[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

/agdg/ - Amateur Game Dev General

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

Thread replies: 757
Thread images: 155

File: 1453169770800.png (94KB, 400x400px) Image search: [Google]
1453169770800.png
94KB, 400x400px
Play games, make games.

> Latest Demo Day (X)
https://itch.io/jam/agdg-demo-day-10

>Next Game Jam (Lewd -- Blueboard rules still apply)
https://itch.io/jam/lewd-jam-2016

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

> Helpful links
Website: http://tools.aggydaggy.com/
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

> AGDG 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/
https://www.blender-models.com/
http://www.mayang.com/textures/

> Free audio
https://freesound.org/browse/
https://incompetech.com/music/
https://freemusicarchive.org/
>>
anime
>>
When's next demo day
>>
>>154868409
Every 2 months.
>>
File: a career in game development.jpg (100KB, 610x537px) Image search: [Google]
a career in game development.jpg
100KB, 610x537px
idea guy here,
a progress system that scrapes the thread and categorizes based on trip, so you post your progress with a trip. This trip could be tied to jam/event pages to demonstrate devs who are proud to be part of this community, vs devs who are just parasites.
>>
Why
>>
gf posts are the best
>>
me and my game went to the park to catch some pokemon :) we had a lot of fun!
>>
File: 1454231088816.gif (963KB, 300x250px) Image search: [Google]
1454231088816.gif
963KB, 300x250px
POST PROGRAMMING MUSIC

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

https://www.youtube.com/watch?v=JwhjqdSPw5g

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

https://www.youtube.com/watch?v=IaBeViK2rIU

https://www.youtube.com/watch?v=PDN36LIzjIk

Here's what I use right now.
>>
File: 1390593778998.jpg (562KB, 1920x1080px) Image search: [Google]
1390593778998.jpg
562KB, 1920x1080px
>>154868623
https://www.youtube.com/watch?v=P9dHE5QUJ3k&list=RDP9dHE5QUJ3k
>>
File: center.png (91KB, 1280x720px) Image search: [Google]
center.png
91KB, 1280x720px
I can now center labels and buttons, regardless of language.
>>
File: HealthBars.png (1MB, 1024x1024px) Image search: [Google]
HealthBars.png
1MB, 1024x1024px
So I'm researching various "enemy name/hp" bars in various games, because I want to implement the same thing in my game.

So far I got this:
Diablo 2 - shows the name of the monster, shows the unique perks of the monster. The bar is shown when player moves mouse cursor over the monster.

Castlevania: Aria Of Sorrow (though every new school castlevania too):
Shows only enemy name. The bar is shown when player character attacks the monster (some games requiers a special upgrade to show enemy names)

Dark Souls:
Shows the enemy HP, also show the amount of damage player character dealt. Shows on enemy when he recieves damage (even if it wasn't damage from player character). There can be a multiple bars in this games (while in other two you can see only one enemy hp bar at the time)

Do you know any other interesting systems to show enemy name (for lore purposes), his stats (briefly), etc.?
>>
>>154868623
https://www.youtube.com/watch?v=SsTvtMpObv4
>>
File: yay.png (19KB, 511x287px) Image search: [Google]
yay.png
19KB, 511x287px
plan for this weekend:
>ability to save custom cards both instantly to a chosen deck and as a stand-alone file other players can import into their own decks without a problem
>>
>>154868909
Lots of Kirby games show the health bar and name of the enemy last attacked (or the current boss).
>>
>>154869183
hello im a newfag but i saw this meme in the last thread so i must reply to fit in
>>
>>154869276
>>
>>154869183
This is horrible!
>>
>>154868623
>posting individual songs
Yes when I'm programming, there's nothing I love more than being interrupted to find the next thing to listen to.

Reminder: if you must "post dev music", post playlists or full albums.
>>
File: 1399083702220.gif (1MB, 500x281px) Image search: [Google]
1399083702220.gif
1MB, 500x281px
How the hell does the sourceposter keep going for hours and hours on end?
>>
>>154869718
https://www.youtube.com/watch?v=5t_RcCOvhF0
>>
>>154869183
never post again, please
>>
File: home2.png (26KB, 799x582px) Image search: [Google]
home2.png
26KB, 799x582px
Floor tiles are hard! Any suggestions for improvement?
>>
>>154868623

https://www.youtube.com/watch?v=ts3YWVFUnvU

Nothing like coding stoned.
Maintaining code is like archeology. Except even less fun
>>
>people responing to shitposter and ignoring devs
give feedback right now
>>154869835
>>154869254
>>154868834
>>
>>154869835
Looks ok, try to complete the wood lines with a less brighter color, so it will look like a real wooden floor
>>
>>154869835
Is there a particular reason you're only using 2 colors for the floor when you already have 3 colors for the wall?
>>
File: 1473741724463.jpg (32KB, 640x480px) Image search: [Google]
1473741724463.jpg
32KB, 640x480px
>>154869718
>Not taking the songs and adding them to your personal dev playlist
>Not having a playlist specifically for when you have no idea of what you are doing when you need to implement something new
>>
How would you go about doing quarter circle / half circle / etc. input in Gamemaker?
>>
>>154869936
I've been trying to stay on palette as much as possible! I think there's a way to do it without going off palette, I just need to figure it out!
>>154870108
It would make the floor stand out too much. Since most of the furniture in the house is going to be drawn with the exact same colors I want to get the floor as subdued as possible
>>
>>154870238
On a joystick or dpad? Generally you'd want to buffer the last few inputs and read for patterns.
>>
File: 1467957718456.jpg (82KB, 605x679px) Image search: [Google]
1467957718456.jpg
82KB, 605x679px
>daily reminder to report both the source shitposter and people responding
>>
>>154870398
Ah, okay. Makes sense. I found an example here.
http://gamedevwithoutacause.com/?p=266
>>
>>154869183
Dank meme. Made me think of Hell's Kitchen though.
>>
File: enemyhpbar.png (2MB, 1579x887px) Image search: [Google]
enemyhpbar.png
2MB, 1579x887px
>>154868909
So far I'm going for Diablo route - monster name+hp bar, which is showed when player character attacks the monster.
The only advanced thing is that hp bar's color is dependent on what enemy type is - for example, demon enemy has a violet hp bar (the bar will be gray if player character can't identify monster type)

>>154870367
>I've been trying to stay on palette as much as possible! I think there's a way to do it without going off palette, I just need to figure it out!
Maybe try dotted/dithered lines? They should appear less saturated but player will still see the whole floor lines.
>>
File: home3.png (25KB, 765x536px) Image search: [Google]
home3.png
25KB, 765x536px
Ok, maybe you guys are right
how does this look? Better?
>>
>>154870914
I liked it more when it was a headless blue dude in a psychedelic forest
>>
>>154870914
Way better. And you haven't changed the pallet color number - you already used three shades of brown, so it's all good.
>>
>tfw have way more fun programming systems and making things work behind the scenes than the front end gameplay / UI stuff

feels bad man
>>
File: et.png (1KB, 242x241px) Image search: [Google]
et.png
1KB, 242x241px
this is supposed to be ET
best game coming through
>>
how do I make something that can become viral?
>>
>>154871662
Ask Toby Fox.
>>
>>154870870
spooky game
would no play
reminds me of painkiller overdose tho.
>>154871662
oldest game in the world + online walking simulator = MMO TEXT RPG
my fucking god i would actually play this.
>>
File: home4.png (27KB, 807x561px) Image search: [Google]
home4.png
27KB, 807x561px
>>154871090
ok, so that or this with no room-wide planks? It's a little busier here, but makes more sense. I'm not sure if I like the way it looks better, though.
>>
>>154871823
I think home4 looks better
>>
File: great race of yith.jpg (548KB, 744x1024px) Image search: [Google]
great race of yith.jpg
548KB, 744x1024px
>>154870870
>crow demon
>>
File: tower_pano.jpg (1MB, 3317x1080px) Image search: [Google]
tower_pano.jpg
1MB, 3317x1080px
How much would it cost me to get the rights to use the engine that Bungie/343i used? Unreal has weird physics and collision detection and controls, overall it's not as tight as Halo. And I want to make a Halo clone. In particular I want the ability to create overly massive skyboxes/backgrounds and from what I've seen, Unreal looks way too close/claustrophobic, haven't seen an Unreal game have the same draw distance as Halo or Destiny. Not by a longshot. Unreal's global fog volume starts way too close to the player, needs to be pushed back like 50 miles.
>>
File: can.jpg (56KB, 546x720px) Image search: [Google]
can.jpg
56KB, 546x720px
modeler here, looking for programmers
>>
>>154872241
They probably dont sell it, just go with unreal
>>
>>154872225
N-nani?
>>
File: 1425854348348.webm (3MB, 300x169px) Image search: [Google]
1425854348348.webm
3MB, 300x169px
>>154872241
>>
>>154872302
jesus christ
>>
"Angry Boats"

Watch This Space
>>
>>154872241
Bungie wont sell it to you unless you have a couple of million bucks lying around.

And your problems can both be worked around. You don't actually need draw distance for large environments, just a good skybox. There's nothing that says using the Bungie engine would automatically make everything work the way you want it to. There is going to be fiddling to get everything to feel just the way you want it with any engine.
>>
>>154872546
fucking rekt
>>
File: 4a5gkGK.png (226KB, 450x431px) Image search: [Google]
4a5gkGK.png
226KB, 450x431px
>>154872302
>>
>>154872302
How much you payin bun
>>
Thread barely started and 90% of it is source and memes.
Really?
>>
>>154869787
neets have a lot of time and also stamina from all the energy drinks they consume.
>>
>>154872302
what language/engine are you willing to work with
>>
File: gameabout2pac.png (4KB, 242x241px) Image search: [Google]
gameabout2pac.png
4KB, 242x241px
>>154872302
here's some pixel art
we need to create a game
>>
>>154872826
Its the cool thing to do after school is out
>>
>>154872826
>guys I can't make progress if the thread is shit
Go work on your game you tittybaby
>>
When bullets penetrate metal, does the hole glow hot for a bit? I'm sure I've seen that somewhere.

Should I do it anyway even if it isn't realistic?
>>
>>154873365
Short answer
No.

Long answer
>>>/k/
>>
>>154873365
not from what I see

https://www.youtube.com/watch?v=SVm7CD31EqY

https://www.youtube.com/watch?v=LPeROTC2zhc
>>
File: what if you had a gun.jpg (153KB, 1063x1498px) Image search: [Google]
what if you had a gun.jpg
153KB, 1063x1498px
>>154873365
Yes. That's exactly how bullets work. Anyone who disagrees is a nodev and needs to get out.
>>
>>154873365
Only if the bullet is very, very hot.
>>
>>154870870
Not trying to be mean, but would you honestly want to play your own game?

This reminds me of Soul Reaver which is a game from like 2000, the bars look especially bad. Why do they look as if you drew them in MS Paint and then scaled them.
>>
>>154872302
That's actually pretty good
>>
>>154869183
>tfw you created dozens of Counterstrike zombie mod maps when you where younger.
>I had more fun making shitty maps back then than I have now with all my knowledge on gamedesign and programming.
>>
File: 1424479222199.gif (967KB, 245x250px) Image search: [Google]
1424479222199.gif
967KB, 245x250px
Any anon knows where I can find a tutorial for a Type 7 looking camera angle for Game Maker? I really need something like that, 2D or not.
>>
>>154873908
Congratulations man, you finally broke my will. Its no longer worth it to go through the captcha to report your posts, since they never get deleted, and you always come back.

You win.
>>
File: 412.png (111KB, 280x290px) Image search: [Google]
412.png
111KB, 280x290px
>>154872302
lol
>>
Remember when we had meme games instead of forced memes?
>>
>>154869183
wow never post again tnx

>>154874163
no, this is my first time here
>>
>>154873365
Only if you are using tracer/incendiary rounds.

If you think it looks cool do it.
>>
File: WeaponStats.png (680KB, 646x849px) Image search: [Google]
WeaponStats.png
680KB, 646x849px
>>154873726
>but would you honestly want to play your own game?
Yes
>>154873726
>This reminds me of Soul Reaver which is a game from like 2000
Half of the population of these threads are making games that look like a game from like 1985, I don't see nothing bad in this
>>154873726
>Why do they look as if you drew them in MS Paint and then scaled them
I actually scale a lot of ui elements (these are placeholder bars for enemy hp, I'm designing the mechanics first) because it's faster and looks kinda neat. Here's the screenshot of my weapon stats ui, if it looks horrible for you, then bad news (for me I guess) - I doubt I can do better (and it's not that I don't like the current look though)
>>
File: PMP 11.webm (2MB, 800x600px) Image search: [Google]
PMP 11.webm
2MB, 800x600px
made a simple water mechanics.

got make better effects, but you stop breathing when you enter water, and if your oxigen goes to zero you start to lose health

also water completly stop fires on the player.
>>
This general is fucking horrible
>>
>>154874012
My guess it google "mode 7 game maker"
>>
File: vapormeme.jpg (256KB, 546x720px) Image search: [Google]
vapormeme.jpg
256KB, 546x720px
>>154872302
You're hired.
>>
This general is pretty good
>>
>>154872546
That's what I'm talking about. The fog is right up there in your face. Needs to be pushed back 20 or 30 miles at least. Everything just disappears only like 5-10 miles out. You can't see shit. What's the point of zooming out when everything gets covered by fog anyway. The atmosphere isn't supposed to be that thick.

Halo 3 was able to move the camera out into the background at slightly slower speed but it took the devs like 10 minutes to reach the end of the skybox in the Halo 3 Trailer map.
>>
File: 1412647310980.gif (1024KB, 184x141px) Image search: [Google]
1412647310980.gif
1024KB, 184x141px
>>154874572

For some reason I've been calling it "Type 7" these last few hours, no wonder I didn't find it, I'm retarded, thanks anon!
>>
>>154874532
Oxygen at 0 would make for a very dead man.
Have him lose consciousness at 60% to make it realistic
>>
>>154874780
Right now it's not even as good as it normally is, give it a few hours for the shitposters to get bored
>>
File: 1440102087068.png (74KB, 870x867px) Image search: [Google]
1440102087068.png
74KB, 870x867px
>[Deleted]
>>
>>154874831
But you can control when the fog starts, or disable it
>>
File: PMP 5.webm (3MB, 700x500px) Image search: [Google]
PMP 5.webm
3MB, 700x500px
>>154874875
Realism sucks

my game has a giant ass railgun.and a hand cannon
>>
>>154874831
you can change that in the postprocess volume
>>
>>154874249
Your icons are pretty good. This is totally my personal preference, but I think that "grainy texture" UI is atrocious, I would much prefer a flat one with good color choice.

Your --text-- titles also seem misaligned, overall I'd give that UI a 7/10 (I'd give most commercial games less)

On a side note, אמת and מת is cute as in "Truth" turns into "Death", but it's not as cute when you actually speak the language.
>>
>>154875048
Why does the player have tank controls?
>>
>>154875207
started as a resident evil clone. now is going to be just a extra modehopefully.
>>
whats should i use to make music?
>>
File: 4gfBhE8.jpg (127KB, 1920x1080px) Image search: [Google]
4gfBhE8.jpg
127KB, 1920x1080px
>>154874831
You just need really good skyboxes that give the illusion of distance. Using vanishing lines, scaling objects, fog planes, etc you can do this.

It just requires artistic talent instead of raw engine power.
>>
>>154875356
Pots and pans.
>>
>>154875356
An internet browser, then find a musicbro
>>
need good game idea for 3d game, something with fun gameplay.
>>
>>154875356
A cappella
>>
>>154875142
I guess it's totally depends on personal preferences, I don't like flat interfaces at all
>>154875142
Oh, gotta fix them then
>>154875142
>On a side note, אמת and מת is cute as in "Truth" turns into "Death", but it's not as cute when you actually speak the language.
I really can't imagine an icon for golem that is not a silhouette of a giant hulk or some stone thing like in diablo, and these icons don't fit in the setting of my game. I tried to make the golem icon as a broken statue, but the icon size is too small for this, so I used the legend about golem as the icon
>>
>>154875509
a game where you can control gravity
>>
Where can I find someone who can do atmospheric horror music?
>>
>>154875509
A black dude trying to find his father but gangs keep getting in his way

Also he gets arrested for accidentally stealing $2000 worth of TVs
>>
>>154875356
fridge magnets
>>
>>154875356
Musical instruments and a mic
>>
File: boating.jpg (87KB, 443x617px) Image search: [Google]
boating.jpg
87KB, 443x617px
>>154868623
https://www.youtube.com/watch?v=V5s-KLGVcTI
>>
>>154875509
Calais truck simulator

It's a procedurally generated road, rounds last ~5 minutes, you must deal with migrants who try to climb into your truck and create blockades

After successfully reaching the ferry, you can upgrade your truck. There are points/penalties if you get caught running them over or something.
>>
>>154875356
fruits and a while
>>
File: 1473983130477.png (786KB, 1129x1010px) Image search: [Google]
1473983130477.png
786KB, 1129x1010px
How does your graphics menu compare to the remaster of the award winning AAA game, Bioshock?

You do HAVE a graphics menu, right?
>>
>>154875356
A faucet dripping for 8 hrs sped up to last 5 minutes
>>
Should I continue trying to build fucking aseprite or is there a better, simpler solution
>>
>>154875367
But that's the thing that separated Bungie games from other ones, especially when 343 moved in and started putting in concept art instead of geometry. That skybox you posted of the Ark is real geometry even at the the mountains in the horizon. You can fly out there at max monitor speed x2 and it would still take you 10 minutes or longer to get there. In Halo Reach you could escape one of the stages and fly out there with a banshee at full throttle (Right after Kat dies) and it took me just over 10 minutes just to reach the mountain I was aiming at, not even going for the one or two behind it. I don't like when devs use concept art or paintings to pretend the skybox is real, I'd rather the skybox be real to begin with without the tricks, which is why I want to do the same for my own game.
>>
>>154876168
>he thinks I have menus
>>
>>154876232
>having trouble building something
windows user detected
>>
Anyone know a decent way to do a collision check in gamemaker that returns the ID of the colliding object?

Can't use position_meeting because I need to check the entire mask, not just a single point.
>>
>>154876604
Collision events.
>>
>>154874748
far cry: blood canus
>>
>>154876635
Can't really use those because it has to be done inbetween two lines of code in the step event.
>>
mirror mirror on the wall
who is the nodeviest of them all
>>
>>154876745
Well, other than that the only thing you can really do is loop through every instance and check if it's colliding.
>>
The boss can now copy your Up-Ice and Iceblock abilities. Still experimenting with this newer enemy tell system.

>>154876604
Did you try place_meeting?
>>
>>154876604
instance_position( x, y, obj ), use obj_all or something.
>>
File: zvv.png (6KB, 388x328px) Image search: [Google]
zvv.png
6KB, 388x328px
hound of Tindalos is ready
>>
>>154876604
>>154876745
in the collision event, couldn't you just do other.id = x and then call it in the step event?
>>
>>154876965
>>154876604
Oh sorry I meant, instance_place()
.
>>
>>154876913
Yeah I think I'm gonna have to. Was trying to avoid this but if i have no choice.

>>154876965
Yeah but it only returns boolean. Doesn't return an ID. Your game looks p cool btw. Do the numbers on the characters represent the image index? (and if yes, how come you decide on the number of frames before you've made the artwork?)

>>154877013
Thanks I'll look into this.
>>
https://www.youtube.com/watch?v=I_izvAbhExY
>>
>>154877527
Ah, never mind, you don't need to do it yourself. Haven't used GM since they added this, I guess: >>154877431
>>
>>154877527
Thanks, and yeah the numbers represent the index. The amount is completely arbitrary right now.
>>
>>154877308
Correct me if i'm wrong, but i don't think you can trigger the collision event without the two instances overlapping by at least one pixel.
Problem is, i need to check one pixel beneath my player's collision mask, and get the ID of the instance.

So basically i need place_meeting, but with a returned instance ID. Seems like its a flaw in gamemaker that this isn't already a thing.
If collision_rectangle can return an instance why can't place_meeting?

Maybe i'll just write a script for it.
>>
File: Blob_Idle.gif (3KB, 64x64px) Image search: [Google]
Blob_Idle.gif
3KB, 64x64px
rate my shitty programmer blob art idle animation
>>
>>154877951
Yeah that's instance_place() or instance_position(), depending on what you want.
>>
I'm on Gamemaker. I have a jumping animation that makes my character shorter, so when he lands he sinks into the floor a bit, but getting back to the surface is possible by jumping a few times. Any basic tips for dealing with this?
>>
>>154878202
>Gamemaker
Sorry, not really interested, but good luck with your game!
>>
>>154878202
Make the collision boxes consistent between frames/sprites.
Also ignore shitposters like >>154878243
>>
>>154878032
Don't both of those only check a single point though? So in a scenario where the player is standing halfway off the edge of a cliff, it might check and return nothing, even though there would be a collision below me. Just not in the center.

I'll write a script that loops and checks every point under the player and see if that works.
>>
>>154878271
okay.
>>
>>154878464
place checks the mask intersection IIRC.
>>
>>154878464
>instance_place
>With this function you can check a position for a collision with another instance or all instances of an object using the collision mask of the instance that runs the code for the check.
>>
File: Vagabondia.webm (184KB, 1280x768px) Image search: [Google]
Vagabondia.webm
184KB, 1280x768px
This is starting to feel real comfy. I'm going to watch the Prisoner of Azkaban tonight and take notes during the Hogsmead parts.
>>
>>154875356
i was going to help you, but then i noticed everyone else was shitposting so cool n/m good luck!
>>
File: 1349658412114.png (13KB, 494x506px) Image search: [Google]
1349658412114.png
13KB, 494x506px
>>154875532
underrated post
>>
>>154872302
Would you work with someone who is already working on something, but needs more models?
>>
chilidog has no pity.
>>
>>154878569
Why does it seem as if the snow tiles are aligned to the window tiles
>>
>>154879094
Speaking of which, are there any indie clones of 3D sonic?
>>
What's the best site for artists seeking programmers?
>>
Linear algebra is fun
>>
>>154879131
I tried to put in some snow build up in the window panes, but honestly it looks a little strange
maybe that's what you're seeing? I'll try to fix that
>>
>>154879168
Unity & UE4 forums (and presumably others) have sections for people wanting to find a team, you could try there
>>
>>154876965
this gm? Or custom engine?
>>
File: aaaaaa.png (110KB, 600x646px) Image search: [Google]
aaaaaa.png
110KB, 600x646px
I drew a swordman grill but she has a black armor that makes her look like a buff black dude.

I also did a lot of combat architecture code but dang I'm starting to feel demotivated.
>>
File: incidenceMatrix.png (30KB, 775x454px) Image search: [Google]
incidenceMatrix.png
30KB, 775x454px
>>154879210
I agree with you anon
>>
>>154879390
Gamemaker Studio.
>>
File: tt.png (34KB, 214x103px) Image search: [Google]
tt.png
34KB, 214x103px
>>154879280
It seems as if you are drawing the tiles behind the defined window tile (as in using the window as the grid for the tiles), if it was actually a view of your "outside", wouldn't the snow tiles be aligned to a straight grid? Or is this intentional?
>>
>>154879280
>>154879597
I'm sorry I didn't read what you've said probably and misunderstood that it was the window pane's accumulating snow, it's 4am.
>>
File: sssdda.png (3KB, 259x400px) Image search: [Google]
sssdda.png
3KB, 259x400px
>>154877993
i may say 10 out of 10

>>154878549
Damn! thanks!

>>154878202
Make sure the distance between the sprite origin and the bottom of the sprite collision mask is the same across both sprites.

Whats happening is gamemaker draws the sprites from the origin point, so when your player gets to the bottom of their jump, the low origin point on the ground sprite is higher up, forcing gamemaker to draw it into the ground. Hard to explain but heres a picture.
>>
File: monstergirlgame_03.webm (3MB, 800x600px) Image search: [Google]
monstergirlgame_03.webm
3MB, 800x600px
Monstergirl colonies.
To breed new units or something.
>>
>>154879750
don't worry about it! It's something I noticed as well and need to fix! I appreciate the feedback ( :
>>
>>154879786
>not putting the origin at the bottom edge
>>
If i may ask...how would one start if they wanted to make a 2D fighting game, like Skullgirls or Street Fighter?
>>
>>154879907
And the font as well, I bet ;^)
>>
>>154880018
Start by asking yourself whether you can actually make 2D art
>>
>>154880018
just like make game
>>
File: Lee's Death.png (1MB, 1600x900px) Image search: [Google]
Lee's Death.png
1MB, 1600x900px
So I want to get your guy's opinion on something. I don't know if this is the right general to post this, but if it's not then I'll just delete my post and go elsewhere.

I'm trying to break down emotional moments in games to their basic fundamental structures and understand what causes the player to feel what they feel.

So games that have those memorable emotional moments combine 3 basic things that make them what they are. Music sets the tone, atmosphere sets the mood, and context is what provides the player a reason to have that certain feeling.

But here's one question I can't really answer and I would like your guys input on this. What kind of games have better to portrayal on emotional cutscenes/moments in a video games, a 2D games or a 3D?
>>
>>154880350

Easily 3D, but it requires much more effort.
>>
Anyone know of any good srpg's on android? Other than like final fantasy tactics or other ports. Looking for some ideas/inspiration.
>>
>>154880350
I think an AI is trying to sneakily learn about emotions.
>>
>>154880350
>What kind of games have better to portrayal
Intredasting...
>>
>>154880350
>What kind of games have better to portrayal on emotional cutscenes/moments in a video games, a 2D games or a 3D?
Neither, other factors are more important, if you've immersed the player 2D or 3D doesn't really matter anymore, but I think the demand is higher on 3D
>>
>>154879424
nice
but you gotta keep moving
>>
>>154880514
>What kind of games have a better portrayal

Sorry I had a stroke while typing. Fixed.
>>
>>154880514
>Intredasting
back to the misc
>>
>>154879786
Ah, thanks anon.
>>
>>154872546
>here's the level
>let's just model the entire planet around it to make sure it looks ok when you're looking off into the distance.
Engine devs.
>>
>Making lewd game.
>Male characters nowhere to be seen.
>Don't want to implement cute boys or futa-crap.
>The game is now sexless.

Hey agdg, would you play a game featuring only lesbian action and creative ways of masturbation?
>>
>>154880904
No boys, no buy
>>
File: Przechwytywanie.png (2KB, 328x345px) Image search: [Google]
Przechwytywanie.png
2KB, 328x345px
RanDungeon gameplay video, showing current state of game (pre-pre alpha). first visible location is just test location.

there is also 3 types of random dungeons presented on video, one of them though needs optimisation and will be slightly reworked.

you can also see all 4 types of enemies that are currently in game and has different behaviours.

you can see battle system

and mimics which i added today and i have to say i like them.

https://www.youtube.com/watch?v=2nn6zwE4PDo

pic related will be one of bossess. bossess will have random abilities from other regular monsters.
>>
>>154880852
What does that have to do with so-called enginedevs?
>>
>>154879424
I can fap to this
>>
>>154881116
Don't. You'll lose precious dev time.
>>
>>154880350
video games are 100% about characters above story
consider Portal, a game people laud for its "story", but really it's just one long character exploration of Glados
memorable emotional moments in games are not cutscenes, they are gameplay focused and involve memorable characters
try to remember your favorite games and you'll see that this is the case
>>
File: ok.png (34KB, 240x590px) Image search: [Google]
ok.png
34KB, 240x590px
>>154881163
>>
>>154881036
Epic Games are about as enginedev as you could be.
>>
>>154875976
>not making Nice simulator based on Burnout's crash mode
>>
>>154881257
>they are gameplay focused and involve memorable characters
This must be why I barely remember Bethesda games
>>
>>154881294
I'm sure it was their game artists who made that map, not the engine programmers.
>>
>>154881568
I think it was a joke anon.

I liked it.
>>
>>154880987
Simplifying the textures would help a lot, right now they make it hard to tell what exactly is going on

The chest being the same color as the dungeon floor makes them even harder to see

Keep at it and you should post short webms showing us the progress you make
>>
>>154881257
I 100% understand that characters and the player's experience with those characters are what create the emotional attachment in the first place, and should be put first priority when it comes to writing a deep story, but that's not what I'm talking about.

I'm talking about memorable moments within a game. Those cutscenes and interactions with those characters, hence the reason I put Lee's death in that post.
>>
code it again, and this time I want it done quickly. :P

https://www.youtube.com/watch?v=I_izvAbhExY
>>
File: 1394115065492.png (69KB, 586x415px) Image search: [Google]
1394115065492.png
69KB, 586x415px
>>154879791
>captives
>breeding queue
>>
>>154881778
yes i do realise that chests are not well visible. i'll change their colors.

i already posted in these threads with short things, like day updates but noone ever replied.

i hope to get this game to google play and steam, that's my dream.

also, levels are generated randomly, even the labirynths are unique each time you visit them.
>>
>>154881858
https://www.youtube.com/watch?v=K1BraAJD0tk

shit.
>>
>>154881847
if you can write an enchanting enough character and gameplay that drives how you feel about that character then it doesn't matter 2D or 3D
>>
>>154880616
thank you for the strength anon.
I feel a lot more at ease.

>>154881116
It's because it's a lewd game :v)
>>
>>154880987
>unity
>miniscule sprites upscaled producing mixels and rixels
>2d lighting
>zillions of particles
>procedural generation
bingo
>>
>0-4 watch a mr.robot episode
>5-8 dev
>9 kym
>>
>>154882230
dev anyway
>>
>>154882048
I hate to bring up this example, but see Undertale
>>
>>154872241
If you don't understand the fact you can change all that shit you are in no position to negotiate with a studio to use their engine lol.
>>
>>154882230
do both.

I watched 5 eps of mr robot and programmed the entire time. I still have one episode left.
>>
I've watched glory 30 times I think. in the last month. not sure why.
>>
Someone give me a basic game idea to get back into the swing of things. Literally the only think I can think of and want to work on is my magnum opus but I want more practice beforehand
>>
File: lua1.gif (187KB, 855x447px) Image search: [Google]
lua1.gif
187KB, 855x447px
Progress on scripting.
I could expose the functions for input and a few more things and that'd be enough to start with but I'm taking the time to properly learn the Lua API and language so I can design a good system.
>>
I've been nodevving for like 3 weeks. Help me. How do I get back to dev?
>>
>>154883370
With a tablet pen and a little "motivational" tactics.
>>
File: TickleTorture.gif (1MB, 403x287px) Image search: [Google]
TickleTorture.gif
1MB, 403x287px
>>154883148
a fighting game where the object is to tickle your opponent into submission
>>
>>154883270
I'm of the opinion that scripts shouldn't operate through side effects. Instead, they return data to the engine, and that's it. With liberal use of coroutines, I think it's the way to go. Saves you from trying to expose API functions to Lua, and guarantees you can hot load scripts without any issues.
>>
File: Screenshot_2016-05-03_05-44-22.png (8KB, 320x400px) Image search: [Google]
Screenshot_2016-05-03_05-44-22.png
8KB, 320x400px
>make music
>it'll never be as good as this

https://youtu.be/EBhFHJMVfiI
>>
>>154884071
>Undertale is one year old now
Time just keeps getting faster and faster.
>>
Game Maker question. Is there anywhere I can just dump global variables to use in game instead of in an object or something.
>>
>>154884071
Toby is more musician than game maker
>>
>>154884071
Fucking hell. How did I know it was going to be undermeme?
>>
>>154884071
>make music
>it'll never be as good as this
https://www.youtube.com/watch?v=VJT0Xh5ZrOg
>>
>>154884374
It says it right there
>>
File: justtryingtohelpanigga.webm (2MB, 1765x990px) Image search: [Google]
justtryingtohelpanigga.webm
2MB, 1765x990px
to this guy from the previous thread.

When xfering files from modeling program to blender there is typically some funny stuff that happens.

but one thing i noticed in this is are you looking at the X/Y/Z? at the very least I noticed that in blender the Blue arrow (Y) is up and the Green arrow (Z) is facing towards the butt of the rifle.

In Unity the Green arrow (Y) is "Up" and the Blue arrow (Z) is to the side.

at least in color coding it makes sense in what's going wrong.

A simple solution to this problem is just creating an empty and then making the rifle a child and give it the proper rotation and then save it as a prefab.
>>
>>154883827
>I'm of the opinion that scripts shouldn't operate through side effects. Instead, they return data to the engine, and that's it
Care to explain or give an example?
>>
>>154884071
>make music
>it'll never be as good as this
https://www.youtube.com/watch?v=CuVmEpJm5gw
>>
http://imgur.com/a/oA9NL

>finished a small game
>no one likes it
>>
>>154884650
export options
>>
Posted this last night, but the thread was dead.

Any yesdevs that want to get a free upgrade to the Humble Bundle's Game Maker Studio Professional bundle? Post a video of your game replying to this post. I'll pick someone to give the bundle to. It's already been purchased, so I'm not backing out (unless you're all trash or the thread dies again, in which case I'll come back tomorrow). Includes everything in the $15 tier and below (full bundle).

Be sure to include some form of contact info, preferably Steam or email address.
>>
>make music
>it'll never be as good as this
https://www.youtube.com/watch?v=d-VVnhwB4Gw
>>
>>154884657
Well, take your example. Your script is setting the animation and the position directly. I prefer to architect things such that the script is returning the sprite state to the engine (by yielding from a coroutine for something like this) each tick.
>>
>>154884417
Listening to that makes my ears hurt.
https://www.youtube.com/watch?v=WBOD8qeCBuc
>>
File: JrukRXQ.png (24KB, 958x480px) Image search: [Google]
JrukRXQ.png
24KB, 958x480px
>>154884716
Is this ironic?
>>
File: moon man.gif (3KB, 128x196px) Image search: [Google]
moon man.gif
3KB, 128x196px
>make music
>it'll never be as good as this
https://www.youtube.com/watch?v=3JeShwf7-94
>>
>>154885210
MIXELS!!!!
REEEEEEEEEEEEEEEEEEEEEEEE
>>
In the off chance anybody has any experience in this...

I need to make money. I was thinking of making a small polished game in a month. I know this is possible and have done this before and sold licenses to these games.

My question is I haven't done this recently, and everybody says flash is dead. On FGL flash also looks dead. HTML5 also seems pretty dead. I have an idea for a rogue like that requires buttons and want to make it desktop browser, but can you even make 10-50 dollars a day on desktop browser anymore? Do I have to bite the bullet and make a mobile game?
>>
>>154882205
Is it bad?
>>
>>154885753
>Do I have to bite the bullet and make a mobile game?
That's the worst thing you could do

Making quick cash with video games is dead
>>
>>154884897
I can't say I fully understand that since I haven't gotten to using coroutines yet, though I do get the general idea of them.
>>
>>154885753
You're probably better off making an asset to sell
>>
>>154885753
I would look for a job. There is no guarantee you're going to make money and putting your limited time into making a game for such an unpredictable market doesn't sound like a solid plan.

Get a minimum wage job and make your game on the side.
>>
File: mvx.gif (2MB, 512x288px) Image search: [Google]
mvx.gif
2MB, 512x288px
Finally got moving platforms to work how i want them to.
>>
>>154886208
I-is that a moving wind effect?
>>
>>154886208
If those are your assets, nice shades.
>>
File: thats_actually_lcl.jpg (63KB, 728x535px) Image search: [Google]
thats_actually_lcl.jpg
63KB, 728x535px
>mfw for else loops
>>
>>154886110
I have a minimum wage job and want to stop it. The issue is small time freelance work I've seen around lately seems to be for HTML5 devs doing brand shit. I don't have a HTML5 portfolio, but viably could make one with decent games in a few months to get those jobs instead.

>>154886013
I've considered this, but I don't really understand the asset market too well. It seems the most successful stuff on the Unity Asset Store for example come in packs, even if it's simplistic stuff like those low poly packs. Maybe I'll do that, or if push comes to shove I can make a RPG maker like tool for Unity that undercuts the price of that Orok Framework or whatever.

>>154885959
If the mobile game is not shit there are ways to get decent money from them. If you can retain users, even a small amount, you can get a publisher for them for example. You can make quite a bit of money with publishers. I have experience with that, but it can be a pain in it's own ways...
>>
>>154886208
Looking good!

The slight screen shake is really nice too
>>
>>154885990
http://hastebin.com/ayofirifud.lua
You could even still use side effects to tell the engine to do things, but I'd much rather opt for the coroutine approach rather than setting up a "hook" function to be called every frame.
>>
File: mvx2.gif (406KB, 512x288px) Image search: [Google]
mvx2.gif
406KB, 512x288px
Also added controller support and fully customizable controls.

>>154886508
It is, yes. Thanks for noticing.
>>
>>154886890
>keyboard binding menu follows the color scheme and aesthetic of the game
tasteful.
>>
>>154886890
Where are the bindings for menu actions?
>>
>>154886669
By that logic why would I want a career in anything?
>>
>>154886669
>Trolling on 4chan

I'll take my shitty life over yours, anon.
>>
Question: My character can jump and crouch; what's a good way to smoothly cancel from jump sprite to crouch sprite (i.e. skipping the standing sprite)? Currently I just have CROUCH as a bool that is true if the down button is pressed and the character is grounded.
>>
>>154887152
What do you mean exactly?

Add the ability to bind the in-game 'up button' separately from the in-menu 'up-button'?

Seems kinda overkill, especially for a controller.
>>
File: nothanks.png (588KB, 1440x810px) Image search: [Google]
nothanks.png
588KB, 1440x810px
>>154880987
Could someone please explain why would ANYONE in their right mind use Unity for this type of game?
>>
>>154887368
Nah, that would be overkill. Just allow to bind "select" and "back" separately from e.g. "jump" and "attack" (like is usually done).
>>
>>154886669
Thanks for correcting the record on a German Wiener Schnitzel Cooking image board
>>
>>154887345
Or should I just make a landing sprite?
>>
>>154886639
Is there anything wrong with the "hook" approach?
It seems a lot more natural to me. It also fits nicely with what I was aiming for, which is basically doing the few functions for behaviour I was writing in C++ but in Lua.
>>
>>154887345
I would make onGround a bool, make standing/jumping/etc a switch

If onGround turns true while in the jump state, switch to a crouch state instead of a standing state?
>>
>>154886639
It's an indie game, why would you complicate things for "safety" which you don't need?
>>
File: mvx3.gif (376KB, 242x346px) Image search: [Google]
mvx3.gif
376KB, 242x346px
>>154887345
What i do is, have a frame in-between the crouch sprite and the standing sprite. But give it the same mask as the crouch sprite, so it looks smoother but doesnt delay the benefits of crouching for the player. Not sure if that is what you're looking for.
>>
>>154887682
Yeah, I also have a ground bool. I'll try the switch thing.
>>
>>154887767
I'll keep that in mind too.
>>
>>154887682
If onGround + holding Down are true while jumping, I should say. Otherwise you're probably just landing normally.
>>
>>154887668
If it works for you, fine, but I think the coroutine approach is simply nicer.

>>154887735
Who said anything about safety?
>>
>>154887997
>>154883827
>I think it's the way to go. Saves you from trying to expose API functions to Lua, and guarantees you can hot load scripts without any issues.
>without any issues.
>>
>>154887485
That sounds reasonable enough.
I'll put it on my list of stuff to do.
>>
>>154886623
I don't know how much game dev experience you have, or if you have programming experience outside of games, but I found that game dev really set me up well for programming commercial programs at a company. Maybe you're too young, but if not, definitely look into full-time positions.

I know full-time seems terrible, but when you love coding and get paid 2-3k a month, it's actually really nice. I write legal e-discovery software, which I have no interest in, and I still have fun doing it.
>>
>>154888165
Considering the whole point of writing stuff in scripts instead of just regular code is to be able to work quickly and hot load easily, why would you not try to keep those properties intact? You're wasting your time otherwise.
>>
>>154887401
Im using unity because of few reasons. It's the only game engine I know and it's comfortable for me. I also program in c#. The last, I am beginner in gamedev I realise this might not be the best game out there but I do it because I like to. I don't know what's wrong with unity, I'm not that experienced as some of you. I discovered this board just recently.

Maybe I'm just not in right mind :)
>>
>a career in game development
Hahahaha

>making it big as an indie dev
HAHAHAHAHA
>>
>>154888165
>>154888320
Also, I find that a lot of the time you want to script some behaviour, it's part of a state machine. Why not just use coroutines instead of hacking together state machine boilerplate for every script that acts that way?
>>
>>154887997
My plan and design is nowhere near finalized (I've only got something simple functional).
I don't consider the approach perfect or anything so I'm not dismissing your advice, I'm still learning the language.

I think I've seen examples where you could use coroutines to say wait a bit, do some action, wait again etc which seems really useful
>>
>>154888320
Limiting your access to the engine, writing code in a restricted way, needing to add code to the engine for ways to handle the returned data from the scripts.

Yeah sounds like fast development time.

Instead of writing scripts that may break stuff once in a while, in which case you just modify the script pretty much instantly.
>>
Anyone got computer_scientist.png? I had to handhold a CS graduate student through a lab on how to use Git. Over teamviewer. For 3 hours.
>>
>>154888525
>Posting on 4chan
Hahahaha

>Trying to troll on 4chan
HAHAHAHAHA
>>
>>154888662
Yes, that's a killer feature of coroutines when it comes to game programming, especially gameplay scripting - being able to pause and resume after some time, or when a certain thing happens, etc. I mean, you can somewhat do the same thing with your approach by e.g. returning something that tells the engine what to do, but doing it with coroutines just seems much more natural especially since waiting and then doing something else requires a state machine.

>>154888702
>Limiting your access to the engine
Scripts shouldn't have much access to the engine.

>writing code in a restricted way
How so?

>needing to add code to the engine for ways to handle the returned data from the scripts.
>You could even still use side effects to tell the engine to do things
Thinking back, it's the coroutine idea that I find attractive more so than returning vs. calling. Also, you need to expose all functions you'd want to call to Lua so there's work both ways.
>>
>>154888481
Unity in all honestly is a terrible engine for your type of game, all the systems you're using could be written on top of something like MonoGame in a few days.

They would also be a lot easier to modify/optimize, and I'm pretty damn sure they'd run much faster.
>>
>>154889058
>all the systems you're using could be written on top of something like MonoGame in a few days.
If he got everything working already in Unity why are you telling him to ditch it and start from scratch with Monogame and having to both learn a new framework and implement all the basic stuff himself?
I agree with you that Monogame or any other 2D oriented framework/engine is more suited for that but it's better to let him finish.
>>
>>154889840
because he's a shitty nodev with no game
>>
>>154889840
Seconding this >>154889927

Unity is perfectly fine. It has a bad reputation because of artists and idea guys trying to code their own game by themselves and fucking up optimization tips.
>>
>>154880350
I want to rape Clementine
>>
>>154889840
Because he's still at a stage where he can change
>>
File: itsy bitsy.webm (896KB, 1360x768px) Image search: [Google]
itsy bitsy.webm
896KB, 1360x768px
All working as intended
>>
>unity is fine
>oop is fine
>mixels are fine
every time
>>
>>154890137
He'd have more work to do by changing for hardly any major benefits.
>>
>>154890224
Tone down the screenshake, and I hope the spike balls can't hurt you when they initially fly out,that's a major cheap shot.
>>
>>154890360
Sure, and nah, obv
>>
where's the devstream

art preferred

nodev looking for artist
programmer ok too if comfy music
>>
>>154890224
This is dope as hell
>>
>>154890313
If you think that a 2D super pixely game made in Unity isn't complete trash, then your opinion doesn't mean much
>>
>>154890452
Better yet, make them do the damage indication, but no actual damage

TENSION
>>
>>154890469
there's actually a rule where you're not allowed to stream programming without playing dubstep
>>
>>154887401
Most programmers are too autistic to get out of their comfort zone, so they will refuse to try a new engine that's more suited to do what they want, and instad they will choose to use the engine they are more familiar with even if it means a shit ton of additional work to get the results they want.
I'm guilty of that too
>>
>>154890486
I don't think Unity is great for that, but I'd rather see him finish a game and move on than start over to please nodevs.
>>
File: move_comp.gif (10KB, 400x200px) Image search: [Google]
move_comp.gif
10KB, 400x200px
Alright,
i tried making the sprite again.
Left is new drawings.
Right is original yesterday.

I need comments and advice that don't involve "REEEE Mixels!"
>>
>>154890469
>nodev looking for artist
Look.

There is not a single successful collab in here coming from someone looking for an artist.

It does not work.

Stop trying.

Or show them the cash $$$, it's the only way.
>>
>>154890509
this guy knows juice
>>
>>154890712
there are only like 2 artists and 2 programmers here that are worth paying, regardless
>>
What's the best way to start learning gamemaker ?
Their in-engine tutorials or youtube videos or something else ?
>>
>>154890681
that's a big head
>>
File: 1473358618453.png (33KB, 642x570px) Image search: [Google]
1473358618453.png
33KB, 642x570px
>>154890805
>there are only like 2 artists and 2 programmers here that are worth paying, regardless
Did the guy who drew the fan art of this girl and the bunny idol post recently?
>>
>>154868623
https://www.youtube.com/watch?v=ic2d-1xVkkI

Dev music
>>
>>154890852
devstream and get an experienced gaymaker to "mentor" you
>>
>>154891220
post rock is really dope for dev.

https://www.youtube.com/watch?v=-Sn04ou8qDw

especially God Is An Astronaut and Godspeed You! Black Emperor.

I usually call this Godspeed You! Black Astronaut
>>
0 start working on a dev music scraper playlist maker
1-9 anything else
>>
Anyone else a Rami fanboy?
I keep watching his GDC and various speeches
>>
>>154891679
Vlambeer are pretty cool guys. I wish their games weren't all 30FPS locked though.
>>
>>154891679
>>>/eceleb/
>>
File: opine.png (19KB, 576x465px) Image search: [Google]
opine.png
19KB, 576x465px
>tone down the screenshake
>>
File: 1438092938905.png (124KB, 262x288px) Image search: [Google]
1438092938905.png
124KB, 262x288px
>test game in unity editor
>occasional screen tear and lag
>test game in a build exe
>runs smooth as butter

what the fuck unity
>>
File: A.png (3KB, 184x172px) Image search: [Google]
A.png
3KB, 184x172px
>>154891679
>Make yourself public in the media
>Say your game idea constantly
>someone makes something similar to your game idea
>Do nothing for a year
What did he mean by this?
>>
>>154892039
He's not wrong.
>>
>>154892039
>I want my players to be nauseous

Okay anon, but I won't be playing your game anytime soon.

Also that image can be applied to yourself.
>>
>>154892095
To be fair release builds will run better no matter what engine you use.
>>
>>154891679
no
>>
>>154892327
>>154892248
Screenshake seems a lot worse in small screenshots / in isolation of everything else.

If you've played games with hearty amounts of screenshake, you should realize it's fine.
>>
File: For You.gif (1KB, 50x50px) Image search: [Google]
For You.gif
1KB, 50x50px
>>154890913
>read file name

also, can any artists comment on my new sprite?
if it's fine, i will start drawing clothes and stuffs on it.
>>
>>154892443
>you should realize it's fine.
It's really not. It used to be a nice addition to a game to add some extra oomph. But nowadays no one knows hot to use it properly but continue to anyway because it's the quasi-standard set by nu-gamedevs i.e hacks.

Juice it Or Lose it did a lot of fucking damage.
>>
>>154892443
>Over 720p
>Small Screenshot

You kids and your 4k.
>>
>>154892443
>screenshots
>screenshake
???
>>
SCREEN SHAKE IT OR LOSE IT
>>
File: San_Diego_Fireworks.jpg (143KB, 768x1024px) Image search: [Google]
San_Diego_Fireworks.jpg
143KB, 768x1024px
this is how much people like particle effects
>>
>>154890281
and now
>screenshake is fine
>>
>>154892443
Go play GW2 and fight a world boss

The screen shakes so badly that at times you can't even see the player anymore
>>
>>154892327
Just give people a slider.
>>
Does your game include a pacifist option?
>>
>>154868834
cool
>>
>>154893042
sure, you just can't advance past certain parts
>>
>>154893042
There's no fighting at all in my game.
>>
File: 1473995394077.gif (2KB, 43x48px) Image search: [Google]
1473995394077.gif
2KB, 43x48px
>>154890681
Huge improvements there, man
Steps need a little bit of weight (pic related)
Upper body needs to rotate a little bit following with arms movement. Keep going!
>>
>>154869254
I'm a sucker for card games

Can you tell me more about this project?
>>
>>154893042
>Planned to do this for a game
>Now if I actually implement it i'll be called an undertale ripoff

Fucking hell
>>
Anyone here experienced with GML?
I'm having a fucking AIDS of a time getting collisions to work.
>>
>>154893419
Just do it right like Deus Ex, instead of half-assing it like Undertale.
>>
>>154893505
nope, no one here uses GM,sorry.
>>
>>154893419

>implying anyone but the dumbest of retards thinks Undertale invented non-violent runs
>implying you should care what those troglodytes think in the first place
>>
>>154893505
GM collision event IS fucking AIDS.
Code your own if you can, is the best way to get them to work exactly in the way you want..
>>
Took a break from enginedev to work on my ship designs

I still don't know what I'm doing but I separated the engines from the main fuselage, cleaned up the topology a bunch, added some detailing you can't actually see, and made the textures less shitty
>>
>>154893568
>Undertale is half assed because memes
>Deus Ex, which has a worst pacifist system, is good because its AAA or something
>>
>>154893808
Undertale's pacifist option is just selecting a different button during combat. Deus Ex's pacifist option is a completely different gameplay style.
>>
>>154893928
A really shitty style of gameplay the game forces you into because of how it's designed on harder difficulties.

>Hurr undertale is bad because it's popular

Never going to make it
>>
>>154893738
That's what I'm trying to do. Apparently using speed and motion_add(dir, spd) makes my current system useless. So I either toss out my momentum based movement system for a plain "+pixels per frame" one or completely rewrite my collision script with one that works (which I'm pretty stumped on).
>>
>>154894040
Hate to say it Loved undertale myself. But he's right, undertale's genocide run is just a harder version of two of the pacifist bosses.
>>
File: peter-molyneux.jpg (74KB, 463x372px) Image search: [Google]
peter-molyneux.jpg
74KB, 463x372px
a game with constant screen shake except when there are impacts to the player/enemies/environment
>>
File: snex.png (653KB, 2226x932px) Image search: [Google]
snex.png
653KB, 2226x932px
Make a smug sexy snake selection
>>
>>154894092
Isn't a momentum based movement system the same as "+ pixels per frame" just with a more controlled pixels moved?
>>
>>154894163
So a meta-game about screenshake where you have to solve the universe getting parkinsons's by Mr. Bad?
not bad molly
>>
>>154894224
Bottom of 3, with the top of 1.

3 has impossible boob physics which personally drives me crazy.
>>
>>154894040
>A really shitty style of gameplay the game forces you into because of how it's designed on harder difficulties.

Have you ever played Deus Ex?
>>
File: file.png (262KB, 463x372px) Image search: [Google]
file.png
262KB, 463x372px
>>154894163
A game where the screen shakes by default and you need to kill enemies to reduce the shaking
>>
>>154894235
Pretty much, but for whatever reason I can't get my object collision script to work.
>>
>>154894224
number one all day long. extremely small bikini's like that are my fetish.
>>
>>154894224
Bottom of 2. Top of 1
>>
File: anons_snake_waifu.png (367KB, 711x924px) Image search: [Google]
anons_snake_waifu.png
367KB, 711x924px
>>154894368
They're all the same, but you're right, its the only one without any support. Less lewd concepts later.

>>154894594
#2 doesn't have a bottom... unless that's your thing anon.
>>
>>154895142
Exactly what I meant, that looks good, anon.
>>
File: Slaver1_x2.png (53KB, 782x566px) Image search: [Google]
Slaver1_x2.png
53KB, 782x566px
More commission work for one Anon's Lewd jam.
>>
File: sneks.png (80KB, 1002x710px) Image search: [Google]
sneks.png
80KB, 1002x710px
>>154894224
>>154895142
Oh, what a coincidence.
>>
File: Untitled-1.png (269KB, 697x932px) Image search: [Google]
Untitled-1.png
269KB, 697x932px
>>154895142
This is what the fans want
>>
>>154895559
Hands on the right sprite are too small, look at how huge they are in the left sprite compared to it.
>>
>>154895652
Yeah, it's just an alternate version of it.

Notice also that one has three fingers, while the other has five.
>>
uploaded my garbage to ich.io. i didnt know about that site until now. pretty good site
>>
File: 2016-09-15-2117-15.webm (3MB, 1280x720px) Image search: [Google]
2016-09-15-2117-15.webm
3MB, 1280x720px
I made a door that can only be opened with a button (interestingly, the button is just a very small door)

so you will drop down the pit and get something in that room, then walk back up the stairs, press the button, and get back to the main area
>>
>>154895559
At least i can stick my dick in this unlike >>154895637
Don't think I would in either case but at least it's an option.
>>
>>154879424
a- a-- anon, th- tha- thats LEWD!
>>
File: snek.jpg (290KB, 758x932px) Image search: [Google]
snek.jpg
290KB, 758x932px
>>154895142
>>154895637
This is what I meant with #2 bottom. Not a fan of #3 but used its bottom too.
>>
>>154895978
>>154895978
thats the point of the design anon.

>however you won't dick them anyway.
>>
>>154896386
So many people will get banned thanks to lewd jam
>>
>>154870367
>I've been trying to stay on palette as much as possible! I think there's a way to do it without going off palette, I just need to figure it out!

If you're trying to work from an 8 color pallet I am going to hunt you down and make you drink paint until we work our way through the sample book or you die.
>>
File: weird_non-snake_vag.png (134KB, 480x464px) Image search: [Google]
weird_non-snake_vag.png
134KB, 480x464px
>>154895978
>>154896386
Who says she has a human vagina
Here you go anyways. Freaks.
>>
>use unity's built in sprite packer
>it cuts my game file size in half

h-how is that possible
>>
>>154896961
Probably because it's packing your sprites.
>>
>>154868623

https://youtu.be/bIFMvhv_-Og
>>
>>154896961
You probably didn't have your sprites sized to a power of 2
>>
File: bokuStats.png (7KB, 947x118px) Image search: [Google]
bokuStats.png
7KB, 947x118px
Fresh Bokube stats
there was also Bokubes first normie live streamer:
https://www.youtube.com/watch?v=ylDbqoDixmc

(note hes playing an old verison of bokube even though a new one released days ago for DD10)
>>
File: completely_normal_snake_vag.png (85KB, 291x690px) Image search: [Google]
completely_normal_snake_vag.png
85KB, 291x690px
>>154896880
Just for fun.
The cool thing about cloacae is that no matter where you stick your fingers, they are both simultaneously in the pink and in the stink.
>>
>>154897387
>That goal of yours you mentioned months ago about why you named your game Bokube to confused people on how to pronounce it just so you could laugh is actually paying off.
>>
File: 1426718072100.jpg (176KB, 1280x720px) Image search: [Google]
1426718072100.jpg
176KB, 1280x720px
>people digging through your game files

REEE GET OUT GET OUT YOU AREN'T SUPPOSED TO SEE THOSE
>>
>>154897538
Those comments on boku kek
>>
>>154897387
I want to shit on him for being a streamer but being constantly entertaining seems like it would take effort, he also doesn't seem to be intentionally over the top wacky, aside from that wig. And he actually explains some mechanics. And he is fighting not to lisp which is adorable.
>>
File: finished.webm (1MB, 1360x768px) Image search: [Google]
finished.webm
1MB, 1360x768px
tfw other dev dramatically outdoes your wallclimb tech
>>
>>154880350
I don't think 2d/3d matters but I do think 3d is easier because you can so more expressive expressions. Something that really helps sell a scene.

>Context
I think this is really important. A scene is not emotional if you're not invested with a character. Consider Lee in your picture. We spent months with him, we felt bad for him, we relate with him, the same with Clementine.

So to see Lee die, even worse at the hands at Clementine is really rough.

>Execution
I also think this is important too, a lot of very emotional/important scenes were ruined because something stupid/weird happened. Like Iris' death in X4(?), it was a very emotional scene that was ruined by Zero's lines.

The first real emotional scene I remember is from Nier
(spoiler if you haven't played)
https://youtu.be/15RL7b36w1c?t=28m30s
>>
>>154897919
Looks pretty good.
>>
>>154897919
Nice. Reminds me a lot of Contra Hard Corps.
>>
File: 1467831781531.png (102KB, 450x443px) Image search: [Google]
1467831781531.png
102KB, 450x443px
> getting excited to finish my lewdjam submission
> need to fix some things on the character
> Unity crashes
> repeat process
> Unity crashes again
> this happens 7 more times
> send bug report

I want it to end.
>>
Making lewd jam public was a mistake.
>>
>>154898340
>tfw using not Unity
>tfw it doesn't crash

This is great feel.
>>
>>154898340
tell us what's happening and maybe we can actually help
>>
File: 1389810635045.jpg (28KB, 467x413px) Image search: [Google]
1389810635045.jpg
28KB, 467x413px
>>154898454
>>
>>154898596
Creating a ragdoll for a new player model. I set the transforms then hit create and it all comes crashing down.
>>
Gonna make a game tomorrow guys !!
>>
>>154898945
>tomorrow
but it is tomorrow, its past midnight
>>
>>154899030
Not in my timezone ehehehehe
>>
>sfw game: platformer with cute girl
>nsfw game: monster girls
oh boy i sure cant wait to play all those generic games
>>
>>154899181
>scraping bottom of barrel for shit to get salty about
>>
>>154899181

Oh boy I can't wait to see you be a little bitch again
>>
>>154899181
Why are you still getting mad about this stuff? Lewd jam was a write off the moment it was announced, it's not going to magically become less shit by complaining about it. Just pretend it doesn't exist and work on your game.
>>
So, I am on a team and we currently have:

Writer/Producer, does project management for a living. (Me)
Sound Engineer, does that for a living.
Programmer, does that for a living.
Game Designer/Programmer, getting a masters in computer science.

The one thing we are lacking is an artist. I'm trying to find someone who does that for a living (perhaps outside of the game industry) and what I am really looking for is someone to set the visual style of the game, create enough assets to get to the kickstarter phase, and then work on the project to acquire art assets and maintain visual direction.

Where the fuck do I find those kinds of guys?
>>
>>154899623
I'm an artist and I've been looking for a programmer primarily

what engine/language are you working in?
>>
>>154899709
We're working in Unity, the programmer does a lot of C# for a living.
>>
>>154899623
>>Where the fuck do I find those kinds of guys?
Freelance artist sites, /ic/ might know the decent ones.
>>
File: 45678.jpg (15KB, 275x264px) Image search: [Google]
45678.jpg
15KB, 275x264px
>>154899709
dont do it mate
>>
>>154899990
Cool, sounds interesting but I'm not really interested. Good luck though!
>>
File: 1464717819213.jpg (159KB, 654x862px) Image search: [Google]
1464717819213.jpg
159KB, 654x862px
>>154900379
>>
>>154895410

Someone should make a Theonian filter for photoshop. Instantly, Theonianize any picture. lol

Just kidding. Your art is pretty good.
>>
>>154899709
>>154900379
10/10 execution
>>
>>154899623
If you hope to attract a professional to do free work for you, at the very least you would need to create a very attractive prototype before hand.
>>
>>154899623
You didn't even say what kind of game you are making or anything.

Also

>Producer soliciting 4chan for production advice

RIP anon's project
>>
File: or maybe you can.png (41KB, 618x131px) Image search: [Google]
or maybe you can.png
41KB, 618x131px
>>154900725
You can't really theonianize anything anon.
>>
Is a tick rate of once every 4 frames too much? (60fps)
>>
>>154900725
They explained how to do it in a tutorial series
>>
>>154895410
I like the one of the left better.
>>
File: 1460214845926.jpg (27KB, 353x353px) Image search: [Google]
1460214845926.jpg
27KB, 353x353px
where is the recap guy
>>
>>154891050
I don't think so.
>>
File: 1470454826990.jpg (32KB, 400x300px) Image search: [Google]
1470454826990.jpg
32KB, 400x300px
>>154902274
Are you that out of touch with reality anon?
Its Friday.
>>
>>154881257
character and story aren't separate things.
>>
>>154899623
Is it a paying position or what
>>
>>154902371
I wanted to know if i even made it onto last week's recap but I guess I'm not relevant enough yet
>>
>>154881847
>I'm talking about memorable moments within a game. Those cutscenes and interactions with those characters, hence the reason I put Lee's death in that post.

you're studying the wrong medium for that, because all vidya does in this department is ape film.
>>
>>154902457
Theres this, but it lacks the latest one
http://homph.com/recap/
>>
>>154902457
>What's the archive?
>>
>>154894532
Max Parkinsons
>>
Just how costly is collision detection in Game Maker? Almost all of the robust slope solutions I can think of or find involve collision detections at multiple angles every frame, and the Sonic Physics Guide solution seems prone to error (every single slope has an array of Y values corresponding to the player's x value relative to the tile).
>>
File: medals.webm (1MB, 686x720px) Image search: [Google]
medals.webm
1MB, 686x720px
Enemies now explode into coins when they die.

The amount you receive from each enemy depends on:
The enemy's worth
* the medal multiplier (not implemented)
+ your distance to the enemy (pointblanking gives you more coins) [not implemented]

There will be bronze(1), silver(10), and gold(100) coins but I have only drawn bronze so far because I'm a terrible artist. Completely unsatisfied with my bronze coin but I take solace that it is somewhat recognizable as a chip/coin.
>>
File: 1473999822385.jpg (62KB, 640x480px) Image search: [Google]
1473999822385.jpg
62KB, 640x480px
you have 5 minutes to post progress
>>
File: score.webm (144KB, 316x114px) Image search: [Google]
score.webm
144KB, 316x114px
>>154903703
Freiza I'm a fucking mindreader, posted progress before you even started your 30 episode countdown.

>>154903682
>>
>>154903682
That's a really awful background even for a placeholder.
Just use a solid color.
and stop mixing browns and greys.
>>
>>154903682
That's a perfectly fine background because it's a placeholder.
>>
>>154903682
Are FPS capped? 180 is kinda low for this.
>>
File: fps.png (647KB, 1273x717px) Image search: [Google]
fps.png
647KB, 1273x717px
>>154904192
>>154904261
Yeah, all my backgrounds are awful things done in 2 minutes. The clouds are actually really ugly, I'll probably just change it to pure grey.

It's a placeholder but it shouldn't be straining my eyes just because it's a placeholder.

>>154904282
fps is uncapped (not counting love2d 1,000 fps cap). The FPS shit the bed when I'm recording with fraps and it is fine outside of it.

I can put like 2,000 bullets with tons of enemies moving without too much hit to FPS thanks to spritebatching/pooling.
>>
>>154904282
cap the FPS at 30 because that's what all the AAA games do
>>
File: fps2.png (517KB, 1301x745px) Image search: [Google]
fps2.png
517KB, 1301x745px
>>154904192
Also what do you mean by mixing browns and greys? On the bronze coin? What would you suggest instead.

>>154904282
fps doesn't drop under 180 even after 5000 bullets. It drops under 140 when I do 10,000 bullets (the max bullet constant).

That said I'm sure there is something better I can do for the FPS. The biggest performance hit is actually the tilemap I have, so I feel like I have to revisit that code.
>>
>>154904693
If you are making a bullet hell I'd probably recommend running it at a fixed framerate so things dont get too unpredictable (like a frame or two dropping throwing off the bullet angles potentially creating impossible patterns).
>>
>>154905000
Is there any downside to have a fixed framerate? Cause I had v.sync on at one point to solve a drifting problem and don't remember why I took it off.
>>
>>154904693
I really doubt you need more than 120 fps. Even 60 would be a good cap.

But then again I've only played shmups as a kid so what do I know.
>>
>>154905187
if the computer decides your game isn't getting the computational power to hold your capped framerate, it will play in slow motion slideshow
>>
>>154905187
If you cap at 60Hz for example, a 144Hz monitor would be displaying some frames for 2 refreshes and some for 3. The other consideration is that if the player is dropping frames the simulation slows down the presentation to the player rather than sacrificing precision. This would mean if a player could only run it at 30fps they would be playing at half the speed.
>>
What would you rather play

>Man a spaceship with friends
>Man a space station with friends
>Man a fantasy flying ship with friends
>>
>>154905837
fantasy space ship station
>>
>>154904693
Stop using FPS to measure performance. Use frame times. FPS is a shitty metric because it is not a linear metric. The time between 500 fps and 1000 fps is similar to the time between 60 and 50 or some shit like that. It's worthless.
>>
>>154905837
Spaceship, no contest.
>>
>>154905837
Fantasy flying ship is pretty rare. Especially with friends. The only one I can think of is a shitty russian MMO Allods.
>>
>>154905837
Definitely not the space station. Between the fantasy ship and space ship, depends on your fantasy races vs fantasy aliens.
>>
>>154905687
>>154905836
Then I might cap it, it shouldn't be too demanding of a game. I imagine the average modern computer should be able to play (I would hope so).

I don't think I would have that capped hz issue if it's fixed with v.sync (doesn't v.sync cap to your monitor refresh rate. That is how it gets rid of screen tears). Like if I have v.sync on the game caps at 90 fps. We'll see. I'm trying to have a playable level or two by next demoday with 2 ship types.

I'll force v.sync and see if anyone encounters any issue
implying anyone is gonna download my game..

>>154905992
I'm actually really really ignorant about how frame time works. I used fps because it's a single line

..tostring(love.timer.getFPS( ))

I'll look into frame time, how to display it, and how to read it.

>>154905837
space station
>>
EIGHT HOURS UNTIL LEWD JAM
>>
>>154906472
Who cares?
>>
>>154906086
>Races
Probably going to only have different human cultures either way to allow for people to modify their ship/station with different elements without having to figure out how space dorfs can use human sized consoles or vice versa.
>>154905837
Station: 1
Fantasy Ship: 1
>>
>>154906123
It sounds like you are confused by the difference of fixing and capping a framerate (though fixing typically also implies capping).

Fixed framerate treats every frame as the exact same amount of time whether or not it actually took that amount of time. As a result fixed framerate will warp time if you are getting less or more frames than the fixed framerate. The main benefit of this is that it is the most predictable and thus it tends to be used in danmaku games or in physics where a loss of precision can quickly get out of hand.

The other method is a variable framerate which most games use these days at least for rendering. This always runs in realtime but the precision varies depending on the framerate. Thus a toaster will be less precise than the best machine but the game will not run faster on either. Typically these games either have an upper framerate cap or support users setting one or enabling VSYNC. The main benifit of the cap in these cases is that the system plays nicer with the application, and you can set the framerate to your monitors refresh rate and have better frame alignment. I would still recommend having a lower cap (essentially switching to fixed framerate) somewhere around 10-15 or else a short framerate drop can seriously fuck the simulation up.
>>
Did Diablo I and II used actual 3D models and environments or were those just 2D? Like in the SNES Donkey Kong games and Mortal Kombat?
>>
>>154906123
Your game runs in a loop. From the start of your loop to the end of your loop is one frame. You care about mspf, or miliseconds per frame.

16.66 ms is 60 fps, 33.33 ms is 30 fps. To figure this out all you have to do is have some counter named Frames like

int frames

then every frame add to it

frame++

Then every second print out 1000/frames

That gives you mspf. Lower is better.
>>
>>154906861
Iso 2D
https://www.youtube.com/watch?v=S29H3guC-7U
>>
>>154906861
They were sprites made out of 3d models, yeah.
>>
>>154906791
I would like to note that while what this guy is saying is generally right, something using a free framerate can still be a perfect physics simulation at any frame rate if you either force your physics to update a certain amount of times per frame regardless of what renders or if you implement continuous collision detection.
>>
>>154905837

Is there a functional difference between spaceship and fantasy flying ship? Space Station just sounds like a tower defense so I wouldn't think anything of it normally.
>>
>>154907176
Functionally, a fantasy flying ship would have an open upper deck for less cramped boarding situations, less corridors in general and I would use my atmospherics system to make maneuvering harder in certain situations.

Spaceships would have more boarding situations in cramped corridors and atmospherics would focus around keeping it inside.

As far as the world is concerned I'll use some concepts for both, like Pirates attacking, traders to be met etc. The flavor may be different though.
>>
File: Collision.webm (2MB, 400x300px) Image search: [Google]
Collision.webm
2MB, 400x300px
>>154906791
>>154907000
This has both been very informative.

>>154907082
I'm using an accumulator for collision/movement because before I used to have drifting problems. I'll see if I have any old webms of the drifting problem I used to have a few weeks ago.

Yeah I found one I haven't deleted yet. This used to be my problem (if you look around 0:09, it is very obvious with the blue bullets). This was before I implemented spritebatching and I would create/remove a lot of tables so it was having problems accurately moving all of the bullets the same amount of distance every frame. Before I learned how to not be an idiot and load/delete tables so often I fixed it by implementing an accumulator that would wait. So I think it would be fine to have variable framerate since the actual update logic is fixed (for the most part).
>>
>>154901406

Well, I am not making a pitch here.

While 4chan has a lot of decent talent, reliability is extremely low (and this is not just an artist thing, it is across all roles).

Your green text is sort of eyebrow raising. Any decent producer or project manager asks questions when they may have a simple and well-known answer. Research is best saved for the questions that are unlikely to have a simple or well known answer (i.e. in the last 5 years how many indie shooters have been commercially successful, how were they priced, and how many units did they move?)

Every question answered saves time and effort that can be spent on other things. Anonymity means that you can ask stupid questions without social consequences. I like taking advantage of that whenever possible.
>>
>>154907402

I'd go with a unique fantasy setting myself if I had decent art. Space seems like the new zombies 2bh.
>>
>>154907615
>project manager
aka idea guy

fuck off, you're the useless part of the team
>>
>>154892095
Release builds pull out a whole lot of various features that are designed to make debugging easier. For example you can't use the inspector in a release build, which removes all the overhead associated with that.
>>
File: 1473995394077.jpg (26KB, 534x555px) Image search: [Google]
1473995394077.jpg
26KB, 534x555px
>>154907692
>No man's sky with zombies
>>
>>154907082
The important thing in this situation though is that any system that might effect gameplay must then be run with the physics system or else you end up with situations like where a bullet is spawned late putting it on a different trajectory. You could still calculate where it should have been when it spawned and where it should be now based on that time that passed between frames but I've never seen anybody do that amount of complication when its already standard in damnaku games to use a fixed framerate.
>>
I heard that the more people are in the team, the bigger the game can be, but the worse it will be.

How true is that?
>>
>>154908250
The bigger the scope, the more things could go wrong. It's true even for 1MAs.

If you have a big team with multiple different people and personalities, that just adds to the risk factor. You need good leaders to always stay on the right track (or at least stay as close as possible to it).
>>
-LIST OF INDIE SINS-

Mixels.
Screenshake overuse.
Not taking full advantage of your control scheme (Binding of Isaac 4 directional shooting while there's a mouse right there...)
Justifying lack of widescreen support because "balanced for 4:3". (Nuclear Throne)
Not setting the correct room_speed in game maker and then hardcoding your whole game as 30 FPS. (Nuclear Throne, Hyper Light Drifter)
>>
>>154908050
That is essentially how games are programmed now though.
>>
>>154908514
A topdown shooter like nuclear throne benefits from as squared window as possible. Do you even play videogames?
>>
File: 2016-09-16-0120-21.webm (3MB, 1280x720px) Image search: [Google]
2016-09-16-0120-21.webm
3MB, 1280x720px
Playing around a little more with buttons and doors. This room is blocked off until you hit the switch inside the room, which you can see through the window.

I have 4 branches left to add, plus the final boss area for the dungeon to be finished (not counting actually filling it with interesting stuff).
>>
>>154908250
Big teams definitely have benefits (potential to be faster, able to brute force boring shit that needs a dick ton of work), but as they get larger, management becomes a non-trivial thing.

It's not so black and white as "the bigger the team the worse it will be" though.
>>
File: baitu.gif (841KB, 430x834px) Image search: [Google]
baitu.gif
841KB, 430x834px
>>154908514
>>
>>154908514
>correct
>>
>>154908673
Then make it an option? Oh wait, they can't. Because it's unbalanced. Say it with me: "UNBALANCED FOR WIDESCREEN LOL".

Strange, I thought this was a thread for people who loved to question retard dev choices. There's no excuse not to use the whole fucking screen.
>>
>>154908514
>Not setting the correct room_speed in game maker and then hardcoding your whole game as 30 FPS. (Nuclear Throne, Hyper Light Drifter)

Tell me more about this one, as I know it's kinda weird how Game maker handles this
>>
>>154908962
who even has a 4:3 screen these days?
>>
>>154908962
Widescreen for a scrolling 4 directional topdown shooter is a retarded dev choice. It'll be massively advantageous to approach things from the left or right because you have more vision that way, it takes you out of the game to do this retarded screen play thinking.
>>
>>154908962
Not one for nuanced thinking are we?
>>
What was that idea guy generator?
>>
>>154908673
No it doesn't you fucking retard.
>>
>>154908514
-LIST OF INDIE SINS-

Complaining on message boards rather then working on their game
>>
>>154909194
This guy knows what he's talking about.
>>
>>154909087
Then they should have circular views.
>>
>>154909109
I'm aware of the reasoning, wanting equal distance horizontal and vertical. But their game isn't even 1:1. It's 4:3.

>>154909087
Nuclear Throne has mouse aim, it's not a 4 directional topdown shooter. (Binding of Isaac is)

But this argument isn't about nuclear throne specifically. It's really what you think about ALL top down shooters, whether they should allow widescreen or have 1:1 aspect ratio. I think they should allow it because filling the game screen is more important than some autistic desire for precise spacing between the edges of the player and screen.
>>
File: killme.png (321KB, 1885x697px) Image search: [Google]
killme.png
321KB, 1885x697px
>i cant untangle this
>>
>>154909369
>kill....me....
>>
>>154909086
a lot of people like to play in a 4:3 window
>>
>>154909320
4 directional as in the screen moves in all 4 directions as opposed to 1 or 2 (e.g. shmups) or 0 (binding of isaac).

>filling the game screen is more important than some autistic desire for precise spacing between the edges of the player and screen.
I fear for the future of videogames. AAA devs don't know anything about game design, indies don't know anything about game design..
>>
>>154909414
lol
>>
>>154909394
>>154909369
Huh as far as blueprints goes that doesn't even look that bad.
>>
>Get a really retarded idea while in the room of reflection and decide to just go with it

Modified how down-ice works. You can now use it while sliding (better than before) and you can hit it in a direction. Also it should spike enemies now, and you can do more actions from a slide/crouch.
>>
>>154907951
>what are gamers that preorder games
>>
>>154909065
room_speed is how many steps per second the game attempts to make. If FPS > speed then FPS == speed effectively.
>>
>>154909535

No joke your game is one of the few games here I'm genuinely optimistic for, your dedication for fun gameplay is super admirable. Keep it up you crazy son of a bitch.
>>
>>154909369
>Calling all actors every tick
NO SURVIVORS!
>>
>>154909369
you should learn what reroute nodes and variables are
>>
>>154909701

So what's the ideal room_speed, 60 I'm assuming?

Can this cause further problems during gameplay?
>>
>>154909065
room_speed is Steps per second. defaults to 30, which is 30fps. (steps = frames)
personally I just hardcode my game at 60 room_speed because it's easy.
what you're SUPPOSED to do is set room_speed to 9999 and use something called Delta Time, but that's a pain in the ass.
>>
>>154909369
At that point you should just learn C++ and be done with it.
>>154909771
It's whatever you want it to be, for any PC game you should use 60. For gameplay issues since it affects step rate if you make something in 30 then swap to 60, everything moves twice as fast. This is actually why you should use delta_time for movement if possible, since it allows you to change your speeds into pixels per second instead of pixels per step.
>>154909849
>defaults to 30, which is 30fps. (steps = frames)
Technically steps != FPS. There are frames rendered in between, they are just the same frame over and over.
>>
>>154909849

So how do you hardcode it to 60 room_speed? I haven't dived into game maker just yet but learning this shit now would probably help
>>
>>154909896
It's in room settings for any room you make.
>>
>>154909994

Noted, though delta_time sounds like it'd produce more reliable results, but just how much of a pain in the ass is it?
>>
>>154909535
kek. I can see a minigame exploiting this mechanic where you have to reach the end of a level while bouncing something, like that one with the dwarf on half life and left 4 dead.
>>
>>154910019
If you are changing all the movement in a game to use it: Pain in the ass
If you built it from the ground up: Fairly easy

Essentially you want to multiply a pixel-per-second speed by delta_time, a built in variable that represents the time between steps, in order to calculate movement. So instead of movement being like:
x = x + 2; //Assuming 60 room_speed, 120 pixels/s
you get
x = x + (120*delta_time); //same speed, but independent of room_speed
>>
>>154890681
>>154893168
alright, fixed.
but won't the "weight" be weird when the character move?
>>
>>154910174
Wait fuck, delta_time's in microseconds, I forgot, so multiply it by 100000. I always just define dt at the top of my steps to avoid that.
>>
File: 1472530345736.png (150KB, 329x370px) Image search: [Google]
1472530345736.png
150KB, 329x370px
>>154909707
Thanks anon.

>>154910038
That's a good idea, I'll remember that. Maybe a room where your magic skills are silenced in a section but you can bring in a magical hockey puck.
>>
File: character_moveFix.gif (932B, 50x50px) Image search: [Google]
character_moveFix.gif
932B, 50x50px
>>154910227
forgot the pic.
here's the updated ver
>>
>>154910235
>>154910174
Or... the manual is wrong. This is why I just make my own engines these days.
https://docs.yoyogames.com/source/dadiospice/002_reference/date%20and%20time/delta_time.html
Read this.
>>
An element based platformer where your hero must change his type based on his environment anf enemies. May have just described megaman never played it though.
>>
>>154910409

Game maker's documentation really needs to stop being so fucking garbage, for an engine that so many use you'd think they'd make sure they're always on top with the documentation.
>>
>>154910397
An update for ants.
>>
>>154910419
Mega Man has differently themed stages and bosses, but typically elements don't add much, other than "ice stage is slippery" and what not. The only exception is Battle Network and Zero series, where there are elemental cycles (Leaf > Elec > Water > Fire > Leaf in BN, Elec > Fire > Ice > Elec in Zero) that work on bosses and certain enemies.
>>
File: character_moveFix.gif (25KB, 800x800px) Image search: [Google]
character_moveFix.gif
25KB, 800x800px
>>154910560
you're right.
here's a scaled version.
>>
>>154910397
>>154910686
Perhaps your shadow moves a bit too much.
>>
>>154910673
Of course I should note that even when you abuse the right element against the right boss all it does is do more damage, with (usually) no penalty on using the wrong one against a target.
>>
>>154905837
A fleet of fantasy ships. Big ones. With some kind of fun way of getting around on them. (ziplining through space in a swarm of giant spaceworms fuck yeah) and real danger of crashing and fucking things up without some amount of foresight/cooperation when the whole flock is trying to change direction for instance
>>
>>154910397
A lot of people here recommend that if you're new to game dev you shouldn't spend a bunch of time with art unless that's all you want to do.

You can do what you want but please just keep that in mind
>>
>>154910686
Can you fit your entire game's theme-song on this thing's head?
>>
>>154910764
Sounds cool, but I'm 1MA so this is far beyond my scope. Ziplining and crashing are easy to do but I wouldn't even know where to start in making multiple ships with crews meaningful yet not require a server farm to run.
>>
>>154910796
>if you're new to game dev
not new to game dev.
but new to actually trying to make a saleable product as 1MA and being the artist myself.

I'm trying to make the template of movements first, so people can comment on it while i continue to code.
i can draw the clothes & hair & etc on it later alone if the base template is ok
>>
>>154871823
Look at the snow falling in the windows. Goes in a diagonal line. I would switch up at least one panel with another if you can. It looks good. Just don't know if you want it looking uniform.
>>
>>154911139
yeah I'm just ideaguying

but also now I want to play that game
>have to move your living ship vertically so the zipline is taught
>crew on lower beast has to move up to avoid something
>oh shit wtf are you doing
>line is slack
>arms rip off
>body parts twirling off into space
>>
>>154893042
Of course. But that doesn't change that ennemies can be aggressives.
It's like, let's say, super mario. You're not forced to kill anyone...
>>
>>154911515
I wonder if there is a mario game you cannot do a pacifist run (outside of bosses). Like no matter what you do, you have to kill X to continue.
>>
>>154911660
There are, certain mario games require power ups to continue, power ups that only enemies drop.
>>
>>154911660
I'd say Mario Clash
>>
>>154911431
>living ship
That however will definitely be a thing.

Is there any type of best practice for ziplines that can slack? From the top of my head I can only think of creating it with a ton of bones, which would make it quite expensive.
>>
Give me a name, for my game
>>
>>154912076
Post lewds of the dog
>>
>>154912076
pixelated dungeon crawler
it'll go good next to pixelated platformer in the next demo day
>>
>>154912076
mixel memefest 2016: remastered
>>
>>154912076
Boku no pico online:
Mataiden.
>>
>>154912076
Monster Fucker Z
>>
>>154912076
Xe and Xer Dog.
>>
>>154912076
Zalia, and the lost pupper
>>
File: Blob_MoveRight.gif (2KB, 64x64px) Image search: [Google]
Blob_MoveRight.gif
2KB, 64x64px
fuck. im having so much trouble getting this slime to look like its moving in a natural slime kind of way. Being shit at art feelsbadman
>>
>>154912076
Horned Viking
>Subtitle
Because I know autists will rage
>>
>>154912076
Wrath of Canus
Butt Quest
Let's! Explore
Come Forth Adventurers And Trounce These Villainous Creatures
The Treasure (Can You Find It - Will You Survive)
Adventures of Princess Pretty and the Aggry Dagger
>>
>>154912543
you have to move more of the whole body.
either bounce it up and down, or go with a slug movement where it stretches to the right and then contracts.
>>
>>154912543
Remember silly goop? You want a rolling motion in the direction of movement. In your pic, that would be clockwise. The eyes need to adjust accordingly, like a smaller gear within a larger one.
>>
>>154893173
It's a solitaire card game with classic rpg mechanics set in a generic japanese town plagued by cosmic horrors
>>
>>154912543
>making slimes have an orientation in 2016
He would roll, come on
>>
>>154912812
no one remembers your silly goop anon
>>
>>154912543
When making gooey characters move try to keep their volume the same.
>>
>>154912871
Am I really that old or are you just trying to kill my self worth?
>>
>>154912076
Adventure hour with Bryn the human and Grani the dog
>>
File: 1473985175246.png (12KB, 388x328px) Image search: [Google]
1473985175246.png
12KB, 388x328px
>>154877126
>>
File: Patrol_AI_BT.jpg (152KB, 1260x713px) Image search: [Google]
Patrol_AI_BT.jpg
152KB, 1260x713px
Any UE wizard here?
I am working on an AI logic.Already using a BT and blackboard for patrolling.However now i want to add in the action where if the player gets into the enemy' sight said enemy starts to chase the player.
My problem is where do i implement this branch of logic into the already existing one without fucking up the whole thing.
So what i want is let the AI do the patrolling but check on every tick whether the player is in its sight or not and decide whether to continue its current routine or start chasing the player.
>>
>>154913124
So how would i implement the left branch of the graph so the AI could use both behaviour at the same time?
>>
>>154913124
what the fuck, i thought game maker was for children, why does UE have toy blocks progreamming
>>
Whoever mentioned delta_time for game maker, thanks, I forgot to use it.

In the early stages of my game so now was a good time to do it.
>>
File: ai.jpg (383KB, 1425x970px) Image search: [Google]
ai.jpg
383KB, 1425x970px
>>154913124
Add a PawnSensingComponent to your enemies, and every time it sees the player store a timestamp. If the timestamp is older than the tick interval for your PawnSensingComponent, the player is visible. Make a decorator to check if the player is visible and have it abort both (in your movement tasks, you will need to implement the OnAbort or whatever event, and call StopMovement, otherwise the current MoveTo function won't end until the AI reaches its destination).
>>
>>154912543
http://the12principles.tumblr.com/
>>
File: aimoveto.jpg (242KB, 1220x733px) Image search: [Google]
aimoveto.jpg
242KB, 1220x733px
>>154913429
here's the abort stuff in MoveTo
>>
File: simple_slime_walk.gif (2KB, 64x64px) Image search: [Google]
simple_slime_walk.gif
2KB, 64x64px
>>154912543
here's my try on a moving slime~
>>
>>154913583
looks jolly
>>
File: output_yJuPaO.gif (836B, 64x64px) Image search: [Google]
output_yJuPaO.gif
836B, 64x64px
>>154912543
I'm not doing all the frames for you but this should help put you in the right direction
>>
>>154880350
It doesn't have anything to do with 2D vs 3D. It's entirely about emotional attachment. Somebody who's going to get attached to a fictional character will do so if it's 2D or 3D. It's less important to focus on what sort of graphics you have but how well they portray what you want to portray.

Evoking an emotional reaction is much more about execution -- the how -- rather than necessarily the what. Toilet Wonderland evokes emotions for fuck's sake, albeit for comedic effect.

Try to look more into how one can evoke emotions within the context of games. You'll usually want to focus on how they use player interaction to put the players in the driving seat. The inverse is also very important: When control is taken away from the player and how that changes the tone of what is evoked.
>>
>>154913694
Looks like it's humping something.

Try again.
>>
File: image.png (30KB, 504x366px) Image search: [Google]
image.png
30KB, 504x366px
you can go with this
or you can go with that
you can go with this
or you can go with that
>>
>>154913752
>Looks like it's humping something
good
>>
>>154913758
Why stop at t, atleast go to u. I always choose u.
>>
File: dogscoot.gif (2MB, 480x352px) Image search: [Google]
dogscoot.gif
2MB, 480x352px
>>154913694
>>
>>154913694
>jelly_itching_its_asshole_on_the_ground.gif
>>
are there any Russians here?
>>
>>154914373
Yes.
>>
>>154914413
cyka
>>
>>154913429
So if i want the AI to chase relentlessly i don't need the abort function however if i want the AI to stop chasing after a certain distance or losing sight and go back to its patrolling routine after i need the abort function and a return back event.
Is that right?
Sorry if i sound retarded i just recently started.
>>
File: 1401672181631.jpg (322KB, 591x800px) Image search: [Google]
1401672181631.jpg
322KB, 591x800px
Does anyone here understand server/web development? If i have a server/client setup like the one in this example http://leafo.net/lua-enet/#tutorial and two people connect to the server at the same time, does the second person have to wait until the first person is finished with their connection or can the server handle multiple connections at once automatically? Or does this depend on how the library implements it internally?
>>
File: 3079-inventory.png (591KB, 1024x768px) Image search: [Google]
3079-inventory.png
591KB, 1024x768px
Is there some kind of best practice to make an inventory (in Unity)?

Pic is just some random picture.
>>
>>154914651
~*multi threading*~
>>
>>154915063
>Is there some kind of best practice to make an inventory (in Unity)?
yes, trial and error.
>>
>>154915063
Not specific to unity, but I think inventories that switch the screen are both immersion breaking and tedious/clunky. I prefer inventories that cover a percentage of the game screen (so they don't take you "out of it") and are very quick to open/close.

Diablo probably has the best inventory I can think of but I'd go smaller than 50% of the screen and skip the inventory tetris.
>>
>3/4 of my source file is commented out code
>>
>>154914651
You gotta multithread it. Basically you're listening on a port, when connection comes in you give it a separate socket and throw it into a new thread that handles it. It is pretty simple I can give you some C code I once wrote to do this, it depends what you want to do with it though. What I did was just a simple fork() because every connection in my program was handled completely separately but for games where 2 or more connections need to communicate between eachother and not just with the server, you probably need some resource sharing so you should do regular threading which is a bit more complicated. Can't give you advice on how to implement it in Lua specifically but google should help.
>>
>>154915818
use source control, like github. now you can delete the commented out code and recover it if you ever need it
>>
>>154874532
Unity games all look like fucking ass, how do they do it?
>>
Can we discuss Smile Game Builder here, or is it too RPG Maker-y?
>>
can anyone help me test? https://adn.itch.io/01 download this, run it for like 5 seconds then close
>>
>>154916132
And as a bonus, it won't run on an average computer regardless of how shitty it looks. Unitydevs actually expect people to build an expensive gaymen machine to be able to run an ugly 2d platformer or a low-poly walking sim, as if anyone who has a machine for 5K$ wants to play those instead of all the AAA games with top tier graphics.
>>
>>154916132
They only look like absolute shit when you use a bunch of default assets and no AO. It can look okay if you put in a lot of effort.
>>
>>154889058
>>154889840
>>154889927
>>154890046
>>154890137

guys, thank you for your care, but as I said im beginner, i started in unity and i rather finish this as i have conception on how to make all the stuff, i know how to script anything i want etc. I DO REALISE this project is not goty pretender. i do realise there will be optimisation issues which i already fight with but hey its fun for me to make this the way i already know because i can focus on actual game. maybe in next project ill switch engine?

i will continue in unity.

also, why do you guys care so much about performance of an indie game which wont be played by anyone? even if i succeed and get to the steam, i doubt more than 5 people would try my game. on the other hand we have companies like ubisoft which are getting to millions of players with their crap alpha versions of bugged games.. maybe just write an email to them and guide them what they do wrong :D?

anyway, no offence guys, and thanks again. ill keep posting updates.
>>
File: 865868586.jpg (81KB, 640x256px) Image search: [Google]
865868586.jpg
81KB, 640x256px
>>154898269
> hard corps

patrician taste brother.
>>
File: 1468217139302.png (63KB, 557x605px) Image search: [Google]
1468217139302.png
63KB, 557x605px
> tfw create a new tool in the engine that makes your life easier

No more creating color atlases and swatches in gimp or paint for me. Can just do it all in the engine and adjust them in real time.
>>
File: BlenderToUnityFBXExport.png (63KB, 465x872px) Image search: [Google]
BlenderToUnityFBXExport.png
63KB, 465x872px
>>154884650
Use these settings and it'll be the same. You just need to reset the prefab rotation to 0 after you import it into Unity, for some reason it defaults to (0, 180, 0)
>>
File: Xer and Xer dog.gif (170KB, 674x354px) Image search: [Google]
Xer and Xer dog.gif
170KB, 674x354px
Destructible terrain
>>
>>154917654
oh shit nigga, you used the name i gave!
though mine are xe, not xer.

Expecting to see more of the dog soon!!
>>
>>154917654
that's not really destructible terrain tho.
it's just a bunch of squares
>>
>>154917654
>Xer and Xer dog
Makes me think of pronouns
https://www.youtube.com/watch?v=ahA9S-f2Vlg

Is she a viking that changes between a male berserker and a female shieldmaiden

Why isn't she
>>
write an agdg/gamedev haiku
>>
>>154918334
"No"
>>
>>154918334
I can't be bothered
I will do it tomorrow
I would rather fap
>>
>>154918334
I compile my game
I get many errors in it
I cry to myself
>>
>>154918334
enginedev a shit
gamemaker is a shit too
godot is true dev
>>
>>154918334
Idea for a game
All I need is a coder
To do the real work
>>
>>154918334
I can't art, you see?
I don't know anatomy
No lewd game for me
>>
>>154918958
Wait change that "for" to a "from
>>
i'm dancing man.
also do game dev too.
also write hiku.

https://www.youtube.com/watch?v=I_izvAbhExY
>>
>>154918921
Show your art
>>
>>154918334
salt of the sea,
can't post progress without being drowned
AGDG
>>
>>154919092
>4, 9, 4
edgy
>>
>>154919143
modern japan doesnt count the on in it's haiku and neither do i
>>
googem is a shit
only shit flash games he makes
kill yourself please
>>
>>154919254
lmao gookum
>>
>>154919065
What, me? Did you mean
>>154918958

This is the closest to art I can do
>>
How do I start a project? I have the ideas and the design in my head but now I have been staring at the gamemaker for over an hour not knowing If I should start with making the sprites, the rooms, the main menu or what.

I know some basics but pretty much a noob still.

Also, how hard is it to make the game support xbxo360 controller? I wan to make a ''simple'' top down hack and slash game that I could preferably play with a controller. For now I just want to make a wave survival and then add more.

Also, how do you guys make your pixel art? Just one huge sheet to not fuck up the color scheme? Or do you do it all in the whatever the engine provided?
>>
>>154919416
It's easy to make game support Xinput controller such as X360 controller.

Check: https://docs.yoyogames.com/source/dadiospice/002_reference/mouse,%20keyboard%20and%20other%20controls/gamepad%20input/index.html
>>
>>154919416
Use aseprite and use one of the included palettes
>>
WTB repost of this week's recap image
>>
Reminder NOT to collab with any artist
>>
>>154919836
As an artist who desperately wants a coder I can say I am absolutely triggered by this.
>>
>>154915063

>that pic

Fucking phr00t and his autistic ways.
>>
>>154919996
as an artist who desperately wants to do free art for someone else's game, I am seconding this trigger
>>
>>154919836
reminder to learn to code if you're an artist and to learn to draw if you're a coder.
>>
>>154918038
A destructible terrain is also just a bunch of squares but smaller.
>>
File: Sheena_contra4.png (418KB, 640x560px) Image search: [Google]
Sheena_contra4.png
418KB, 640x560px
>>154916912
>Fang
patrician taste too, brother. Have a Sheena
>>
>>154907951
That would actually be a better game than NMS, desu senpai.
>>
>>154919996
Hope you don't find anyone, you motherfuckers are the lowest scum on deving

>Collab with an artist
>Wait for him ages to finish the most basic assets. Game is almost finished and it still has the fucking placeholder models l made

Every fucking time
>>
>>154916912
>>154920232

What about the best robot
>>
>>154920315
you forgot to add the part where they suddently leave in the middle of the project
>>
>>154919529
>>154919590

Thanks guys.

Do you know any tutorials that could help me out with a project like mine? Basically Hero siege Lite is what I'm aiming for to begin with. Later making it bigger and better.
>>
>>154919416
Start with prototyping. This means that you get the most basic element of your game and make that work.

Let me help:
Top down killing stuff.
This raises the following problems which have to be solved:
- You need something which the player controls.
- That thing needs to attack.
- You need at least one AI.
- You need to randomly spawn that AI.
- Let that AI attack you.
- Let you attack the AI.

There you go. Since this is the basic game play of your game, you should work on these elements until it becomes fun.

Bothering about the menu is one of the last (but also one of the most tedious) tasks, but since it's not game play, that should not be your main focus for now.
>>
>>154920160
Reminder that if you are an artist, you can just drag and drop your stuff into an engine and you have a basic game ready, while if you are a coder, you are fucked.

t. salt
>>
>>154920174
a destructible terrain also gives the illusion of being terrain by carving into a sprite based on the updated collider boundaries.

that literally looks like a bunch of squares with multiple lines of grass growing underground.
>>
>>154920384
Damn now I want to play it.
>>
>>154920409
try to google "game maker top-down examples" and so on. You will eventually find some stuff people has already done and you can learn from them pretty fast. If you have no idea what something does, check documentations.

GM:S has pretty large amount of tutorials out there and the documentations are mostly really good and easy to understand.
>>
>>154875356
fl studio and some soundfonts
>>
>>154919416
I find the best way to just randomly attack when there's multiple core things to do. It just wastes effort thinking about it. All those features need to be present anyway.
>>
>>154920315
How do you guys keep finding the most worthless pretend-artists on the planet?

If the guy isn't working like a normal person, stop waiting for them to and kick them the fuck out and get someone else. It's embarrassing to call myself an artist when you guys keep picking the lowest scum on earth to team up with and then prance around this place like all artists are like that.
>>
>>154920434

Thanks.

>>154920708
I guess I should go back to that. I have made a few of the tutorials that are found on the forums.
>>
File: tumblr_o9l54xZX4c1qd4q8ao1_500.gif (117KB, 500x476px) Image search: [Google]
tumblr_o9l54xZX4c1qd4q8ao1_500.gif
117KB, 500x476px
>>154918334
ドット絵好き
芸術家に感動
時代遅れ
>>
>>154920564

an artist I greatly respect was once asked to in an interview, what the most important quality he learned while making game his was.

he said it was to do things you would not consider doing before, as a direct reference to learning coding to keep up/coordinate with his coder.
>>
>>154891679
>Anyone else a Rami fanboy?
I liked him until I learned how much an SJW whiteknight loser he was.
>>
>>154920315
I make graphics, and I've always experienced the exact opposite.

>I make all the graphics needed for a full game
>programmer makes one empty test stage and makes the character jump
>programmer fiddles thumbs for months doing nothing at all
>programmer gives up
>>
>>154919836
I tried to, guy wanted to do concept work, alright there's concepts to develop it's actual development work lets give that a try, but our correspondence ended after the initial sketches

I don't think he realized that concept work is actual work too, with a lot of back and forth, it's not 'creative director'
>>
>>154920434
that's probably the best advice for people who never worked in a project
>>
File: 1474021652580a.gif (5KB, 128x128px) Image search: [Google]
1474021652580a.gif
5KB, 128x128px
>>154913694
Tried to rework your slime
>>
>>154891679
his other half of Vambleer seems okay, that's the one who does all the actual work. Rami is a professional muslim victim who cries about being oppressed when EU is bending over and pulling their pants down to accomodate the barbarians. Who the fuck has the money to backpack across the US and sleep on the couches of indie fuckfriends? Not me.
>>
>>154913694
>>154921373
Am I being memed, all these reworked sprites are infinitely worse than his.
>>
>>154921219
holy shit, that's awful. What's your game?
>>
>>154921012
I agree with that statement. He must be a clever man.

I was just projecting my insecurities into that statement. I know I could get better at art if I would spend more time on practicing, but I just simply find coding and learning about libraries and technologies more interesting. However, for some reason, I still get a little jelly inside when I see someone with nice art getting into the action in less than a weak (if not mere hours). Because of this feeling I get sometimes, I feel ashamed of. Sorry about that.
>>
>>154915063
focus on the data first, not the gui representation.
>>
File: Spaceships_x2.png (146KB, 1180x676px) Image search: [Google]
Spaceships_x2.png
146KB, 1180x676px
>>154921526
I'm Theonian.
Currently working on From The Black Lands with a guy who calls himself Razmig.
>>
>>154921790
and it's this Razmig guy that's scratching his balls?

Shame, your shit looks pretty decent.
>>
>>154921850
No (not yet, anyway).
I've been on four other team projects before this, and all of them ended with the programmer flaking after implementing one or two simple features (like jumping and basic collision detection).
>>
>>154921790
>he didn't team with clarentdev
He does progress but his art is shit
>>
>>154921941
That sounds very unfortunate.
>>
>>154921985
I actually asked him to collab at one point, but I got the impression that he wanted to use his own graphics (and that my style doesn't fit).
He makes amazing-looking gameplay.

>>154922007
Yep
Haven't given up, though.
>>
>>154921790
>Razmig
that's an armenian name
>>
>>154922357
I think he said he was from Canada.
>>
File: 1337899242422.jpg (124KB, 420x500px) Image search: [Google]
1337899242422.jpg
124KB, 420x500px
Can a horror game take place in well lit environments?
>>
File: gamedev.jpg (216KB, 1440x810px) Image search: [Google]
gamedev.jpg
216KB, 1440x810px
What are you naming your Indie Dev company or LLC, /agdg/?

I want to call mine, 'Eagle Jump'. It will be a hardworking all-girl game development team (except for me as CEO). They will be the cutest and smartest and most talented female amateur game developers. It is my dream for us to become a successful Indie Game Dev company that delivers beloved, quality gaming experiences for a wide audience across the entire spectrum games.

I will push my employees to give 110% all the time. It will be a tough career but I do it because I care and what to see them reach their full potential and become excellent role models to inspire more bright females to join the workforce.
>>
>>154922796
>Can a horror game take place in well lit environments?
Yes.
You just have to put another factor for the player to scare the player.
e.g.
jump scares
or
abnormal images.
>>
>>154922796
Jaws and Tremors did it.
>>
>>154922796
yes, but why would you do it

hide your shitty assets in the darkness
>>
File: clankclankclank whoosh.gif (3MB, 278x196px) Image search: [Google]
clankclankclank whoosh.gif
3MB, 278x196px
>>154922796
If you've got good ambience than you can make any sort of setting a horror game
>>
>>154922796
>Can a horror game take place in well lit environments?
It's all about tension. Probably the most famous "jump scare" in a game is the dogs bursting through the east hall windows in the original Resident Evil. It worked so well, and is so well remembered by everyone, because you were already tense from the atmosphere set up during the first ten minutes of the game.
>>
>>154922796
How about a medical facility. Environment is bright and sterile but idea of fucked up doctors experimenting on you while keeping you alive would terrify me
>>
>>154922796
Dread needs no shadow

The shadows can't help you
>>
>>154921465
I think the one looks better. If the just looks slow.
>>
>>154922809
Golden Battery.
My company are powered by your gold.
>>
>>154923187
Dude... that shit scared the piss out of me.
>>
whats with the hate for unity did i fuck up? i'm like half way into my 2d game and i didnt like game maker.
>>
>>154922796
Shadows are easy mode for creating horror environments.

>>154923232
Tbh honest this is the least interesting horror setting to me, since every second horror themed area in video games is either a hospital or an abandoned hospital.
>>
>>154921413
he's not even muslim. just a faker with a beard.
>>
>>154922809
"YamsDev".
>>
File: notHentai-sad.png (4KB, 640x424px) Image search: [Google]
notHentai-sad.png
4KB, 640x424px
>>
ls it possible to convert a unity executable build back into a project?
>>
>>154923239
SCP Containment Breach is a game that carries 'dread' for me, since I used to visit the actual SCP website

I can't play that game for any serious amount of time. I know what's there.
>>
>>154923503
It's a pretty shitty engine but it's probably the 3D engine with the fastest iteration time, so you can make games much faster in it than the others. UE4 is a better engine in terms of the renderer and that kind of stuff, but it takes much longer to program the stuff you want because their "actor-pawn-component-etc." model is much more "enterprisified" than Unity's model which lends itself to spaghetti coding much more.

Basically just like make game.
>>
>>154922796
Absolutely. If it's well-lit, where is there to hide? Imagine some abandoned office building with tons of cubicles and bright, sterile lighting. Threats could be anywhere and they'd spot you easily.
>>
>>154923536
but he is tho.
>>
>>154923509
Most hospital themed horror games are based on running away, I was thinking more of a thing where you can't run away, you just take the torture. You may try to run but shortly after you'll be punished even more. Idk I don't make horror games I just play them
>>
>>154923814
is it really so bad for 2d games tho? i've had quite the nice experience with it so far and its helped me with understanding a bit of c#
>>
>>154923974
I think it can take some more effort to get a 2D game to act "pixel perfect" in Unity than it may in other engines but as long as you take the time to do that I don't think the end result will be any different from a game made in GM or Löve or whatever. If you use vector art instead of pixel art that aspect disappears as well. Then it just becomes a question of whether you prefer C# and the component system of Unity to how other engines work.
>>
>>154923619
You can extract the assets and that's pretty much it
>>
Reminder that all unity games should be build on WebGL as most of the people won't even bother to play it if they have to actually download the game
>>
>>154923935
That sounds more like a fetish game than a horror game. Are you sure you're not telling us something?
>>
>>154923864
no he's an arab numale who grew up in the west. he calls himself "mooslim" but i bet he doesn't pray 5 times a day or fast during ramadan.
>>
>>154922950
>read that as Jews
welp
>>
Any good level design tutorials / introductions you guys can recommend? There's a ton to be found online and I don't really know who to trust.
>>
File: nazi frog.jpg (20KB, 306x306px) Image search: [Google]
nazi frog.jpg
20KB, 306x306px
>Unity
>can't bake lightmaps on a prefab without using some poo in loo script from their forum that doesn't even work
>known issue since like 5.0
>>
File: 1304175455812.jpg (9KB, 155x158px) Image search: [Google]
1304175455812.jpg
9KB, 155x158px
>>154924481
Is there a paid asset to fix that?

I bet there is
>>
>>154923618
you're pretty good at low res pixel art
>>
>>154924213
>I haven't been here for Demo Day
Don't worry, there is a new one happening on almost 2 months.
>>
>>154921941
>>154921790
That's a shame. I don't know how they can twiddle their thumbs and get demotivated. I'd be ecstatic if I had someone like you as an artist.
>>
File: home5.png (10KB, 779x529px) Image search: [Google]
home5.png
10KB, 779x529px
Left or right??
>>
>>154922809
I legit have a name for a studio that only I'm in. I made the name when I was 8 and I don't know if it is bad or good but I love it because of how nostalgic it makes me feel.
>>
>>154924261
Yeah man I get off to having my eyes gouged out with a spoon you should try it
>>
>>154924752
both.
square light wood beside windows due to lighting.
dark wood at others because no light.
>>
>>154924752
combine both: use left but put a right on the floor to show light coming in through the window
>>
File: inb4 shit.png (478KB, 1215x863px) Image search: [Google]
inb4 shit.png
478KB, 1215x863px
time for the worst part
>>
>>154924319
but he does fast also i've lived in saudi for 1.5 years and not even there do they always pray 5 times a day.
>>
File: Capture.png (143KB, 1149x659px) Image search: [Google]
Capture.png
143KB, 1149x659px
>>154924481
>>can't bake lightmaps on a prefab without using some poo in loo script from their forum that doesn't even work
Que
>>
guys, question about save/load.

Is it important to encrypt my save files?
or people don't care if the save file can be modify via notepad?

There's no online features, not even scoreboards.
>>
>>154925380
I have a room with baked lighting saved as a prefab. If I instantiate it somewhere else the baked lighting disappears and only the dynamic lighting works.
>>
>>154925016
shouldn't she be wearing something?
>>
>>154924427
i liked this one a lot:
https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-designing-video-game-levels--cms-25662

basically write a short summary of a level like "find shotgun, new enemy introduced, snow level". make a rough map and then divide the level into areas and flesh those out individually.
>>
>>154925578
what kind of game do you have
>>
>>154925756
In 3D it's common to model the base first, then model clothes on top of that or based off of that.
>>
>>154924427

I basically like the Super Meat Boy approach to level design. Each level is intended to teach a new trick.
>>
>>154925578
generally you want to at least make it unreadable for your average player. dedicated people can hack anything.
>>
File: Maya.png (87KB, 438x798px) Image search: [Google]
Maya.png
87KB, 438x798px
Getting to know Maya, fine piece of software.
But boy is it going to take some time getting into the interface after coming from Blender.
>>
>>154925970
city building game.
so, there's building locations, resources such as currency, etc.
>>
>>154916132
>a game made only with squares as placeholders looks like shit

you might be into something there anon
>>
>>154925578
I can't see any reason to obfuscate singleplayer saves in any way, if the player wants to give themselves infinite health and money, let them.

You're not in any way impacting the experience for the typical player, while simultaneously allowing that subset to enjoy the game more.
>>
File: chrome_2016-09-10_14-08-00.jpg (235KB, 1920x1080px) Image search: [Google]
chrome_2016-09-10_14-08-00.jpg
235KB, 1920x1080px
>>154926149
I'll take Saya over Maya anyday
>>
>>154925671
This is how baked lighting supposed to work, if you drop a new instance in the scene it's marked as dirty. Include the light in the prefab and rebuild the lighting each time you add a new instance
>>
>>154925578
>encrypt
Just serialize it man if someone wants to fuck with your game he'll write directly to RAM
>>
File: 1414164423972.jpg (12KB, 251x240px) Image search: [Google]
1414164423972.jpg
12KB, 251x240px
How does one get followers on Tumblr?
>>
>>154926259
add a sandbox mode. savefile editing would be cool if you want the player to re-create pictures out of houses, etc..


>>154926302
if the game is supposed to be challenging, a good amount of people would just edit a savefile to proceed, missing out on the rush given by overcoming a difficult part.
>>
>>154926742
Post furry/pixel/low poly art
>>
File: home6.png (28KB, 799x579px) Image search: [Google]
home6.png
28KB, 799x579px
like THIS??
>>
>>154926831
no.
make it 4 squares representing the windows.
>>
>>154926895
ok, I think I'll do this with shaders instead
>>
>>154898941
>I want it t
Oh great. They got back to say they fixed it. It should be in the next beta release.
>>
File: the slamjam.webm (2MB, 1360x768px) Image search: [Google]
the slamjam.webm
2MB, 1360x768px
That's probably the hardest attack out of the way (to make, that is)
>>
>>154916132
we had toppletank last demo day that looked pretty nice desu senpai
>>
>>154926425
>rebuild the lighting each time you add a new instance

How do I do that?
>>
>>154927127
Oh, I get what you mean now. I can't rebuild the lighting because I'm instantiating these guys at runtime.
>>
Lewd jam takeoff in T-minus 60 minutes!
>>
What exactly constitutes a programmer, or what requirements need to be met to call yourself a programmer? I can do scripting in Unity, GM and love, but I don't really feel confident saying "I'm a programmer looking for an artist" because I don't follow any proper programming process and just kind of spaghetti/hack my way to solutions.
>>
>>154927337
Can you make a game?

That would put you above 99% of 'programmers' looking for artists.
>>
File: Ft9LRB.gif (2MB, 640x640px) Image search: [Google]
Ft9LRB.gif
2MB, 640x640px
I've been working on this prototype for the past 2 weeks and I could use some feedback.

You can download it here: https://adn.itch.io/01

Do you think it's a good enough idea that should be worked on and have proper graphics & more content or is it not that interesting? Please play it and give feedback, thanks!
>>
>>154927337
>just kind of spaghetti/hack my way to solutions
That is the definition of programming
>>
File: log-animecorridor.jpg (58KB, 800x320px) Image search: [Google]
log-animecorridor.jpg
58KB, 800x320px
>>154926831
those wooden bars separating the windows would also cast a shadow in the middle of the light

like pic related
>>
wasn't feeling like doing anything. But you guys make me want to improve my tiles and work on the side scrolling section of the game.
>>
>>154927438
reminds me a lot of downwell.

which is good. i wish more games reminded me of it.
>>
>>154927518
thanks! I think rather than draw iterations of all the tiles to account for that I'll just try to do it with shaders. It'll be better for the day-night cycle in the long run anyway
>>
>>154927087
This boss looks pretty sweet, good stuff.
>>
>>154927217
>runtime
Then you need to swap lightmap data when you instantiate the game object. I don't want to be rude but that's not an issue, you're just barking at something you don't fully understand. Again, no offense but it is all in the manual
>>
>>154927087
>increasing the scroll speed when he lets go of the walls
That's such a small thing but it does so much.
>>
I know what I need to do
The design is done, just need to program it
Yet all I can do is lie in bed all day and tell myself I'll do it tomorrow
Save me
>>
File: assburger_must_contain_autism.png (52KB, 292x271px) Image search: [Google]
assburger_must_contain_autism.png
52KB, 292x271px
>Want to make 2d RPG
>finished the design document
>3 weeks later I still don't know if I want to use Unity or GM

GM seems cozy as fuck but I just can't make a choice because I will invest the next 2000h in one of those tool, fugg.

Anon', pls choose for me. Making choice is too hard.
>>
>>154909436
They have a fucking talk about that you morons its a design choice for balance
>>
>>154928943
that face :P

https://www.youtube.com/watch?v=nmJKY59NX8o
>>
>>154928943
use monogame
>>
>>154928943
>2000h
then unity is more suitable to you
>>
>>154928943
just flip a coin you jonne
>>
What is agdg's opinion on tank controls?
>>
>>154922809
Me on the left.
>>
>>154929134
Do you play as a tank?
>>
>>154929134
Just like, make game work with tank controls if that's what you want for the game.
>>
>>154929085
>>154929105
Well, it will be Unity then. I hope I will stick to my choice tomorow when I wake up.
>>
>>154928943
Neither. Use love2d.
>>
File: Blob_MoveRight.gif (2KB, 64x64px) Image search: [Google]
Blob_MoveRight.gif
2KB, 64x64px
>>154912795
>>154912812
>>154912976
>>154913583
>>154913694
Does this look better anons?
>>
>>154929220
no
>>154929235
okay, I just wasn't sure if people saw lack of strafing and backwards shooting as more annoying than interesting
>>
>>154929429
looks like the slime is trying to be spooky
>>
File: 1430829527225.jpg (43KB, 449x345px) Image search: [Google]
1430829527225.jpg
43KB, 449x345px
>make equipment prefabs
>instantiate prefab
>assign prefab to corresponding slot in the mech
>get relevant stats out of the prefab
>merge relevant values
>call them rawVariables because they might change due to player skills or upgrades
>change the relevant player scripts so they can use the new values
>nothing works
>script load order now matters
>20 hours later
>for the uninitiated everything looks and moves like before but I know it's now using the values of whatever parts the player picked in the garage
>FUCK YES IT'S OVER
>go to bed
>spend day in pure bliss
>come home
>sit down and look at my code
>realize that I forgot that the player can upgrade his parts individually and I can't just merge values

GOD DAMN FUCK SHIT CUNT
>>
>>154929473
It really depends on the game, honestly. Something like Mega Man Legends probably would have felt less tedious with less tanky controls, but something like Resident Evil is built around it.
>>
>>154929134
>What is agdg's opinion on tank controls?
Because some of my favourite games of all time use tank controlls, I have a really big soft spot for tank controls. (e.g. survival/horror games, classic Tomb Raider games)

However, they aren't ideal for every type of game, and they can piss me off too if they don't fit the gameplay well, or cause more trouble than they're worth.
>>
new thread

>>154929608
>>154929608
>>154929608
>>
>>154929134

Tank controls are perfectly fine for ps1 type horror games.
>>
I was thinking. How come people in games always tell you the truth? Why don't people lie to you in videogames and tell you things that that actually hurt you on your quest? The only lies I can think of are in MG1 where big boss says to get in a truck and that truck has soldiers waiting for you in it . Why isn't lying about the game more common?
>>
>>154929134
Born from a limited understanding of 3D movement and camera transforms.
>>
>>154929134
Very crude. It made sense back in the day, now there's no reason not to utilize analog sticks. Plus it translates perfectly to PC when using mouse and keyboard
>>
>>154929942
At the same time, with fixed camera angles like RE tank controls guarantee that whenever you push forward, you are moving forward regardless of the change in camera position.

Some third person with fixed cameras try to retain you walking forward when the camera changes, but you will have to re-orientate if you let go of the controls.
>>
File: dishonored.png (44KB, 635x393px) Image search: [Google]
dishonored.png
44KB, 635x393px
>>154929940
>>
>>154929940
Castlevania 2 had NPCs that lied to you.
>>
File: pico.jpg (981KB, 1278x1200px) Image search: [Google]
pico.jpg
981KB, 1278x1200px
>>
File: faff.png (5KB, 640x424px) Image search: [Google]
faff.png
5KB, 640x424px
More Stuff
>>
>>154933278
This thread is dead, Senpai. Come join us in the new thread
Thread posts: 757
Thread images: 155


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.