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/agdg/ - Amateur Game Dev General

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Thread replies: 762
Thread images: 138

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Lewd Jam in 2 Days.

>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

>Play Latest AGDG Demos (DDX)
https://itch.io/jam/agdg-demo-day-10

>Next Demo Day (DD11)
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/
>>
ur gay
>>
Idea guy here, a game with:
>Procedurally generated sluts
Following the next tips:
>Breast size
>Age
>Race
>Specie (can be alien sluts too)
>Personality
>Religion
>Chastity
>Puffy pussy volume
>Prcedurally generated genitals (two vulvas, giant clitoris, little vagina, etc...)
and the most important part:
>Pregnancy mechanics (some alien girls can pregnant you too).

Enjoy.
>>
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Post your finished god tier /agdg/ games
>>
>>154757386
Please remove Steam Chat Days from the OP. Lewd Jam is the only thing that needs to be there.
>>
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lewd ideas thread on /v/

>>>/v/351798793
>>
>>154757585
>mfw it's the programmer canus artist deserves
>>
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>>154757585
sure you are senpai

and >>154757585 is totally not you either. keep up this grade of shilling and people actually will buy and refund it just to leave comments about how huge of a faggot you are.
>>
ADG, I need your help.

Say you're working on one of those shitty 2D RPGs, but the focus is on magic. There are no warriors, no rogues, no rangers - just varying flavors of magicians. What kind of weird, esoteric types of magic would you include, and how would they function as a gameplay mechanic?
>>
Post your mcs for a collab
>>
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if i get my game onto steam, do i get free keys to give out or o i buy that shit?

either way i'll still give some out and not shill like THAT guy
>>
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Got a new slider from OpenGameArt that I really like. The scroll offset is still off, but that can be fixed later.

The texture I got the slider from is here:
http://opengameart.org/content/sci-fi-user-interface
>>
>>154757864
You can give them out essentially like candy.
>>
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Hey agdg, bunnydev here. As some of you know, I'm working on a lewd Metroidvania for Lewd Jam together with a coder and an artist.

The coder and I have been having an argument about whether the movement system he came up with works fine or not. Pic related (level layout, animation, etc, everything is placeholder).
I mean, it looks really cool, right? But I feel it's not really suited for the game. My original idea was a simple 2.5D metroidvania (2D game with 3D assets) with a lewd protagonist.

What do you think aggy?
>>
>>154757816
Culinomancy - The magic art of preparing incredible dishes. These dishes range from foods that are such a magical experience they induce a food coma upon your foes, or poorly prepared dishes that can poison or inflict far worse afflictions upon those unfortunate enough to taste them. The pinnacle of cuisine can even grant hot spicy breath that can burn as hot as a dragon's.
>>
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https://discord.gg/ysfBA

JOIN THE DISCORD!
>>
>>154757689 (Cross-thread)
>>154757707 (Cross-thread)
I do want it on Steam but I'm a bit short of cash at the moment so being able to get it free is nice.

>>154757784
Oh yeah I vaguely remember using that and SAI at some point too. I'll look into them.
>>
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>>154757839
>
>>154757816
Kleptomancy - thieving-based magic. Steal things and use them to make magic
>>
>>154757942
so if i wanted to give out like 20 on each board i go to i could? sick desu senpai
>>
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>>154757585
>>
>>154757909
I don't want to be rude because I know how much effort you've been putting into this, but is there any reason why you're not using a premade engine? I feel like everything you've done could be achieved in something like Unity or UE4 in 1/100 of the time it took you.
>>
>>154757962
3D platforming is basically ass, you are correct.

Also this current idea will make anyone nauseous sooner or later
>>
>>154757962
nice, reminds me of pandemonium
>>
>>154757816
Chronomancy - The magical art of sitting still and watching the grass grow. A chronomancer spends years studying grass to see how each individual blade of grass grows at any given time, and the most advanced chronomancers are even able to watch paint dry. As a side effect, they gain powerful magics that allow them to shrug off damage by stepping outside of time, rendering them completely invulnerable to harm at the cost of not being able to really influence the environment around them. Some legendary chronomancers have even found the ability to inflict this fate upon others, though sadly many chronomancers are lazy and often die of starvation or dehydration.
>>
>>154757962
It's kind of weird that she can walk on walls. But having multiple paths is completely fine. It's still a 2.5D game, it just has the option to move to a different path.
>>
>>154757816
Cafeomancy.
Bring back the dead with your espresso, predict the future with the grounds left in the cup, and energize your fellow wizards.
>>
>>154757962
Cool idea, HORRIBLE implementation

your coder is a fucking retard
>>
>>154757962
I don't like the weird ass gravity going on. I could live without walking on walls. But stylistically I like it. I think your coder is on to something.
>>
>>154757816
fuck magic go with dragon ball z powers
>>
>>154757962
2.5d is cool and not done enough
whatever the fuck is that sideways camera twisting where walls become floors and stuff needs to be toned the fuck down to be truly good, though it could be a very good concept
>>
>>154758142
1. Making a game quickly is not a priority of mine.

2. I don't want the future of my game to be tied to another company.

3. It's fun to learn.
>>
>>154757962
Seems cool but that camera rotation when to walk on walls looks awful get rid of that imho
>>
>>154757962
It looks cool but there is no way in he'll you probably could make it work outside short segments where it is a spell to progress.
>>
>>154757962
I think the walking on walls need to be removed, it's too much like mohawk & headphone jack which is really really fucking nauseating after a while.

The 3d platforming is really really cool though and more games need to do it and should stay imo.
>>
>>154757816
Slacker Magician

A lazy neet
>>
>>154757816
Quizenomancy: The art of pretend you're asian. Masters of this art specialize in drinking green tea and squinting, while watching and reading far eastern media and putting on fake accents. While the effects of this school of magic aren't really that magical (as a matter of fact their magic is fake too) they have mastered the art of accidentally inflicting blows with their made up kung-fu moves and can also provide great healing to their allies. Laughter is the best medicine after all, and nothing is more funny than watching one of them try to do a ninja backflip and faceplant instead.
>>
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>>154757816
>>
>>154757982
> create food, use it for buffs and special attacks
>>154758080
Thieving really isn't on the table, though if the game involves some manner of magic academy then I could probably squeeze it in somewhere. Not sure how it'd work in practice; maybe certain items can be interacted with and stolen that way.

>>154758292
Time-based magic is always nice.

>>154758312
I think this would fall under divination?

>>154758408
kys
>>
>>154757787
>undertale reaction image

I almost want to buy this game just because of this
>>
>>154758148
It's not actually 3D platforming, you're still bound on 2 axes but the they change based on the level layout.
But yeah I agree that the view continuously moving can feel weird.

>>154758350
I dunno I mean I like it, I just don't think it suits this game. I wanted to keep it as simple as possible.
As I also told him, it would be great for something like a 2D Mario Galaxy-kind of game where you can walk on any surface.

And just to be clear, the walking on walls is not obligatory (I never liked it to be honest, it feels too weird), he says we can keep most of the game plain 2.5D with some 2.75D sections.
>>
>>154758765
well it might be fixable if it was not so ridiculously abrupt, and there was some sort of visual cue to warn you beforehand (like a pointing arrow or something)
>>
>>154757816
Google Unknown Armies schools of magic or Unknown Armies Adepts
>>
>>154758508
You could use godot
>>
>>154758754
how about telekinesis, that's magic right
>>
>>154758765
>2.75D
Just go all out and make it 5.634D
>>
>>154757962
The thing really ruining it for me is the camera. It's a little nauseating.
>>
>>154757816
Fakomancy. The art of using scrolls and wands so no one realizes you dumped all your points in Use Magic Device only.
>>
>>154757816
Archmancy - The art of being an arch-mage. Not like, a great seasoned wizard or what not, but rather an archer-wizard. The magic is in the ability to actually draw the bowstring back and launch the arrow through the air, and successfully strike something. Most arch-mages learn how to manipulate projectiles in the air to steer them to more desirable locations. Practitioners of this art gain the ability to not only cause the projectiles of missiles, hurled rocks and pies to successfully strike their targets, but also manipulate friends shots to hit better and manipulate foe attacks to be deflected away, or even back at the shooter itself. Arch-mages use powerful bows that bend and can have a bowstring attached to them, and the most powerful arch-mages even cross-specialize into other schools of magic so that when their staff-bow is drawn back it shoots a projectile of pure magic instead.
>>
>>154757962
I think it's kinda nice, except keep the view locked in to ground, so that ground is always down. That wall walking camera makes me dizzy, especially when the walls are so short and the camera goes back quickly.
>>
>>154757816
You-da-MANcy. The magical talent of inspiring fellow party members by telling them words of wisdom to bolster their spirits. Most wizards skip out on this preferring to use actual magic, but the wisest of wizards realize that Youdamancy is a good investment since the "magic" is absolutely free, and it's completely placebo. The most talented Youdamancers eventually learn how to stand in front of a green screen and shout "DO IT. JUST, DO IT." which can be applied to a number of situations to improve the odds the desired effect actually happens.
>>
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>>154758759
>>
>>154759023
It's just what we've been calling it. It works kind of like Klonoa.
https://www.youtube.com/watch?v=d6RXvCUNX-4

My main grips with it are
>it's pretty complex for me so while I understand how the code works I can't really get my hands on it because I'm afraid of fucking something up since there's a lot of things working together to achieve what we have now
>it makes it pretty hard to to design the levels in a way that looks good, makes sense and is fun to play through
>I wanted to have a map like Metroid and Castlevania and a 3D layout like this makes it pretty difficult to achieve (at least for me)

I mean, I went into this thinking I'd simply split the work load with another code but we'd be both doing relatively simple stuff, stuff I could make myself if I had the time. That might have been selfish of me I guess.
>>
>>154757816
Shapers - A rare, extremely specific breed of wizard that does not actually cast spells but specializes in capturing, reshaping and expelling spells again. Shapers absorb spells cast in their vicinity and bend the spells into other shapes, such as capturing a line of lightning and then discharging it as a nova instead. Shapers are often coupled up with Elementalists in order to produce very unique attacks not normally possible (One popular combo is channeling a flamethrower spell into a shaper who expels it as a arc in front of them instead, striking multple foes in a very wide cone.)

Shapers must be careful though, for some spells should never be bent and shaped and can have dangerous effects.
>>
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More PROGRESS
Missiles can communicate with each other to hit the enemy ship at about the same time.
>>
>>154757816
Geomancer - A geomancer specializes not in manipulating the forces of earth, but rather in locating specially hidden Geocaches in the world. .. . they're kinda dumb.
>>
>>154759934
That seems like more of a negative than a positive. If evasive maneuvers are a thing.
>>
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>>154760138
Those missiles are more for killing ships instead of fighters. The ships are slow enough for this to work.
>>
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How do you go from Hello world to pic related? I don't know how you could just know to type this out.
>>
>programming a game without an existing engine
Nope, not possible. Your making an engine and when that's done you can make you're game.
>>
>>154753831
May I ask for some help?

At 9:53 it tells me to select the circle from the drop down list, but it's not there. I've tested it, and if I make an actual bezier curve, I'm able to select that, but the circle is just a circle in my version of Blender, and not a curve. What should I do?
>>
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>>154761012
> sorting arguments vertically
>>
>>154757962
>camera lags behind so you can barely see in front of you
>instantly follows rotation and is super disorienting
>>
>>154761012
How do you go from ABCs to post related? I just don't know how you could just know to type this out.

It's literally just experience and knowing how to turn an algorithm into code.
>>
>>154761012
practice. build things. gain understanding.
>>
>>154761012
Translating an algorithm from pseudocode to real code is trivial.
>>
>>154761405
side note: pseudocode is SO FUCKING USEFUL for ordering your thoughts, holy shit.
>>
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Hi there

I'm sure you guys get this sort of question ALL the time, but what do you feel is the real problem with learning GML? I have 0 prior coding experience and have no idea how to "properly" code without bloat, etc.. I'm doing game dev as just a side thing that I do when I get home from work, but the sheer amount of vitriol I've seen in /agdg/ for GameMaker makes curious why you absolutely hate it.

On that note, I'm just working on a "learning" project by basically building tiny chunks of multiple games into one and just distributing it to friends since I'll be using art/music directly ripped from the games I'm trying to build. I figure once I figure out the ins and out of the engine I could go on to make something sometime in the next millennia.

plsnobully
>>
>>154761012
Having intimate knowledge of the language you're working with and the libraries you're using helps.
>>
>>154761480
I've never felt the need to write pseudocode before writing real code. Pseudocode is for when want to express an algorithm without actually programming in a real language.
>>
>>154757816
just make a 1:1 copy of Dragon's Dogma, no one will complain
>>
>>154761269
Never mind. I just deleted and added the circle again, and for some reason, now it is an actual curve and I can work with it.
>>
>>154761538
>by basically building tiny chunks of multiple games into one
I'd advise against that. Your first few projects are likely going to be absolute clusterfucks, you don't want to be building anything substantial on top of that.

Make some throw away projects first.
>>
>>154761616
I love it personally, but that might be because I am not as comfortable in coding as you are. It's a helpful intermediate step for me.
>>
>>154761538
I hardly doubt /agdg/ really hates GM that much. I mean, like 50% of the people here use it.
>>
>>154761538
GML is not really a good programming language to start with because it's insanely permissive with its syntax (to the point that normally incorrect statements will compile and work), has very little ability to create functions, has loose typing (You should always learn a strongly typed language first, fucking fight me everyone else), and depends heavily on built-in functions to do anything. Not to mention no real OOP or FP capability.
>>
>>154761538
GML has no real means of abstraction. You won't learn any useful software design skills using only GM, and any software design skills you learn outside aren't applicable to GM.
>>
When I make a videogame am I allowed to make a thread inviting /v/ to play it or is that advertising?
>>
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>you are a jack of all trades
>okay at everything, great at nothing
>you'll never belong in a team of experts
>>
>>154761538
>>154761856
Also, most of the GM:S hate here is just shitposting. Most of the successful completed games from here used GM.
>>154761884
I actually disagree with this a bit, it requires a VASTLY different approach to apply design skills, but you can do it. It's just not easy and certainly not as effective as it should be.
>>
>>154761272
actually never considered it, but it sort of makes sense
>>
>>154762028
Story of my life except i'll be eternally shit at all things art
>>
>>154762028
>tfw competent modeller but can't draw for shit
>>
>>154762174
Make no mistake, that is a choice.
>>
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>>154762028
>jack of all trades
>pretty good at most things, very good in a couple
>strong leadership and interpersonal skills
>excellent candidate for team lead
>>
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>spend all day thinking about how you're going to make something >you're not even sure how
>shit code is better than no code
>write something you hardly understand
>press run expecting errors
>error
>>
>>154762028
>tfw shit at everything
>>
What does GM actually buy you over e.g. Lua, Love and Tiled?
>>
>>154762659
What does Lua, Love and Tiled buy you over C#, Xna and Tiled?
>>
>>154762328
I already put in years of practice and knew I'd never get anywhere.
At least there are others to do it for me
>>
>>154762659
AFAIK Love is a lot more limited in what you can do with it. Frankly though, it's a matter of preference.
>>
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Can't get Love2D to build in Sublime Text 3.

Had it working fine in ST2 before I updated to Mint 18, but can't remember how I got it working.

LuaLove is installed on Package control, and I'm selecting it with ctrl+shift+b, but nothing's happining.

Some anon gave me a code snippet to build it last time, but can't remember what it was.

Anyone have any ideas? It currently just brings up 'No Game' no matter what's in it
>>
ok desu ka
>>
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>plan everything out
>make a solid list of necessary features and how long they'll take
>"Yeah, I should have a demo ready in a month!"
>Go to bed
>Wake up
>Turn PC on
>Won't start-up
>Been getting BSOD's and hard drive error warning for a few days
>Thought it would be fine
>Apparently it isn't fine at all
>Today was supposed to be progress day

I temporarily fixed it, and I'm making back-ups right now. But fuck, man. I really wanted to dev.
>>
>>154762860
If there are as many "extension libraries" with built-in things for XNA/MonoGame as Love, then sure, why not.

>>154762934
GML isn't nearly comparable to Lua, for one.
>>
Allowing reddit to join lewd jam was a mistake.
>>
>>154763117
How so?
>>
>>154763034
>GML isn't nearly comparable to Lua, for one.
Yeah, Lua's actually a proper language. GML's more of a light scripting language. I've never actually used LOVE, but I heard it was far more of a pain in the ass to use than GM:S. I'd kill for GM:S with a proper language behind it.
>>
>>154763169
The jam creator removed all references to agdg.
We might as well list every single other public jam.
>>
>>154763292
My reasoning is that if you're skilled enough to make something interesting in GM, you can probably graduate to something infinitely more flexible and productive and yet free and open source without issues.
>>
>>154763169
My game might have competition.
>>
>>154763371
>>154763395
Why is that bad?
>>
>>154763441
are we going to promote reddit's jams here?
>>
>>154763385
Probably, but then again it depends on your methods of making stuff. I've seen some awful copypaste spaghetti here made in GM. You need real knowledge to work with a real language.
>>
>>154763515
I don't know. Would it be bad? Why?
>>
>tfw you get bored of your game once you make it playable
>>
>>154763441
No sense of community, it's just one big circlejerk of outsiders only caring about their dicks.
>>
>>154763557
>awful copypaste spaghetti
The thing is, GM(L) provides hardly any tools to deal with this. A decent language like Lua makes it easy to abstract and reuse code.
>>
>>154763632
Why is community important?
>>
>>154741321
Pretty late but here you go, anon.
>>
>>154763597
Why do you think we have these threads in the first place? So we don't have to meld and interact with all the other cancerous sites.
>>
>>154763515
Who is we? Who is going to do that?
>>
>>154763637
That's not entirely true, or what I'm referring to. I mean with the absolutely huge amount of GML code online people who have no business making games with their lack of knowledge tend to hack shit together which only ends up working because of GML's very flexible syntax rules.

You can do code reuse if you're smart about it, but people rarely are.
>>
>>154763901
I might as well since that seems to be okay.
>>
>>154763848
What makes them different from here?
>>
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>>154763847
>Hot pomf
>>
RPG stats

Lots vs little??
>>
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post progress get shitty art
>>
How goes you lewd game anonchan?
Will you be able to beat the other 165 lewd games?
>>
>>154764007
Why would you do that?
>>
>>154764017
Evidently, there's something that makes them different, otherwise this general wouldn't exist.
How do you think they're the same as us?
>>
>>154764048
Few main stats + lots of substats that are assigned automatically. The character-creator-in-3Ddev does it good I think
>>
>>154764017
Go look at /r/gamedev and it's not hard to see.
>>
>>154764124
I'm not even going to bother with the jam. I'm just going to post mine here when it's done.
>>
>>154764208
And what is it exactly?
>How do you think they're the same as us?
Why do you think I think that?
>>
>>154764049
make a story about a little seedling growing on somones head and everytime they remove it it grows back at the size it was before it was removed.
Eventually the person slips into a comatose like state because of the roots that are slowly entering into the brain.
Slowly turning the person into a human plant
>>
>>154764329
Why don't you just tell what it is?
>>
>>154761012
This is actually undefined behavior.
t. nodev
>>
>>154764519
thanks for reminding me MPD Psycho
>>
>>154764124
Too slowly. No dilligence. Work harder.
>>
>>154764124
I wonder if i will be able to do some let's plays or if youtube bans me
>>
>>154764124
I had an idea and sketched an animation but then I realized the idea wasn't lewd enough and the animation was shit so I gave up
>>
>>154764124
I didn't make one because nobody would make art of Kramer for me :)
>>
https://onedrive.live.com/?id=6A0DA9E560FD17EC%211824&cid=6A0DA9E560FD17EC

>can someone tell me how shitty this is? and also why gameMaker only will give me .exe as an export option?
>>
>>154764604
>boo hoo Steam reviews
>how 2 kickstarter
>how 2 ad revenue on mobile shit
>check out my post-mortem
>banned for posting progress on an off-day ;)
>>
>>154764705
Why ? i like your character
>>
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>>154764049
I've created my first thing ever in Blender: a cup, as advised by an anon from the previous thread (thanks again!). Is this progress?
>>
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>>
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>>154765358
not this again
>>
>>154764994
https://www.dropbox.com/s/5llii9yweb5g3p2/AnimuShoot.exe.exe?dl=0
>>
>>154764124
i'm shit at animation even in pixel art and it makes the development go slow. How do I do it? Should I draw every frame from scratch? I don't get it it always look too mechanical
>>
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It may not look like progress, but I made huge progress, I've finally made an entity component system

nothing is impossible anons
>>
>>154766093
Don't sweat it, not everyone is destined to become canus-tier artist
>>
How do I check the x,y position that the mouse is facing in the 2d view of godot

I think gamemaker did this
>>
>>154766359
speaking of game maker, my paypal said that i paid for the gamemaker humble bundle but i never got the key or any email that said i could download it or get it on steam or any thing. my question to you gentlemen is 'what do' ?
>>
>>154757962
>I'm the idea guy and my opinion is shit
did I miss something?
>>
>>154766359
>get_viewport().get_mouse_pos()
will get the mouse position. (0, 0) is top left. If you need it from the center then
>get_viewport().get_mouse_pos() - (get_viewport().get_rect().size * 0.5)
>>
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>>154765358
I didn't joke about the art being shitty
Great job Anon, I'm proud of you. Any 3D stuff is like black magic for me
>>
>>154766974
I want it in the editor, the view or whatever it's called, not in the game
>>
>>154766241
Can you explain it?
>>
>>154767089
Oh, are you making a plugin? I'm not sure.
>>
>>154767078
Thanks for that, anon!
I don't see why that would be shitty, tho.
>>
>>154767167
I just wanted to know if there was an option to show the x,y position that your mouse is at inside the editor right next to the mouse

I'm too pleb to ever make a plugin
>>
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I took the mocap animations in Unity and edited them slightly instead of trying to make my own.

Next I'll add gun aiming and having the character look at important objects.
>>
>>154757962
This looks cool
The gravity shifts trigger my motion sickness
>>
>>154767078
What he did is literally copied step by step from a 30 minute video.

I'm not saying that he's not on the right track, but be sure, any 3D stuff is black magic to him as well.
>>
>>154767327
ooh, now I understand. No, I don't think that exists.
>>
>>154767330
Is it going to be zombies?
>>
>>154766541
they email you a link to a page with all of your codes.
>>
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How obvious is that you need to kite the skeleton to not die?

I want it at: not obvious but could figure out without guessing.
>>
>>154757962
That looks amazing.

However, I understand your concerns. It looks like an actual cool game, and I sense no lewdness, and the character is kinda out of place with that outfit.
>>
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Should I submit my monstergirl strategy game to lewdjam?
>>
>>154767592
That looks fun senpai
>>
>>154767592
The doors kind of fuck up with it, makes the timing seem severe.
>>
>>154767592
It's actually too obvious.
>>
>>154764049
I love this style

It kinda reminds me of wonderswan or game.com

It's awesome

What are you doing with it?
>>
>>154767446
it was during that super special 'give away' thing last week where they were asking you to "pay any thing" i paid the 15 bucks for the bigger package and it was in the news for a short time and they never emailed me, and yes, i gave my email, that was like a week ago
>>
>>154767769
whodev
>>
>>154767769
>tfw no monsters ever have a snake upper body and a human lower body
>>
>been using unity for months
>still haven't managed to make even a basic game
>wanted to remake my shitty platformer from 10 years ago
>get game maker studio for 1€ why the fuck not
>get something working in 10 minutes
>it already does what I need hours for in unity
>the UI and scripting language are shit though

I hate everything
>>
>>154764049
>>154767879
mind posting a quick tutorial on how you do it?
>>
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>>154767114
pic related is the skeleton, it's very barebones and I still haven't thought how to actually make any use of it, I'll figure that out tomorrow kek

I have an Entity and Component classes, I inherit from the component class to make components like the renderer for example, which draws shit. Then I inherit from Entity to make game objects or whatever, and instantiate the components it may need. Now I have to figure out how to write entity specific logic, custom components or what? It's the first time I do something like this

You want to make one too?
>>
>>154767932
https://www.humblebundle.com/gamemaker-bundle

>tfw no email
>>
>>154767321
>fix'd
>>154767393
A cup today a waifu tomorrow
>>154767879
It'll be a solitaire rpg card game with cosmic/body horror theme (is this pitch better?)
>>154768050
sure, in a sec
>>
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Who's arguably the best developer in /agdg/?
>>
>>154767423

Yes I wanted to make it mostly slow zombies, I also thought about zombie ghosts that can slowly go through walls like in Silent Hill 4, I actually liked that game, but I think it would not really fit and making up a backstory that explains plain normal zombies would be easier.
>>
How much time would it take to make a game with that would take in as much as undertale
How fast can I shit out autismbate
>>
>>154768180
me
>>
>>154768180
Probably Liq
>>
>>154768180
Programming wise?
me
>>
>>154767948
Uhh there is a pretty big one you dunce along with her unfortunate harpy, nekomata and mermaid friends.
>>
>>154768196
How much prior experience do you have with programming, art, and music? If you have a lot, then you don't need to ask, just make it.
So since you needed to ask, it's going to take you a few years if you practice and work on it every single day.
>>
>>154768180
R*tate

Weaver
>>
>>154768371
in your game?
>>
>>154768467
Shit
Not worth it, I could only work on a game for years if I liked it personally
>>
>cant decide on music to use for title screen
fuk
>>
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>>154768050
basically
>draw lines only to avoid any unnecessary pixel and to have that clean look.
>create shadows with lines and Paint's black/white patterns
Check out Uno Moralez, who is -the- master of this style
>>
>>154766951
Yes, I'm also coding and making the assets. Faggot
>>
>>154768180
burritodev
>>
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>>
>>154768487
You said no monsters, you never specified agdg.
>>
>>154768642
>Uno Moralez
really looks like low res junji ito stuff

do you happen to have those patterns for photoshop?
>>
>>154768695
shit, this look nice....
>>
>>154768695
whoa, looks nice
>>
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>>154768816
Sorry, I use game maker sprite editor only
>>
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>>154768487
Not yet, but I do have some Zelda lean.
>>
>>154764124
Well considering I started only 90 days early.
>>
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>>154766951
>doesn't know bunnydev
>>
>>154769117
This is actually my fetish
>>
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Progress:

Made a realy shitty Melee system.
>>
>>154769280
hey this is the ice reflection anon from last time, did you use unity2D for this?
>>
>>154769061
thanks anyway

you know what? Do you have a contact?

I might need your artstyle, if you're available.

Paid, of course
>>
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>>154769420
Sure, can't promise anything though. You can hit me up at desertgame.tumblr.com or just send a PM through agdg discord @desertdev
https://discord.gg/VJVz9
>>
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>>154769380
no, its actualy everything 3d,


i also noticed that the ice wasnt reflecting well if the lights were broken , so i did a light bar that keeps rotating around the ice, like a shivver
>>
>>154768656
he said in /agdg/

haven't seen that game in like a year
>>
>>154769615
thanks
>>
>>154767875
It's the second level - I just want to grind into people that you shouldn't rush in.

>>154767846
The bang/crash thing?
>>
>>154757962
how does such a miscommunication even happen

didn't you guys agree on what kind of game you're making jesus
>>
>>154757962
The movement and camera in general need work. The rotational movement seems out of place here with the character and theme.
>>
>>154770101
Having to open them manually.
>>
>>154770353
Oh no, no, that was a highly demanded feature - you don't select the door, hear this, you press interact and since it's the only thing next to you interactable, the game opens it without it needing to be selected.
>>
>>154757816
Magic that gives ability to link living creatures with another living(or not) creatures.

Why would you do that? I dunno. merge two dudes together so you could hit both of them with 1 single target spell. Or merge tree with bandit so he would burn better. Or metal scrap with something else to conduct electricity better. Or somebody with big rock to slow them. Or just use it on townsmen just for fun. There was a movie about that shit, right? Cant recall the name of it.

What it would look like? Google conjoined twins. Don't really want to post pics myself.
>>
anyone looking for someone to work with for the jam?
i dont wanna do it alone and my ideas are shit
i do code stuff
>>
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I eat the sunflower seeds with the shell. Sometimes I don't chew well enough and a big clump of spikey hell gets lodged at the entrance of my anus.

Daily reminder to pay attention to the details of your game so that you don't feel the pain a few days later.
>>
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when you code in recoil and it works on the first try!
>>
>>154771510
I love it! Good work!
>>
>>154771510
>pixelated indie platformer with female protagonist
>>
>>154768695
I liked this better when I thought it was top down.
>>
>>154771087
what engine/language?
>>
>>154771510
sweet
>>
I want all of you guys to tell me how much of a piece of shit i am that i will never create my own game cus i'm a lazy fuck.
my brain likes to prove people wrong even if it's stupid
I want you to mean it
>>
>>154771608
its clearly a male pig
>>
>>154771904
Fuck off. This thread is already full of underachieving shitposting cunts, don't need one more useless sack of shit.
>>
>>154771663
me too anon, me too........
>>
>>154771904
>he actually posted this stupid shit instead of making a game
You have no chance
>>
>>154771736
c# in unity because im a scrub
>>
>>154771961
Nope pe. Male pigs have fuckhuge balls
>>
>>154772330
cool n/m good luck!
>>
>>154772330
ah i cant into c#

>>154772405
not me
>>
I am pretty curious to see if my lewd game which i slapped together in two days will have more downloads than my normal demo on demo day, just because i have qt grills in this one
>>
>>154772341
he was castraded

that why he is so pissed

thats why he is shoting a gun at every direction
>>
>>154772486
most games in the lewd jam will have qt grills anon, it might not work like you want to
>>
>>154772489
I see.
>>
>>154771904
You are a talented individual who will make any game he wants and will work hard at it to make it happen
>>
>>154770187
Well he proposed his system and it sounded cool but when I got to actually try it I realized that it didn't feel right.
I just can't bring myself to say stuff like "no, it's shit", especially because it's not shit at all per se.
>>
>>154772618
come on man i've been told that my whole life i want you to fuck my shit up
>>
>>154767330
try the skeletal animation blending. The transition from one anim state to the other breaks realism
>>
>>154772405
>>154772480
aww
I really don't want to do another jam alone, the games end up looking like shit
>>
>>154772803
>he didn't pick up the sarcasm
you really are hopeless
>>
>>154767330
I REALLY want this guy to dive into the fire place and burn to death screaming

Self-destruction should be as fun as actually playing the game
>>
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Anons, where did I mess up?
I couldn't get debug message to popup if currentTurn = 1 in the step event of the same object because the game crashes with an error saying currentTurn hasn't been set.
I put more debug messages in pic related and got the program to run up to Test 4 before I got the error message again. I don't even have a TurnOrderObject variable, that's just the name of my object.

Anyone care to help with this? Any tips on how to make a turn order in another way, especially if it's simpler, would be also very much appreciated, I've been at this for 2 days now.
>>
>>154772871
It looks like shit regardless of realism.
>>
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And finished the level. There's still problems with clarity when things in sight interact with others out of it.
>>
>>154772570
mine will pander to some some very superior fetishes tho
>>
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I feel like this is really dumb way to do it. There is not enough for me to attach the arm and not make it look dumb.

I find I'm burning out a lot. Someone suggested to do really low poly models with flat textures or flat colors with hard edges.
>>
>>154773648
Obviously a stick figure is going to look dumb.
>>
>>154773464
Have sight expand / hearing distance. A faded view? Idk.
>>
>>154773648
you not gonna put the neck acessory over the sholders?
>>
>>154773118
ds_list_read() doesn't return anything. It is used to read a string into a previously created ds_list. I don't think currentTurn = ds_list_read() makes sense.

Also you can use middle click to open the documentation for the function under the cursor.
>>
Made a sprite move in game maker. I'll be an indie dev in no time :D
>>
>>154773118
I'm no gamemaker fag, but googling it it sounds like ds_list_read is a function that recreates a list based off of a string representation of a list. So your str value that you're passing in should already contain the list you want to load, just in string form. Then that gets parsed and its values loaded into the list called "turnOrder".

Im thinking str doesn't have a value, or you're calling ds_read_list thinking it does something else.
>>
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Thoughts on this level transition?
>>
>>154774472
Needs to be juicier.
>>
Sorry for the long period of radio silence, I was out of town on a business trip. But I promise, I'm still here and still devving.

Big news is: "Underwater" mechanics now work. Underwater "zones" can specify whether they are actual fluid (which comes with the material, underwater postprocess and bubble wake particle systems) or simply should behave as such.. meaning they can be used for "antigravity" segments or something like that just the same.

I can hear you saying "but Mayhem dev, nobody has ever done an underwater segment well in a game!"
Well, you're right, and I'm not sure I can do better, but I've taken some steps to minimize some of the more irritating aspects. For one, the control scheme is identical underwater; for two, your actual movement isn't slowed down (you run the same speed, you attack the same speed, you dodge the same speed, etc). All that's slowed is your falling, and maybe-sorta-kinda-a-little your jumps (technically gravity affects you less so it might take a smidge less time to reach the apex of your jump, since it's had the velocity reduced).

The tradeoff is that you can now hover infinitely, and will gain altitude while doing so (no double jumps will work, just to make hovering easier, since hovering gives you more altitude than DJs... I may change this later, but for now this is how it is), and you have full 360 degree control while dashing, which is the real game-changer.

As an aside, the upgrade to UE4.13 reduced the memory backend cost so much I can now Play-In-Editor again! Which is amazing, since it's cut down the time spent on iterative prototyping IMMENSELY. The load time from pressing play to playing is down to like, 2 seconds, from before (running standalone) which could take literal minutes between passes. Makes devving faster and more fun.
>>
>>154774472
I came.
>>
>>154774537
Anything specific in mind?

>>154774673
oh bby
>>
>>154774823
Instead of simply fading, make the player get visibly sucked into the black hole with some juicy stretching, and then make the camera follow.
>>
>>154774179
>>154774347
Okay, so if ds_read_list doesn't return anything, how do I get the value of currentTurn? The closest thing I found to it was using ds_list_find_value(id, pos); but I'm unsure on how I'd use it to check the currentTurn variable.
Let's say I have 1, 2 and 3 in my turnOrder list. ds_list_find_value reads a 1, how do I change to 2 then?
>>
>>154774942
That does sound juicy. I'll have to look into how easily I can do some appropriate mesh deformations.
>>
>>154775073
You can do that just with transformation matrices or even skinning onto a skeleton.
>>
>>154773118

uh. ok so there's fatal flaws in this code, two on the same line.

> currentTurn = ds_list_find_value(list, 1);

first of all, what's 'list', i assume you want to get the first element of the TurnOrder list.

in that case you input 'turnOrder' instead of 'list', secondly, the list of elements begins from 0, not 1.

so
>ds_list_find_value(turnOrder, 0);

ALSO

> currentTurn = ds_list_read(turnOrder, str);

i dont know what str is from the code you posted. likelyhood exists that you overwrite your list with garbage by doing this.
>>
>>154775141
I didn't even think to skin it onto a skeleton. That's the best way I think I can do it, thanks!
>>
>>154775015
If you simply want the first value of your ds_list, why not just use currentTurn = turnOrder[|0]?

Read about the accessors here https://docs.yoyogames.com/source/dadiospice/002_reference/001_gml%20language%20overview/accessors.html
>>
>>154775208
Yeah anon you're right, I've decimated my code for this by trying to fix it and I'm a bit tired so I didn't even notice it, coupled with my inexperience nothing good can happen. But on the bright side, I managed to get it to run and properly type out the list value via show_debug_message so now all I have to do is figure out how to change the value for currentTurn via the values in my ds_list.

>>154775417
Thank you anon, I'll check that out. I wanted only the first value to see if it works at all, ideally I'd be able to check the first value, give Player 1 the option to attack an enemy and then check the second value to let an enemy attack, that kind of thing.
>>
>>154773118

Download unity and learn C#.
>>
This is why gamemaker is shit, it has its own way of doing everything that you have to learn. Better to learn a real language like C#
>>
>>154775681
I switched from Unity to Gamemaker, I miss C#
>>
>>154771510
I love nuclear throne!
>>
>>154775660
Just to make things easier for you, you could just remove the first element from your ds_list after the specified actor has finished their turn. Then just either add the actor's turn at the end of the list, randomize/generate another set of turn orders when the list is empty, or however you wish your game to work.

This way you're always just checking the start of the list, so you don't have to hop forward or backwards in the indexes.
>>
>>154774657
i gotta ask
If (almost)nothing is different underwater, what's the point of it?Just for the variety?
>>
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Sure took me a while to get Lua tables.
The fact that functions are first-class is amazing.
Now I just need to learn to use coroutines
>>
I'm going to program my engine in my own language based on cubical type theory!
>>
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thinking of making a platformer where the protag is female any ideas
>>
>>154776785
make her more of a moeblob and you'll get the agdg popularity in no time
>>
>>154776785
yea.
a whore.
got em good.
amirite.
xddd.
>>
>>154776785
make dicksucc pro 2016
>>
>>154777370
[spoiler[by the time agdg makes anything it will be 2020[/spoiler]
>>
>>154776375
I've wanted to learn Luna for a while now.
It just seems like a sexy language.
How hard would it be to transition from a C base?
>>
>>154777420
:(
>>
>>154777420
k[k
>>
>>154777483
Not hard. In fact, Lua is designed to be embedded in a "native" application and has a C API.
>>
>>154777483
It's not very hard for anyone that knows how to code already, it's also very lenient and beginner friendly for people starting out.
I'm using it to add scripting in my game using the C API, taking the time to learn it properly since there's more to it than just syntax.
>>
>finally download all the crap to compile aseprite
>my mouse's polling rate makes it run like absolute shit
>the solution is to compile again with Skia as a backend and I don't understand the instructions to get skia

o-oh...
>>
>>154776060
Well, it gives you more air game potential.

So it's like, a limited segment of the game where you don't have to constantly fight against gravity in your mobility.

The advantage is freedom of movement (which is fun), the disadvantage is limited workspace.

Essentially, all of the fun of free-flying combat with none of the "skipping every obstaclen"ess of it.

Also your "Devil Trigger" mode switches you to full underwater movement mechanics 100% of the time, since it's a flight-based mode, with some tweaks to speed... so I wanted to play with that in some other places
>>
ask Notch anything
>>
CLARENT dude, you in the thread?
I watched a demo on youtube and just pointing out that you're giving stuff away too fast, you'll run out of stuff to give.
Also, might wanna do something about the text when you acquire new stuff, maybe colour(red?) the brackets or something.
>>
>>154778750
hows life being a depressed cuck?
>>
>>154778750
gibe moni pls?
>>
>>154773648
look at the drawing, does it have visible shoulders? it looks stupid because it completely ignores the stylistic choices of the source material (and also because that source material is very difficult to make visually good in 3d, but at least stay true to it)
>>
>>154778750
what is your favorite aggy game?
>>
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>find bug
>don't change anything
>bug suddenly disappears
>>
>>154778750
How 2 becom milionar?
>>
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>Download LMMS
>Play with Triple Oscillator and tell it do an arpeggio
>Within 5 minutes have a song that sounds like it belongs in Risk of Rain

Maybe I am capable of making a good thing
>>
>>154774657
Hey, you're back.

So essentially water is just low gravity? Is there any moves you can use the quickly descend mid attack, like some sort of dive kick.
>>
>>154778750
Why don't you contribute back to games with all your cash?

You could make GTA V 50 times over yet you spend it all on mansions and cars.
>>
>>154774657
>As an aside, the upgrade to UE4.13 reduced the memory backend cost so much I can now Play-In-Editor again! Which is amazing, since it's cut down the time spent on iterative prototyping IMMENSELY.

???

I didn't realize that was a potential problem.
>>
Are vocals in vidya OST expensive? I don't think I've seen anyone ask this, ever, and I don't recall seeing any musicians mention singing
>>
>>154778805
>>154778884
>>154778950
>>154779365
>>154779514
I didn't say I'm Notch I just said ask him anything

go ask him on twitter or something
>>
>>154779447
post it anon.
>>
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>>154780069
quality ruse.
>>
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I can now edit variables with my sliders. Each slider has a min and max value (to appropriately scale from 0 to 1) and a function pointer for more specialized behavior, like redrawing the screen while changing the FOV.
>>
>>154779204
emergent gameBUGS
>>
The boss now has an anti-bullying mechanism. After so many consecutive hits it will begin to ignore hitstun and do an AoE explosion around itself I got the general idea from the Chester fights in Felghana. After doing at least one more attack string it will disable its anti-bullying mechanism.
>>
POST MORE PROGRESS. I'M ALMOST MOTIVATED ENOUGH TO START MAKING MY OWN METROIDVANIA.
>>
>>154780537
That's pretty fucking cool, anon
>>
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>>154780537
I love this
>>
>>154779501
Yes. I figure most weapons will have one. With xCal you can use Neutral B (not in combo) to do the skydrop.

I know Blast Knuckles will have a literal Dive Kick as well.

I've toyed with the idea of holding crouch in midair to descend quickly in water. Normally, crouching in midair bypasses your ability to DJ, so crouch+jump in midair auto-hovers. Which is useful since hovering lets you use ground melee attacks in midair. BUUUUUT since crouching is also connected to Crouch Commands (crouching and attacking triggers command special attacks) I'm afraid it would make underwater combat unnecessarily divergent from main play.

>>154779648
Yeah, PIE loads all assets into memory for Editor use (you can debug and shit while playing, I don't do it but it can be done) and after switching to a level streaming based layout, loading all levels simultaneously was making PIE crash. Now you can stream-unload in PIE, so I can get back to rapid iteration, which has made bugfixing and system balancing SOOOOOO much faster.
>>
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>try to make realistic scaled spessu gemu
>precision issues out the ass even at 1:1000000 scale

wew lad, how the fuck do I do this?
>>
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>>154780537
really nice, man. Loving the programmer art as well
>>
>>154781085
https://gmplib.org/
>>
>>154781085
Use a fixed-point representation and just add more bits if you need either more precision or a larger scale.

>>154781176
He doesn't need arbitrary precision, just more. Arbitrary makes things a lot less efficient.
>>
>>154779447
>yfw the reality is that more than half of indie game OSTs suck ass nowadays and their musicians overprice shit that took them minimal effort

- a music anon
>>
>>154781085
https://www.youtube.com/watch?v=mXTxQko-JH0
>>
You're starting to piss me off guys.
Nodev here lurking in these threads when i have to go to work in 5hours. What am i doing with my life.
keep it up guys
>>
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>>154781176
>Since version 6, GMP is distributed under the dual licenses, GNU LGPL v3 and GNU GPL v2.
>>
>>154781302
Huh? But isn't the universe expanding?
>>
>>154781176
>arbitrary precision for vidya
have you ever a coded before
>>
>>154781394
Use an older version or the lgpl one
>>
>>154781394
LGPL is no problem.
>>
>>154781552
There's literally nothing wrong with it.
>>
>>154780747
>>154781005
>>154781131
Thanks anons.
>>
>>154780097
The triple oscillators don't sound especially RoR but cba to tweak them, more fun to make it it's own thing

http://vocaroo.com/i/s0JxojFh7sHJ
>>
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>>154781375
I just finished watching that, but it still doesn't help much. They said they use scaled space? But I'm having trouble with my scaled space. Do I need another scaled space on top of that? That's gonna get confusing quick.

>>154781302
>>154781176
I'm not sure how this will help. long ints would be ideal, but unity only works in fp32? do I make my own transform and move things around the player centered on the origin or what? how would this even remotely work in multiplayer?
>>
>>154781085
>>154781302
If you want "realistic scale" you're going to have to cheat. Doubles, quads, there's a certain point when they aren't sufficient either if your small-scale precision is decent. Use the same precision everywhere, but different units. On a gravitational body your floats measure meters, in solar orbit your floats mean gigameters or LY or something, etc..

Group objects by gravitational influence on a tree and it should be doable, that's my future intent anyway.

Of course, people have different interpretations of "realistic scale", so maybe doubles will be enough for you.
>>
>>154781394
Dynamically linking to LGPL code doesn't cause the license to be "infectious", since you're allowing for the user to theoretically modify and recompile the library and the application will continue to work. Of course, you cannot depend on implementation details of that library, just the API and ABI.

>>154781904
>Unity
You're fucked.

>>154781928
Or just use a fixed point representation with like twice the bits and you're set.
>>
>>154781827
it sounds like it belongs in a cyriak video.
>>
>>154779727
Depends. Do you have friends who can sing?
>>
>>154781652
Build a real-time physics engine that can support simple first-person-shooter complexity, before even thinking about "realistic-scale universe", and tell me how it performs.

There's literally nothing wrong with it for scientific computation. Gaming is not scientific computation. Scientific computation is usually not real-time, either, but when it is it's a highly restricted problem.
>>
>>154782126
Baka he didn't say it was real time you have no right to assume that
>>
>>154781904
It's been a while since I watched but as I remember they first of all use doubles instead of floats which is already a big improvement. I'm guessing that means that yeah, they implemented their own transform class and everything else that relies on it. Must have put in a ton of work. Secondly they lock the player at (0,0,0) and instead the entire space moves around them, ensuring best precision for objects near the player where it'll actually be noticeable. As I recall they also use a separate scaled coordinate system for far objects to make sure they have enough precision to prevent z-fighting or something like that.
>>
>>154782108
>>
>>154782049
KSP is also Unity and they do space simulation decently well.
>>
>>154782197
Has anyone ever made a non-realtime game before? Wait a week til your next turn, and I don't mean correspondence chess but actually waiting for computation? Real question. I'd be amused to see it.

Anyway, you got me there.
>>
>>154782258
>Secondly they lock the player at (0,0,0) and instead the entire spaaaaaace moves around them

Wonder where they got that idea
>>
>>154782378
Just because it's possible doesn't mean it's convenient, easy, efficient, deterministic, etc.
>>
>>154782378
This just in: you can reinvent major parts of your engine if your engine does them badly, but it's probably a sign that you shouldn't be using the engine at all.

See: Star Citizen.
>>
>>154782456
Probably from camera space.
>>
Couldn't you just use floats and a wide rnage of units to convert between.

I imagine a Kerbal's location and a planet's distance from Sol are both stored with floats but they give them different units and convert between as the scales need changing

Wouldn't that work or rounding errors too big of an issue?
>>
>>154782698
Floating-point numbers have relative precision, so it wouldn't make a difference.
>>
>>154782398
>graphics rendered with luxrender
Fund it
>>
>>154782698
floats pretty much already do that, once you run out of significands the exponent goes up in a float, and yeah the rounding errors is the issue, if you're a million km away your smallest unit is probably bigger than a meter
>>
>>154782807
luxgpu is one of the faster gpu accelerated raytracers actually

https://www.youtube.com/watch?v=fmitpIl9jxs
>>
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im in c# class right now i took to dev the fuck up
and this teacher confusing the fuck out of me

is there a place i can learn the c# terms nice quick and easy
like fucks up with int. return, debug.log,
int add2numbers (int number1, int number2)
float?
like fuck im confused

why vector3 movement = new vector3 (o,speed * Time.deltatime, 0);
also why is it deltatime
like jesus fuck
>>
>>154783415
internet, anon. all the tutorials you'll ever need are up here for free.
>>
>>154783415
>where can I learn c#
msdn
>>
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new enemy work
they wield a dangerous improvised weapon
>>
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Got some shooting, no bullets or reloading yet though.

>>154772871

I might, even though it is supposed to look like a psx era game.
>>
>>154783798
>PSX era game
>not 320x240 or 512x480 resolution
>no "swimming" due to low precision
>perspective-correct textures
>decent specular highlights
>>
>>154783415

those are basic concepts that have nothing to do with C#
>>
>>154783971

I am just prototyping, obviously that's not how the finished thing is going to look like, I just started with this yesterday.
>>
>>154783665
lel, game is looking good, although it better have a story or multiplayer, cus now, it's just a flash game :/
>>
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>>154783798
looking good mate

i was gonna make a resident evil "extra" mode in my game, since the gameplay is prety much the same
>>
>>154784282
Okay? Just providing feedback and ideas on how to make it look more PSX, no need to dismiss me by saying "it's a beta lol".
>>
Fuck me. 4 hours til work, 3 hours of sleep left.
AND I'M A NODEV.
>>
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Finally managed to make some sorta slash combo that looks good enough to. For now, at least.

Now need to do other slashes (mid-air, ledge/wall grab, ceiling, up+attack, etc). Running one whenever I finish remake the run cycle.
>>
>>154778771
Bro it's just an alpha demo. It's not representative of the final game. Thanks for the feedback though.
>>
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OK! I think I'm finally done with this merchant UI stuff. Buying and selling works properly, everything moves smoothly - I just need to get some appropriate pricing lookups going on. Any thoughts?
>>
>>154784545
Fuck, it annoys me how nice and smooth animations you manage to make with so few frames.
>>
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>>154784445
Why post here if you're a nodev?
>>
>>154784891
To be honest, I spend an embarrassing amount of time at times for the simplest of animations.

However, I spend an equally lengthy period of time on opening sprite sheets from my favorite games and see how they went about animations. Not only do they help you understand how to make things look just right, they help with finding the sweet spot for timing and other things.
>>
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>>154784324
thanks
i'm afraid the game won't quite escape what i assume is your definition of a "flash game", nonetheless i'm doing what i can to deliver some nice fun to those who decide to give the game a chance
>>
>>154785334
>it turns out to be cel shaded 3D
muh dick

That's a mastery of the art style
>>
>>154785308
It shows, man.

I'm Theonian, by the way.
I also spend an embarrassing amount of time on my animations, but I always end up with a million frames, and wonky motions more often than not.
Love the look of your game.
>>
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Added some pressure plates that can either trigger with player or with other objects above them, which can be linked to another object to make it do different stuff when all the buttons are pressed
>>
>>154785606
>inb4 newfags screaming "who"
>>
>>154785606
>literally paper mario but worse
>>
>>154783665
watch this:

https://www.youtube.com/watch?v=AJdEqssNZ-U
>>
>>154785892
You spotted a similarity! Good job Anon.
>>
>>154784407

OkayIt sounded like you were expecting it to already have all these things from the getgo

>>154784392

Thanks! What game are you working on? Travelers?

On a sidenote I was thinking about how to make the inventory and health system without it being a 1:1 RE ripoff.
>>
>>154785334
I personally like the look of your game, has enough character and visual flair to it that it's easily above the usual flash game status.

One thing that could use a little bit of improvement is maybe the backgrounds, though. You're already on the right path with the simple 3d look, but it could use just a little bit more.

>>154785442
Yeah, as an animator it's easy to get lost and start overdoing it. Even now at times I feel I should just use primitive animations like some NES Mega Man titles, but the perfectionist in me won't let me.

Hell, I remember even Konjak and Snake saying stuff about the sprite sizes they chose for Iconoclasts and Owl Boy.

>Love the look of your game.
Thanks man, yours has a nice moody look to it too.
>>
>>154786249
>>154769680
>>
>>154784282
Protip: That was a meme reply, my new friend
>>
>>154786353
>Hell, I remember even Konjak and Snake saying stuff about the sprite sizes they chose for Iconoclasts and Owl Boy
Lol, damn.

>Thanks man, yours has a nice moody look to it too.
Thanks.

Keep up the good work, man!
>>
>>154786460
>meme X
Not an argument.
>>
How are the 2D features in Unity coming along?
>>
Kind of a weird question:
Does anyone know of a good program that can compare code to see what changed?
For example have v1 code and I made a v2 code. Is there a program that can compare v1 and v2 and find out what was removed/changed/added?
>>
>>154786660
>Not an argument.
But this is also a meme.
>>
>>154784864
Anon that buy/sell UI is kinda cute, but it's extremely unpractical if you have more than a few items.
>>
>>154787231
Winmerge if you want to do it manually
Github has this if you're using it and make commits
>>
>>154787231
diff
>>
>>154787236
>empty statement for the sake of memeing
vs
>calling you out because you're not saying anything

spot the difference!
>>
>>154787369
Thanks. I'll check out winmerge.
I'm not actually a dev but I like modding games and the guy doesn't use github.
>>
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>>154785416
thanks
>>154785926
thanks for the link, i'll look into it sometime. i settled for sparingly used screenshake for various reasons, but this might give me a different perspective.
>>154786353
thanks. i agree about background needing more detail, it's definitely something i want to sit down and look at eventually.
>>
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>>154787575
Even if you don't dev you could upload the old file to github then the new one and then it would show you the changes in color.
>>
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>debug log
I can't believe I got it to work, this feels amazing
>>
>>154787295
So the main way of selling items is actually just throwing them into a fire - this interface is redundant. Does that change things?
>>
>>154788054
Good going, anon.
>>
>>154788045
Oh yeah, that's true. I'll do that instead.
>>
>>154776785
Do you have a blog or twitter to follow your project?
>>
how to have day/night when the light source of your sprites stays in the same place.

talk me out of making two sets of every sprite sheet I need AGDG. this is madness.
>>
>>154788417
Wouldn't you use a shader for such a situation?
>>
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r8 my 8-bit waifu
>>
>>154785416
maybe its just a texture with black lines doing an effective job
>>
>>154788417
Make your sprites in a way that it can sit comfortably both in light and dark conditions.

I'm pretty sure Street Fighter Alpha 3 and Third Strike can you give handy pointers in that regard.
>>
>>154788417
Draw game as normal.
Change draw mode.
Draw a flat color over the whole screen.
Change draw mode back.
(just drawing a flat transparent color without a special blend mode will just muddy all your colors and look bad).

Alternately:
A shader that changes the palette of the game
or
Have the game clone the spritesheet and change the palette programmatically, then use the alternate sprite sheets for the different times of day
>>
>>154788732
THICC/10
>>
>>154788732
no tits
no ass
she's flat
>>
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- added health pickups for the player
- moved most functions into new files
- fixed up enemy interaction
- added a background
- streamlined control change code
- made a lot of functions and variables more standardized and organized
- cruft removal and comment improvement
- touched up ground texture
>>
>>154788732
Eggman?
>>
>>154787391
Akshully, they said four different things, not sure why your fanny flustered over a genuine reply that happened to take meme form
>>
>>154787231
I use BeyondCompare
>>
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Does anyone know about UNET from unity? l've been trying to have a small unity project where you just move a square to test it,

lf l run 2 games in my own PC, l can create a host server with one and join with the other, it works fine, but when l try to join with a WebGL build or from another computer(with the windows build) it fails to join
>>
>>154790646
Maybe you have to open port 7777, l'm not sure
>>
>>154788732
That thing is your waifu?
>>
>>154790954
you have no imagination
>>
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Post your MC, I need something to draw
>>
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>tfw need a break from dev but you must make it for lewd jam
>>
>>154790646
Can someone download this, open it and click on LAN Client(C)?

https://www.dropbox.com/s/ih6nor2rfwozedp/New%20WinRAR%20ZIP%20archive%20%283%29.zip?dl=0
>>
>>154758103
what if people started promoting there shit games by giving steam codes out on halloween instead of candy
>>
>>154791037
draw lisa from that pic you posted. it would make a good enemy.
>>
>>154791219
nobody would download them in fear that they might contain razor blades.
>>
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>>154788054
I'm this anon, I managed to get the turn system to work with a switch case. For testing purposes, I had the turns cycle through all cases.
I can't get the program to stay on a case, waiting until I press a key (any key) on the keyboard. I googled a bit and saw someone mention that you should never use loops for input. In that case, how would I go about doing this? I don't I know how to do it myself but some help regarding the logic here would be greatly appreciated.
a
>>
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R8 my chainsaw
>>
Blender Questsion.
anyone know how to constrain a camera so that it both maintains a certain angle and points at an object?

I have a camera with a 45 degree angle pointed at a meshes center point. I want to dolly in to and out of the center point while maintaining that angle. A simply track to constrain fucks up the 45 degree angle, unless I'm missing a setting. And moving the camera slowly in x and then y and then x and then y is a pain
>>
Any reason why switch/case isn't built-in Lua? I know you can add it yourself but it seems like a really basic thing to have in a language.
>>
>>154791759
chainsaws tend to have rounded blades
>>
>>154791569

what do mean use loops? something like

while {
getinput()
}

then yes, you can't for a game, because how is the program going to run any other parts of the game while its just looping waiting for input?
>>
>>154791934
i tried making it round

it did not work
>>
>>154792027
Oh, I was under the impression loops and step events are the same thing
I see, now all I gotta do is figure out how to have the switch case wait for player input
>>
is the perspective here looking okay?

>>154792057
that sucks, other than that it seems fine
>>
>>154792113
It would be easy if GM had coroutines or even just generators (what Unity calls coroutines).
>>
>>154792149
I remember playing some turn based games made in gamemaker so unless there's an other way to do it, I'll have to figure it out
Hell, if fucking undertale handles turn based battles easily, I have to get the hang of it, too
>>
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>>154792124
4 got pic
>>
>>154792292
The general technique would be a state machine.
>>
>>154792338
>state machine
Fuck, does that mean I'll have to rewrite most of my code? I kinda know how to use state machines but haven't used them for this project
>>
>>154792113

I don't know game maker but I assume in between your "step events" the process is doing all other parts of the game.

think like you aren't "waiting" for input. every time you run through your step, you just check if a button is pressed and moved on to rendering things, etc. in a game you aren't sitting idle waiting for things you're just maxing FPS
>>
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>>154791569
>those braces
>>
>>154792296
front and side looks good

vertical looks too fat

the back line and it might look better
>>
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>>154791259
>>
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>>154792593
?
>>
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>>154792840
much better
>>
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>>154792765
>>
>>154792896
cheers.
>>
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>>154792765
>>
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>>154792465
Well in that case, how do I stop the switch statement from changing cases? It's 4 am so the answer may be obvious but I'm barely awake and I'm not sure if my brain works at all. I guess I'll stop for now. Good night.

>>154792580
I've only had GameMaker for 3 days now, anon, I know my code is ugly but >pic related
>>
Has anyone here tried to make a first person dungeon crawling RPG on unity? I want to do it and i need a few tips. I've developed platformers and RPGs on unity already so don't worry about that part
>>
>>154789720
this is seriously the ugliest thing ive ever seen in this thread
>>
>>154789720
I remember seeing your game like 4 months ago
>>
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>>154780282
Like this?
>>
>>154793673
>RMGUI
>>
>>154780282
>changing the FOV
based enginedev
>>
>>154794821
>finished product for ants
>>
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Here's the finished product, thanks to those who helped
>>
>>154795118
>taking a screenshot rather than saving a zoomed copy
Anon pls.
>>
>>154795118
>literally a 4x6 sprite
Jesus christ my eyes
>>
>>154795224
I'm not even sure what that means
that seems like software-specific abilities on software I don't own
>>
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>>
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Testing stuff is fun.
>>
>>154795380
Anon, how did you get from whatever tool to posting on 4chan.

Basically anyhow, I'm bitching that you have the ugly checkerboard in the background... but also the ugly selection tool visible.
>>
>>154795592
well the checkerboard indicates transparency so the alternative would be filling it with a colour?
like white or something?
seems pointless
and the selection tool is actually just the border for the layer each individual sprite fits on
>>
>>154795738
The alternative could be leaving it actually transparent.
>>
>>154795232
>using anything above 8*8
>>
>>154795738
wat

Just do what you did here, but larger: >>154794821
>>
>>154795923
>>154795864
the sprites are not even 8 bit in size
when I export to an actual image format, the image is tiny, infact it's 32*32 for the entire base sprite sheet.
uploading that to 4chan is retarded and I did by accident already and it looks rediculous.
To give it transparency at a larger size
I'd need to zoom in, take a screen shot
open that screen shot in an editor
select the checkered area
and delete it form the layer.
I'm alright desu
>>
>>154771904
Why do you need others who know nothing about you to tell you about your own inadequacy?

You know it better than any of us.
>>
Are you guys really arguing about this
lmao
>>
how dare you challenge me for the shitiest art tittle.
>>
>>154796203
1) scale image up
2) save to a new file
3) upload to 4chan
problem solved
>>
>>154796272
Because he's doing things so mindbogglingly bad we want to help him out a little.
>>
>>154796498
with what?
posting a pic of shitty art on 4chan?
it's not even gonna be the images used as sprites in the game ffs, he'd use the 32*32 he mentioned earlier
>>
>>154793619
cool
do you think I'm making good progress? (I'm using LOVE, which is a big part of why it's slow)
>>
>agdg about to be inundated with lewd games and reddit

guess I'll come back in 2 weeks
>>
>>154793487
Ignoring for the moment you're probably baitposting or a nodev (or both), what's so ugly about it and how can I fix it?
>>
>>154796859
Is a shame because actual interesting progress will be drown in lewd, reddit and tumblr shitposting.
>>
>>154771087
how can I contact you?
>>
>>154797823
oops
>>
>>154797053
none of your tiles are even remotely cohesive and are all pretty miserable looking just aesthetically, your mechanics are floaty and awkward, your hitboxes are nowhere close to being accurate and the game that you've made could be made in literally 3 hours by anyone with a modicum of programming experience. this is a gamemaker tutorial quality of game, except the mechanics are unbelievably clunky and the art is on a 3rd grade level. the fact that you would consider a criticism of the pile of shit youve produced "baitposting" is indicative of your clearly delusional mindset
>>
>>154767330
can i ask how you made the model? it looks like each segment is a difference object. you rigged it in your modeling program i assume, but you didn't animate it through that problem right?

I've been having a problem with trying to figure out if i should do my animations in blender (what im using to model with) or if doing it unity would be better (or if it's even possible). I know that unity can blend animations but can you actually make the animations in unity?
>>
>>154792027
no, something like

while
{
getinput();
}
>>
>>154785606
fuck yeah, I'm always excited to see progress for this game. Pressure plates look good. I noticed that foreground objects can obscure the camera, objects should fade when they get near the camera so it wont be obscured.
>>
>>154795563
I assume that's enemy AI - do they form a conga line if they're lined up and seeking you?

That's the problem I have with AI that collides with each other.
>>
What programming language has the best tutorials and community for game development?
>>
>>154798020
>>154798020
>none of your tiles are even remotely cohesive and are all pretty miserable looking just aesthetically
OK, I'll take that into consideration.
>your mechanics are floaty and awkward
I don't know what you mean, exactly.
>your hitboxes are nowhere close to being accurate
What are you talking about? Everything's pixel-accurate, except some checks that can fail to catch 1 pixel on the edges.
>the game that you've made could be made in literally 3 hours by anyone with a modicum of programming experience. this is a gamemaker tutorial quality of game
I'm not making it in Game Maker, I'm making it LOVE, which is basically enginedev.
>the art is on a 3rd grade level
I can't draw and I'm not much better at pixel art and I never even tried spriting until I started working on this game.
>the fact that you would consider a criticism of the pile of shit youve produced "baitposting" is indicative of your clearly delusional mindset
I considered it baitposting because it was almost impossible to build on and it had basically no effort put into it; a drawn out rant about my color choice would be more believable than "lol you're game's ugly, gtfo".
Many of these problems will be alleviated when I get an artist on board.
Finally, I ask you, where is your game?
>>
>>154799594
Java
>>
>>154799632
>>your hitboxes are nowhere close to being accurate
>What are you talking about? Everything's pixel-accurate, except some checks that can fail to catch 1 pixel on the edges.
If you meant the enemy on the floating platform, I forgot to mention it has 2 hit points. That's what the work on "enemy interaction" did, among other things, it let me have functional enemies with different amounts of health.
>>
>>154799594
don't you mean game engine?
>>
>>154799594
C#,Lua,C,C++
>>
>>154799632
Not the guy who you are responding to but if you think what you made doesn't look like shit in gameplay and graphics both you are fucking blind.
>>
Is there a way to bypass this weird rounding rule in game maker without coding my own multiplicative operator?

For example: 0 + 0.001 = 0.001 //Working as intended.
But 1 * 0.001 = 0.00 //Rounded up to 0.00
>>
>>154789720
it does look pretty bad. the way I see things - if 90% of ludum dare games look better than your game you're definitely doing something wrong.
>>
>>154800225
>1 * 0.001 = 0.00

The value is 0.001, but GM draws text with only 2 decimal places by default.
the function "string_format" draws strings with more decimal places.
>>
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>>154798938
No they're all me, but I used to have this problem as well, I solved it by making each enemy have a random offset when they begin their pathfinding (the little red dots). And by making they collide and avoid each other slightly when too close. Webm related.
>>
>>154800956
I see. Thanks, it must be an error somewhere else in my code not adding up to a high enough value to do anything.
>>
Any poor yesdevs want the Humble GameMaker Bundle? GM:S Pro with HTML5, iOS, Android, and Windows UWP modules. A bunch of games to copy from and their source code to make it easier.

Reply with a video of your game and I'll choose someone.
>>
>>154800225
Have you tried 1.0 * 0.001?
>>
>>154801956
A quick test with "string_format" shows that it is indeed working, my number is just vastly smaller than it's supposed to be, so it appears to be doing nothing.
>>
>50 percent of my code is notes
who /organized and responsible/ here
>>
>>154801808 here

This thread is moving a lot slower than I expected. I'll check this thread in the morning and see where we're at. Key has already been purchased, so I'm not backing out. Unless you're all fucking trash, that is, in which case I'll come back some other time.
>>
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> you were supposed to post progress today
> deadline tonight for classwork
> finally finish and submit
> it's going on 1am
> jam is in less than 40hrs

I have updates I promise.
>>
>>154802375
I've definitely adapted the mindset of "this code looks slightly complex, better leave a comment on what it does, for my future retard self who will have no idea what he's looking at". it's working out.
>>
>>154802550
You need to get you're priorities straight man, what's more important? Us or your future?
>>
>>154802439
it's expected to be slow right now. in 15 hours from now (or 9 hours ago) is peak agdg time I believe.
>>
>>154802842
Trick question, nothing is important because everything is a social construct
>>
>>154801808
>>154802439
I'm interested.
>>
>>154802375
I'm the opposite, my friend tried to help me code but he couldn't because I didn't comment anything
>>
What's that weekly update thing called and where can you find it?
>>
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I tried making a rival battle of sorts, witch I don't think has really been done in a shmup in a way that even remotely resembles the player's own arsenal. I think it turned out okay.

Still looking for artists.
>>
>panic attacks are back
>out of drugs
>having a hard time to calm myself to dev
I fucking hate this shit.
/blog
>>
>>154803294
http://www.homph.com/recap/
>>
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>>154803371
>tfw your game may not have music for lewd jam
>tfw panicing
>>
>>154803825
who gives a fuck about music in a lewd game honestly

as long as there are big tiddies in the screen nobody cares
>>
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>>154803803
Thanks anon
>>
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You know what's disturbing about demodays? Shit like this. Not a single game in this banner has had progress posted in months but because the devs are in steamchat (now discord) the homo who made the art and the jam put this up, completely ignoring other devs here for meme devs who haven't posted progress really since last year it seems. Isn't this the definition of a circlejerk?

It's not a big deal just saying.
>>
>>154803371
Watch an overly cute anime about cute girls doing cute things

Also while you do it take long controlled breaths

The first few episodes will be hell but after awhile you will relax
>>
>>154803309
Artist looking for programmer, show me your portfolio
>>
>>154804000
meant for >>154757641
>>
>choice between discord days and reddit jam
how about neither
>>
>>154804000
i just find it funny at this point

they aren't even part of the thread anymore but seem to latch onto it by any means
>>
>>154804000
Oh and this shit right here
https://www.youtube.com/watch?v=dxT1nZwQGPk
>>
>>154800124
The art is bad, I know that. Saying "hurr it looks like shit" is not remotely helpful because it doesn't tell me which parts look most shitty or how to un-shit them.

What's wrong with the gameplay? How can you even tell at this point?
>>
>>154804000
>Isn't a shitty community on /vg/ who sits around with insular ideas and a cancerous culture a circle jerk

Holy shit really?
>>
>>154804000
Trips of truth.
>Isn't this the definition of a circlejerk?
Yes. People organizing the Demo Days are from steamchat/discord and only care about steamchat/discord games, and /pol/ memes probably.

Honestly best approach would be to have a generic banner for Demo Days and then make a banner with the characters from games that were actually submitted to the Demo Day, like the DD9 group pic.
>>
>>154804000
DDX had 66 fucking games submitted and yet they are still crying about lewdjam having outsiders. Do they really think agdg has 66 gamedevs?
>>
>>154804000
>being this butthurt about progress
>>
>>154804263
I wish people would stop saying "hurr durr it looks like shit" is not remotely helpful.

You are not Jamie Jones. You are not at some level where I have to point out some subtle detail in your art that could help you improve. If you learned anything about any artistic concept whatsoever you would improve. If you want help getting better, google "how to draw and paint." Every single word written would help you.

As for the gameplay, you can tell because it's an insanely floaty, yet at the same time stiff looking piece of shit. It's like the platformer equivalent of those threads you would see on places like /3/ where people would laugh at 3d modelers who made the most jarring disgusting looking shit imaginable.

I don't know why you are posting the shit in public when you haven't put in enough effort to even create something mediocre.
>>
>>154762948
Switch to Atom and install the Löve2D IDE Package
>>
>>154804017
Thanks, will try that.
>>
>>154804379
Sorry I just don't understand how devs who don't post progress in agdg for almost a full year are still a thing. You have to be a next level cuck to keep giving attention to devs who aren't doing anything for that long.
>>
>>154804421
Wow anon that's negative, you can't just say that to the guy

I've gone through your posting history and downvoted every one of your posts
>>
>>154804195
The only one that was really funny was the first one he made. https://www.youtube.com/watch?v=7IPbGfDfGcI
>>
>>154804354
I can recognize 48 of those games having posted progress here.
So 72% of the games are still from this general. And at least a couple of them probably are from discord, steamchat, or whatever those guys use to erp now.
Doubt the amount of outsiders is as big as it will be on meme jam that has explicitly invited outsiders to join.
>>
>>154762948
just use Atom ya dingus
>>
Might be a good place to ask. Trying to compile skia for use as a backend with aseprite but getting a c1001 error . Internal compiler error in amd64_x86\cl.exe

SO as far as I understand the computer magicks are angry and this shit won't work ever. Am I right?
>>
>>154804901
>I can recognize 48 of those games having posted progress here.
That's fucked up. I hope I don't need to explain why.
>>
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how you will deal with marketing and sales process?

steam seems flooded by games, 4 or more games are published per day, is insane!
>>
>>154804998
FONT
>>
>>154785892

That's not sticker star
>>
>>154804195
>>154804736
I don't know who makes these videos but whoever they are tell them to make the audio not deliberately shit for the lulz. It hurts ears and legit damages speakers.
>>
>>154805152
just like market games
>>
>>154804961
You forgot to sacrifice two male goats.
>>
>>154804998
Please do. I don't understand what you're getting at.
>>
>>154804901
lewd jam will get legit less than 20 games, bet on it

the numbers are so padded because it's been advertised everywhere
>>
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>>154805413
agmg?
>>
where's the recap?
>>
>>154804421
>I wish people would stop saying "hurr durr it looks like shit" is not remotely helpful.
It's not though. Most things don't do everything badly, or at least don't do everything equally badly, and there are a lot of shitty guides and tutorials out there.
As I said though the art is not something I'm that concerned with at this point anyway, I intend to get someone who can draw to do it.

>>154804421
>As for the gameplay, you can tell because it's an insanely floaty, yet at the same time stiff looking piece of shit.
OK that little bit, that's helpful, unlike the rest of your posts.
I think I know where the "floaty but stiff" is coming from, it's the way I'm doing jumps and the fact nothing is animated. The jumps are sort of experimental (I was experimenting with jumps that has linear vertical speed instead of exponential/logarithmic) and the air movement mechanics will be very different and probably very downplayed in the final game. The game is not going to be a platformer, and jumping began being implemented before I was entirely sure where I was going with this.
>I don't know why you are posting the shit in public when you haven't put in enough effort to even create something mediocre.
Where's your game?
>>
>>154805682
It will probably bomb in the same way waifu jam did.
>>
Post your favorite webm from /agdg/
>>
>>154806486
yesterday
>>
>>154799632
>LOVE, which is basically enginedev
You need to just stop nigga. That is not even CLOSE to enginedev.
>>
http://pastebin.com/9wxBGp79 fixed point. Obviously needs a little editing for your cases. Very flexible.
>>
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>>154806986
This one without a doubt.
>>
>>154807157
>assert
>private anything
>random numbers on class name
McFuckingKillyourself
>>
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>>154806986
>>
>>154807426
>2016
>not being a coder
how do you sleep at night?
>>
>>154807116
How not close is it? It takes a lot of code to get simple things done and it's built on some libraries and frameworks that are relatively basic in functionality.
>>
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I'm going to try and make the temple of moo. wish me luck
>>
>>154807116
Lua is pretty bare-metal. It was made for embedded systems in the fucking 90s, so you know it's fast as fuck. Other than that, it basically just uses SDL2 for drawing and music, which is engine dev right?
>>
>>154807578
>mfw i realize lewd jam is the new waifu jam
>>
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How do I make good pixelart?
>>
>>154807157
>not templating the type on the whole/decimal bits
>>
>>154807578
thanks for posting this man
>>
>>154807954
Very carefully
>>
>>154807932
you chose this path, now I have a surprise for you
>>
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>>154806986
>>
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>>
>>154807973
Eh, nagh. Overcomplicates things.
>>
>>154808206
it was funny until the other fuckers stepped in
>>
what's a free, easy to use, graphics program that will allow me to change a color to alpha?

I know there's gimp, but last time I used it I got headaches, much headaches.
>>
>>154807890
>>154807756
If you don't have to literally link libraries and build your own draw and update loops, it's not enginedev. LOVE2D gives you an already pre-built environment with load, update (with dt built in), draw, and a bunch of other shit.
>>
>>154808317
Gimp has an odd way to handle alpha channels, yeah.

Fire Alpaca is free and lets you do just that, though. The only quirk (last I checked) was that you could not set keyboard shortcuts yourself.
>>
>>154808389
danka
>>
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>>154808347
I'm honestly curious about the definition of engine dev. I wouldn't consider what I do to be enginedev just because I'm using Allegro (or SDL), which is doing a LOT for me.
>>
>>154808621
I consider my work to mostly be engine dev because I'm building my game's engine on top of Unreal engine. Writing a system to cast spells is engine dev, but implementing each spell is not. Right now I've done like 80% implementing systems and 20% implementing a game.
>>
>>154808621
A person who writes an engine on top of something like DirectX, SDL or OpenGL.
>>
>>154808317
Take a look at Paint.NET. It's like a dumbed down PS.
>>
>>154808621
A game engine typically consists of a renderer, a game loop, possibly a physics engine (or at least collision checking), and often some kinds of supporting data structures. If you've got most of that, your engine is premade.
>>154808764
>Writing a system to cast spells is engine dev
No it's not, that's gamedev. By your definition a person implementing a complex system in anything is enginedevving.
>>
>>154808206
did he die?
>>
>>154808621
The only good definition of "engine" is what is reused between projects. So without a subsequent game to reuse parts of the first one in, you really don't have an engine - just a game.
>>
>>154808621
I'm confused at why your game is running on dosbox
>>
>>154808621
By agdg standards, if you're not using an engine to make your game, you're an enginedev.
>>
>>154808764
I agree, I'm writing my game on top of the GMS engine so I'm an engine dev too
>>
>>154808764
That is gamedev. Otherwise everyone who has made a game outside of drag and drop is an engine dev.
>>
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>>154808621
Protip: Choose whichever one you want, and then argue with others who are using a different definition, with neither party ever defining their terms.
>>
>>154808935
Should put in the "write everything from scratch" variant in there.
>>
I consider my work to be braindev, thinking up ideas for games and gameplay systems, and totally envisioning the art and sound all in my mind.

as soon as I can attract people to my project, I will move on to doeverythingformedev, and that is when the real work begins. atleast for others that is.
>>
>>154808935
Technically, only assembly should be engine dev. Maybe (MAYBE) C.
>>
>>154809078
I'm building my game on a pc that I built myself. I don't know what kind of dev you'd call that, but it's def a peg or two more complex than enginedev.

i'm using RPGMaker btw
>>
Okay I for real need to start making some actual MECHANICAL progress tonight.
>>
>>154809203
i've both built my own pc, programmed my own operational system and the engine it writes the game in.

anything less isn't real dev.
>>
>>154809250
Your game looks so cool anon!
>>
>>154809283
Did you mine the ore that went into the computer components?
>>
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>>154809379
I personally created this entire universe form nothing and configured the physical laws in order to allow for materials that could produce complex computer systems, then manipulated probability to allow myself to attain parts made of said systems in order to build my computer. I also invented the logical processes in the universe specifically to allow for video games to exist, and am now making a game using said logical rules.

That's real enginedev.
>>
>>154808043
where are the posts in this webm?
>>
>>154809501
people praising someone's posted progress just before all the shitters pig pile on their hate
>>
>>154808874
Just for fun anon!
>>
>>154809679
okay, so you're not actually releasing on floppy
>>
>>154808848
if he did how would he know? he's already in hell aka the mall.
>>
>>154809676
Yes, but what exactly was the post they pig piled on?
>>
>>154809781
No, but I do plan on releasing a DOS version. People can make their own floppies.
>>
>>154809250
Sorry but you very badly need to do one thing.

The fire should not all disappear at the same time. Looks wrong. It should fade at different rates.
>>
>>154809004
Nobody suggest writing from scratch. Everybody uses some library out there be it something like EASTL or whatever.

Any library you use though should be small, have as few functions as possible, and not dictate your design philosophy like Unity or Unreal will.
>>
>>154810461

Technical limitations anon. At this point the only way to fix that would be to make the animation play out WAY slower, making the attack sluggish and feel like garbage.
>>
>>154810210
Well, if you would KickStart it, then one of the presents for the backers could be an actual floppy release of the game (floppy reader not included).
>>
>>154810586
The game better fit on a 8" floppy.
>>
>>154806558
I've sold video games before and been part of bigger projects. I'm not going to tarnish the reputation of those games because faggots on reddit get really mad I was mean on the internet.

Sorry the internet is not a hugbox for your shit shows.
>>
>>154808621
Allegro and SDL are not game engines. You still have to make the game engine yourself.

People who make engines rarely make every single piece of code that goes into it.

If all you are using is Allegro then you are making your own engine. If it seems like it was easy or too good to be true, congratulations, you just learned how easy what everybody was warning you to avoid was.
>>
>>154810565
Oh, is it some limitation of the Doom engine?

Oh well then, looks good enough mate. Keep up the good work.
>>
>>154810565
What kind of limitations does Doom have in place for the animations?
>>
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I still have no idea what I'm doing but it's going better than last time
>>
>>154811062

generally you're locked to 35gps animations on a single layer for animation
>>
I'm building a new PC for game dev soon. Should I specifically go for a mid range GPU for testing purposes?
>>
>>154810648
Right now it definitely does, but I hardly have anything right now and it's not something I'm shooting for.
>>
>>154811212

35fps, fug
>>
>>154810565
As a guy who has used the Doom engine in the past, you can just use a few extra decay states and jump randomly. DECORATE = ezmodo.
>>
>>154811212
I think at the very least you could vary the fire particles a little bit; all of them looking the same kind of cheapens the effect.
>>
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>>154811445

I really don't want to re-re-re-redo this sword animation though, I've been hung up on this for about 3 weeks now, and I'm needing to make some forward progress.

>>154811493

and sadly the particles are baked onto the sword sprites themselves, when I tried to do particle variation before by actually having the sword throw them out into the world.

I didn't do it very well
>>
>>154811738
Well fuck.
>>
>>154811880

Part of the reason why it looks like shit could be pinned on me sucking ass at visual effects. But at this point I need to like, just make progress. Can't get hung up on one animation otherwise I'm fugged.
>>
>>154811930
Just out of curiosity, are you GMOTA_Guy?
>>
>>154811256
For testing purposes get a Toaster. By /agdg/'s definition a toaster has only 2GB RAM and I sadly forgot the CPU specification.

Regarding the GPU, I would say get a card which supports OpenGL 3.x and DirectX 9.x (where x is the latest version), and nothing anything newer.

Oh, and don't forget to get XP as an operating system.
>>
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>>154812005

Yes. Hello. I've been sharing my progress here because getting more feedback from other people is nice.

Plus I like to pretend I'm actually making a game right now, until I finish up with this stuff and actually pick up an engine to make standalone games
>>
>>154812054
I plan on having vm's for multiple OS's

http://hwbench.com/vgas/geforce-gtx-1070-vs-geforce-gts-450

is my current GPU vs the 1070. I have an 15-2400 3.1Ghz intel cpu.
>>
>>154812096
Cool, it's FKER_Guy here, I thought someone was tracing the sprites from GMOTA but I guess you can't exactly steal your own shit. I'm making a stupid phone game right now in GM:S because I can't be asked to deal with IntelliJ and want to get something on my droid as a timewaster.
>>
>>154812214

a phone game? Well you might as well show us
>>
>>154812306
https://datanon.itch.io/s4
Gonna end up being a game about being some kind of hardcore space trashman/fighter pilot who is paid to blow up debris fields and clean up dangerous space shit (like space-dwelling fauna and decommissioned killbots). I just have to lrn2art.
>>
lewd jam
>>
meme jam
>>
reddit jam
>>
jam jam
>>
tumblr jam
>>
I'm hungry
>>
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Did everyone just stop posting? What the shit?
>>
>>
Salty Faggot jam

Everyone can participate, even nodevs!
>>
warrior-rogue-mage are the most common categories of classes in rpgs

some games split mage into offensive/defensive for a total of 4

some split rogue into ranged/close combat for a total of 4

are there games that split warrior while leaving rogue and mage alone?
>>
>>154813660
That's right, Reddit and tumblr are always welcome!
>>
>>154813660
Can I participate too?

I use source engine
>>
>>154813674
Tales of May'Eyal had their warrior split into like Berserker, Bulwark (sword and board), Proper knight along with a few others I think
>>
>>154813738
>>154813757
>[Salty Faggot] responds right away
haha too delicious
>>
>>154813674
Knight - Warrior/Fighter for Defense-Offensive
>>
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>>154813674
>>
>>154813882
roll for next game MC
>>
>>154813882
What game
>>
>>154813919
A rōnin (浪人?)[1] was a samurai with no lord or master during the feudal period (1185–1868) of Japan. A samurai became masterless from the death or fall of his master, or after the loss of his master's favor or privilege.[2]

In modern Japanese usage, the term also describes a salaryman who is "between employers" or a secondary school graduate who has not yet been admitted to university

Very nice
>>
>>154813882
>class selection in a typical asian mmo.jpg
>>
>>154813457
I always wondered what the fuck was up with computer books when I was a kid. why the fuck did they always have fucking animals like that on them.

the zoology books should have had drawings of computers on them in retaliation.
>>
>>154813882
http://www.goldensun-syndicate.net/tla/classes/
>>
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>>154814093
it's a well known fact that most computer scientists/programmers are furries
>>
>>154813784
>Jam creator always recognizable
Yeah, you keep shilling your jam.
>>
>>154813757
No, I said everybody, even nodevs. That doesn't unclude nobody losers like you.
>>
>>154814202
>Salty fuccboi always recognizable
Yeah, here's a (you) for you! Keep up the good work.
>>
>>154814159
but furries didn't exist back then. at that time all the future furries were drooling on their bibs while watching Zoobilee Zoo and Dumbo's Circus (the very source of the plague)

I have to admit, I wanted to fuck that cat chick on dumbo's circus
>>
>>154814246
I'll stay here while you celebrate your victory with your friends on tumblr.
>>
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>>154814093
Because animals on cover represent fursona of the covered topic
>>
>>154814159
>>154814093
Everything needs some sort of mascot, but yeah, the cover of O'Reilly books makes no sense.
>>
>>154811738
I just randomly came into the thread and saw this, and you're fucking awesome
>>
READ THIS:
http://forum.deviantart.com/jobs/offers/2227942/

I found an idea guy out in the wild, he wants a programmer to work for $20 a week
>>
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Before I purchase Aseprite, is there a function in which I can put a jpg on the background for tracing purposes?

I like doing stuff in rotoscope
>>
>>154814968

If memory serves right, yes, you can make multiple layers and make others transparent.
>>
>>154815007
yes but can one of these layers be an imported jpg? And can they be just semi-transparent?
>>
>>154815084
Yes it can.

But other tools (ie Gimp, Paint.net) can do the same thing for free.

Aseprite's selling point is that it's great for pixel art animation.
>>
>>154815169
and I'm doing pixel art animation, obviously

I already use photoshop but, while it's extremely powerful, it really isn't optimized for pixel art.
>>
>>154815084
No it can't do what you want yet.
>>
>>154815169
>>154815264
oh and, almost forgot, thanks for the info
>>
>>154815315
>>154815328
If you are asking if you can take a full sized .jpg, put it on the background and have it retain it's scale, whilst copying over it in pixel size, then no that is not yet a feature.
>>
>>154814940
>2 days ago
>nobody tells him what BS he's spouting
I guess that's what you get with DA
>>
>>154815415
I was thinking about paying for a few small sprites but after looking at that shit show I would rather just do it myself
>>
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who else is going to tgs?
>>
>>154815383
I tried the trial and I managed to take a gif (with all of its frames) and set its opacity to 20%
Then I created a new layer, which you can use to trace every frame of the gif.
When you've done tracing you just delete the original gif layer.

Bam, rotoscope. The only thing I have to do is to turn into a low res gif the videos I'm using as base to trace.

I didn't find out how to do it yet but I'm pretty sure I can later export the single frames of the gif
>>
>>154815663
I wish, that would be amazing

If you're actually going take photos and show us shit
>>
Does /agdg/ have writefags?
>>
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https://discord.gg/ysfBA
https://discord.gg/ysfBA

JOIN THE [official] ~A~G~D~G~ DISCORD!
TALK ABOUT GAMEDEV!
POST PROGRESS!
>>
I need a game idea.
I don't care about originality or making money. and not heavy on the art.

I just want something I can put in a portfolio so i can look for a vidya dev job.
Preferably only about 2 month work in C++ since that's when I end my course.
>>
>>154815856
Yes.
You people are too afraid to give actual feedback though. You just stop responding.
>>
>>154815972
>don't care about originality
so, you're a italian plumber.
a turtle dragon kidnapped the princess.
and you have to eat mushroom while jump on mushroom to save the princess.
>>
>>154815972
>2 months
>to show off your capability of developing games to game developers
ehh, that's not a lot to work with.

How about a simple 2d game (platformer or shmup) with a unique gimmick. If you can make a gimmick something that requires relatively complex understanding of programming. You can gloat about it in your portfolio.

Just brush about what the game is about and how you implemented the gimmick.
>>
>>154757386
I wonder if that fat fuck is even working on half life 3 at all, since a project this large in a company this big? it would be impossible to have the shit so tight so that not even an information IF it's being developed wouldn't leaked out in the 10 years or so
>>
>>154816237
Releasing hl3 now would come with more negatives than positives for vale
>>
>>154758508
>tied to another company.
even if company like unity goes under it won't magically uinstall the unity dev tools from your computer you can still use it plus they cannot change their eula for their older product releases
>>
>>154816341
Also it has been in development for so long that during the development their engine would become obsolete like two times and they would have to upgrade it and rework everything they done so far to match the new quality increase
>>
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>>154774657
Nice to see that you are still at it brah
>>
>>154816226
>unique gimmick
Don't listen to the faggot.

just create a simple game that show you understand and can create simple mechanics that are widely used.
e.g.
save/load game.
networking.
character controls.
key mapping. (options to customize control keys)
shaders.
sounds.
scene changing (main menu -> in game -> game over/score -> etc)
ray casting (character toward objects or ray that allow you to pick up in game objects or etc)
loading libraries/assets.
>>
>>154814081
Is a lot of classes a bad thing? I want to have a lot of options, why would it be bad?
>>
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Implemented some sort of generic AI. I'm surprised it works considering I slaved away for 3 hours without stopping to it test even once. Here's hoping I'll never have to open that class again.
>>
>>154814968
Aseprite us open source. You don't need to buy it
>>
>>154816561
>do something that any other fresh CS grad can do
???
There's a reason why degrees quit being impressive, and became just expected.

Good luck standing out with generic shit.
>>
>>154815972
I'm not sure about this portfolio thing, anon. Do game dev employers really seek people who can C++ a 2D game? For that, they usually seek guys with GM or Unity knowledge. As far as I know if you want to use your C++ skills in game dev, you have to get into OpenGL or DirectX and aim for some bigger company/dev team.

For the idea: just take one of your fav games and turn one mechanic from that into a small game. Like Binding of Isaac basically excluded the exploration and the puzzles from Zelda, and just explored the idea of a top down dungeon crawler.

Or try to come up with an idea for a puzzle game. I think good puzzles really show someone's abilities in game design.
>>
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I added some two hand weapon stuff today
>>
>>154757962
It looks good but a very little too brutal. That's the only real bad point. But then whether you like it or not is something you'd have to choose.
>>
>>154816658
>be interviewer
>there's this guy with portfolio that shows understanding to game developing and basics
>there's this another guy with a portfolio showing nothing but a stupid gimmick .
Gee, i wonder who should i hire?

understand this.
gimmick may or may not hit the favor of the interviewer.
but the basic and standard stuffs will gain recognition from any interviewer.
>>
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>>154816760
Part two with spears
>>
>>154785606
Looks great!
How did you made it?
(that's a serious question because I want to make a paper mario fangame and I don't know how to 3d...)

Still can't wait to play.
Seriously I'd pay money for a beta.
>>
>>154816658
Nobody cares about your snowflake idea. You people need to understand that a game dev job is just a wage slave job like any other. They won't care about you. You'll end up as a code monkey, or you have to draw things like you do now for paid commissions. For that, they need to know if you can do the basic stuff, if you have the skills to fit in.
>>
So I've been trying to learn Game Maker and followed a few bits of tutorial. It's been fine so far till I come across a problem with my game where my player object would just short and falls slowly.
I've used the same exact code Almost Yet the results from the tutorial and what I've got are different.
http://pastebin.com/rG3eYkgf
>>
>>154816821
You misunderstand me you dumb faggot.
I didn't say instead focus on a shitty gimmick.
I implied go above and beyond in general with your project and make something actually good and and of worth. Not just a generic tech demo/engine that anyone can do. If they want generic, they can just outsouce to Korea and let Kim do it. Companies want people that are worth their paycheck.
>>
>>154816881
>>154816760
lookin smooth as hell my man
>>
>>154816714
I've got some unity team projects and other small stuff on my github, things I could bring to an interview. But nothing polished enough to put in a portfolio. At least not involving games. I do got one Android app I made but that's about it.

I actually asked some professional game devs what it would take to hire someone without a degree. Most answered that having something finished and polished, even if it's just 2D would suffice. Just make sure it shows off a bit of everything, especially AI.
>>
>>154816714
The concept of a "portfolio" doesn't really exist for programming. It absolutely does for artists, but somewhere along the way a bunch of people who never went to college tried to popularize the idea that you don't need a CS degree as long as you have a good portfolio. This isn't true except for a rare .001% of people.

You just want experience related to the position you're applying for. If you're applying for a 3d gameplay programmer, then you'll want some experience programming mechanics in a 3d game (ai, combat, etc). It's pretty straight-forward.
>>
>>154816760
That's smooth as fuck, anon. Keep it up! Hope you can back it up with good sound effects.
>>
>>154816952
>I didn't say instead focus on a shitty gimmick.

>>154816226
>a simple 2d game (platformer or shmup) with a unique gimmick
>>
@154817023
Ah yes, everyone who responds to the chain is the same person.
Kill yourself.
>>
>>154814968
not really. don't buy before you try

https://github.com/aseprite/aseprite/issues/532
>>
So does /v/ actually know what they're talking about when it comes to engines?
>>
>>154816881
steam when?
>>
>>154817023
I made this >>154816226 post and that's it. I'm not the guy arguing with you.

Also the point of the unique gimmick is just to show you have a understanding of C++. It doesn't have to be unique in the sense that it has never been done before. Though your method is probably better of just showing a broad understanding of everything that is usedi n game dev.
>>
>>154817102
No
>>
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I made a laser, it was fat and not long enough, but it is my fat laser. I'll abort it later.

Charge lasers and multiplier finally implemented. It took like 5 minutes and like 8 hours of staring at my monitor doing absolutely nothing productive.
>>
>>154817102
/v/ is Mt. Stupid: The Board
>>
>>154815972
You fucked up by not having connections in the first place.
Get to know anyone related to gamedev in your area, and if you find someone, you'll have a much better shot if you manage to get a two month long project done as well
>>
>>154816984
Except 2 years ago when I went to an interview the guy asked me if I can show him anything I've made, and he used that as basis to hire me over another guy.

Degree just gets you in the room, but projects/portfolio is what lets you stay there.
>>
>>154816786
>But then whether you like it or not is something you'd have to choose.
What do you mean?
>>
speaking of bad opinions
>>>/g/56606131
>>
>>154817365
I guess if you consider experience and a portfolio the same thing, sure. A degree isn't experience. You don't need to have anything to show, but you do need something to talk about.
>>
>>154817480

.NET is not a language
>>
>>154815856
>writefag

You're going to get a lot of shit if you do your worldbuilding here, and get called an ideaguy. I would advice you to take your worldbuilding to /tg/. You're much more likely to get good feedback that way.
>>
If someone was making a top-down stealth game, a la MG1/2/Ghost Babel/etc... What features would you like to see added or removed from such a game?

What did those MG games do right? What did they do wrong?
>>
>>154817732
>>154815856
I'm gonna echo what the other anon said. /tg/ is an amazing source for world building, especially if you disguise your post as word building for a game of pathfinder or similar.

There are almost daily worldbuilding generals. Just have to get used to the fact that /tg/ is a decently slow board outside of quest threads and quest threads aren't even allowed there anymore.
>>
>>154817732
>I would advice you to take your worldbuilding to /tg/.
We've had some decent world-building discussion here.
Just ignore the obligatory WIYG autists and it's fine.
>>
>>154757962
looks super neato
>>
>>154817756
>What did those MG games do right? What did they do wrong?
Who knows, but a wild idea you could probably think about is playing them yourself to find out.
>>
>>154817459
If you want your game to be purely 2d with only sprites in 3d, then make it like that. The point of view of other persons shouldn't make your game change.
>>
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>>154817535
Well I don't know how it is for artists, but isn't that what a portfolio is? Like proof that you worked on something/have experience?

I dunno that's how I assumed it should be called.

Also anyone knows how I can switch the fuck back to legacy captcha?
>>
>>154817889
I did and I have. I'm just looking for other people's opinions because what I like may be different to what you like.
>>
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polishing up the easter eggs
>>
>>154818030
>what I like may be different to what you like.
Why does it matter?
How many anonymous opinions would it take to change/ add a substantial feature?
>>
>>154818108
wtf I love googs now
>>
>>154818108
>easter egg
>fuck a baby
what an easter egg
>>
>154818108
>154818206
forgot your name googs
>>
>>154817984
For an artist it's literally a folder of artwork or video clip - an actual portfolio. For a programmer, it's basically just a line on a resume that an interviewer may or may not even ask about. Personally I've never asked to actually see anything anyone has done, and no one has ever asked me. Usually I don't even ask about anything on their resume because I have my own set of questions that I use for everyone.
>>
>>154818108

>Baby Rape Simulator 2016
>>
>>154818126
Not that guy but you're pretty autistic. He asked what people like from a certain thing, because he wants to imitate said thing and wants to focus on the good parts while avoiding the bad parts. For many games there is a general consensus on annoying things that only few people like (underwater timed escort missions, two paths one leading to a good item the other advancing the plot and locking you from going back to said item, unskippable cutscene before bossfight, etc.) Don't be like that guy who said that allowing the player to rebind keys means "compromising your artistic vision".
>>
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>>154818274
>rebinding your keys means compromising your artistic vision
What the fuck did I miss
>>
>>154818126
Potenially just one, if I think it's a good idea.

If a 100 people suggest an idea that I wouldn't want in my game, I wouldn't add it (and possibly give my reasoning behind it, too).

I'm just appreciating that the internet has the possibility to be a melting pot of ideas and it can be good to spark discussion. Sorry for daring to try to engage in a dialogue, anon.
>>
>>154818108
hahaha oh wow

I love it

nice artstyle man
>>
>>154818274
You what?

And again, why do random anonymous opinions count for idea-guying? Just make your own game from what you want out of the genre. And take in ideas/advice as they come.

>>154818381
Just don't see the point honestly.
>>
>>154818427
I mean, you could have ignored the post and it would have disappeared if nobody wanted to give ideas. And that would be fine.

Fair enough if you don't see the point but... then what's the point in discussing any part of gamedev?

I'm currently in the early stages trying to work out the features I want to focus on, as well as come up with ideas to make my game a little different. I'm not trying to get anons to do my job for me, I'm just trying to get ideas bounced around.

Tell you what, I'll give you some of my ideas now and maybe you can help debunk or expand on them.

Think of MGS in a fantasy setting. Sir Solid Snake is infiltrating an evil mercenary's fortress. There's no guns, so he has to use melee weaponry.
Given that MGS already has hand to hand ways of killing your opponents (grab, snap neck, punch to death), is there really any need for more than just a sword? It feels like the weaponry choices would be limited, though this is not necesarilly a bad thing.
>>
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I have a secret door but I have to put something behind it. I'm not sure what I'm going to use that small walled-off area in the middle for yet but maybe I'll try making it into a small puzzle somehow to experiment with how level blueprint scripting feels.
>>
>>154816579
Because I for one like to build my character however I please instead of being told "lol you can't do that because of a choice you made before the game started". If you tell me that my hands are incapable of holding a sword just because I chose the guy with a wizard hat, your game can go fuck itself.
>>
>>154818739
I think you'd be better referencing Thief since it's the better stealth game/series anyway. But as for fantasy, magic/spell based stealth gameplay would be more interesting. Even take note from Bioshocks non-damage plasmids.
>>
>>154818335
>>154818274
>rebind keys means compromising your artistic vision
a real project of mine died that way,just replace "rebind keys" with "adding a tab in option menu"
>>
>>154818809
Who owns the building in your story? Would they create a hidden room? Why?
If not whoever owns the building, who would want to create a hidden room? Why?
Once you answere these questions, you'll know exactly what to put in it.
>>
I don't know how to call three character of my game (which I haven't post anything of until now because paranoïa), and I'd like some help from you aggy.
So here it is: can you help me choose a name for a mayor, a seller and a quest giver?

The only rule is that the mayor and seller are male, and the name of the quest giver must be monosyllabic or duosyllabic...

I'll take the first you give as an answer, thanks
>>
>>154818932
How did it die? Like someone got really butthurt that you suggested adding a tab that the project fell apart?
>>
>>154818932
This is why you don't let autists do anything other than write code.
>>
>>154818909
Ah, so playing more as a Rogue-Wizard class. That certainly opens up some options for interesting mechanics. I never thought of my "Snake" using spells but it makes a lot of sense from a gameplay standpoint.
>Items like the pornomag could be replaced with hallucination spells
>Sleep spells
>Object moving spells for puzzles and fucking up guard patrol routes
>Noise spells to distact enemies
>Spells that turn opponents against each other

That's a whole bunch of ideas to think of. Sweet. Thanks anon.
>>
>>154819000
>Like someone got really butthurt that you suggested adding a tab that the project fell apart?
yes muh artistic vision is a real disease,artist felt his autorithy threatened and left.
>>154819059
i had no choice sadly
>>
>>154818868
daily reminder
>>
>>154819206
you're welcome m8.
>>
>>154818976
Mayor Phillip Lockendtheart
Seller Rufus
Quest giver Luc
>>
>>154817756
>>154818739
>What features would you like to see added
anything that raises tension is good for stealth i think
like the only defence you have between the player and guard in thief are patches of shadow around the level
>>
>>154819269
I really like it for the seller and the quest giver. For the mayor, I'm not sure. The "d" seems too hard...
>>
>>154819059
don't let them near code either, see: sonic 2 hd remake

>In early April 2012, shortly after the Alpha Release, it was mentioned to ScarredSun from an antivirus employee that there seemed to be a possible "keylogger" packaged with the S2HD Alpha. She immediately posted about the threat, not going into it much more, saying she would update further when more information was available. It spread across the Internet quickly, with many websites saying to remove the demo altogether to prevent possible information being stolen. Polygon Jim, a tech member on the forum, noticed that it had to do with a poorly-coded DirectInput handler [2]. The input code grabbed input even when the window wasn't focused, which is similar to how some keyloggers act. After this was brought to everyone's attention, it was immediate that the issue was simply the poorly coded engine, which was done by LOst. Scarred Sun revoked her previous statements and apologized for her actions.

>The presence of DRM and what some had (presumably wrongly) assumed and subsequently reported to be a key-logger led to many members of Sonic Retro questioning both the character and competence of LOst. Shortly after, all members of the S2HD team made individual replies in which they agreed that LOst had become intolerable and also revealed more information about how he had slowed development to a crawl – in fact, left it in stasis for approximately two years – by refusing to compromise with other staff members or make his engine more flexible, by rejecting additions that did not meet his personal tastes, etc.. With this, and the other issues that had been brought to light, it was obvious what needed to be done: LOst was removed from the S2HD team.

>Now with no programmer and therefore no engine –, the project was announced as cancelled by its leader Vincent.
>>
>>154819420
>Relying on 1 (one) person to code your entire game
I don't think it's just the autists that are useless.
>>
>>154819280
So, making it more difficult to get out of an "alert" phase, making getting into one in the first place something you really want to avoid.

It aways felt to me that Alerts in MGS were easy to shoot your way out of.

So, give you tools to stay out of trouble, but make it difficult to get out of trouble without sacrificing something you need (ammunition/combat spell reagents should be rare at least).
>>
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>using blender
>press ctrl+shift+z+delete instead of shift+alt+mouse3+down+forward+punch
>lose 40 hours of progress

woah.....so this is the power..... of blender.......
>>
>>154819831
>try to create a hollow cylinder and extrude it
>give up and use BSPs
>>
>>154819420
>Sega so poor they can't hire another programmer
Don't go into gamedev for money, kids
>>
>>154819941

>insert cylinder
>inset
>delete face
>join edges
>extrude

wow so hard man.
>>
>>154782508
Redoing 50% is better than doing 100% from scratch to be honest with you familiar
>>
>>154818809
put a picture of your penis there
>>
new thread

>>154820089
>>154820089
>>154820089
>>
>>154819362
I put it there on purpose to make it sound German or something, it gives a vibe of austerity to an important role like the mayor

But feel free to drop it, of course

What about Phillip Colchester?
>>
>>154818108
I'm going to commission Churoe to actually draw him fucking a baby boy.
>>
>>154819269
Fuck off nighthawk
>>
>>154820259
what
>>
>>154820115
Colchester please me a lot more.
The thing is I'd like the name to be easy to read so everyone knows how to say it.

Thank you a lot!
>>
>>154815740
Just use paint of persia for that, and then polish the results on aseprite if you want.
>>
>>154816629
Someone mentioned some time ago that ideguys should have a shit ton of ego.
I'll to that: Shitposter should have a shit ton of ego too. Even higher than idea guys, but they should take a lot of damage , makin g the amount of ego useless.
People with very low selfsteem usually hide it behind huge egos. It applies perfectly to shitposters.
>>
>>154818274
>rebind keys means compromising your autistic vision.
Pretty spot on.
>>
>>154790646
don't know if this could be it, but - browsers have a built in limitation called same origin policy, maybe that's what's happening when you open the WebGL on the same computer as your server. If that's the case the same WebGL interface would work from another PC
>>
>>154818809
For some reason I don't trust that minimap.
>>
>>154822229
>paint of persia
whoa, this is great, I didn't know about it

Thanks a lot
>>
>>154820810
you're welcome
Thread posts: 762
Thread images: 138


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