

Jill has looked forward to this game for a long time and even funded the kickstarter and in exchange got a key from the developer. When the game came out Jill played it and loved it and there is no wander, in its genre this game is great indeed. Jill leaves a very positive review.

So the reviews from the players who like the game so much they went into the trouble to purchase it directly from the dev for example are now ignored in the ratings.

Pants down retarded.
>>
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>>154649770
O-okay
>>
>>154649808
why wouldn't you?

I mean, I wouldn't, but that's only because I want to enjoy their games, not make them as making them would ruin the experience of playing them.
>>
>>154650031
Imagine how much it would sucked if you made it when you were 75. You finally made a game that sold millions of coppies and you are now rich as fuck.
And it's fucking useless because you are in constant pain from your oldguy ilnesses you can't hold your piss and shit you can barely walk and you will be dead within 3 years. With all that money... fucking useless.. can't enjoy any of them.
At that point it would be better to fail actually.
>>
>>154650357
idk i'm here to fail, for shits n giggles.
>>
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Custom cards can now be saved to three custom banks (A B C) which, next to the official card bank, can be turned on and off in menu.
>>
>>154650083
>wouldn't you say it's more "unfair" compared to developers who release their games without kickstarter? Who don't benefit of the "increased score" gotten from backers?
The score isn't 'boosted' by kickstarter, just the people most excited about the game will back it if a kickstarter exists, or buy it on steam if one doesn't exist, and give positive reviews in equal amounts.
Now those fans count for less.

>Being so desperate for just a couple of numbers higher is the mark of a dev who just wants to sell his game and doesn't actually care about the people playing it.
Are you implying people aren't more likely to play a game with better reviews?
>>
>>154650443
indie agdg game check list:
>random japanese letters: CHECK
every time
>>
>>154650662
where is your game
>>
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>>154650145
but it's okay, valvedrones will literally eat anything that comes out of valve's asshole. They can shit steamy hot liquid diarrhea and valvedrones will eat it without question and thank gabe and valve for the great work they do

and it's not because of /r/masterrace, the whole internet is gay for valve, just look at /v/
>>
>>154650662
There aren't actually that many
>>
>>154650450
if your game has shit reviews nobody will play it and you won't have any money to make more games, of course you will fucking care about your ratings
>>
>>154650662
it makes sense considering what he's basing it on is something heavily japanese

go all in or don't even try
>>
>>154650836
>he
>>
>>154650836
No fuck off mate.
You either make ALL text in japanese or NONE of it
Any japanese shit has only place in the japanese translation of the game.
>>
KEEP YOUR PROGRESS WEBMs COMMING GUS.
I'M NOW ALMOST MOTIVATED ENOUGH TO MAKE MY OWN GAME, FEW MORE DAYS AND I MIGHT ACTUALLY DO IT.
>>
>>154650962
if you are such a great game designer, how come you have not made a single game?
>>
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>>154650450
>Are you implying people aren't more likely to play a game with better reviews?

I'm implying that the difference isn't gonna be like 25% vs 75%. Nobody is gonna say "Oh this game is 73% instead of 77%, yeah I'm not gonna play this anymore."

And let's be honest, people who judge games based solely on score rather than gameplay videos and screenshots are idiots who will only play your game for 5 minutes, if that's the sort of playerbase you want to have then suit yourself I guess. Personally I've never cared for score, and I want people like myself to be my target audience. (Back in the day when I bought games there weren't any scores whatsoever, you had to judge a game solely on the cover and the small pictures they had inside the case)
>>
>>154649204
Feeling shit about myself due to pretty much wasting my day.
Dreading waking up and wasting tomorrow too.
>>
>>154650962
外人ピッグゲットアウト
>>
time to start my kickstarter.

https://www.youtube.com/watch?v=T6tIf8ZWSFc

don't mind me, i'm retarded.
>>
>>154647660
don't add secrets.
Instead, do what castlevania did, get back to some place you've been before but couldn't get to with your newfound ability and collect the loot.
>>
>>154650962
>>154650662
His Japanese text is literally just the name of the game in Japanese. It's even in romaji right under it.

If Japanese people can randomly insert english words in video games then we should be able to as well. My biggest gripe is seeing Japanese used incorrectly and in the most random of places (like that one space game with it being the UI element).

The title seems like an innocuous thing to bitch about.
>>
>>154651109
You must be old if you were old enough to buy games yourself before reviews were available. Like 40+
>>
>>154651428
Had a japanese exchange student at school. Asked him why his anime item had english letters. He said it was because they looked cool. Seems legit.
>>
Hey, I'm thinking about making a CoC/Witch Trainer/Breeding Season kind of game but I'm not sure which engine I should use, any ideas?
>>
>>154651671
I don't know any game engines for the calculus of constructions, sorry.
>>
>>154651671
Kys engine sounds like it'd be good for your idea. Or Godot.
>>
>>154651601
It's identical to how most Americans treat the Japanese language. Down to the horrible tattoos and completely wrong t-shirts. It is just more acceptable and widespread. Can't find the video but there's a pretty good video of an male idol who learned English overseas who went around asking people what their English shirt means. You see some pretty ridiculous shirts. One from memory was just the words runny diarrhea.
>>
>>154651671
One of those games is not like the other.

Just go with Game Maker anyway.
>>
>>154651701
Great joke, you should think about killing yourself my man.
>>
>>154651109
>the difference isn't gonna be like 25% vs 75%.

that's EXACTLY what the difference will be, because as an indie developer you'll have far LESS customers so each review will have a lot more weight. And if a portion of your reviews are automatically unaccounted for, that's giving the other reviews even more weight.

and considering the amount of complete trash that comes out on steam on a daily basis, scores become an invaluable filter for the handful of customers that are willing to look through all the junk to see if they find something they might like or whatever

most customers won't individually look through all the indie trash that's coming out and carefully read each game and its reviews to see if it's worth it. I used to be very interested on new steam releases even for small indie titles until the floodgates opened and it simply became impossible to check them all out

and don't compare an IGN review score to a steam review score, also enjoy not making a fucking penny for all your effort, then we'll see where your 'true passion' is
>>
>>154651468
30 actually, but my country is like 10 years behind the rest of the world so I guess it's accurate.
>>
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@154651912
>>
where's the recap pic
>>
>>154652030
yeah, but the laughs though.
>>
I have a script i wrote for gamemaker that takes keyboard codes and returns the name of the key if anyone wants it.

It's not at all complicated, but it was really tedious to write, so it might save you some time.
>>
>>154652030
>that's EXACTLY what the difference will be, because as an indie developer you'll have far LESS customers so each review will have a lot more weight. And if a portion of your reviews are automatically unaccounted for, that's giving the other reviews even more weight.

If your game is 25% from actual, legit customer reviews, then sorry pal but your game is shit. No two ways about it, even if it's just 100 people. Those kickstarters aren't gonna make a difference.

>also enjoy not making a fucking penny for all your effort, then we'll see where your 'true passion' is

That's what I'm doing, thanks.
>>
>>154652235
he thinks I give a shit, oh this is precious.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
>>154652413
?
>>
>>154651109
I loved godhand , the sense of humor is great
>>
>>154652534
just having a giggle mate. I forgot what we were talking about.
>>
Hey ladies
Nice game you got. Looks like something my 5 year old could do.
>>
>>154652709
oh, sick burn.
>>
>>154652709
DELET
>>
>>154652109
Too soon
>>
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It doesn't have any result like stat change yet but the game successfully grabs all card informations from the file

[1]
name=CUSTOM EVENT
flavor=This is a custom flavor test#of a custom card
option_one=click here
image=saved.png
test_stat=strength
test_mod=0
success_text=This is a success text
failure_text=This is a failure text.
>>
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==|AGDG Weekly Recap|==
Name :Bloodline of Heroes
Dev: Honk
Tools : Unity,Maya Lt
+ Character creation (basic)
+ Textures
- working on save/load system
>>
>>154651428
>nsert english words in video games the
and it's cringey as motherfuker
>>
>>154652709
oh no, someone on the internet claled me a LADY! this reminds me of how much of a social outcast and a loser i am and how i will never reproduce!
to add to the injury, they also said the game i made was something like his 5 year old cousin could do. 5 years old are known not to be very skilled with arts, programming and music, so this means my honest efforts were in vain, as the game i have contributed to is of dubious quality and each and every of it's assets can be successfully reproduced by a human of very young age
>>
>>154653013
Could you be more mad?
>>
>>154652907
If you've got 100+ cards then I hope you'll let me disable the fade in and text typing. I ain't got time for that shit.
>>
>>154653013
nice blog post that i never read.
>>
>>154653013
oh god, i must reproduce!
>>
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>>154614330
==|AGDG Weekly Recap|==
Game Name: Elements Torn
Dev Name: Arkbrik
Tools Used: Game Maker: Studio, Paint.net
Website(s): elementstorn.tumblr.com
Progress:
+ Custom fonts
+ Sped up and more juicy combat
+ Improved idle animations
+ Animations for being attacked
+ Fixed balance issues with enemies moving and attacking
- Played a bunch of DDX games
>>
>>154653032
no, my friend, of course not! with a nanometer precision that poster has located every my weakness, exploited it skillfully and masterfully to make me genuinely mad, as mad as a single human being can be!
>>
>>154653059
text animation is togglable already
>>
>>154653080
your not getting my awesome genes without a fight.
>>
>>154649973
Internet language is reddit language now? no wonder you never finished a game, you can't even learn a language
>>
>>154650743
Can confirm, would be gay for valve
>>
>>154649093
>>154649081

Thanks. I'll try out google drive.
>>
>>154647220
If that's your life then you most probably don't have the brain capacity to actually develop a good game anyway
>>
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eat your memes, kids. Or you'll never make the next tumblrtale
>>
I've made a random dungeon generator!
>>
>>154653779
>i feel insecure about my own intelligence so i will call others stupid to make myself feel better
ok, let's see that pixel platformer of yours
>>
>>154653904
Post pics, post webms.
>>
>>154653904
can i have it?

Seriously though, good job. Post a webm?
>>
>tfw actually feel not shit for a moment
>immediately start thinking about all the shit that lies ahead of me in my life and the depression jumps right back in
it's like my brain enjoys seeing me suffer
>>
So, anyone here who missed the demo day 10 but has a demo ready?
>>
is it acceptable if my roguelike is not randomly generated ?
>>
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Working on the combat stuff. Code for a basic 1-2-3-etc combo and some other things are in place, but I just need to do the appropriate animations for 'em.

Here's the first slash, at least.
>>
>>154654186
If they did, they'd wait for dd11 and make it better
>>
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>>154614330
==|AGDG Weekly Recap|==
Game Name: Generic Newgrounds RPG Game With Date Sim but Improved
Dev Name: Kaishounachi
Tools Used: GM and Paint.net/Pyxel edit
Website(s): None.
Progress:
+Japanese Delinquents Sprites
+Fixes on gun holding and firing animation

(last time i posted progress on this game here was on the second recap of july)
>>
>>154654249
It's better if it's not, as long as you can actually make it long enough.
>>
>>154654249
I'm okay with it

Might get boring if you die a lot
>>
>>154654249
is it acceptable for rotate to NOT wear a cute dress?


..

..
of course not
>>
>>154653985
>>154654056
Not yet! It's ugly and basic as fuck. The moment I'll have something better, I'll show!
>>
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Are these holding gun poses ok?
>>
>>154654272
sideways hand swipe seems like an odd choice for an attack. I tried making the gesture repeatedly, feels awkward.

Sprite looks nice though. I want to see more.
>>
>>154654249
Sure but I don't think it can be called a roguelike anymore
>>
Imagine if we traveled back in time like 15 years.. almost every dev here would make a large profit because the game selection back then was tiny.. yet today most of us will fail to make a cent
>>
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>>154654463
> tfw when recoil knocks my teeth out
>>
>>154654463
lower the head by 1px
>>
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>>154633670
I need a comp sci job so I can make money to support doing gamedev in my free time. Do I have any chance with just an AAS degree?

I'm tired of being a min wage slave and constantly struggling financially?

>C#/C++/Javascript/Html/CSS are basically my only skills (if you would call them that).
>>
>>154654463
looks like it's holding the gun like a bazooka.
>>
>>154654463
No. Fucking trigger safety. He has to keep his finger OFF the trigger unless he is actually firing.
>>
>>154654509
But accessible engines didn't exist back then.
>>
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>>154654549
ok....
>>
You know that moment when you introduce 100+ new lines of code and you run it and it all works perfectly? That fucking magical feeling?

It's been a while. Not today. I just wanted my character to run and now they don't move at all. Oh well, time for debugging! Let's keep going guys!
>>
>>154654581
You have a chance, but you'd have to work a lot harder for it than those with degrees/internship experience. Highly competitive market.
>>
>>154654581
Consider this carefuly.
If you get a job as a programmer you will no longer make games because after coding from 9 to 5 you will start hating it after a while and in no way will you waste your free time on game dev.
And no i don¨t care about your shitty "NO I WON'T I WILL TOTALLY STILL GAME DEV" arguments, you don't have any real experience to claim this i do. I worked as a programmer and if you are in any way serious about game dev either get a game dev job, or some on programming job and work on game dev in your spare time.
>>
>>154654249
Yes, but call it a dungeon crawler.
>>
>>154654594
>>154654542

So i have to lower the gun or put it a bit far from his face?
>>
Lol, now you can't complain that AGDG fags "ruined" your review scores for RRPS, Gogem.

You'll have to admit it's just a shit game.
>>
>>154654331
>It's better if it's not
eeeeh

I'm all for proper level design, but roguelikes are all about procedural stuff.
>>
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>>154654470
It can always use some more work, but after iterating through few different animations that was the best one I ended up with. The others either felt more awkward or didn't feel as quick swipes as I had hoped to go for.

>Sprite looks nice though. I want to see more.
Here's an older gif with the hook shot mechanic with its placeholder graphic.
>>
>>154654705
You could just make game easily in flash, or in javascript or just simple html + php games like travian

>>154654894
where?
>>
>>154654463
I'd lower where the gun is a bit
if you shot an smg, or any gun with heavy recoil, like that you'd fall flat on your ass probably

smgs are normally braced with your arms to lighten the impact, so they're held around the middle of the torso or to the side a bit iirc
ask /k/
>>
>>154654894
source? explain?
>>
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>>154654819
Yeah, I've taken this into consideration. I was thinking about getting a web development job, that way my career is more design based with light back end stuff and my hobby can be game dev.

>>154654814
At least it's a growing market. I'm just gonna have to suck a mean dick. Or get an internship.
>>
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>>154654894
>forgot pic
>>
>>154654417
that's what we want to see, stupid. Don't brag about something and not show it in an attempt to pretty it up. It's like a desktop thread, just do it
>>
>>154645252
Lewd..
>>
>>154654779
>You know that moment when you introduce 100+ new lines of code and you run it and it all works perfectly? That fucking magical feeling?
That is the most dreadful feeling. Because you still know something is going wrong but you just can't know what it is.
>>
>>154655058
All agdg rrps owners got their keys from gogem so i bet he now expects his rating to jump to 98% when their reviews are disabled
>>
>>154655321
I'm not sure it's retrospective.

My reviews on AGDG games that I got keys for currently still show up in the main section
>>
>>154654968
Oh, right. Thank you.
>>
>>154655249
>Because you still know something is going wrong but you just can't know what it is.
>he doesn't know how to reason about code
>his code is so spaghetti that it defies reasoning
>>
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>>154655447
i'm getting this
>>
>>154655736
Yeah, it still says I am a steam purchaser even if I got a key from the dev
>>
>>154655618
Although, that'd be a great upper body for a bazooka or maybe even a hunting rifle honestly
your sprite looked fine
>>
>>154655447
Where do you even get keys?
AGDG devs never gave me any free keys ;_;
>>
>>154654941
how do u animate this guy , his limbs seem really responsive
>>
>>154655794
if it's retrospective then it may be that the key must have been activated within the last x of days/months/whatever

>>154655970
just gotta be there, basically
>>
>>154655663
>his code is so spaghetti th
so? notch became the top 1% richest person on earth with incredibly shitty code
>>
>>154655970
I have 6, all just from the thread
>>
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How do you market a game?
>>
>mention code quality
>somebody gets triggered and immediately points out muh notch, muh toby fox, muh toady
>>
>>154656070

set up social media sites, a devlog, shill on boards, post demos, trailers and eventually try to land a publication with some site.
>>
>>154655970
Aerannisdev, 9th dawn dev and Uncanny valley dev gave free keys to the thread.
>>
>>154656270
this is the worst part of game dev... so tedious, i will just slap my shit on the greenlight and fuck it, either word of mouth spreads or the game will die
>>
>>154656165
>be retarded
>get called out
that looks perfectly fine to me
>>
>>154656415

read soemwhere that once you have a demo up and running, you should dedicate 20-30% of your time to maintaining the marketing if you want it to succeed.

word of mouth is unlikely to happen if nobody's ever heard of you game prior to release.
>>
>>154656505
Just add some thicc and people will
>>
>>154656420
The anon I was replying to was talking about how "you just can't know what it is" in regards to code hiding a bug. Which is false, and you'd only think that if you've only seen shitty code that can't be reasoned about.

Code quality has a direct effect on productivity. Games can be successful with shit code, but that's beside the point. Minecraft's development was dog slow, and it's no surprise why (no, it's not just because le vacation meme).
>>
>>154656165
You don't have any code quality, you don't even have any fucking game.
You're just a fucking idiot who wrote something retarded and got called out. Serves you right you dumbfuck.
>>
>>154656532
or that
>>
Oh god I hope posting progress here is enough marketing
>>
>>154656165
>muh toady
toady has phd in math you retard, his code is so fucking advanced by now not even nasa has code this good in their fucking rockets
>>
Like I said, triggered.
>>
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>>154656048
It's still missing a couple of animations so it could be smoother.

>how do u animate this guy
I use Graphics Gale for both making and animating my pixel pieces. There isn't much else to the "how" than using whatever traditional animation experience I've acquired over the years and apply that.

Smaller pixel art game animations usually have to be quick and snappy (unless you're making Prince of Persia style platformer), but to make those movements feel natural you can add additional frames where the character eases back into a "resting" pose (pic related). Doesn't need much more than a couple of additional frames, but it can have a big effect on the perceived smoothness.
>>
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Made a crude movement script and some kind of system to switch the cameras.
>>
>>154656676
Is dorf OS? can i learn from his godly code?
>>
>>154654941
Looked at your tumblr, you've been working on this for a while, almost two years. Do you plan to release it eventually or is this more of a hobby?
>>
>>154656505
>>154656270
I don't think marketing has anything to do with success in the indie scene. RoR barely had any marketing despite having a dedicated PR person.
>>
>>154656791
DF is closed source. However, toady has a clause in his will that if he dies the DF will be released as open source BUT it also clearly states that this will only happen if he dies of natural causes. If he gets killed DF will remain closed source forever. This makes sure some autistic neckbeard won't kill him to get the game open source.
This is not a joke, this is really true.
>>
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>C# interfaces force you getters and setters
>>
>>154656951
At least C# has properties with a default implementation for trivial getting/setting.
>>
>>154656951
it pisses me too that i can't declare public variables in them
>>
>>154656792
It's basically a passion project that I work on my free time, but I'm very much intending to finish it one day... Whenever that is.

>almost two years
The earliest attempt at making this game seems to be from 2010, when I was still using Flash for my gamedev needs.
>>
>>154656951
Wat
If you want them to behave like a variable then
{get; set;}
Problem solved
>>
>>154656676
>>154656791
>>154656948
Toady himself admits that his code is shit and hacked together just to get things done. DF runs poorly and development is sluggish.
>>
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>>154655181
sorry
>>
>>154657086
I can tell that you are a very bad coder since you have no problems with verbose and redundant code.
>>
>>154656783
>Made a crude movement script
>crude
So you mean it's exactly like the original RE games. Didn't you start like yesterday? It already looks like it'll be decently faithful to old Survival/Horror games
I was mad when you said you were starting on it yesterday because it's literally what I want to make, and i'm jelly of even the little bit you've done so far.
>>
>>154657110
That is not possible, toedy has phd in math.
Development is slow because the game is the most advanced piece of code there is. It's so fucking intricate it's insane. No other game comes even close to the level of complexity which is df.
>>
>>154657135
Needs more hallways. I can see the room grid but since the rooms are squashed together it kind of merges into massive rooms with pillars and tiny wall segments in between.

>>154657182
It's not redundant if what you'd rather do doesn't even work. It's also not that verbose.
>public int x;
vs.
>public int X {get; set;}
How terrible.
>>
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post spell ideas
>>
>>154657292
>not knowing math majors write the worst code of them all

It's the matlab and one-letter variables from their formulas that do it.
>>
>>154657182
Anon I'm at my $68k/yr entry level dev job so I don't have time to argue, but just know there's nothing wrong with that
>>
>>154657292
>That is not possible, toedy has phd in math.
Delusional.
>>
>>154657110
toady's code is "shit" in that it's not at the level of PhD CS students he worked with - it's better than the vast majority of people and mathematically optimized. DF runs incredibly well for what it accomplishes and development is slow because it's 100% code and 0% assets.
>>
>>154657342
>post spell ideas
ask /tg/'s /5eg/ for some bad homebrew spells
>>
>>154657312
>>public int x;
>vs.
>>public int X {get; set;}
>doesn't differentiate between x and X
>or even worse he thinks this how the case is correctly used
PLEASE STOP
IT HURTS
>>
>>154656720
wow I randomly asked , but this is seriously good advice for someone who learning pixel art animating
>>
>>154656842
RoR was effectively marketed virally through /v/ on goodwill alone.
>>
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>>154657312
Of course! This thing here is super basic. A mere proof of concept.
However, I already know how I can make it have more hallways, dungeon features, monsters, all that.
This is where pure creativity comes into focus!
Some coding too, of course, but mostly creativity. I was waiting so long for this!

My game is going to be sweet!
>>
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>>154657450
>mathematically optimized
>DF runs incredibly well for what it accomplishes
>>
>>154657135
>>154657312
I disagree, he can get away without hallways. The aesthetic is that of an aquaduct or gothic repeating chamber style.

It would be super to mix aesthetics though. Like how all the Diablo games have one set of map tiles/textures for 2-4 levels, then it changes dramatically for the next 2-4, in a series of 4.
>>
>>154656842
hippo won the lottery plain and simple
70% of success is your game quality
30% is luck where people notice your game and talk about it etc
>>
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I probably didn't improve it that much, will work on it more later, but thanks for the advice AGDG.

>>154655831
I will keep the original ones for it then.
>>
>>154657453
What?
>>
>>154657682
look at those Tim Schaefer legs, I'm laffin
>>
I like dorf fort and toady but you should probably take his cock out of your mouth, dude
>>
>>154657450
>incredibly well for what it accomplishes
>literally 10fps on high end machines to fill the screen with not even rendered graphics but just ascii characters
ok
>>
THAT'S IT! I'M GONNA PLAY UNDERTALE AND LEARN IT'S SECRET MEME MAGIC TO ATTRACT SO MANY PEOPLE!
>>
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Not sure how to do terrain. Drew these mockups. Which do you think will be better? It's going to be a lighthearted 2d stealth and environmental puzzle game. Also what do you think of the soldier guy? I think I should change his colors but not sure.
>>
>>154657580
With DF, most of the performance issues comes from time complexity, that is O(n^2) time, and would show up because of the algorithms, regardless of how optimized the code is. DF almost certainly runs at more than O(n), where n is dwarves. Take pathfinding for example: when designing your fort, you can get a huge increase in performance by routing all dwarves through a central stairway, instead of a mazelike fort where more paths have to be calculated.
>>
>>154657997
looks like shantae recolors
>>
>>154657682
it's a small change, but it's a lot better like that
good job anon
>>
artist looking for programmer

please respond
>>
https://www.youtube.com/watch?v=C-T4VVZrmkA
>>
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>>154657997
should have posted this resized one
>>
>>154658148
I want the one on the left to kiss me gently
>>
>>154658059
What's your point? That not only does DF have shit code but that Toady is also bad at algorithmic design?
>>
>>154658141
Fishing?
>>
>>154658141
do you have anything in mind or are you thinking about starting working on something new?
>>
>>154657210

I am sorry anon if I caused any bad feelings. Plase don't feel discouraged if you wanted to make something similar, I would be glad to see what you come up with.
>>
Post dev music

https://www.youtube.com/watch?v=9xMWvzDLl5c
>>
>>154658141
Do you have a game in mind?
>>
>>154657997
Shantae indiana jones? I'd hit that
>>
>>154658141
post samples
>>
>>154658312
>>154658272
shut the fuck up. if you want to work with me you won't ask questions. you will do as you are told and you will like it
>>
>>154658269
what?

>>154658272
I want to work on an existing project

>>154658312
I want to work on an existing project
>>
>>154653939
As if insulting low intelligence has much to do with insecurities. It's much more about feeling superior to stupid people, as does everyone especially on /vg/ or /v/
>>
>>154658171
the right heels looks really stupid
>>
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>>154658408
>>
>>154658260
what algo would you use for dwarves pathfinding?
>>
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>>154658148
wait what
>>
>>154658141
The funny thing about this meme is that it's pajeets that think they're worth something. They're dime a dozen. It's artist s that truly make a game. And it's always programmer pajeets that are looking for artists
>>
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>>154658525
>newfags
>>
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>>154658236
>not prefering the one in the right
>>
>>154658283
>I am sorry anon if I caused any bad feelings
I'm actually extremely happy that there are others who want to make games in the classic-style of survival/horror. And it motivates me to work on my own.
>>
>>154658520
Something that can react to changes in the environment without recalculating the entire path, and also something where dwarves can share parts of paths.

Not a "probably poor implementation of A*" which is a paraphrased quote from the man himself.
>>
>>154658398
Yea that's the idea. Just the gameplay will be less metroidvania and more Mark of the Ninja stealth mixed with environmental puzzles like the old tomb raider games. Trying to find a way to implement takedowns in order to make them dangerous so that it's possible to take out the enemy but players will only do it if absolutely necessary and won't be able to wipe the map clean like it's nothing.
>>
>>154658431
l'm sorry, it won't happen again
>>
>>154658148
A lewd game where these two go on slutty adventures
>>
>>154658603
well sorry if i wasnt here all the time

some one has to make progress
>>
>>154658795
This video has probably been linked hundreds of times in the past year.
>>
>>154656783
that looks pretty neat, anon. How'd you get the camera to work?
>>
>>154658637
SHE'S SO CUTE
>>
>>154639928
The trial is fully featured. It's not like you care about using it illegally anyway.

But besides that, you could rent it for $60/month, spend that entire month doing clothes and then stop renting.
>>
>>154658851
oh. fair enough
>>
programmer looking for an artist, must use FOSS tools
>>
(in case anyone doesn't know FOSS = Free and open-source software)
>>
>>154658867

It's just collider-triggers that deactivate any active camera objects and activate it's own camera
>>
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literally not a single person here who doesn't know this feel except that cunt monster island dev
>>
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>>154657469
If you want some additional advice, here's a spritesheet from Mega Man ZX to illustrate quick and snappy game animations.

While the run animation (bottom row) in itself is as smooth as butter in motion, it would require a bunch of frames to do a slash animation that's as smooth as a stationary slash. To combat this, the game basically has three sets of run cycles (a lot of which is just copy-paste): regular, slash wind up (top row) and post slash (middle row). The slash effect pictured is then overlaid on top of the sprite to make the motion look smooth, even though there are no in-betweens between the wind up and post-slash. Looking at it like this can be weird, but your brain will basically trick you into believing the motion is smooth.

So what I'm basically trying to say is that if you want your game to be quick and responsive to your inputs, don't be afraid to make the animations for those actions quick to the point. How the character returns back to a neutral state following the action is then up to you.

Of course, this isn't exclusive to just pixel art.
>>
>>154659150
His drawing looks better desu
>>
Look what you did you assholes, you made a furry go look for help in /v/ of all places! Shame, SHAAAAAME on all of you

>>154657840
if you were smart you'd play Stardew Valley instead, it made more money. Undermeme is 25% sound, 25% RPG Maker trash that got meme'd up, 10% dodge-em combat mechanic, 15% social media fandom hype, 25% autism
>>
>>154659150
I bet even he does
>>
>>154658438
Umm I'm a programmer(not much experience with games but I've been coding for 4 years mainly in C/C++ so I expect I won't have trouble getting into it) and I'm the guy who posted >>154658171 >>154658756 . I just got the idea like 3 days ago tho and that's pretty much all I got, I'd like to churn out a working prototype within 2 weeks to get in lewd jam but idk if it's going to be possible since I'm just spending free time drawing shitty sprites that end up not really being good. If you'd like to work on a mildly lewd shantae-like indiana jones stealth game with cute girls for lewd jam, hit me up: [email protected]
>>
>>154659145
Couldn't you just move the camera to the room's specific position/rotation instead of having multiple cameras?
>>
>>154659459
Not him but multiple cameras makes it easier to set up specific color correction/depth of field/FOV/etc. I don't know why you'd want to move the camera honestly.
>>
>>154657342
>head explore spell
>redraw the card spell
>heal spell
>>
>>154656783
Looks disorienting. Pressing the forward stick moves the player away from the camera, but as soon as you turn the corner it does the opposite?
>>
>>154658887
She's literally a paid whore. With enough money you can have her too.
>>
>>154659828

Have you played the original 1-3 Resident Evil games?
>>
>>154659930
>enough money
;_;
>>
>>154659446
>not much experience
>I've been coding for 4 years mainly in C/C++

uhmm..
>>
>>154656783
Is that background pre rendered?
>>
I wonder if it is even possible to succeed if you don't want to do any annoying marketing.
Basically just post updates on a dev blog, then do a greenlight and thats it.. the chance is incredibly tiny, but i wonder how tiny..
Like i looked at the when it hits the fan dev and he got no funds and no traction for his game and he even had an actual booth at a gaming convention, did social media and all that crap..
now i know i will fail too, but knowing it doesn't make the feel any less shitty
>>
>>154659828
No, it's tank controls, i.e. forward moves the player in the direction they're facing.
>>
>>154658704
>Something that can react to changes in the environment without recalculating the entire path
good luck with that. the best you can do is running the path finding again with the new parameters from where you are, until you get to a point of the oldest path. But this assume a lots of things already about the nature of the change that will put your whole path finding in danger if it's not respected.
>>
>>154660152
Yes. Unfortunately that incredible amount of detail would not be possible with live rendering.
>>
>>154659930
Not so cute anymore
>>
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If I wanna make a top-down RPG game in Unreal Engine should I build the houses, etc. inside the engine or use blender? What's the pro and contra?
Also anything I should be aware of when building a map?
>>
>>154660276
https://en.wikipedia.org/wiki/Incremental_heuristic_search
>>
>>154660340
kek
>>
>>154660402
and you should have read your link before posting it, because it doesn't offer an answer, just a way of thinking.
>>
>>154660514
>example: Fringe Saving A*
>example: Generalized Adaptive A*
>examples: Lifelong Planning A*, D*, D* Lite
>>
>>154656783
what will you game be about?
>>
>>154659459

I did not really think about it before, but I guess kinda what >>154659579 said because for instance the camera in the small room has a different FOV than the cameras in the hallway.


>>154660152

Nah, it seems like too much of an effort to set it up with pre rendered backgrounds, expecially since you probably can get better rendering quality in-game in modern game engines than the original Resident Evil background pre-renders.
>>
>>154660362
Asking the unimportant questions.
Keep it nodev.
>>
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>>154660362
I don't know about the pro but this is contra.
>>
>100 bucks to put anything on Steam GreenLight
>might never get greenlit anyway
>>
>>154660661
if contra is this good, then imagine how glorious pro must be
>>
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>A game where you control your sword with the mouse

ls this a good idea or should l throw it right away?
>>
>>154660079
I wasn't coding games for 4 years, it's possible to code things that aren't games.
>>
>>154660698
Just make your game shitty youtube bait, or a cheap knockoff of some other shit game

There you go, your game will be greenlit within 2 months
>>
>>154660698
Greenlight is already infested with garbage and most of it seems to get through any way. Imagine how fucking terrible it would be if there was no barrier for entry. It originally was free and if you had seen what it looked like for the 24 hours or whatever when that was the case I think you'd understand.
>>
>>154660802
Thief and Daggerfall kinda made it work.
You'll be treading a thin line between AH FUCK WHY WON'T IT ACTIVATE and AH FUCK I DIDN'T MEAN TO DO THAT, though.
>>
>>154660698
It's a wall to stop kids flooding it with their rolling ball unity game shit
>>
>>154660802
It looks like you have a demo, is it fun?
Anything 2d just seems like a cop out to me.

>>154660836
what were u making?
>>
>>154660593

Shooting zombies in a mansion. I am not sure if Capcom has a patent on this type of game, but alone in the dark is pretty much the same in it's core mechanics, so I don't think they own the "shooting zombies in a mansion with fixed camera angles and tank controlls"-genre.
>>
How is your lewd jam progress coming along?
>>
>>154660878
>50 voxel "notMinecraft" games on Day 1
>>
>>154660930
Thought of a new idea, gave up in less than one hour
>>
what do you call this style of anime, with puffy cheeks, looks more curvy? Who creates this I mean?

I want to create characters like these for my game.
>>
>>154660878
the problem is that almost any shit game gets greenlit.. so even if you get greenlit you will possibly still won't make more than ten bucks in sales
>>
>>154661072
Let's not forget that the shit games are far more likely to get greenlit for some reason.
>>
>>154660930
There is no point in trying because i cannot art and lews is all about visual
>>
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>>154661053

Fuck. Forgot pic.
>>
>>154661208
That's a Western style.
>>
>>154659446
>C/C++
Sorry I'm not interested, but good luck with your game!
>>
>>154661208
tumblr
>>
>>154661053
>>154661208
I call it "Tumblr style cartoon"
>>
>>154661208

I am not an anime professional but that doesn't look like anime to me.
>>
>>154661178
it's possibly ironical, the edgy teenagers think how funny would it be if a totally shit game made it to steam not realizing steam is already flooded with them
>>
>>154660923
Started with coding competitions in HS with focus on algorithmic optimization, then lots of programming assignments in a good uni and some mind-numbing enterprise horseshit in my internship for couple of months.
>>
>>154658438
Wanna see my existing project?
Its a 3d survival game (medieval).
I need (free) artists.
>>
>>154661368
Hmm possibly, what language/engine?
>>
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>>154661208
>>154661053
Cal Arts.

It's taught in california to all millenials going to school for art, and we're fucking STUCK with it in our culture for another 20 goddamn years. You notice how Adventure Time, We Bare Bears, Star Vs. The Forces of Evil, and 20 other shows all look exactly the same? Fucking commiefornians.

Cribbed this from the /v/ thread, this is my RPG dialogue fetish, blinking and mouth movement
>>
>>154661416
Why does that matter to you?
To understand the scope, expandability, or something?
>>
>>154661492
It's a meme
>>
>>154661492
yes

>>154661546
what?
>>
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>>154656783
>game about a quadriplegic man exploring a futuristic space station while wearing a suit of special armor that allows him to stay upright and slide forward
>>
>>154661492
PSA: anyone claiming to be an artist looking for a programmer is a lowbrow, no-good memeing son of a bitch
>>
>>154661659
yes to scope and expandability?
do you want a small game or a big game?
>>
>>154661782
I'm open to either. What language/engine?
>>
>>154661829
C, OpenGL, SDL
>>
>>154661664
Head Lander?
https://www.youtube.com/watch?v=01T8Yh9-whQ
>>
time to book off work
>>
>>154661829
I don't understand. If you're open to either why does it matter which engne he is using?
>>
>>154661915
>C
>>
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>tfw trying to implement your own entity component system for your first time ever
>>
>>154661984
What's wrong with C?
>>
>>154662060
It doesn't have glm
>>
>>154662053
Should be a simple project so a simple ecs.
>>
>>154662053
Where does the player specific code go in an ECS?
>>
>>154662053
http://boreal.aggydaggy.com/programming/2016/05/26/entity-safari.html
>>
>>154662053
ECS is a meme, just use OOP like you actually know what your doing
>>
>>154662265
I guess that's why ECS is used in every AAA shop in the world
>>
>>154661915
Cool, not interested right now, but good luck!
>>
>>154662218
>java
>>
>>154662060
Meme languange for nodevs
No successful indie game was made in C
>>
>>154662171
In a component, if it needs to be reused between multiple players. Otherwise, directly in the player entity.

>>154662384
The language doesn't matter. I used Java because it's fairly standard.
>>
>>154662380
Why dont you just tell people what your looking for then?
I hate having to play 20 questions with people across the internet.
>>
>>154662513
sorry I'm not interested, good luck
>>
>>154662467
>In a component, if it needs to be reused between multiple players. Otherwise, directly in the player entity.
Thanks
>>
decided to join lewd jam
i need to shit out something in about 10 hours so i need some simple ideas for a game mechanic as i can't think of anything
>>
>>154633863
This
I feel nothing but tired all the time
Tired and stress
>>
>>154661249
Ummm I can work in lua(in fact wanted to do this in LOVE) and python as well. Also have some experience with Java but I'd rather have my hands cut than work in that abomination again.
>>
>>154662586
Components are for reusing data. Systems are for reusing behaviour. If something doesn't need to be reused, it doesn't need to be put into that framework (although it still may use some data from components).
>>
>>154662685
Sorry but good luck with your game
>>
>>154662657
Lewd jam is by far the hardest jam I've ever ideaguyed to. It's so difficult to balance the lewd, the scope and gameyness
>>
>>154662467
>I used Java
>for gamedev
You need to learn more languages, there's a million better languages for this. Hell even MS's clone does what java does but 100x better.
>>
LF cute unity dev to start a game with
>>
>>154662657
you have a toggle button where you shift from male to female, and you use your sex change button to get around thirsty anime con fangirls and horny beta males
>>
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>>154661471

lmao, you were right!
>>
>>154662810
well since i have to little time the scope will be bare bones.. basically pressing buttons in a sequence or some shit like that
>>
>>154662879
I used Java for the article because it's probably the language that the most people will be able to read. I don't use Java for my own projects.
>>
>>154654819
Then, how can I make a living while making vidya?
>>
>>154662902
that is too large scope

>>154662959
get a noncoder job and dev as a hobby and then one day you will either release a game good enough to quit your day job and focus on that game or you never will but at least you won't end up homeless since you still have your day job
>>
>>154663074
no it's not, you stupid. You have a player stick man, who's blue or pink with tits on button press, 1 repeating enemy male and 1 repeating enemy female. Could be top down, side scroller, anything.
>>
>>154663074
But I'm already majoring in CS. I'm not that good at sports, and I'm not USA-ian so I can't just fucking.. do anything I well please.
>>
>>154662945
What do you use?
>>
>>154663461
Right now I'm being a filthy languagedev, so Haskell.
>>
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>>154661471
>People get specifically trained to draw badly.
>>
I work construction during the day and dev with my wife and kids at night

You ladies are a bunch of whiners
>>
>>154663894
Pls get your wife to do voice acting for my lewd game
>>
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I have no idea why there isn't a pack on the Game Maker store thing that has these functions for free. I'd do it myself but you've gotta register for some gay marketplace account thing.
>>
>>154663894

That's why you don't get anything done and still work contruction.
>>
>>154664082
>wife
>not kids

Not lewd enough.
>>
>>154664187
>there are neet gamedevs in this thread who actually believe that their game is going to save them from their shitty neet lives.

I'm sorry kiddo, you won't be the next Notch.
>>
What's a good alternative for blender when trying to make meshes for use in UE4? It's hell to work with for me, none of the controls make sense.
>>
>>154664321
DELETE THIS
>>
>>154664325
The controls make sense after you learn them.

You can "OBTAIN" 3ds max if you want.
>>
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>>154664321
YOU DON'T KNOW THAT
>>
>>154663454
then join cops or firemen those jobs are at least fun unlike flipping burgers
>>
>>154664325
>>>/3/248019 has some other options.
>>
>>154662904
worse than moeblobs
>>
>>154664508
But I'm about as intimidating as a snail! And I'm not very fit!
>>
>>154664321
the chance is there and it's actually bigger than buying a lottery ticket but not by much
>>
>>154664627
2 birds one stone
>>
I know there's a word for this, but I always forget it.

In languages I work with, if I have an 'if' statement with multiple conditions connected with 'and', then if one condition is false, then the rest of the conditions won't be examined/executed.

However I'm nut sure about JavaScript, since it's slightly interpreted in every browser differently. Can I be sure that no browser will check the second condition if the first one is false?
>>
>>154664426
I've been trying to use it for 6 months now and I keep having to read up controls for basic stuff.
>>154664510
Cheers
>>
>>154664990
short circuit
>>
>>154664990
That's how boolean works.
>>
>>154664417
>>154664484
>>154664679

psht, nothin' personal, kiddos.

But for real, if you can program and you want money, do web development. Games are superfluous luxuries, and your customer base is full of autists. Websites will make money for a company and as such the customers are less autistic and have more money. Plus webdev is fucking ez because you can just wire up modules that other people have already written.

Then just do gamedev as a fun hobby free from pressure, free to make whatever you want without having to worry about whether its going to become a sensation. If it does then that's just a nice bonus, but at least you're operating on a decent foundation.
>>
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Anime did 9/11
>>
>>154665146
Web development is hell on earth
>>
>>154665065
Ah, that's it, thank you!

>>154665086
I hope you are right. I mean that's the only way it makes sense, but, you know.
>>
>>154664990
Yes, JS has short-circuit evaluation with || and &&.
>>
>>154665146
I worked as full time web dev for 8 years. I used to love web dev. Now i fucking hate it. Never do your hobbies professionally.
>>
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I refactored my level collision a bit and wanted to test how well it handles high speeds now.

I think this is good enough.
>>
>>154664990
>However I'm nut sure about JavaScript, since it's slightly interpreted in every browser differently

Shouldn't be the case. If there are differences in browsers its through feature availibility and shit like that, but logical operators are a core part of the language and will evaluate the same regardless of which javascript engine the browser is running.

However Javascript does do type coersion when you use a == operator, so use === instead to prevent type coersion on comparisons.
>>
is there a "golden" size for spirtes or like a length/width ratio? Im figuring out GM and so far all the test images I use(just boxes with ms paint arrows to show direction) are super compressed. is it more dependent on the camera rather than the images themselves?
>>
>>154665415
turbo fast
>>
>>154665534
depends on your viewport size, yeah

If you can't settle on anything else 32x32 is a nice, flexible size for pixel art.
>>
>>154664321
> wanting to be saved from my shitty neet life

nigga, this is the first time I feel like I have some kind of concrete direction in my life. i wanna make vidya income specifically so I can keep living my shitty neet life coding and drawing vidya.

being rich is overrated.
>>
>>154665146
t. PHP dev on suicide watch
>>
>>154664990

boolean operator evaluations would most certainly be the same regardless of browser. I think it's part of the ECMA standard.
>>
has anyone made a star fox clone?
>>
>>154665735
is not about being rich lmao, it's about surviving, good luck doing that without money
>>
>>154665701
F U C K

thanks
>>
>>154665415
but can it handle sanic?
>>
anime gave me a gamedev gf
>>
So how important is it that my code be good? I don't know how else to word that. But I'm of the understanding that there's good code and bad code. And I certainly understand that there are probably superior ways to doing things than how I'm doing them. Should I actively be seeking out superior methods if my current method works?

Link related. Just got my top down RPG movement finalized, I think. I'm happy with it and it works without error, but I'm certain there's a better way about it.

http://pastebin.com/fVDh9F4U
>>
>>154665415
I think at that speed it might be okay to come off the ground when you go over a hill. Depends on the game though, I suppose.
>>
>>154664321

Being able to sustain a "shitty neet life" sounds pretty good to me.

You just wish to be as free as a neet, being able to do what you want at any time without any pressure of making money for your kids and wife in your day enclosing full time job.
>>
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How do these combos look? Obviously barring good animations.
>>
>>154633670
I don't usually read these threads but why blendswap is not on this list? It's a go-to place for free models
>>
>>154665892
Here are some other considerations that may help you determine your sprite size:
>How many things (items, enemies, particles, etc) do you want to fit on the screen?
Games like Bangai-O cram a lot of particles and explosions on screen, so they want to keep the player size minimal.
>How much of the level do you want the player to see at once?
Super Mario World mostly shows you the immediate danger in front of the character, while Super Meat Boy shows most of the stage at once to show where the goal is in advance.
>How fast will the character move in relation to the level sizes?
You don't wanna make a Sonic game while the game is too zoomed in, but zooming it back out may make the game look empty if you don't put enough points of interest.
>4:3 or 16:9 aspect ratio?
Self explanatory, really.
>>
>>154666092
A good start would be to rename all those variables and define magic numbers as constants.
>>
>>154666303
What do you mean "self explanatory"?
>>
>>154666214
Made a menu loop for my Cyberpunk stealth game: https://clyp.it/lz3djaby Might actually try and get better at music or just use something royalty free.

Anyway, the game is visualy purely top down right now, like the 2D GTAs and while that's better for precise gameplay and easier to make art for I feel like this >>154666214 perspective pretty much always looks better.

Is it acceptable to have a purely top-down art style nowadays? I suppose Hotline Miami did it but I don't want to completely rip them off.
>>
>>154665869
p. much what I said then.
>>
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>>154666672
Didn't mean to reply.
>>
>>154666345

I hear you on the renaming. My last bug occurred because xbch was originally just xch, which just so happened to be a preexisting variable. They could be a bit longer for clarity while still being short enough for convenience.

As for the later part, you're speaking Greek to me. I'll do some googling though. "Coding magic number" got me some hits that look relevant. Thanks.
>>
>>154666005
It should be able to handle just about any speed.

>>154666097
I wanted to avoid exactly that when I designed my collisions and movement. The real speeds won't be anywhere near that of course.
>>
>>154666646
Choosing the aspect ratio will one way or another affect your game's viewport size. 16:9 has more horizontal space than 4:3, so you can adjust the sprite size accordingly. In other words, you can make the sprite bigger without sacrificing horizontal visibility nearly as much as you'd with 4:3 aspect ratio.
>>
>>154666696
you said "being rich is overated" as in "l still make enough money to live"
>>
>4chan was down all day
>didn't make any progress
>>
>>154666303
And even those can change.

Like in DKC if you are fast, you are in the middle or closer to the middle of the screen, yet if you move slow, you are at the side (so if you are moving left, you are closer to the right side). So based on where you are facing and on your speed you see more or less from the screen.

It is worth noting that in Super Meat Boy the size of the player is different in nearly every level. If the map is huge, then it is more likely that the character will appear small since they'll show more from the map. Yet if the map fits in one screen, then the hero will appear bigger/in its original size.

This zooming in and out thing is very notable in the new DKC games. They really like to play with the Z axis. If they want to make a challenge harder, then they will move the character closer to the "4th wall", if they want to show more about the hazards ahead, they will move the character "back".

If these things are implemented right, you won't even notice them unless you come to a point in development when you have to implement them yourself.
>>
>>154666214
>how does my just implemented knock-back and floating numbers look
fine
>>
>>154666870
A magic number is when you write the value of a constant directly in the code that uses it. This isn't a problem unless:

- You use it in multiple places
- You change your code

...which is to say, it's pretty much always a problem. The reason it's dangerous is, the compiler has no way of checking that all uses of the constant are the same. As a result, if you make a typo in one of the uses, or if you update the value and forget to change one of the places where you use it, then the compiler has no way of knowing you meant something different.

So, name your constants:

GRAVITY = -10.0

player.velocity.y += GRAVITY
>>
>>154666214
I don't like mouse games very much but otherwise it looks pretty good.

>>154666672
Topdown doesn't let you see characters well and I feel like most of those games have weird controls.
>>
>>154666870

>The term magic number or magic constant also refers to the programming practice of using numbers directly in source code. This has been referred to as breaking one of the oldest rules of programming, dating back to the COBOL, FORTRAN and PL/1 manuals of the 1960s.

>This has been referred to as breaking one of the oldest rules of programming

Oh. Oh. I'm sorry. I'm sorry /agdg/! I didn't know!
>>
>>154667419
Get an IDE with autocomplete for variables and make them as long and descriptive as you can. It will honestly help a lot in the long run.
>>
>>154667094
Yes, a dynamic camera can also help, but purely pixel art games often times keep the viewport size relatively static, ie. no zooming and out (at least, I'm assuming you're talking about DKC Returns titles, and not the SNES trilogy).

Viewport dimensions and the camera can make or break games, so it's important to carefully consider it early on.
>>
>>154665735
I'm just saying there are other areas of software development that have more feasible business prospects, friendo.
>>
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>Maybe I'll try to use Unity's animation system for scripting bullet patterns.
>I'm sure there will be no bugs.
>>
>>154667030
yeh. make enough many to survive, but fuck "being saved" from my shitty neet life. i'd like to keep that.
>>
>>154667640
Why would you use mecanin to make patterns, it will override everything. Just use the code.
>>
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>>154662429
>meme language
http://harmful.cat-v.org/software/c++/linus
>>
>>154667941
>C is good because C++ is bad
>>
Should I give up making an engine and use gamemaker?
>>
>>154667941
>>154667993
FUCKING REKT
>>
>>154667941
The ironic thing about people who bitch about c++, is they most often use C, and C++ is only the abomination it is because of C and legacy obsession.

Scott Meyer's talk on C++ and how the ISO fucked/are fucking it is really good.
>>
>>154667941

Sam Hyde is getting old.
>>
>>154668161
Should have done it from the start
>>
>>154668161
If you have to ask, you should have been using GM all along.
>>
>>154667762
It would be nice if I could use the existing animation system instead of writing my own or having bullet patterns hard coded.
>>
>>154667993
if C is good enough to be the base of any good operating system in the world since decades it's probably a very good language
you may not like it or you may not consider it the most convenient language for games but calling it "meme language" is ridiculous

C has 40 years and it's still the standard
programming language par excellence
>>
>>154668161

It's not like noone told you that engine devs never get past drawing single colored boxes on the screen and doing simple collision stuff.
>>
>>154668212
How has the ISO fucked/is fucking it? The ISO brought about modern C++ and uplifted it from the status of "C but with classes"
>>
>>154668469
>and it's still the standard
Only in systems stuff.
It's fallen out of everything else for some time now.
>>
what is the simplest no bullshit way to edit and build a C++ project on Windows without needing a Microsoft account.
>>
>>154668726
Mingw
Clang for Windows
Cygwin
>>
>>154668602
https://www.youtube.com/watch?v=ltCgzYcpFUI

Basically it's a clusterfuck of haphazardous bureaucracy where good ideas get thrown out because they most often would involve breaking something. And on the reverse, any mediocre/tiny addition can be stapled on-top if it doesn't break anything because the ISO go by quasi-rules of "why should we add this". Seriously, watch the talk, he's a good presenter.
>>
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>>154668726
>>
>>154668726
code:blocks
>>
>>154668969
I'm not that autistic yet.
>>
>>154668726
gvim and mingw
>>
>>154668726
Code Blocks
GCC
SFML
>>
>>154668969
anon said Windows. Go back to your cave, Torvalds.
>>
>defends C
>can't name a single C successful indie game
>>
>>154669317
Doom
>>
>>154669381
And then they later ported it to C++ and stayed there
I wonder why.
>>
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>>154669317
>>154669381
>>
>>154669547
>backpedaling
>>
>>154669635
Not even him m8
>>
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>>154669317
>>154669381
Fukn rekt lmao
>>
>>154669741
>joining engine shitposting
why m8
>>
>>154666214
It works, it needs juice: Animation, sounds... any kind of feedback that shows they were actually slashed besides the numbers.
>>
Why don't people get bored of having these arguments?

Just post progress please.
>>
>>154669845
It's not shitposting.
C is really unpopular for games for a reason.
There's so much else out there.
>>
>>154669547
>c++
http://harmful.cat-v.org/software/c++/linus
>>
>>154670017
Don't even use c++ m8
>>
Reminder that is does not matter at all what language you use to make a game. The most popular indie game of all time, a game that made over 2.5 billion dollars, was written in Java.
>>
Why would you use C when you can use C++ but with as little or as much of the non-C features as you want?
>>
>>154670017
>tfw I will never be this autistic
Can I even make a game if I'm not autistic?
>>
>>154670243
>Reminder that is does not matter at all what language you use to make a game.
This is objectively false. It may not matter to you, and in fact it may not matter to most people, but it will to some, because they are more productive with certain tools, they need properties of certain tools, etc.
>>
>>154670503
That's exactly what I'm saying. It doesn't matter what language you use, that's why you use the language and the tools you're most comfortable with. Because it doesn't matter, you still make a game with it.
>>
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>>154670250
This
>>
>>154670729
Then it's still relevant and useful to discuss the pros and cons of various tools, so that people can be guided towards what they will be comfortable with using.
>>
>tfw l finally intrinsically understand quaternions

complex numbers are beautiful
>>
>>154666092
I think I vomited a little in my mouth when I saw that.

https://www.kernel.org/doc/Documentation/CodingStyle

Follow this. I know it's C but most languages have those constructs.
>>
>>154667526
That's as bad as magic numbers, it's just bad from the opposite end.
>>
>>154670823
All tools and languages I know of have a website or some other place where their features are mentioned. So anyone can look these things up.
>>
>>154670862
What do quaternions have to do with complex numbers?
>>
>>154670862
Can you give an overview on how they work
>>
>>154670891
>switch (suffix) {
>) {
dropped
>>
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>>154671028
>descriptive variable names
>a bad thing
>>
Nice progress guys
>>
>>154671086
Complex number:
1 real component, 1 imaginary component
Expresses scaling and rotation in 2D space

Quaternion:
1 real component, 3 imaginary components
Expresses uniform scaling and rotation in 3D space

Quaternions are basically a straight generalization of complex numbers.
>>
>>154671086
They're like the 3d version of complex numbers, so to speak

>>154671087
Basically they have this funny property where you can rotate any point ONLY by multiplying a NUMBER to it
>>
who will capitalize on the lotr nostalgia market
>>
>>154671029
It's not that simple, not to mention it would be nice to see things through a gamedev lens.
>>
>>154671290
no one
lotr is trash
>>
>>154670816
because poeple at /g/ will tell me i'm bad at programming :(
>>
>>154670891

Ahah, there, that's more like the response I was expecting. I'll check it out.
>>
>>154671249
Complex numbers have uniform scaling too, so that's the same. Just forgot to say it explicitly.
>>
>>154671451
>dpt
>good
>>
new thread

>>154671454
>>154671454
>>154671454
>>
>>154671406
get lost, numale
>>
>>154671139
>variable names you can't read at a glance
>a good thing
>>
>>154667640
>using an animation system for something other than animations

Why would you do this to yourself? Just program the patterns & scripts yourself
>>
for magic

should i use a book or a wand with color balls on the tip?
>>
>>154664627
if you're a lanky manlet you don't get put on patrol, you get a desk job or handle traffic for intersections. Not every police officer is a run-and-gun hostage negotiator, stupid.
>>
>>154673817
Wand for Wizards and book for priests.
>>
How can I function better on less sleep? If I get less than 9 or 10 hours I feel groggy all day and lose out on so much productivity that I might as well have slept. I know people that can get by on four hours and get so much done. I'm already fueled by coffee every day and I don't know how to optimize my time more.
>>
>>154675316
ok thanks
>>
>>154671290
Lord of the rings? Fantasy is fucking overdone, it's all sci-fi and Postapocalypse right now. Gonna go back to fantastic present in a year or two.
>>
>>154656070
just dont spam. this does not work. make a good video and get some marketing books. asking people to play your game will actually change the perception on your game. normaly when i buy indie games i just go to steam and pick a nice game that interests me and the video of the gameplay helps alot. so just make a nice youtube video explaning the features.
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