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/AGDG/ Amateur Gamedev General

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Thread replies: 770
Thread images: 155

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Kill all weebs edition

> Halloween Jam 2016
https://itch.io/jam/agdg-halloween-jam-2016

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

> Next Demo Day (DD11)
https://itch.io/jam/agdg-demo-day-11

> 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/
>>
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>Not making an AI and torturing it
>>
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>>156852862

It's not a strategy game though, it's an rpg roguelike.

They aren't 'Races' as much as they are classes.

Imagine Path of Exile, but instead of having Ranger, Witch, Warrior etc. you have an Elf, Orc and Human.

Same thing.
>>
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It's a long road ahead, isn't it?
>>
>>156855076

Yeah, it's the same thing, except you're making a sci-fi game you dingaling, and a hell of a lot of people play games because of their setting rather than their gameplay - sci-fi especially. The audiences are entirely different.
>>
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>>156855107
>>
Autistic perfectionism is the worst.
>>
>>156855143
Delet This
>>
>>156855143
Don't listen to the other person this is a good dog and so are you.
>>
>>156855107
Best dog
>>
THIS IS LITERALLY MY 18TH MONTH OF NO PROGRESS BECAUSE NO ART

FUCKING ARTISTS LIVING ON EASY MODE THEY CAN MAKE GAEMS
>>
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https://www.youtube.com/watch?v=szCQwPvWHwQ

Adding detail to levels is more difficult than I thought.
Need to create a few building and landscape models.
>>
>>156855573
Make a game that requires very little art. Look into Michael Brough's work. 868-HACK is a masterpiece.
>>
>>156855573
Where is the red boxes playing around
>>
>>156855573
Eat shit. I'm trying to learn code and always end up wanting to put my head in the oven. I don't fucking get this and tutorials aren't helping much because so far all I'm getting is "thing a does this and thing b makes thing a do this" but I want to know why or how things do.
Tutorials are like frozen pizza, I wanna make mine from scratch. Well, maybe not scratch, but one of those pizzas that are prepackaged crust and your just add cheese and sauce before you bake it.
>>
>>156855573
>people that don't know about project shmoop and [placeholder title]
>>
>>156855573
You're making excuses for yourself
>>
>>156855727
That said. So far Unity has the best tutorials. I'm gonna go with that and make a shitty 2d game
>>
looking for anime artist
>>
>>156855143

Well, I see why indie devs choose gay little visual styles since actually making nice looking models is next to impossible.

That being said, what's the best visual style?
>>
>>156855736
Fucking this! Placeholder Title looks amazing and it's just boxes. With a game that looks that good, it'd be easy for Placeholderdev to get an artist to work for him.
>>
>Try to get into tabletop gaming
>Can't because social anxiety
>Try to get into game dev
>Can't because it's fucking hard

ARGHHHHHHHHHHh
>>
>>156856128
Nothing worth doing is easy.
>>
i have a script called "skeleton_remembers_who_he_was"
>>
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>>156856128

>Try to get into tabletop gaming
>Everyone's a fucking nerd and a sperg
>Noone can interact socially properly
>Constantly quoting memes and bringing up fetishes
>Can't be around women whatsoever but then insult them when they're not around
>Only other option is to play with the """geeks""" who are just dumb social studies students jumping on the latest fad

It's hard being a normie sometimes.
>>
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>>156856416
>>
>>156856469
me on the left
>>
>>156855573
Halloween bullet hell dev here, just go into an art program, draw things that look vaguely like what they're meant to be and roll with it. People will forgive bad art if the game is f*n
>>
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>>156856128
>>156856171
This.
>>
>>156856528
What if I can't do a f*n game?
>>
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>>156856562
>>
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Kiil the non-weebs.
>>
>>156856661
Where is your game?
>>
>>156856562
Prototype until you find something f*n. Easy starting point is to just rip off a proven formula that you personally enjoy and do your own take on it. It doesn't have to have a snowflake mechanic, it just has to be f*n. Differences will come naturally unless you're literally copypasting a game. It's like drawing from memory.
>>
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>>156856782
>>
>>156856783
>Prototype until you find something f*n.
Not him but you guys keep on going with the prototype shit.
Let me tell you something as someone with a bunch of working prototypes : If you don't have any art to put in the game then it's fucking useless and your prototype doesn't mean shit.
>>
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One more unto the breach!
>>
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---->>> P R O G R E S S <<<----

>Fixed dithering, like some anon suggested (scrolls with the level, not locked with camera)
>Fixed HUD

>Added rudimentary spike traps
>SKELETONS (!!!!)

>Tinkered with autotiling system
>Added permanent darkness effect on level edges
>>
>>156855573
See
>>156855597
For a game with no ART.
>>
>>156857085
Jasozz?
>>
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>>156857085
>>
>>156857224
???

>>156857281
:^) thanks skelebro
>>
>>156857330
I mistook you for another dev. Your game looks really good. Looking forward to it.
>>
Artist looking for programmer

Tell me what language/engine you're working in and let's get this going!
>>
I come into the thread and I ask people where their game is
>>
ragtag gang of lovable misfits
>>
>>156857432

do you wanna make cave story with me?
>>
>>156857491
alright where is it
>>
Trying to decide if I'd rather make more bricks or make some alternate staves for mini necro.
>>
>>156857432
It'd help if you said what sort of game you want to make.
>>
>>156857495
What engine/lang?

>>156857564
I'm into all styles
>>
>>156857635
Sorry not interested, good luck though!
>>
brutal
>>
>>156857663
wow okay, don't have to be a dick about it
>>
>>156857432
Post art
>>
>>156857734
I'd rather find a dev to work with before posting my art here if it's all the same to you
>>
>>156857635
Well I'm a programmer looking to gain some experience (and maybe a portfolio) by making small demos, and a collab sounds like a fun way to doing that, but I got no ideas of my own right now. If you already had something in mind it'd be easier.

I'm no expert but I know the basics of C++ and C#. I've also fiddled a bit with both GM and UE4 so I'm fine with both 3D and 2D. I'd even be fine with lewd games
>>
>>156857823
n/m not interested, good luck!
>>
>>156857081
ACDC
>>
>>156857841
That's cool but I'm not really into C++/C# but I wish you the best
>>
>trying to do 3D art by myself
>>
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>>156857823
>>156857707
>>156857432
>>
>>156857907
if you're an artist why the fuck do you care
>>
>>156858046
It's a meme you dip, don't reply to it.
>>
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>>
What's left in life after you have completely conquered /agdg/
>>
>>156857087
Because you seriously think that people are going to play that. Or that >>156856863

Get real.
>>
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>>156856469
>>
>>156857906
\m/
>>
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Today's progress.

Fixed the shields. Fixed the guns.

Not sure how to handle lighting in space without a light source. Ambient lighting makes it look meh, but using a light source makes you wonder where the light is coming from.

Check out my other progress at fleettacticalcommand.com

And I've improved my Webms.
>>
>>156858283
killing yourself
>>
>>156858409
The usual thing is suns or glowing nebulae.
>>
>>156858409
if you improved your webm's, then your game has horrible framerate. Anyway, it looks good, keep it up!
>>
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spaghetti code question, i have this old toaster (from 2005) who can't run the game at 60 fps and makes the spriter animations slow, i made this "low quality" mode with this code and it makes it a bit choppy but better than slow mode

is this a bad idea? the game logic kinda relies on 60 fps animations..
>>
Tfw making a game to surpass metal gear
>>
>>156858409
Do you play EVE by chance?
>>
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Is there a way to get jigglebones in to Unity? Not even going to lie I just want to make a game about girls with massive fat tits.
>>
>>156858839
already doing it stay back
>>
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>>156858763
>>
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>>156857085
>>156857224
>>156857281

>>156857416
>Your game looks really good. Looking forward to it.
Thanks :^)


Made m. spookybones get angry and throw bones at the player.
>>
>>156859135

Does your character have any attacks or weapons?
>>
>>156858308
why wouldn't people play those two games.
>>
>>156859135
maybe you could make the level scroll faster, the lower you are. To keep pace with the player, you know?
>>
>>156859227
Not yet, but he will. Castlevania-style daggers/throwing knives, axes etc. Also, stomping enemies.

>>156859372
Yeah, I probably will do that. Right now the level scrolling doesn't even affect anything, I've yet to implement it properly.
>>
>>156855076
>It's not a strategy game though, it's an rpg roguelike.

If anything that makes what you're trying to do even worse.
4x and strategy games can get away with some functional cross over to the races, but a RPG or roguelikes with classes that have the same functionality is pretty absurd.
Indeed, half the replay value of the vast majority of roguelikes and roguelites is doing fresh runs with the various unique classes or characters.
Making an rpg roguelike with 4 classes that have the same functionality and can get all the skills kills off most of the core strength of the genre.
I dunno bro, at first glance it doesn't seem like you understand why these types of game are popular.

Also, you realise that you're making a rogue like space game with a logo and title that are practically indistinguishable to FTL? A strategy game would already be too close to comfort, but a rogue-like with that logo and name screams lazy knockoff.
>>
>>156855784
Why? I'm pretty good at drawing narato.
>>
>>156859716
>agdg haven't posted the sonic art progress yet to this post
Times have changed.
>>
>be me
>decent artist looking to collab on next project.
>everytime I post about it, and come back, someone samefags as me.

I can't wait for this meme to die, I just want to draw some spopky skeletons.
>>
>>156859965
Post art
>>
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>>156859965
>>156860056
Sorry, forgot pic.
>>
>>156859965
Why not use a trip then. Someone else might also be an artist looking for a programmer.
>>
>>156859965
That's cool, and while I'm not personally interested in working with you I wish you the best of fortune on your gamedev journey.
>>
Hi I'm an artist. If you're a programmer, I'd love to make art for your game.
>>
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>>156858763
Same my man. May some of Kojima's genius befall upon us.
>>
>>156860282
what programs do you use
>>
>>156860282
Post qts
>>
>>156860338
Mostly imagemagick
>>
>>156860403
Good luck, not interested
>>
>>156860314
It's easy.
Watch old school western action and agent movies non stop and love them.
Also enjoy videogames.

voila
>>
>>156860472
<playing videogames
<enjoying them
This is an 18+ website my bruver
>>
>>156860551
But if you don't enjoy them, how do you want to make them good?
>>
As it turns out, making archways in a hand-drawn-ish "everything is a bit crooked" style is a pita.
>>
>>156858878
Anon pls, they are going to be big and soft. And you can choose who you want.
>>
>>156860601
<worrying about if it's good
<not if you can tap into addictive gambling brain
Sorry 4 u
>>
<video game technology degree
Hahahahahahahahahahahahaha
>>
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>That one fucking error
>>
<game development career
Hahahahaha
>>
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<getting hundreds of thousands of dolla in debt because you want to learn how to make games
>>
>>156860658
Wow, this sounds really dark. Does everyone on agdg think like this :( ?
Don't you want to brighten the life of people, or merely make them addicted to 1 of 1 billion other "minigames", just this time, it happens to be yours?
>>
>>156860920
<being this foolish

$$$ compadre
https://www.youtube.com/watch?v=CM4zPs90VoU
>>
>>156860920
>>
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>>156860913
>>
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>>156858534

Yeah, but what if there is nothing? Just empty space.

>>156858714

Still can't figure out how to make the webms smooth. I'm using Xmedia recode so that might be the issue.

>>156858815

I used to, back in the day. I was part of ASCN before we got wrecked by BoB. Still remember leaving everything behind and having to start again with nothing.

Started as a Caldari pilot then moved to Amarr ships. The race you see in the webm is a mix between Amarr and Minmatar. Fast agile ships and lasers.
>>
>>156860920
I will do anything for monies gamedev wise ;)
>>
>>156861105
Your shield effect looks a lot like the new ones they implemented not so long ago. Which is not a bad thing.
>>
>>156861092
is that $90k 2 years worth of college?

>>156861105
>Amarr and Minmatar
>Amarr
>conjuction
>Minmatar
haram
>>
>>156855573
I've had no one willing to help me with anything so I have had to learn to do everything myself.

It takes fucking forever (and I frequently want to kill myself for feeling so ignored and unwanted) but at least the prototyping and testing is as quick as can be.
>>
>>156860920
U N L U C K Y

>>156861028
>>156861084
>>156861150
L U C K Y
>>
What would a metroidvania need in order to stand out from the other ones?
>>
>>156861284
At this point? Not being a metroidvania.
>>
>>156861284
Not pixel art
>>
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Practice is power!
>>
Guys, we have to be better than evil corporations, who try to enslave humanity.
Our games should make them cry and then wipe away the tears from their faces, so they can see the truth.
>>
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>study for my degree or gamedev to stay alive and study for degree
life is unfair
>>
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>>156861105
>a mix between Amarr and Minmatar
What's wrong with you
>>
>>156861193
For sure.
>>
>>156861370
shit
>>156861350
fuck me
>>
<making a metroidvania
<making anything that players don't insert money into
Feel bad 4 u
>>
>>156861387
I'm happy I paid back all of my student debt.

But now I'm poor 24/7 because no job and nobody wants to hire me.
>>
>>156861453
debt will come later
for now, food, that's a nice thing to have
>>
>>156861230
I will be happily unlucky if this means I can defend my principles until the day I die.
>>
>>156861453
I work as a chef(did culinary uni), I get enough money to live a comfortable life but I wish I could be a dev :(
>>
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>>156861530
Cool bro GLWYG
>>
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>>156861530
>Lose principles and live comfortably
>Have principles live on basic stuff thanks for gumbiment
>>
>>156861105
use sharex. Simple and easy.
>>
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>>156861617
enjoy your retirement -- oh wait
>>
>>156861731
>retiring
>>
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>>156861731
>retiring
>not working to the top and just relaxing while commanding others and gettings $$$$$
>>
What's the best looking game ever made in gamemaker
>>
>>156861617
>Not wanting to have a clean conscience until the day he dies or transcends.

>"I can see why you don't like fruit, cause you're bananas"

https://youtu.be/UkiI2vM2lfA
3m 55s
>>
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>>156861939
>>
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>>156862006
>>
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nobody is likely to notice the change immediately, but it's been bugging me hard for a while.
>>
>>156862289
What are you making this in?
>>
>>156861939
>>156862006
>>156862251
words can hurt like the edge of a sword, let's top that shit bros
>>
>>156862382
GMS
>>
>>156861925
A Japanese hentai with amazing graphics but shit gameplay.
>>
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>>156860472
Thanks for the tip anon, will do just that! I have finally been able to get cured from anime and at the moment have no idea how to rehabilitate myself from this misery after sacrificing years of my precious life on that garbage.
>>
>cryengine
>0% royalties
>most cutting edge tech
>best performance
>easy to use

WTF I hate UE4 now
>>
Any non video tutorials for UE4?
>>
I'm thinking of writing a text-based tutorial for CryEngine5 teaching you how to use it for most common things (not the kind of "let's make a rolling ball meme" tutorial, something more along the lines of teaching you how to teach yourself)
>>
>>156862967
you got any text tutorial for UE4?
>>
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>>156862809
>easy to use
I wish that was the case. The only thing that doesn't make you cry in the engine is creating stunning environments.
>>
How the fuck do I encapsulate input so I can use the same input to control a ton of different objects? Like left click selects a unit, or interacts with the UI... but I don't want a unit to be unselected when you click the UI, but how the fuck do I code it so the UI doesn't know what a unit is and a unit doesn't know what a UI is...
>>
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>tfw all you want to make are SHMUPS
>/agdg/ will forever call you a devbabby for it
>>
>>156862809
educate me anon. Does it support C++, or some other language? Does it have dragon drop? Is it capable of easily creating something that isn't an FPS? Is an empty project compiled into a bloated executable like in UE4?
>>
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Delayed door visuals.
>>
>>156863175
first check collisions with the GUI stack, if it goes through to the game layer, spawn a world ray and check for units
>>
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Tweaked the UI a bit.

To Do
>Add a tool tip when mousing over a empty armor slot to show what kind of slot it is
>Add a storage mechanic : IE taking a item from a chest and putting it back.
>>
Is it a good idea to rip a model from a game and edit it into my own character? Im thinking if I edit it enough you won't be able to notice where it came from.
>>
>>156862967
That would be amazing anon!

Could you recommend any good resources on getting used to the engine by any chance (for a heavy UE4 user)? The last time I tried learning it was a nightmare.
>>
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arches are coming along, I am kinda liking them.
The shadows they cast will be a separate component (so you don't cast a weird shadow on the parallax bg if you use the arch without a stone background behind it)
>>
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>>156862809
>requires Photoshop for crytiff
>requires maya plugin for characters, vegetation, vehicles, boolean destruction
>c++ game code pretty much undocumented
>no real scripting outside of flowgraph
>must pay subscription just to learn
>always on drm for editor
>must log in to decrypt your own work

the licensing terms are pretty generous in the long term I guess, but it's not really indie friendly, the real cost is something like $500 per month per dev due to photoshop and maya
>>
>>156863243
>Does it support C++, or some other language?
yes, C++, but they also have a flowgraph meme that I recommend you don't use
>Does it have dragon drop?
ye
> Is it capable of easily creating something that isn't an FPS?
of course, there's even sidescroller and third person shooter template projects by default
>Is an empty project compiled into a bloated executable like in UE4?
i'm not sure, but probably yes
>>
>>156863265
That's pretty fucking nito
>>
>>156863324
Depends, I don't think anyone is going to care if you rip a model of a few doodads from some THQ games from the mid 2000's. If you are ripping character meshes those might be very easily noticable.

There is actually the bigger issue though - of artistic consistency in the project. A game with clashing visuals is worse to look at then a game with crappy but consistent ones.

You might be better off creating your own models.
>>
>>156863498
Photoshop is not very expensive these days anon.
>>
>>156863498
>the real cost is something like $500 per month per dev due to photoshop and maya
just pirate that shit who cares
>>
>>156863226
make a crazy good shmup
>>
>>156863226
not really. just make it good.

take for example: https://www.youtube.com/watch?v=ZE3qdbCAOrI
>>
>>156863278
So rather than Gui.Update { IsClicked ... }, Unit.Update { IsClicked ... } do something like... InputController.Update { Gui.IsClicked, Units.IsClicked } and then InputController knows all about everything to do with the game that's controllable?
>>
>>156863498
Just checked the prices and it wouldn't go over 250$ a month for you which is only due to Maya. Unfortunately, I admit that even though you are exaggerating, the slope sure is steep.
>>
>>156863862
>$250 per month to be a nodev

Where are you even finding all this money?
>>
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>>156863748
what you're talking about is a collision detection problem, let me draw something for you real quick
>>
>>156863518
well, probably won't run in my toaster, then
>>
>>156863862
keep in mind maya LT can't plugins, it must be the full version
>>
>>156862809
>Can only have one "Playable" character
>>
>>156864094
It's not though, I'm not struggling with that aspect. I'm struggling with encapsulation.

Code like this is fairly common in tutorials:
Player Update()
{
if(IsMouseButtonDown() == true)
Shoot();
}

but I don't want the player to shoot if they're over a UI element, so I'd have to do something like

Player Update()
{
if(IsMouseButtonDown() == true && Mouse.IsOverUI() == false)
Shoot();
}

but that's fairly absurd looking.
>>
Post mechanics to add into my metroidvania game which will be made never.
Help me create a good metroidvania.
>>
Hey, OGL devs, I would like to ask something.

I'm fairly new with OpenGL, I'm following the tutorials on learnopengl.com. I was testing the performance of the program and I've realized that it's running on 60 FPS without me telling it to use vsync. In the mean time, I see that the program uses 25% of CPU, so I assume 1 core out of 4. It makes me assume that the logic runs at full speed, while rendering is capped at screen refresh rate by default.

It doesn't seem to be a problem, I prefer using delta time in my calculations anyway, but I wonder if there's a way to set these things by myself (like there is if I just use plain SDL2).
>>
>>156864326
Just use layers.
>>
>>156864326
it is, if you shoot a ray from the mouse through the UI, and hit nothing, then you are interacting with the game
>>
ask me anything about game development he he he
>>
>>156864384
Use Unity, it supports the most recent version of OpenGL.
>>
>>156864454
Where's your game?
>>
>>156854950
>blue screen of nodev
>>
I have to get better with javascript for work, so I figure I might as well take this chance to do some vidya dev. anyone make browser games? what are some good libraries or whatever?
>>
>>156864384
OpenGL by default does not cap FPS
it's either running at max or there is a program limiting it.
http://stackoverflow.com/questions/14968857/controlling-fps-limit-in-opengl-application
>>
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>>156863862
hmm while checking the actual prices I noticed that maya LT now includes bitsquid/stingray

30 yuropoors per months, seems like it might be a viable solution if you're not a poorfag

I don't know how good the engine is, but the blog of the developer is interesting to read anyway
>>
>>156856469
>when you remember you forgot to push your last Boku commits.jpg
>>
>>156864384
>>156864784
this one might be more informative
http://gamedev.stackexchange.com/questions/38360/why-is-the-framerate-fps-capped-at-60
>>
>>156858409
wow nice
>>
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how's that modeling coming, anon?
>>
twitter's question here.
when i posted a gif picture,
my picture get automatically enlarged.

How do i post the gif picture on original size?
>>
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post devmusic
https://www.youtube.com/watch?v=meECq9NvPpc
>>
>>156864692
I do. However, I think if you want to get better with JS, just use plain JavaScript with the canvas and figure out the rest for you. Libraries like Phaser or Easel just do so much for you (collision, physics, helping with looping trough the frames of an animation etc.). If you want to make a game, and you already have your asses ready, then go for them for fast results. If you want to get better at JS, and would like to learn about its own functions and capabilities, then go for pure JS.

On the other hand, I don't think it'll help you in your work. Working with JS usually means that you have to manipulate DOM elements, handle input texts etc. If you are going to make a game, you'll only meet with a small portion of JS. So when you are done with your game, try to build a website for it with the use of JS to enhance your knowledge.
>>
>>156865083
https://m.youtube.com/watch?v=Cml3rbhsGd4
>>
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>>156865083

Okay.

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

https://www.youtube.com/watch?v=eEcPakW42JU

https://youtu.be/iH3fSDiup00

https://youtu.be/RHxcbhxAlMM
>>
>>156865083
https://www.youtube.com/watch?v=5sIBspT-YmE&list=PLVzqMAxAvWIQEuy6kezLn17L1RjM8AwES&index=73&shuffle=18387
>>
>>156864784
>>156864873
Thanks for the help!
>>
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Finally got the game's script a rough draft. Need to do another pass or two over it to refine its flow, then another pass to detail stuff, and then probably another pass just to make it polished - and then I'll have my game script.

>>156865083
https://www.youtube.com/watch?v=QGmhtFgoAGA
>>
>>156865128
>Working with JS usually means that you have to manipulate DOM elements, handle input texts etc. If you are going to make a game, you'll only meet with a small portion of JS.

because the game will mostly take place inside canvas?

maybe I can make a sort of puzzle game with squares that doesn't use the canvas and manipulates DOM

thanks for the advice
>>
Even if you don't have good graphics someone might like your game
>>>/wsr/201537
>>
>>156864405
>>156864453
Right. And how to ENCAPSULATE that? Having some god object input controller that knows about everything is equally absurd.

InputManager.Update()
{
if(MouseButtonDown() == true)
{
if(Gui.Raycast() == false)
{
foreach(Entity)
{
Entity.HandleClick();
}
}
}
>>
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>/agdg/ tricked me into thinking coding is the most important thing
>it's just simple easy logic, any monkey can make code
>art assets take 100x the time and effort to make than coding something
>how your game looks is all that matters to most people unless you're making something dwarf fortress level complex
>spent all this time learning to code instead of learning to draw
>>
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>>156865781
>OOP

there's no way this will work if the code doesn't know about everything it might hit, logically impossible
>>
>>156865881
>not learning things as you need them

become the 1ma
>>
>>156858409
Are you ever going to post gameplay footage?
>>
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This looks like an axe, right?
>>
>>156865881
I'm an artist, maybe I could help. What language/engine?
>>
>>156866089
Yes, it definitely does.
>>
>>156866089
It's a parrot's silhouette .
>>
>>156866089
Dat axe
>>
>>156866089

That's a genuinely nice axe icon. Well done.

Now what about swords and daggers n shit
>>
>>156858409
Shields are retarded. Bubble shields are even more legit retarded. At least make the shield map to the ship, not a giant oblong sphere around it.
>>
>>156865881

'design' is the most important thing. but no one takes idea guys seriously, so you implement your design in code as a prototype and then work from that.
>>
>>156866202
you're fucking retarded
>>
>>156865075
Twitter is ass when it comes to image upload. They make gifs into mp4s or some shit. It's weird. They don't even support webm.
>>
>>156866202
rather than a shield an energy point defense weapon which acts like a shield would be neat, or some kind of reactive ablative armor system which ejects matter into the path of the incoming ordinance
>>
>>156866359
shit..
guess i have to upload larger gif image next time, so it don't stretch and blur the shit out of my small gif.

Also, i'm getting addicted to having 1 or 2 followers whenever i post progress.
it's giving me so much motivations to keep deving
>>
>>156866335
you're retarded you stupid faggot, shields will never EVER be a thing in real life they're literally impossible at least fucking space magic warp drives have a theoretical basis so fuck you you stupid fucking nodev retard
>>
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<video game ideas
>>
>>156866265
The thing is, the important part of design is not what 95% of idea guys do. It's not coming up with a supercool new game concept, it's working out how to make the game good. Rather than coming up with 200 powers for your MC, it's taking a game where you can only jump and punch and making it fun. Platform placing, enemy behavior, etc. That's the important (and hard) part of design.
>>
Reposting last nights progress. Just some simple art.

Game is simple first person spoopy game. You have to get to the end of the haunted funhouse, and randomly patrolling clowns try to kill you.

What essential things should have a spooky funhouse have?
>>
>paying for collage
when will this meme end ???
>>
Do you think not having a clear grid(hex/squares) in a TBS is a bad idea? I'm going ahead anyway, but just wanted some opinions
>>
>>156866513
Yeah there's some guides online about how to upload a gif so it looks as nice as possible on twitter.
>>
>>156866685
TEMS WANTS TO GO TO COLLAG
>>
>>156866589
>shields will never EVER be a thing
neither will your game nodev shitter
>>
>>156866703
It doesn't matter as long as click accuracy is still preserved somehow - either with a small outline over the hex/tile you are mousing over or something else of that nature.

Misclicking in a TBS and building a fort on the wrong tile one over can be really frustrating for a player.
>>
Ask me anything about my recent acquisition of 4chan, special /agdg/ edition

-N
>>
>>156866685
>what is rent
>what is food
>>
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>>156866668
Forgot pic
>>
>>156862809
what are the differences between this one and lumberyard?
>>
>>156867070
cryengine will continue to be updated by crytek
>>
Why are seemingly boring things like designing algorithms for dealing and receiving damage, or otherwise balancing numbers, so much fun?
>>
>>156867213
autism
>>
>>156867213
because you're getting immediate feedback from it
coding always feels the worst when you're not seeing change happen imo
>>
FUCK FUCK THIS IS SO DISUGSTING THERE WAS A FUCKING ROACH ON MY FOOT
>>
>>156867523
Dev harder, you gotta make it anon.
>>
>>156867523
Try waking up with one on your chest.

Then try going back to sleep.
>>
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>>156866780
here's my game you fucking literal who nodev faggot

can't make a game, can't get a girlfriend, can't even get a girl to give you your first kiss out of pity you fucking faggot that jerks off to cartoons that will never love you back LMAO @ your life kiddo
>>
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can we calm down? take some respiridone (tm)
>>
>>156867614
>asked for game
>shows generic greenlight image

What is this low quality bait?
>>
>>156867380
you meant
>every non-effortless task always feels the worst when you're not seeing change happen imo
>>
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I'm pretty happy with my Deus Ex style "frobbable" indicator that uses an entity's bounding box to calculate the 4 corners. I convert the 8 bounding box points to normalized device coordinates and then to clip coordinates. Finally, I get the lowest X and Y values for the corners.

I could do it like Thief and just light objects up a little, but this was more fun to do.
>>
>>156867895
I'm glad you did because I hate when games "light up" things, it makes them seem really disconnected from the rest of the graphics. This is less intrusive to depth perception.
>>
Artist here
>>
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I suppose I'll have to make some broken/half arches/end caps as well now. Gah.
>>
>>156867895
I prefer this over lighting up
>>
game here
>>
>>156867895
Looks solid.
>>
>>156863473
looks pretty good skelanon
>>
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>when words just fit
>>
>>156868879
you may as well just use a vector
>>
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Update;
I'm working on customizable controls for gameplay

Also fixed up some of the graphics.
>>
>>156868836
thank you!
>>
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>>156867895
Pretty cool. I did frobbables for a Thief clone using an outline shader, it was kinda crappy though since I didn't know much about shaders.
>>
>>156869468
looks good to me
>>
Has there been a megaman battle network inspired indie game?
>>
>>156870558
our resident shitposter is "making" one
>>
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wew
>>
>>156870558
Revolution 60
>>
>>156871064
Reminds me of those mindfuckery pics
>>
>>156871064
COLOURBLIND PEOPLE HATE THIS MAN
>>
I can't stop browsing the internet. Help!
>>
>>156871327
The red/green indicators for the intersection? What's an alternative?

>>156871193
Like the "optical illusions" ones in which you see dots that aren't really there?
>>
>>156868996
Sheit, I had that watergun as a kid.
>>
>>156871552
just give them different luminosities or patterns, colourblind proof
>>
>>156871552
>Like the "optical illusions" ones in which you see dots that aren't really there?
Yeah, those
>>
why do my ideas look so good in my head

but when I put them on paper they turn into poop?
>>
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Now I'm starting to see why no one uses UE4.
>>
>>156872280
>Not using Unity
>>
Anybody wants music for their game? I dont have anything to do while a demo for another game is being finished so just hit me up if you want music

https://soundcloud.com/prutte-1
>>
>>156872280
But lots of people use UE4
>>
>>156872280
Doesn't Maya let you apply coordinates? I feel like you're making a rookie mistake here.
>>
>>156872376
How much per minute?
>>
>>156872280
Lighting difference nigga
>>
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>What's that behind you?
>>
>>156872280
>blaming the tools for naivety
Don't make that mistake anon.
>>
>>156858839
Anyone?
>>
>>156872491
I put a massive light source in my scene and it still remains that shit

>>156872428
I'm using coordinates.

>>156872535
no
>>
>>156872376
Do you do Halloween or spooky music?
>>
>>156871613
I remember having this massive bazooka tier version
>>
>>156872550
http://wiki.unity3d.com/index.php?title=JiggleBone
>>
Question about hitstun/hitlag: how does it work with multiplayer? In my game the hitlag stops all systems from updating briefly when a strong attack is received or initiated, so if there were multiple players triggering it often, I imagine it would get annoying. I also don't think I could disable only specific entities, because they all have active 2d physics bodies and that would introduce some weird behavior.
>>
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Guys please give me an idea for Halloween Jam, the ones I have are too big but I want to make something to get back into devving, I haven't done anything in weeks.
>>
>>156872592
>I put a massive light source in my scene and it still remains that shit
3ds Max, it was compensating for screen brightness or some bullshit, came out almost black in-engine, check for that shit
>>
>>156872690
>>
>>156872767
Trick Or Treat Simulator
>>
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>>156872592
This guy isn't me

>>156872535
>>156872356
>>156872387
>>156872428
>>156872491
I was talking about the random new face that UE4 added to the middle of my doorway. Just went and deleted a couple useless edges in Maya and now it imports fine.
>>
>>156872763
Your best bet is asking the SSB general, is it a fighting game?
>>
>>156872767
THICC or threat simulator
>>
>>156872873
The most terrifying part of this are the texture resolutions.
>>
>>156872767
https://www.youtube.com/watch?v=2i3aAbPPvWc
>>
>>156872873
Why are the textures so shitty?
>>
>>156872993
I want N64 aesthetics is the official reason.

The unofficial reason is I don't have to time to put effort into anything for the GameJam, so this just lets me rip random photos off google, and make textures out of them. Any mistakes or imperfections don't show up since the resolution is too low to see anything.
>>
>>156872483
The person I worked with last I did a "per song" charge which was €10 per song so I would put that as my "average" rate
>>156872639
If given the chance I would defintely give it a shot
>>
>>156873285
>The person I worked with last I did a "per song" charge which was €10 per song so I would put that as my "average" rate
Man that guy was working cheap

We talking songs or soundbits?
>>
>>156873285
Please contact me [email protected]
>>
>>156873285
>which was €10 per song
That's insanely cheap m8.
Even for nonames, it's typically in the hundreds.
>>
>>156872990
Hmm, I usually don't like first person games but I just might make something like this. Seems simple enough, at least the base gameplay does.
>>
>>156872767
skeleton afro trimmer saloon
>>
>>156873459
5 mins max for that rate, I can do more for more tho.

>>156873517
I consider it a fair rate

>>156873485
Not interested.
>>
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>>156873583
Now listen here little shit
>>
>>156873459
Loopable songs. The thing worth mentioning is that Im also getting part of the revenue when the game releases and 100% of potential OST sales.
>>156873485
Sent
>>156873517
I should actually be happy to expect pay in the first place. Its not until recently Ive decided to charge money for my music. Up until a month or two ago I was writing for free as practice and building a portfolio. i wouldve felt bad charging anything for that music to be completely honest.
>>
>>156873127
Why would anyone want N64 aesthetics?
>>
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>>156872873
Made things more pixelated and less blurry since everyone hated my pic
>>
>>156873797
>Im also getting part of the revenue when the game releases
So something around 0.1%?
>>
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what kind of attack should this enemy have?
>>
>>156873803
>what is nostalgia
Though what he's doing is no where near n64 specs. I really hate people who just do approximate guesses based on memory to try to re-create aes's.
>>
>>156873517
>Even for nonames, it's typically in the hundreds.

I work for a big company, the rate for a generic song bought from a library is generally 49 dollars.

Licensed music is expensive as fuck, we once paid a famous song for our game 27K dollars, and it wasn't Calvin Harris-tier famous.

Custom made osts, with lyrics, high level music with recording and shit cost more or less 10K per game (the full ost, not a single song)

So, no, 10 euros for a retrogame tune made by a guy on the internet is cheap, but not that much off the charts
>>
>>156873958
Sonic screech
Tentacle grab
Face sucker

Just a drone, that calls in the big baddies.
>>
>>156873803
>Why would anyone want NES/SNES/GB/GBA aesthetics?
>>
>>156873958
pulls his mask off and medusa's you.
theres your stealth sections
>>
>>156874058
>Sonic screech

I was thinking about this, and also have the screen distorted.
You'll have like 2 seconds to get out of line of sights otherwise it will kill you.

Would that work?
>>
>>156874125
None of those is half as ugly as N64, goddamn that shit was ugly.
>>
>>156874270
Says you.
>>
>>156874252
If he pulls off his mask, will the player die?
>>
>>156874321
it would be very painful
>>
>>156874265
You would need to have the monster animate while screeching and project some sort of air distortion as well or it would look bland
>>
>>156873958
Is that that ghost from Spirited Away?
>>
>>156874302
Not him but as someone without nostalgia googles I agree. It looked bad.
>>
>>156873958
laser eyes

this way you don't even have to animate him
>>
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hooray for disgustingly shitty background art because im running out of time and steam.

of course its not completely finished yet. still gotta put the fences behind the buildings and a couple of objects here and there but its mostly done for now
>>
File: roundorpointy.png (1MB, 658x1000px)
roundorpointy.png
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which bullet type looks better for the player's bullets?
the regular round ball ones or ones that have pointy tails sorta?
>>
>>156874848
bottom ones, but dont throw away the top could be useful for something else
>>
>>156874848
Definitely pointy tails.
>>
>>156873919
Look 1000% better.
>>
This question is probably way too advanced for people here, but I'll ask anyway

>Unity3D
Would there be a performance gain by caching the position of a cached transform each update and accessing that rather than calling position directly from the cached transform itself.
>>
>>156875082
Yes.
>>
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>>156874982
yeah, gonna keep the round ones for enemy bullets, since they still have round hitboxes so you can easier tell for dodging purposes

>>156875006
okay!
>>
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>>156874270
>>156874609
>>156873127
Those textures are way, way lower res than actual N64 or PS2 textures anyway. Pic related is what spook looked like in the N64 era.
>>
>>156872861
fuck, I might still have that one laying around somewhere
>>
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Made a witch in blender. What do you think?
>>
>>156875339
cute!!!
>>
>>156875232
>>
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>>156875209
>Posted From ChanDroid Mobile Browser
>>
>>156875339
She can cast spells on me any time.
>>
>>156874842
I am concerned with your use of the very dark hue on the BG, it will make a mess with your sprites. Maybe don't go futher than the second darkest?
>>
>>156873958
The Mario/Sonic Method
Plain Old Physical Contact
>>
>>156875461
ive only got 3 colors to work with though. when i go a shade lighter, it looks really really weird
>>
>>156875339
hard to say w/o texture on low poly models desu

you could try adding more cuveyness to the brim of the had and you could draw bakc the hat,

the back of the spine could be straitened out and the low curve more gradual

but yeah low poly is tough w/ not texture we can see more w/ the that

cute though
>>
>>156875339
When can I fuck it?
>>
>>156875640
This. Give him some sort of eminating "don't touch me" thing and then just have his touch do damage.
>>
>>156875082
Potentially. I'd say it's safe to do, anyways, because there's no real chance of a performance LOSS.
>>
I need help:

I need a Projectile aka a collider to hit 2 meshes, I also need a raycast to hit 2 meshes

My setup:

Char_Root - Just for organization
Collider that needs to be hit - It's in the size of the character
Character - Has it's own collider which also needs to be hit, once hit it lower the character hp, it is slightly smaller than the other collider


How do I do that? Also no, I can't use a single collider, I do need both of them
>>
>>156875673
GB has 4 colours.
>>
>>156875984
it has 3 + an alpha color
>>
>>156872861
>>
>>156875383
>>156875717
Phew, I was worried it turned out awful. I'll texture it and make tweak it a bit
when I wake up, tonight.

>>156875450
>>156875749
Sorry but this model is not for lewd things.
>>
>>156875984
If you only use 3 colors you can increase the graphics res, it's a trick old gamedevs used.
>>
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>tfw someone sends asks as anon so responding it will post it to everyone
>>
>>156876062
No, sprites have 4 colours they can use and they might use one for transparency. The whole things can display 4 colours.
>>
>>156876092
>Using tumblr

________________
Posted From ChanDroid Mobile Browser
>>
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>>156872861
>>156876078
>>
>>156876092
Hate when that happens
>>
>>156876162
well fuckity fuck.
its too late in the jam to change all the background graphics to add an additional color.
after the jam is over if i keep working on this ill remember that.
fuck
>>
>>156876092
Both twitter and tumblr seem so lazily done, they both have these annoying quirks but they just don't care.
>>
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Empty armor slots now give a mini tooltip when moused over showing what kind of equipment you can put in them

For some reason Gyazo messes up with unity's "on mouseover" so you will have to take my word for it.
>>
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>>156872861
>>156876240
>>
>>156876195
>he doesn't have a game
>>
Okay, I've been stuck on making a graphical HUD for too long. Does anyone have a good guide to suggest for GameMaker? I could easily make a bunch of hard coded shit, but I don't want to be a shitter.

The HUD is just going to be health and then a cycling inventory constantly on the top. Main box in the middle that would be used, then two smaller boxes on each side (essentially a preview of the next item).

I've tried to do this through a state machine where the HUD is an object, but there's some major fuckery going on with that right now.
>>
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How do you make a game fun?
>>
>>156876792
Make it fast and juicy.
>>
>>156876829
>how to be indie garbage
>>
>>156872861

How's this?
>>
>>156876461
dang, I wish I could make boxes like that

even the little shadow around the edge/sunken look would take me hours
>>
>>156876829
I get fast and juicy.
And when it comes to turn-based games?
>>
>>156876792
Play some games so you know what you like and make a game about that.

This is amateur gamedev, you're not trying to make a game with mass appeal.
>>
>>156877005
Hearthstone has a ludicrous amount of juice
>>
>>156877013
But the thing is, I don't want to just blindly copy another game's mechanics.
But they're so unique, that anything less feels just 'meh'.
>>
File: spooky.gif (2MB, 650x382px)
spooky.gif
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>>
>>156877203
Did I fucking say to copy a game, retard? Don't put words in my mouth. Fuck off.
>>
>>156877005
read this book: https://www.amazon.com/Game-Feel-Designers-Sensation-Kaufmann/dp/0123743281

it's not just about screen shake and hitstop when it comes to game feel
>>
>halloween jam is coming up
>my friend is too "busy" to help me even if he promised he would so I have to make everything by myself
I really don't want to skip the jam but i'm trying my best
>>
>>156876924
Hey, whatever works, right?
>>
>>156877241
calm down anon
>>
>>156877240
>character can't move down slopes
Dropped.
>>
How much work is it to add multiplayer to an existing UE4 project?
Is it just a matter of enabling replication on pawns and creating a server browser?
>>
Why does Twitter make my video so dark
>>
>>156877398
>I want an answer that doesn't involve me making an effort so I'm going to grossly misinterpret what you said and dismiss it
>>
>>156877440
it's gets a lot harder with the more stuff you already have
>>
>>156877440
Not really.

It'll depend on the game but certain things should, shouldn't or can't be replicated.
It's much easier if you do it from the start.
>>
>>156877514
not even him you should stop sperging out for just a second
>>
Programming on modern systems feels so bothersome…
What if I made my own OS to make games on?
>>
>>156877241
Sorry about taking it wrong - and I'm not dismissing your answer. I'm just kind of thick-headed.
>>
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>>156877605
>>
>>156877305
Will take a look.
>>
>>156877605
What do you find bothersome about programming on linux?
>>
>>156877517
>>156877560
I don't have much content implemented yet. At what stage of development should I focus on multiplayer?
>>
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how do i navigate umg menus with key-presses instead of mouse
>>
>>156877605
Why?
But you could always make a meta-thing where you have a "VM" that you run the game in. Or even have special build instructions to have to build it yourself inside .

Although if you hate modern programming, why not just go Chris Sawyer and do it all in ASM?
>>
>>156877770
As early as possible if you know you want it.
>>
>>156858763
For my next game, I want to do a MGS 1 graphically styled game with a bledn of MGS1 and some of the more advanced elements of MGSV
The setting is a cyberpunk spaceship
>>
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>>156877203

I just made a shitty flash type game in 2 days. It's my first game. Can I post it?

it's a .exe
>>
>>156877916
>The setting is a cyberpunk spaceship
Are you an artist?
>>
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>Unreal
>Menu widget blocks keyboard input after creation
>prevent menu from taking control over the player controller (to open-close the menu)
>any interaction with menu buttons also causes input to be missing again
>figure out the menu's buttons are stealing the input
>specifically have to take input control away from the buttons which they don't have anything to do with in the first place since they aren't capable of receiving or acting on input logic
>now need to add a refocus to the menu they all belong to in the first place after every interaction

Widgets have so many peculiarities for basic function it's almost easier to write menus from scratch
>>
>>156856702
Castrate non-weebs.
>>
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>write entire function in one go
>test it
>it doesn't work
>forgot to call it
>>
>>156877976
Yeah, currently I'm working on a different game though, I'm trying to transfer my irl skills to digital, it's been a pretty bumpy learning curve but I'll get there.
>>
>>156878052
I don't understand why people have such trouble with UMG.

If you're a frogposter that would explain it a little.
>>
>>156877718
The amount of code required to do just a simple things. I wrote a program creating window with a rotating triangle using OpenGL a while ago, but the amount of code required, over 100 lines, is not something I would call fun.

>>156877824
ASM is fun actually. I would have to find how to program GPUs. Or maybe even run the whole thing on GPU. That would be a fun thing to achieve.
>>
>>156876929
neat

is this going to be some kind of water battle game?
>>
>>156878316
m8, it does not sound like you want to make games.
>>
>>156878316
Yeah well you're going to balk at the amount of code to write an OS or to do anything non-trivial with assembly, which an OS is an example of.
>>
>>156878103
I do that all the time mate
>>
>>156878161
post art
>>
>>156878302
You'd have a (shit) point if this wasn't something that shouldn't be happening in the first place
>>
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>>156878316
>c++ ogl from scratch
>I have to write too much code
>I know, I'll go even lower level
>>
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My physics can't into rotations, but friction component did some magic I would never suspect it to be able to do.
>>
Is there any downside to uploading a video to youtube and linking to it from twitter instead of uploading to twitter directly?
>>
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Some progress on a main character model, worked on the dress, hair and face

What should I do with the color? is the skin too dark or the dress needs to be changed.

It''s hard to do pixel are on dark skin apparently

not sure what to do with hair either, does anyone have good reference hair for fantasy anime
>>
Somehow I haven't given up on this project yet despite working on it in small amounts at a time here and there, so I have made some slight progress today: added creature collisions and some rendering features.

I was thinking of making movement/aiming like in Hero's Song, but only allowing 8 different movement directions despite allowing aiming in any direction. Not quite sure how that'll work out yet.

>>156877440
I'm no UE4 expert by any means but out of the two times I've tried the engine, the second time it was a multiplayer game and adding MP was literally like magic, so I would assume that even in an existing game it would not be too difficult. Though you'll surely have a lot of tweaking to do to make stuff replicate properly.
>>
>>156878870
This game is the king of emergent physical behavior
>>
>>156872861
>cop killer 2000
yeah, thats the one i had.
>>
>>156878870
that's cool, dd the legs need to tuck more when you roll?

also this should be useful if you add puzzles

the rocks are shaded only on one size so its a little off, they look nice but what should you do about rotating the shadow

also
>>
>>156878987
That's pretty funny considering how poor my physics are. I have no rotations and dynamics aren't properly calculated because of no constraints. At least collisions are great.
>>
I would trade every devskill I had for one day with a gf.
>>
>>156879171
I would trade every gf I have for a dollar
>>
>>156879148
Yeah, animations are placeholders, spin jump is literally crouching animation.

I will probably add some normal maps for rotating objects. This will not work with pixelart, but should be good when I change artstyle.
>>
>>156878316
>I wrote a program creating window with a rotating triangle using OpenGL a while ago, but the amount of code required, over 100 lines, is not something I would call fun.
You don't have to write it all yourself you know. Using plain OpenGL is always going to be a pretty large amount of initial code, though for 2D games if you've written a framework once, you can reuse it over and over again (and why not for many 3D projects, too.)
And if you don't want to write OpenGL, you could use for example SDL2's hardware renderer or some rendering library off the web. You can fit an entire game in a 100 lines.
>>
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>Tfw you would rather shitpost than dev
>>
>>156873958
Make him a little higher off the ground, so when he does get close to the player his face doesn't go underneath.

>>156878870
Make the shadow separate from the image so the ball can rotate, and the shadow doesn't.
>>
What happened to hopoo does that guy still come around here
>>
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>>156878953
3d version
>>
>>156878393
Yeah
Its a 2d platform game about girls with animal ears and tails in a tropical water park.
I'm going to see how far I can get with implementing it.

The basic gameplay concept is that there's a playable catgirl who can aim and shoot a water gun and jump around (maybe with some climbing) to solve puzzles and challenges or have water battles with other animal ear/tail girls.
The challenges might be similar to Wipeout / Takeshi's castle game shows. The water guns could be found or bought at a store (ingame for ingame collectable currency) and selectable from a pause game menu. The challenges might ether have prizes like a new water gun or just shinies to buy a new one. There also be refreshment stores and maybe some rides like water slides.

The game will be fully free to play. I'm still working out the controls so gameplay might take a while to develop.
>>
>>156879612
Probably off smoking cigars and fucking chicks now that he has all that Risk of Rain money
>>
>>156879458
Just overlaying the shadow wouldn't look good. It would need either some color mixing to darken it, or normal map which would be more adaptable than only for round objects.
>>
>>156879612
Too busy enjoying being a millionaire in his early 20's to dev much, I suspect.
>>
>>156879612
ahahahahahahahahahah
>>
>>156879361
Make a game about shitposting.
>>
>>156879812
>get money
>kill yourself with cigars

such is dev life
>>
Well this was simple enough so far.

So would the proper method of doing Mario's backfacing sprites be to have a whole seperate animation set, with a bool switch in the animation controller to tell which way he's facing?
Seems like there'd be no easier way to do it.
>>
I wish I could post some 'gress.

I will never be a real dev.
>>
>>156879863
>Buy cancer healing
>Be gud
>>
>>156879881
Think that's the easiest way to do it, yeah.
>>
>>156879612
he's in his office right now, drinking heavily and posting anonymously.
isn't that right, Duncan?
>>
>>156880023
is that a gamer maker award?
>>
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>TFW you will never ever be as successful as hopoo because you can't into art

>>156880064
It's a IGDA, essentially an oscar if you don't hate sjws.
>>
Someone teach me how to into 3D, please.
>>
>>156880286
To create a 3D model from scratch, you must first invent the universe.
>>
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Steamy progress.
>>
>>156880286
>Download blender
>Discover how clunky it is
>Buy Maya LT
>????
>Become rich
>>
>>156880286
To create a 3D model, you must first bake an apple pie from scratch
>>
>>156880217
Hopoo couldn't into art either when he started, the guy uses Paint solely for all of his shit for fuck's sake.
>>
>>156879612
I think he posted in /biz/ recently about how he's still unhappy even though he's rich.
>>
>>156880501
its okay, you die eventually
>>
>>156880023
>you will never own an office for your game dev
>>
>>156880286
Get blender
Follow some tutorials to get aclimatated
Watch some timelapses to see workflow
Start modeling
Find an issue
search the web for how to resolve it
keep at it
realize its crap
do it all again
>>
>>156880468
>Paint
>Sprites with alpha

Nah.
>>
>>156880414
It looks good but I find it distracting when people use free assets in their games.

Especially when you were talented enough to make the rest of it.
>>
>>156880286
Got to /3/. go to polycount, go to artstation.
And good luck, took me several months to git gud, even after 2 years i am still barely able to make professional models. Worst of all, because the 3d tech and skills change and advance so damn fast, it is extremely hard to keep up.
>>
>>156880776
He edited the alpha in with the inline Game Maker editor. The guy is a complete madman, ask him directly if you don't believe me.
>>
>>156880286
If you're a student get 3DSMax for free
Follow tutorials
Win
>>
>>156880789
What assets are you talking about?
The particles?
>>
>>156879881
Just flip the z scale depending of which direction he is facing
This will also make it look good if you're using diffuse/lit casting materials
>>
Alright, Cryengine 5 does seem very appealing with all the blows and whistles it has over UE4 like those sexy volumetric clouds, GI, a legit sample content unlike UE (drivable Humvees, helicopters, humans and weapons, water and foliage). It can even render its sample forest levels (which look great) in VR like a boss.

I was about to jump on the ship until I checked their licensing.
>Without limitation, Licensee shall not:
>use the CryEngine for the development of any Games which are harmful, abusive, racially or ethnically offensive, vulgar, sexually explicit, defamatory, infringing
>create pornography
>have fun
>...

Fucking Europe man.
>>
>>156880872
That's not Paint solely then you retard.
>>
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post dev music

https://www.youtube.com/watch?v=wDkdmnFRONc
>>
>>156880942
The pipes are yours?

I thought they were from the epic subway demo. Nevermind.
>>
>>156880960
Maybe they've changed it but I don't think you're allowed to release a game using any of their sample content
>>
Ok, 3D seems too hard, so instead, how do I trick or force someone to do all my 3D work for free.
>>
>>156881090
Trick them by using material benefit in exchange for labour, it works every time.
>>
>>156881090
>Find Uni Student
>Get them to work for free
>Tell them they can put it on their portfolio
Free game dev work
>>
Is it normal to not feel satisfied with your work even if other people tell you its good or fine?
>>
>>156881280
>did this
>he had to stop helping because he got a job
;_:
>>
>>156880960
>for the development of any Games which are harmful
Now that is a fucking beehive
>>
>>156880960
the saying is "bells and whistles" just so you know.

>Expecting Germans to not be ironic fun-nazi's
>>
>>156881337
you can be annoying sometimes
>>
>>156881337
yes that is a good thing,
>>
Is 3D easier than spriting? I get the feeling it is as long as you're very patient and meticulous.
>>
>>156881430
Depends on your game and your skill set
>>
>>156881493
I don't have a game yet nor any skills.
>>
>>156881090
Do you have a vagina?
>>
>>156881401
s-sorry
>>
>>156881518
It's unfortunate, but be careful with the FTL logo similarities.
>>
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>>156880217
>tfw learning to art
>well on my way to developing the skills necessary to make something that everyone will see as generic pixel trash

I had fun making it, that's what counts right? R-right?
>>
>>156880981
>I thought they were from the epic subway demo.

Those pipes do look very much alike. Never saw that demo before.

Eh... whatever.
Only thing that's not original on there are the particle effects. Those are taken from the Unreal Starter Pack.
Though I think i've even seen those in AAA releases.
>>
>>156881595
No, but getting one would be easier than figuring out Blender.
>>
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>develops indie game once
>>
Stupid question from someone who didn't read the OP, if you don't want to answer or feel like calling me a retard you're free to do it.

What language would you use for a roguelike game like the Mystery Dungeon/Shiren games?
>>
>>156881559
What a coincidence, let's team up!
>>
>>156881885
didn't RoR only take him a year to make?
>>
>>156881776
>Those pipes do look very much alike. Never saw that demo before.
They're pipes, not really a lot of ways to do them.

This does tell me you could have saved time hooking the free assets.

I saw the water effects from the free content in Killing Floor 2, which I recognized because I was working with them, but really, water's water, I only notice this because I'm in it.
>>
>>156881935
You don't want to team up with me.
>>
>>156881885
hopoo isn't a yuropean.
it didn't take him that long
he doesn't use 'm8'.
>>
>>156881757
Your faggot sorcerer looks good, but it needs to stay looking good animated.
>>
>>156881885
hopoo isn't a filthy european
>>
I happen to be an expert on the topic of hopoo and hopoo accessories
>>
>>156881885
I would just wanna get loads of money out of making video games so I don't have to worry about money so I can make more video games.
>>
>>156882024
>>156881940
>>156882071
You're right, I thought about that. I just called the filename Hopoo guy because someone talked about him on /biz/ being depress. Might've been wrong.
Who could it be then?
>>156882102
My plan too...
>>
>>156878953
>>156879793
Are you converting models to sprites? That seems like a lot of fuck around when you could just do one or the other.
>>
hopoo
more like hoPOOP

thoughts?
>>
>>156882143
>Who could it be then?
A one trick pony hack who got lucky, who cares?
Good devs can make multiple good games.
>>
>>156873958
None. It should just do that and be immune to damage.
>>
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>tfw most of your favorite devs stop posting

Riding through this world... all alone
>>
>>156882180
>OOP
disgusting
>>
>>156880414
I wish my game could look like that in Unity
>>
>>156882208
Could do that. Give it some really oppressive particle effects, but make it actually harmless.
>>
>>156882275
Who were they?
>inb4 rotate
>>
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>>156881885
>23
>thinks he missed out on life
>>
>>156882057
That's actually what I've been agonizing over for the last several hours. Going from a static sprite to animated sprite and having it not look like shit is incredibly difficult. I felt bad just having the sprite slide around in game maker so I'm just working on art right now
>>
>>156882328
It can.

You just need hardwork and dedication.
>>
>>156882490
Yeah let's see where I end up. Will post some progress soon(ish)
>>
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>can't think of unique monsters for your game
>make them all follow the same theme instead
>>
>Picture of a Jap god that brought prosperity, good luck
Uncultured desu
>>
>>156880023
>Hopoo Games

...wut. This is a joke, right?
>>
>>156880971
I'm just sitting in a classical-music dubtrack with one other person, and we're taking turns playing wonderful, long pieces.
>>
>>156882634
referring to
>>156866602
whelp
>>
>>156880789
>"I'm so autistic I can point out free assets in an indie game. Please cater to me even though I never plan to support you in any way and want to see you fail to make myself feel better about being a shitlord."
>>
>>156880819
post yo shit
>>
>>156882953
woah
>>
>>156882160
yeah that's what is happening, the idea behind it is to save work on animations and spriting from different angles

so the final character must be sprites either way given the style of the game

but if an animation is bad, or hair needs to change, it saves time especially since its 8 frames per animation with at least 4 animations right night now from 8 different angles

there is no way I can sprite 8*8*4*number_of_character animations, + what if something changes

the other advantage is, if the common base animation changes, all character animations change and all sprites change,

or if some shading is changed it can be applied to all characters at once,

just running a sprite capture tool for 5 minutes can generate thousands of sprite with edges/shading applied,

it can handle generating permutations of faces, expressions, hair, skin color etc. so its useful for generating crowds which will be used later in the project, which would impossible with spriting from 8 different views


the big issue is here, nothing looks right yet. but at least its not hard to change everything at once
>>
>>156882953
Gamers and critics will call you on it too. It's generally the sign of a lazy and poorly made game.
>>
>>156883340
As opposed to being on /agdg/ which is generally the sign of no game.
>>
>>156883340
>It's generally the sign of a lazy and poorly made game.
I'd be interested to see if the response would be as negative on a legitimately good game.

I don't see a lot of people caring.
>>
>>156883340
>"Gamers" and critics

Those aren't the ones going to give you profit, the bulk can barely tell when the same pipe is used in the same game multiple times.
>>
>>156883172
why not just fake it on engine?

Just render everything on a lower resolution and make the model rotate to acomodate to the camera / model angle.

that way you save exporting to sprites every time you change anything. and you could even change lighting in-game.
>>
>>156883560
Rust is a unity store frankenstein and doesn't get much shit for it.
>>
I recently started making a porn game, I posted about it on a certain porn forum if you know what I mean and people are already asking for my patreon(I don't even have one), how do I protect myself against sjw doxers?
>>
>>156883562
Personally, it's not when the same pipe has been used. It's when there's a discernible difference in art styles throughout the models. If you can implement the models flawlessly within the game, I don't really care if you used 1 pipe that another game has
>>
>>156883767
link to your porn game pls
>>
>>156883716
Just shows that asset store is the way to go if you aren't goin AAA.
>>
>>156883767
You have people like SFM pestilence or whatever his name is creating hardcore sfm ryona shit and he has a patreon without getting flak. Don't see why you'd get fucked over
>>
I would love to make art for your game, why don't you tell me about it.
>>
I'm building an input system for Unity C# for complex event based things that are happening (if you do these 2 things in a row, fire off the event)

How should I handle having people "listen for the events happening"
>Have an interface they can inherit and register themselves to an "Event"
>Allow "Event"s to be given Action/Func which are fired off when the "Event" happens. That way you can register with a simple delegate.
>Have a function on the "Event" and users will have to call "Event.IsTriggered()" which will be true for 1 or more updates when the event happens.
Or are there other ways?

I'm personally a fan of just passing in a Action/Func, but I know default input is "Input.GetButton()", so it might have some pushback.

Let me know how you would want to. I'm open to anything.
>>
>>156883924
You aren't stealing my ideas, idea guy.
>>
>>156883981
Unity has a message system, use it.
>>
>>156883580
yeah that is a good idea, it could work, and right it is alot of work to import all these sheets (which are like 4k x 4k, bigger than the actual 3d model sometimes)

if shaders can render the sprite effect decently then we are in busyness (recent pokemon games seem to do this well)

shouldn't be hard to lock views


... shit how much time have I been wasting with these tools

Will have to try this after DD11
>>
>>156883172
I'm not sure why you wouldn't just go for low poly. What you're doing there doesn't really capture any sort of nostalgic feel and I can't imagine slotting all those sprites in is fast.
The monsters look kind of cool in a stop animation way, but I can't help but feel that you might be missing the point a bit.

Either way, as far as your character goes, I would say that the thing that is fucking you up most is the lighting. It makes the light tones on the hair and clothes look super over-saturated and washed out. Fix that up and a lot of your problems will disappear.
>>
>>156883924
Sorry but I'm not interested. Good luck on your endeavors though.
>>
>>156884062
Looking into it now, but it seems that the event system only targets 1 object.
I'm also not sure about it's performance.
>>
>>156884057
Nah I want a game to help with

>>156884354
What the fuck, I'm amateur but you haven't even seen my art yet
>>
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More progress on the AI. I'm working in the group-AI-events that I started a year or whatever ago but then never ended up implementing (e.g. group games, like tag, etc)

Well I started tying that in, along with the existing event system, into my behavior tree system!

I'm not sure how to handle NPC dialogue though, from a programming perspective. 1-on-1 ones could be easy to program via the behavior trees I think, although I don't know if I want to have basically an emulation of the player-NPC dialogue option-choosing (maybe using the same system?) where the response to a dialogue thing could depend on which response matches their attributes. Yeah, maybe it's good to use the exact same system? Although I think that might lead to a lot of files, so maybe I should have the ability to inline dialogue responses into a file as deep as I want, instead of forcing multiple files, one for each decision-point?


>>156818597
>l miss simloli ;_;

I'm still here. And thanks for saying simloli instead of lolisim.
>>
What's the consensus on Clickteam Fusion?
>>
>>156883924
If you can do sprite-based character animation, I might be interested -- but I'd want to see your portfolio first.
>>
>>156883981
It would help if you gave some more informative examples.
>>
>>156884685
Sure I'll put something together. What kind of game and what engine?
>>
>>156884659
all of librahearts games are made in it and they do fine

just use whatever you want
>>
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>>156878953
>>156879793
Neat!
>>
>>156884069
DS games are great at this, Ghost Trick looks absolutley awesome
>>
>>156884827
AGS. It's a point-and-click medieval horror adventure game.
>>
>>156884316
was trying to go for doom style of nostalgia, a little bit cleaner, but that sort of old FPS style, a shader will grab the right sprite and there is a script which tells the shader which sprite index to grab, not sure about the performance there though

What am I missing here, is it the design of the creatures, or is the resolution too high, do I need to add shadows, more detail? Or do you know of a game that has done this well recently?


ok will mess with the lighting, add shadows on all of these, hmmm
>>
>>156884960
Ahh, sorry that's not going to work for me but good luck
>>
>>156884782
They are events, literally anything
>You want to know when someone takes a shit on a lawn. Do you check if the lawn has shit on it, or does the lawn tell everyone when it get's shit on.
>>
>>156885019
I would usually go for the former, because the latter is only really good for building up static dependency graphs. It's a pain in the ass if anything needs to change. I mean, if nothing does, then go for it.
>>
>>156863562
Well I created my main character in honeyselect, that new lewd illusion game, and I was thinking of ripping the model and replacing the textures, maybe make some small mesh edits. I'm not planning on having a lot of 3d models besides 2 and some enemies that are supposed to have very different shapes.
>>
>>156884949
yeah this does look better, ok might try this

>>156884859
thnx

back to dev
>>
>>156885185
My current strategy is just to do everything and let god sort it out.

Having "IsTriggered()" and a list of action/func is simple enough.
I just gotta look into this Unity EventSystem stuff so that it can interface with the UI.
>>
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>>156873958
Surely the answer is obvious, anon
>>
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>>156878701
I don't have anything good right now, just the quick concept sketch I did of the main character.
But I
m trying to learn pixel art and low poly stuff so I can properly capture the 5th gen aesthetic.
>>
>release demo and people like it
>mention how you plan on finishing the game and selling it after
>get hate mail
>>
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>>156886341
>png covered in artifacts
>>
>>156886428
no one ever wants to pay for anything and the fact that they're mad the final game will only be available through purchase means they want to play it.

did you make it clear from the start that you would need to buy it?
>>
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For some reason, this is taking a really long time to do. It just started doing this, and I haven't changed any audio settings (my game doesn't even have any audio yet). Anyone know what's up?
>>
>>156886428
not surprising as you pretty much did bait and switch advertising
>>
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>>156884636

For context, here's a dialogue file. If you're at a node that links to this, it'll run requirements (which is optional - for here it's redundant to say allow scenario since that's the default, but I put it there to demonstrate), and if the block evaluates to allowing, it'll let the link show up. If you select "Do you want some candy, little girl?" it'll run this file and look at the attributes tag of the two outcomes here. Whichever matches the loli's attributes better (the * 3 means give 3 times the priority to this attribute vs the other attributes being matches - not useful here since only 1 attribute is being matched though., and the 0-5 means anything between those ranges is matched 100%, whereas the = 20 means only 20 is matched 100%.) and whichever matches better will be chosen, and the message block will get run, which decides what the loli says (multiple outcomeMessage calls are how you can get a sequence of messages without any choice). And the result block gets run for the message that gets chosen. Then once the messages are done being displayed, it runs links, and all the links run there will be where the conversation branches from.

Should I do something like this for the inter-loli dialogue? Basically the same, except I'd have to give the overall file its own attributes block since there is no player to make choices and I'd have to make the the choices via the NPC's attributes.


Although maybe this will be a bit much? I imagine most conversations between NPCs might (initially?) be quite simple, so maybe I should make a simpler system? Although it'd be a bit annoying to see the exact same conversations play out every single time... but I guess I could break out all the non-branching choices in the NPC-NPC dialogue into a single file where you could be like...

message(npc1, "Hey, " + name(npc1))
message(npc2, "Hey!")
message(npc2, "How are you doing, + name(npc2))
>>
>>156886349
vertex snapping, affine texture mapping, no z buffer, no mip mapping or texture interpolation, vertex lights only, final destination
>>
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>>156883340
>this indie dev is using assets that are available for free to save himself work
Holy shit what a lazy shitbag, I don't believe he doesn't replace those assets with almost identical assets he spent time making himself! What a garbage game!
>>
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running from combat is now working, time to flesh it out with items and spells
>>
>>156886428
>releasing demos
you fucked up
Demos are a proven way to cut your sales in half
>>
>>156886602
Background programs taking some time to give up resources, probably.
>>
>>156886564
well i didn't say it outright, but also never said it would be free. it's a huge undertaking that's taking me a long time to make.
>>156886660
so i should say from the beginning that it's going to be an actual product? really? even when it was in very early development?

i didn't know releasing a demo meant your game would be free
>>
>>156886835
Because people realize the game is shit and don't waste their money?
>>
>>156886835
Nah this is a BS statistic made up by shitty devs to justify no one buying their games.
>>
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Shit basically nodev here

I started a small scale multiplayer project I think could be fun with a friend Who I am not relying on so when he inevitably stops working on it I wont get burnt out
Its 3d and in Unity and I asked the other day what people would use in place of Smartfox or Photon for networking.

Someone suggested using AWS instead, which I guess this the ideal suggestion. Anybody else have any opinions on networking stuff before I get too deep in dev?
>>
>>156886880
>i didn't know releasing a demo meant your game would be free
Only to severe autists.
>>
>>156886880
>so i should say from the beginning that it's going to be an actual product? really? even when it was in very early development?
typically yes, because you don't want what you just experienced to happen.
But honestly it's partly the fault of the players, I don't know why everyone assumes indie games are always gonna be free, but it's a thing I see happening often
>>
>>156886880
Demos are so out of vogue that people probably think it's like a free early access release.
>>
>>156887057
aws isn't really a multiplayer service, it can be used as one, but photon, unity networking, smartfox etc, provide an actual framework that integrates with the engine
>>
>>156887002
The data is from AAA developers, not from indieshitters
It's a real thing

>>156886989
It's impossible to tell which, but investment into something is proven to increase enjoyment of it.
It's why MMO's are loot grinds, and it's why expensive whine tastes better if you know how much it costs.
>>
>>156884960

This
>>156885016

Wasn't me.
What kinda of art are you looking for?
>>
>>156881757
would make a game with you.
seeing as i have no art skills, nor dev to be comepletely honest
>>
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>>156887329
This is the sort of art I have produced for it so far. It's a sort of gothic feel in a dark fantasy world with strange technological props and whatnot.
>>
>>156886349
>>156886349
You can't draw mane.
>>
>>156882275
Same here.
Clarent doesn't show any progress and i'm sad.
The viking girl dev or whatever doesn't either :(
>>
>>156887287
AAAshitters are exactly the guys who would make such a diagnostic, not indieshitters, I'm sure he was talking about them to begin with.
>>
>>156887347
If you can't art or dev, what can you do
>>
Should the player be able to move backwards in a 2D platformer? I know that preventing it makes the game much more challenging, but it also seriously limits level design.
>>
>>156887665
Yes
>>
>>156887635
>>
>>156887635
Story writing, music, SFX.
>>
>>156887468
Oh Wow. I only draw anime like narato or lolis with broken legs and child bearing hips. Good luck though. Not interested.
>>
>>156887665
I have a degree in game technology.

No.

Next question.
>>
>>156887665
Limitations breed creativity.
>>
>>156887486
It was just a quick sketch, my quality can vary but I feel like as of recent I've gotten pretty decent.
I think my main problem's been gestures,clothing and line consistency and I've gotta work a bit on perspectives too.
>>
>>156887531
You are really reaching here buddy. The demo harming sales isn't just something that applies to videogames, it applies to literally everything in life.
>>
>>156880967
You can just set a colour to represent alpha in GM.
It's entirely possible to make all the graphics in MS Paint.
>>
>>156887751
>lolis with broken legs and child bearing hips
>lolis with broken legs
what the fuck anon?
>>
>>156887992
What is possible is irrelevant to what Hopoo actually did.
>>
>>156888086
You're completely fucking retarded.
>>
>>156888086
do people actually like Hopoo's art?
>>
>>156888146
>He edited the alpha in with the inline Game Maker editor.
>>
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Should I just buy "for dummies" books (because idk any website now that I can use to torrent stuff) to learn into videogames?
>>
>>156888243
You're completely fucking retarded.
>>
I'm a programmer looking for an artist
>>
>>156888346
The word "edited" leads me to believe that's not what happened.
>>
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trying some glitch damage effect, not 100% the result I wanted.
>>
>>156888434
It's irrelevant fro the discussion.
Autism isn't something to take pride in.
>>
>>156887280
Someone pointed out that AWS is cheaper down the road theoretically, and that Photon while the best option gets expensive past 20cc.
>>
>>156887468
looks good, could do alot with humor in this sort of environment
>>
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>>156887745
I was actually planning to one man army my game, I have the story planned out already. I'm also pretty much a game maker beginner, this D.va sim is the most complicated thing I've done, you may be disappointed with my limited ability.
>>
>>156888526
Did Hopoo do that? What he did is relevant to the discussion and I don't give a fuck what Hopoo did so I don't even know why I'm participating.
>>
>>156888463
so this happens if the monster sees you?

what if the eyes glowed, you could see the eyes from a distance in dark places, spewkey
>>
>>156888624
the mech is kool, maybe here could be some aiming mechanism?
>>
>>156888625
Hopoo used MS Paint to create his art.
If he let the program decide a colour to represent alpha, or if he removed it manually in GM is beside the point, you dumb shit.
>>
>>156888401
NOT INTERESTED GOOD LUCK SAF>M<:LHJKQWKJHL
>>
>write my first 20 lines of code in gm
>FATAL ERROR
How can you even compete with me? ;_;
>>
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>>156888948
>>
>>156888948
?
>>
>>156888876
Well I stopped working on that game because my hard drive died and I was too dumb to have a back up.

>have my almost nongame backed up in four places now
>>
>>156888726
I want to use something like this as sound effect.
http://www.freesound.org/people/Robinhood76/sounds/347894/

Good idea, but it's kind of hard to see with the glitch effect, It´s still a work in progress though.
>>
>>156888401
I'm an artist, what engine are you using?
>>
>>156888726
oh, and yes this is what happens when the monster sees you.
>>
I want to make a 3D halloween jam game with an anime girl MC. Pitch me a game idea.
>>
>>156889485
It's kind of a jrpg thing, using GM:S. Some visual themes of seasons will be pretty important.
>>
>>156889696
No thanks but good luck
>>
I miss canusposting already
>>
Now I'm pretty sure of it. The "artist looking for programmer" shitposter is replying to his own posts EACH AND EVERY TIME.
Goddamn, why can't he stop being a nodev and just like make game?
>>
>>156890053
you know what I think? I think you, the programmer, and the artist is the same person circlejerking about himself
>>
so is maya/3dsmax (latest version) better than blender? maya is better for animation right? what about modelling, is blender better for modelling or is maya or 3dsmax better if you know the software well?
>>
>tfw actually an artist actually looking for a programmer
>>
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Evening, agdg.

I'm mocking up art for an Amiga-style RPG (so, Euro I guess?) I'd like to make.

Disclaimer: I've never done pixel art before in my life, though I did used to play around with Deluxe Paint as a lad.
Trying to stick to a palette, but have the feeling I've strayed a little too much.

I made this today- looks a bit cluttered but was trying to show as most of the tiles I'd made today.

Any pointers or incredibly harsh criticism from folk who are actually good at pixels? Should I just die now?
>>
>>156890265
i'm not looking for an artist, i intend to make my own assets, but post some of your work so people can see if it's any good, and consider learning programming yourself
>>
>>156890250
they all do the same shit, just pick one
>>
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So, I wanna make a shmup for mobile devices, think jameswtown/metal slug/gunstar heroes.
How is that genre doing on mobiles? Should I maybe make it for PSP/DS/consoles? Pc might work as well, but the game will be pretty conole-y, I don't think there's an audience on pc for that.
Any market research you guys could tell me about?
>>
>>156887745
kek
NEXT
>>
>>156890407
Maybe I will. What engine are you using?
>>
>>156890598
Your favorite engine.
>>
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>>156890265
post assets
>>
>>156890667
I'm not meming I'm just wondering
>>
Okay guys, Unity beginner here - i'm downloading shitload of tutorials from cgpeers, but mostly is about 2D stuff. On youtube there is a lot of various tutorials, do you have any good favourites when it comes to 3D (isometric, physics/ragdoll etc.)?
>>
>>156890490
google says this https://thinkgaming.com/

might have some app store data you could use, I know nothing about it,
>>
https://github.com/jwasham/google-interview-university

Anyone doing this?

I'm currently following this. Hopefully at the end of this I can make a decent game.
>>
>>156891091
looks interesting, thanks.
I know that we can make a game, but I know jack shit about marketing and stuff like that. I mean, Steam greenlights hundreds of games every month, but no one gives a shit about them, not because of the quality but because there's no hype around them.
>>
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How does one make Resident Evil (PS1) type of backgrounds?
>>
>>156890908
RpgMaker. I'm looking for someone that draws anime similar to naratos style.
>>
>>156891519
You draw them.
>>
>>156891523
>narato
>>
>>156891595
What can I use to draw them anon, on the computer?
>>
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Minibosses++
>>
>>156891519
You render them to an image and display it as the background. It does not look good unless you're playing it on a system with limited capabilities.
>>
>>156891742
https://www.youtube.com/watch?v=o6TfhWY6WoI
>>
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>>156891523
>>
>>156891791
Oh I see, it's simply 3D modeled at first then?
>>
>>156891847
So? It's not going to include animating and any textures you could create will be limited as fuck and will only be "stylised" cartoon artstyle.

It might help some people get into 3D in the first place before they move on to more capable programs, exactly the same way SketchUp does.
>>
>>156890329
it is incredibly low res, size it up to how it would look ingame, that is to say fullscreen, and then decide how its gonna look

Correct me if im wrong but there seems to be 3 different perspectives on the stack of barrels, the tables and the counter

The door is very odd looking because the perspective is fucked

doesnt really look like you tried with the wrinkles on the green bedsheet (made beds usually dont have wrinkles on their bedsheets unless you had a shitty upbringing)

I'm gonna assume the blue floormat has wrinkles on it, in that case it does not convey that at all and it looks like a really shitty pattern, same goes for the pink one obv.

The bookshelf in the left room looks alright, the right one does not read well at all. Too similar white/beige tones bled into each other and I actually thought there was some kind of sword in there at first.

your color palette is fine except for the greyscale ones, I could barely make out the scythe on the wall, not sure whats going on with the rock/floormat,
it separates the simplistic vector-esque style of the furniture and walls nicely but that's really a bieffect of the floortile and the rest of the whole fucking thing are completely different artstyles and when examining the floortile it just looks like a clusterfuck.

And if its the first time you did pixel art, congrats its better than most shit you see. But it looks like you have done pixel art before it's just that you're not very good at it

yet
>>
>>156892082
yes
>>
>>156891847
>tumblr cut
fucking normies, I swear to god.
Shaved sides were my fetish since I've red Tank Girl, and now they'been ruined forever
>>
>>156892082
Typically, yes. You could draw them, too, and use billboarded sprites, for a strange 2D version of it.
>>
>>156892272
Much appreciated- copypastad this and will go about fixing stuff tomorrow. Cheers!
>>
What the fuck am I doing
>>
>>156891847
Did they finally add layers, transparency and pressure sensitivity?
>>
>>156892543
are you working on some kind of a vr thing?
>>
>>156892272
>Correct me if im wrong but there seems to be 3 different perspectives on the stack of barrels, the tables and the counter

You're exactly right, I must be fucking blind! cannot unsee now it's been pointed out... that's the benefit of fresh eyes for you. Thanks!
>>
>>156892543
might be the hardest game mechanics I've ever tried to understand

>moving diagonally takes sqrt(2) moves
ayy
>>
>>156892676
No, just trying to make a tile based, turn based, first person squad shooter. Vr would be neat tho
>>
>>156892782
np, next time try creating new assets with the already existing ones right next to it. It will make everything as a whole look a lot more consistent
>>
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>>156881430
Yes. Unless you make cheap-ass indie sprites
>>
>>156893329
BUT IIIIIIIIIIIII WOOOOOOOOOOOOONT SAVE YOUUUUUUUUUUUUU
>>
>>156892915
The tile based movement and character switching too complex? Those are really the only actual game mechanics shown in the webm, this was just a demonstration of my shitty cone of fire visualisation. Think I'll just drop it though
>>
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>>156882586
"Progress". Pretty much nothing of what was I was going for so back to the drawing board. Anyone want a tiling 2k texture?
>>
>>156892082

This might sound obvious, but there's a reason why they used forced camera angles.

If you have a reasonably competent background artist and understand the visual language of camera angles, it can be a really great way to add tone and immersion while sacrificing the player's ability to fully observe the environment. It's tricky as shit to do right without completely annoying the player. Don't make the mistake of thinking it's any easier than doing a bunch of normal 3D environments.
>>
>>156893540
>some bricks are set horizontally and some vertically
DISGUSTING
>>
>>156881430
it generally depends on 2 things

1. How complex of a look you want
2. How many animations you have/plan to have

In the end, they achieve different results, but you know whats easier than both of these?

Placeholders, because you dont have a game yet
>>
File: 1417896016776.jpg (129KB, 543x405px)
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>trying to make a run cycle after months of not doing anything art-related
>>
What should I make for Halloween Jam? I'm not sure if I should make a Halloween-themed game (pumpkins, skellies, zombies, witches, trick or treats etc) or a spooky one that's not directly related to halloween. Either way I don't ave any clear idea so please agdg PIMP MY RIDE. No wait, I meant give me a game idea.
>>
>>156893642
That was the entire point, so that the blocks could be could tile in any direction. But yeah now that I finished it it does look kind of shitty but I can't see any other easy solutions.
>>
File: 1471954102944.png (458KB, 913x512px)
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>>156891753
>>
>>156894084
80s soronity house massacre simulator
>>
>>156894084
Fuck you
>>
>>156894084
A small cheeky one. It's a jam not a years long project.
>>
>>156894084
Spoopy ride pimping simulator
>>
>>156894215
Why?
>>
>>156894339
I don't like your joke.
>>
>>156894207

I think this is an easy one for a lot of people to do. Just choose a certain type of monster or famous slasher and create a game around their abilities, just murdering a bunch of defenseless people. Simple enough concept with plenty of room for creativity.
>>
>>156894504
It wasn't really a joke. It just came naturally to me. I used to watch a lot of Pimp My Ride so when I started writing "so please agdg" the rest came out on its own. I left it in because I thought it could be funny though, sorry
>>
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>>156894876
>sorry
>>
>>156894975
Is that radiohead?
>>
>>156891519
You become a god-tier environmental artist that can sculpt high quality 3d levels, then you take a shitty low res screenshot of them and put them on a flat cube in your game.
>>
>>156895205
That's anime
>>
How does the game jam work. We have one month to work on the project, and november 1th we watch all the work done?
>>
>>156895534
this is agdg, you just like make a game and submit it
>>
>>156873958

Make his mouth slowly open wider as he gets closer to the Player.

When he hits you, flash the screen black with a bunch of creepy shit like eyes and worms.
>>
File: HighresScreenshot00013.jpg (1MB, 7036x1440px) Image search: [Google]
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Went through and doubled the resolution of everything. Everything is now either 64x64 or 128x128.
>>
Any music anons have any spooky electronic music they would like to let me use in the Halloween jam?
>>
>>156895981
the reason this looks so odd is because your lighting system has a real smooth edge separating light and shadow.

I dunno what the term for it is but see if you can make the light less "anti-alias", if that makes sense.
>>
>>156894876
That's literally what a joke is
>>
>>156896216
That's not what a joke is. You are
>>
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>>156896279
>>156896216
>>156894876
>>156894504
>>156894339
>>156894215
>>156894084

please stop shitting up the thread, post game talk game or leave
>>
>>156896408
Suck my dick
>>
Everything takes so long and the day is so short
>>
I made a html5 wave based shooter. Im hosting it on my own shit... but i dont want to show you guys or any other internet guys my real url since it's my irl name.. anyway to hide or host it somewhere?
>>
File: Toon-shader.jpg (15KB, 312x240px) Image search: [Google]
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>>156896180
Cel/toon shading?
>>
>>156896514
proxy server
>>
>>156896180
He has high res lighting/light maps and low res textures.

It's like using two different pixel sizes across sprites, it looks weird.
>>
>>156892645
The only thing I ever wanted was keyboard shortcuts for the tools
>>
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Should I make my grenades do damage inside a circle or make them spawn a ton of bullets?
>>
>>156896616
i just need to hide my url. i dont know what a proxy server is
>>
>>156896408
maybe you should practice what you preach you fucking retard
>>
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>>156896568
No, just downgrade the quality of the lights to match the n64 aesthetic or replace them with global lighting. Looks like you ported a really old map into a modern engine.
>>
>>156897117
Yui a QT
>>
>>156897117
Both, two types of grenades.
>>
>>156897117
Radius + LoS with penetration.
>>
>>156897117
Both. Make HE and frag versions.
>>
>>156897117
Depends
>>
I'm a little teapot, short and stout
Here is my handle,
where is your game
>>
>>156897117
>ton of bullets
bad for performance, unpredictable, basically rng damage

>inside a circle
USE
FALLOFF
>>
Pros and cons of SFML or SDL?
>>
>>156897117
Well if you just do a circle check you'll have to account for obstacles in the way with a raycast or something. Bullets could be easier in that sense. Not sure whih would be more performant though
>>
>>156897117
There's virtually no difference, unless by a ton of bullets you really mean like six bullets with no RNG so they can be avoided consistently by a skilled player. HE/frag is more like high radius vs. high damage.
>>
>>156897132
Then put it on itch.io. Make it private, and share the private link with us, so only those, who have the link, can see it.
>>
>>156897132
How do you make a HTML game, host a it on your own shit and still not know what a proxy server is.
Bottom line it's a server that bounces traffic from the intertet to your machine and via versa. Its in place so you don't have to show your rather the proxy machines "url"
>>
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>>156897443
>>
>>156897957
But it's a paid game, people won't be able to buy if I do that.
>>
>>156898025
are you ever going to stop making shitty ironic games?
>>
>>156898025
This seems like the kind of gay ass bullshit that "youtubers" would play with a giant "WTF TALKING TREE?!?!?!" headline

Congrats
>>
Been awhile since I've done any gamedev stuff. The disgaea 5 sprites on 3d backgrounds viewed from an overhead/isometric angle look is kind of inspiring some ideas. What engine should i pick up? Should i just go with the standard unity, or are there better options these days? UE4 seems like overkill, and I doubt Game Maker's a good choice for this unless something has changed since I last used it.
>>
>>156898160
>>156898192
>buhuhuhuh look this guy is popular gonna take him down like a good nodev I am
>>
>>156898025
but where's YOUR game
>>
>>156898390
Please stop reading my mind, mind reader.
>>
>>156898390
>popular
Tjern pls
>>
>>156898160
So, it's in the browser, so it's a browser game, but to be able to play, you have to pay? Well, that's an interesting concept.

You can put it on NewGrounds or Kongregate for advertisement cash, or you can set up a donation button on your itch page.

But really, anon, if you want to get money from it, I think you can invest some money in registering a new domain. It's cheaper than getting on GreenLight.
>>
>>156898456
No, you're imagining a pretty nice doujin, please tell me the source, I can't mindread moonrunes
>>
>>156897645
I dunoo mang pick whatever you want
SFML is C++ like, has more useful features
SDL is C like, has less useless features
>>
>>156897645
speaking from the SFML side, maybe I haven't used it too deep, but so far it doesn't come with a lot of cons. Lacks AA options, I think it has MSAA built-in, not sure if that's the one, tho. Other kinds of AA you'd have to implement yourself. Otherwise, it's kinda awesome. Also, C++ oriented, unlike SDL.
>>
>>156897973
I'm a designer i just do shit until it works. not a nerd.

Where would i get access to such a thing?

>>156897957
dope thx
>>
>>156897645
SFML - You don't have to write your own renderer.
>>
>>156898025
I like you
>>
>>156898543
The price is literally 10 cents, I'm doing it for a Uni paper I'm having to write, but thanks for the tips.
>>
>>156898773
SFML - memory leaks
>>
>>156899012
Only if you don't know what you're doing, like any C++
>>
>>156899012
>>156898773
>>156897645
>Reinventing the wheel but worse

Just use Unity.
>>
0-4 - dinosaur hunting game
5-9 - keep on current project
>>
>>156899091
>everyone must do what I prefer
>>
can somebody post those animation tutorial gifs? was looking for the smoke/explosion one but couldn't find it
>>
>>156899087
Or maybe because of the bugs still not fixed in the latest stable version? I mean, it's been a month already
>>
>>156899091
le EPIC lele engies!!!!! hahahahaa :) le
>>
>>156899146
0-4 - Keep on current project
5-9 - Participate in the Halloween jam
>>
>>156899146
Anon just do the dinosaur hunting game. You know you'll eventually drop your current project for it anyways.
>>
0 - 4 - kill myself
5 - 9 - dev
>>
>>156899210
>I will eat shit and nobody can stop me

>>156899251
(you)
>>
File: unity.png (3KB, 631x742px)
unity.png
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>Unity
>>
>>156866956
>>156866668
That sky and ground really clash with the textures. I really hope you'll change them. Also, the textures are below Half Life-tier. I really don't feel like those are acceptable.

Add axes and something coloured lime-green for the best funhouse experience.
>>
>>156899346
fug :DDDDD
>>
>>156899091
I wanna do stuff my way. Also I'm on linux
>>
File: trading card (3).png (137KB, 800x600px)
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>>156899251
>>
>>156899389
>I want mixels and rixels
>>
>>156867895
I LOVE when games have this over interactable items. Maybe not have them over NPCs unless they're aggressing/interacting with you, though?
>>
>>156899383
>Hey guys should I use this graphics API or this graphics library for C++ which may or may not be 3D?

>just use unity and C# which is only 3D lol
>>
>>156899556
>Not using Unity so you can dev 2D or 3D
>>
>>156899667
Unity 2D is garbage and maybe anon doesn't want to use C#

Like I said, not everyone likes what you like
>>
>>156882675
Why would it be? The guy's a literal millionaire and counting.
>>
>>156899745
>Unity 2D is bad

Said the nodev ;)
>>
>>156899763
but like, does he actually have an office, now?
>>
>>156899763
>and counting.
down considering dedbolt
>>
>>156899745
Pretty sure you're talking to the "dev" who believes Unity is literally the only way to make a game.
>>
>>156899809
nice deflection
>>
File: wavedrone2.gif (418KB, 594x238px)
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Try my 2d wave based shooter. Shoot with X jump with Z. Start by pressing X by the pyramid.

Survive a wave, get an upgrade and survive again. I think this link will work

https://zip2kx.itch.io/ystw
>>
>>156894207
So basically Party Hard.
>>
>>156899087
>SFML developers don't know what they're doing
RUDE. I mean, they make some decisions I don't agree with but I wouldn't say they don't know what they're doing. It's still a very good library.
>>
>>156900459
Laurent is pretty incompetent, but that wasn't even what I meant.
C++ memory leaks happen all the time, you have to be careful.
>>
NEW THREAD:
>>156900575
>>156900575
>>156900575
>>
>>156900727
Releasing a library with memory leaks on major systems is pretty much the opposite of being careful.
>>
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Garbage UV created for the knight to add some color and see how everything looks. I think I'm done working on people for a little while. Starting to get a bit burnt out on it.
>>
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>>156855665
>868-HACK
Just looked it up. Even though it doesn't appear very artistic it looks like he at least has a sense of aesthetics that many devs lack.
Take the color scheme for instance
>>
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>>
>>156898025
I like everything about this and you should keep going. Please tell me you have banjo kazooie style talking sounds
>>
>>156882591

I'm a god at design for things like that. Give me your theme or desires and i can help.
Thread posts: 770
Thread images: 155


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