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/agdg/ - Amateur Games Developer General

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Thread replies: 792
Thread images: 159

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It's /agdg/ - The Amateur Game Development General.

Maybe you are an amateur game developer? Maybe you would like to be? Hey it's all okay by us, come on by for a chat about whatever you want -- as long as it's related to gamedev, that is!


> 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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> trans "devs"
>>
Anyone wants to collab?
>>
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Are there any good resources for learning Multimedia Fusion/Clickteam Fusion?

I'm sure more than a few people have posted this shit since that Humble Bundle's been going on, but thought I'd ask.
>>
uv mapping is the comfiest part of the pipeline
>>
>don't want to be bullied by the LP League
>don't want to fork over 50/mo to not be blacklisted/bullied
I didn't realize that the amateur gamedev world was so cut-throat
>>
>>156957815
its a doggy dog world
>>
Procedural generated maps for a survival/strategy/moba game or a standard 1 map and then space to create more in the future?
>>
>>156957815
>LP League
>don't want to fork over 50/mo to not be blacklisted/bullied
explain
>>
>>156957354
isn't that using haxe? just learn haxeflixel there are tons of resources
>>
>>156957969
depends on what CORE EXPERIENCE you're looking for in your gam
>>
>>156957987
they have been shaking down amateur devs from AGDG, if you don't pay up then they either blacklist you or make LPs completely shitting on your game
>>
>proc gen
[Not interested] √
[Interested]
>>
>>156957969
>procedural levels
>remotely acceptable in a moba type game
It's like you want your game to have no depth
>>
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Rate.
>>
>>156958058
I want the main thing to be exploring and finding stuff to survive and craft and i think for that its better to have a procedural generated map but im not sure.

>>156958121
Not exactly a moba more of an rpg tactics kind of game
>>
>>156958173
Kinda generic but cute/10. Would fap to rule 34 of her.
>>
>>156958173
pixel shit / 10
>>
>>156958173
will always awkwardly blend in with the background no matter what the background is/10
>>
>>156958173
cute/10
>>
2d pixel platformer with female MC
>>
>>156958206
depends on what kind of metagame you want
A game that's focussed on optimization and being more efficient than the enemy (like dota, league, starcraft, etc.) should not have a procgen map because there is no way to have that gameplay if you don't know where things are (and games will be decided on who finds the best resource spawns first).
A game that's centered around surviving in the wilderness and trying to make the most out what you scavenge should have a procgen map since the challenge vanishes when you realize where to find the best items and follow the optimal route.
>>
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>>156958173
I like it
>>
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First miniboss for ZAMG:

The Hack-o-lantern
>>
>>156958547
how original
>>
>>156958583
how original
>>
>>156958608
how original
>>
>>156958608
how original
>>
I managed to blend the mechanics of two different games perfectly.

But I'm afraid it's still to similar to both of them, and diehard fans of both games will notice. On a scale of 1 to 10 how much will people call me a fraud? How much will it affect me?
>>
>>156958670
ya done goofed
>>
>>156958173
Would fuck/10. Have a nice day.
>>
>>156958173
is this a lewd game? pls say yes
>>
where's other place to post progress and discuss / asks question like /agdg/ ?
there's too many shitposting around.
>>
>>156958173
Wait a second, that shirt...
>>
>>156958993
8c/agdg
it's ded though
>>
>>156959029
agdg threads on 8v are more active, vm is accepted in them though. Seems like the best choice to me.
>>
Which game title sounds better?
The god of many names
Or
The many named god
?
>>
https://www.gimp.org/unix/howtos/gimp-midi.html
>>
>>156958993
/v/'s devthreads
>>
>>156959291
both are awful.
>>
>>156958458
Yes i agree with you. Ill go with the procgen ones since it suits better for the thing im going for. Thank you
>>
>>156958993
Sure, but before I tell you, where's your game?
>>
>>156959276
Are they on the same tier as /v/'s?
I want more gamedev, and less starry eye'd posts about basic things.
>>
>>156959486
/v/ thread is shilling central, there is no real progressposting
>>
HOW THE FUCK DO I DO SLOPE COLLISIONS
>>
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>>156959771
also interested in this because I have no fuckin clue
>>
>ever using trig when you could be using linear algebra
>>
>>156959771
I used a similar method as tile based collisions, expect when the character was on a slope, I checkhed for every pixel.
>>
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Surprisingly easily set up a system for computer to play for the player. This just sends random actions atm.
>>
Can anyone link me a tutorial on how to make procedural generated terrain in unity?
>>
>>156958736
How original
>>
>>156959771
either this >>156960090 or you use some actual math to find the slope and resolve the y value for the collision on the x which the collision should happen
>>
>>156960136
Joocy
>>
>>156959486
nope there is way more dev than modding, but there seems to be little posters, so you get a lot of small progress posts by the same devs very often.
Honestly I'm thinking I would move there if a lot of people does too. Either that or will make a blog to post all the small progress there. Would keep lurking here, though.

>>156959486
wrong /v/
>>
>>156959771
in what kind of geometry? tiles?
>>
>>156960168
seems like a lot of logic to write
I guess that's why we have computers though to do the heavy lifting
>>
>>156960321
not at all. Assuming your slope has defined points of start and finish, calculating the slope value is trivial. Then you can find the offset of the y collision by simply knowing the x of where the collision happens. And I can assure you this is much computationally easier than checking every god damn pixel.
>>
>>156959347
why? it's a game about a god who has a lot of names.
>>
>>156959771
A really cheap way? Define slope top and slope botton as two objects. When player colisions with one them enters on a slope state, turn normal physics off, and calculate the movement based on the player's position at the slope. When you reach the other side and you collision with the other object it deactivates the slope state and everything goes back to normal.
Worked great for me to emulate Castlevania's stairs, that are basically an slope that you can also avoid by walking through them.
>>
>>156960583
The first is just bland.
The second isn't even grammatically correct.
>>
>>156960473
well I'm not the other guy but I don't have fixed slopes in 3d environments so more precision is necessary

not every pixel of course but you need to conform your feet to the environment
>>
>>156960670
oh, yea my native language isn't english.
What would you name it then?
>>
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>>156958246
>>156958257
>>156958270
>>156958467
>>156958785

All good feedback, appreciated.

>>156958268

Well, she's blonde now.

>>156958932

No, but it's spooky.

>>156959027

Atleast someone noticed.
>>
>>156960728
>What would you name it then?
Not sure considering I don't know the lore.

Titles should elude to/imply things, not hit you over the head with facts.
>>
>>156960690
ah, sure, definitely. But I was also talking more on the 2D front, don't know how it applies in 3D, to be quite honest.
>>
>>156960795
it's about odin, but odin had a lot of names(titles really) so i wanna name it somehow. Can't name the game Odin, that's.... stupid.
>>
>>156960771
>All good feedback, appreciated.
And yet she still has pixel-shit and uneven limbs.
>>
>>156960771
You are talented in the loli arts
>>
>>156960920
I really wouldn't worry about the title right now. Get the game made and something will pop into your head eventually.
>>
>>156960920
How much effort have you put into making the game vs thinking about the title?
>>
>>156960771
I agree 100% with >>156960953
>>
>>156960771
Do you have a step by step for how you make the loli?
>>
>>156960920
Name it after some norse mythological event or place that has relevence to odin.
>>
>>156960313
>tiles?
Yes.
>>
>>156961040
Title - thought about it for 5 mins.
Game - devved it for 5 hours.
>>
>>156961245
that's actually a pretty good idea, thanks i think i will do that.
>>
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>>156961552
Good, now go forth and make game. Don't be like me...
>>
so is the /vip/ agdg happening or not? and how come /vip/ers get 2 board tans?
>>
>>156962546
please don't, we really don't need another splinter.
>>
>>156962546
>Paying to shitpost
Lmao
>>
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Finished up world space tooltips just about!
>>
>>156962691
>he didn't get a free pass for making sick banners
>>
>>156962546
>/vip/ agdg
Honestly I wouldn't be surprised if it gets more full of shitposters that devs.
>>
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Now rocks deal damage depending on speed and mass. You can get killed by falling and rolling boulders and similarly you can throw smaller stones instead of wasting ammo.
>>
>>156963035
/vip/ is literally just a payed version of s4s.
>>
>>156957187
why are you bullying me
>>
>>156963443
>make /vip/ agdg
>namefags and dramadevs go there because "muh vip"
>shitposters follow them
>only progress posters stay here
Sounds good to me
>>
>>156963748
we should just move to 8c/agdg honestly.
I'm getting sick of $chan.
>>
>>156963841
Thing is only a small number of people would go there. So it will keep being dead as fuck. And there is also a chance that shitposters follow us there too. Is not like they haven't been there before.
>>
>>156963969
Well I guess time will tell.
I can only see the non-pass users continually getting treated like second-class users though.
>>
>>156963969
That's the problem. I've tried to leave this place before but it's so empty on other chans.
>>
>>156963038
I love games that have off-kilter ways to attack
Keep up the good work!
>>
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Progress
I made some graphics for the controller interaction
while I'm working on the character gameplay elements. When the player presses a button it makes the action appear as a word in pixel art. Next I'll also put the playable character sprite in there to do the action when each action word appears.
>>
>>>156957447
Thanks for explaining this.

So the game maker engine user has to work out his game concept with documentations better. To gain the trust of most artists, I guess.

Nobody wants to waist their time.
And when game maker makes the deving part easier, then the art is the much more worthwhile content being created in this gathering, isn't it?

Graphics, dialogue and music. That's the heart of a game. The code is "bones, nerves and muscles".
>>
>>156963443
wtf i want a 4chan pass now
>>
>>156964247
>>156963038
This. I love being able to throw shit at enemies and such things
>>
>wanted to dev
>get ill
goddamn.
>>
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>>156964247
>>156964470
How about throwing enemies at enemies?
>>
>>156964592
I've been ill for years and that never stopped me
>>
>>156963038
>>156964609
when are you going to actually make a game instead of just bloating the fuck out of your project with features constantly?
>>
>>156964423
The right engine does ensure the baste use of your time, and allows you to make sure the rest of the game isn't shin on content yeah.
>>
>>156964681
where is your game?
>>
>>156964681
It's still pretty modest for a metroidvania. In the end I can weed out less fun features and upgrades anyway, but now it's still time to try out some gimmicks.
>>
>>156963553
thanks for the (You)!
>>
What are the most oversaturated/overdone 2D genres in indie gaming? Ones that are so abundant that it'd be smart to avoid?
>>
Call the game The Nomina God
>>
>>156964681
Post your game
>>
>>156965228
Nuclear Throne-style WASD+mouse roguelite with upgrades at the end of each floor
>>
>>156964921
left it at your moms
>>
>>156959291
>>156965261
Replying to this nigga
>>
The Nomina (do dooo do do do)
The Nomina (do do-do do)
The Nomina (do dooo do do do, do do do, do do do do do doot doot doo-doo doot)
>>
>>156964083
>I can only see the non-pass users continually getting treated like second-class users though.
Not really a lot of difference with how people at steamchat used to threat us.
>>
>>156964609
Are you a solo dev? I remember seeing some .webms of your game over a year ago and it looks almost exactly the same. Either way - keep going man, game looks real neat.
>>
>>156965635
or how people at discord currently treat us
>>
>>156964681
Having tons of features makes any game more fun to play in the long run.
>>
>>156964423
Don't bite the bait, that well anon. Game Maker or Unity are just engines, shitty devs exist for both of them and shitty dev will drop their projects no matter what engine they are using. The same way good devs exist for both Game Maker and Unity too.
>>
>>156965228
Overdone:
>Management
>FPS with a gimmick where you don't S, like puzzles (even if not 2D)
>ewww creeby scarey horrer gaem XD
>What >>156965316 said
Underdone:
>Racing
>Multiplayer
>Platformer
But be careful on the last one: even if there's barely any platformer indies, they're all almost top-notch status. When you compete with Risk of Rain, Ori and the likes, you need to have something good to catch people's eyes.

Then not a proper genre, but I'd put "extreme talking and walking simulators" in a category of theirs. Basically 50% memes and talking with NPCs, 25% of walking and 25% of actual gameplay. Or just downright repetitive. Think about Undertale, The Witness, Abzu, even damn NMS.
>>
How about a game where you're a custodian at a fairly boring hotel and just tidy up the place a bit.
>>
>>156966028
>Platformer indie games are underdone
Are you daft, anon? Platformer games are without a doubt the most over-saturated Indie genre.
>>
>>156965878
yeah dude GTA5 is the best game ever made because I can do yoga and shit lol really, really happy they made heists so shallow so that I can play 18 holes of golf in a GTA game my dude lmao us gamers eh?
>>
>>156966028
>Overdone:
>Management
shit
>>
>>156966187
there's already a game where you clean up FPS levels and wipe all the blood down
>>
>>156966330
Do you get rewards for maintaining OSHA compliance?
>>
>>156963038
Damn, I remember your eraly stage progress from earlier this year. I'm glad you are still on it. Very nice work, keep it up!
>>
>>156965763
Thanks.
Yeah, I'm doing everything alone, and I didn't produce any actual assets for a long time.
>>
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>>156962740
use something like ffmpeg to convert your captured footage to a more appropriate format
>>
>>156966248
If you search on Steam for indie games and then look up the tags, platform has the third-lowest number of games. RPGs, Strategy and Simulation take the first three spots.
>>
>>156966028
what do you mean by management?

I like colony simulators, like rimworld. Are there tons of those that I'm missing? (good ones)
>>
>>156966593
No it doesn't. I'm looking at it right now and there are a ton of tags that have less games.
>>
we should have one jam every weekend for simple games like pong breakout tetris and shit. whos with me?
>>
>>156966593
What about sidescroller?
>>
>>156962740
is that the mtg font? i love it
>>
>>156966812
take it up with discord (formerly steamchat) they run the thread, they choose the events and they decide who's games do or don't make it
>>
>>156966271
Ayylmao

Srsly though adding features to a gameplay system works as I described, the more the better. Putting tons of separate minigames in your game can also be fun but is most likely time best spent elsewhere.
>>
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this halloween

pumpkin carves you
>>
>>156965316
What? I never see those. Metroidvanias are way more abundant.

>>156966028
Platformers are not underdone.
>>
If I want the sprites scaled up, should I make the sprites bigger (like make each pixel 4 pixels) or use views to scale them up
>>
>>156966969
make it about clowns and you'll put your game in the news and get tons of downloads and millions of dollars
>>
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>>156966969
>those zombies
>>
>>156967140
If you're using gamemaker - you can safely scale up sprites using image_xscale and image_yscale, as long as you don't use decimals in the scale values.
>>
>>156966969
Focus more on the spookies smooching

>mindless zombie passion
spooks my dick off t b h
>>
>>156967472
>>156967257
Yeah those guys are really going at it

>>156967246
But then someone will shoot me :(
>>
if I have 2 vectors, a start and an end point, how can I move them closer together by like 10 units?
>>
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I'm working on my first game, how do I know how big the MC sprite should be?

I would like it to be along the lines of the MC in pic related.

How big is that boss?
>>
>>156967872
subtract the vectors and you have the distance vector. Normalize it, apply that times 5 to one vector, apply the opposite to the other.
>>
>>156967872
change of basis
>>
>>156966796
>>156966028
I don't think "management" is over-done at all. Do you really mean all those meme "simulators?" I can't think of any popular, recent indie management games other than Dwarf Fortress, Rimworld, and Factorio.

Hell, we need more good management games.
>>
>>156967872
select a coarser topology on your metric space
>>
>>156968470
Ha
>>
If I make a text file to define a tilemap, should I use raw character data and build my own parser, or should I use something like JSON, to make it easier developerwise, but more difficult map making wise?
>>
>>156968082
consider the base resolution you'll work in for your game and how much space your character should take up
>>
>>156968586
I don't understand your problem. JSON is perfect for storing tilemap data. The most used tile map editor, Tiled, even exports your maps to JSON.
>>
>>156968838
>there's one premade for JSON
making my own map editor was actually the only reservation I had.

Nice!
>>
Cap the frame rate, don't cap he frame rate, or let the player decide if he wants vsync or not (but even if we let that happen, which one to use by default)?
>>
>>156969030
I use LibGDX which has vsync on by default.
In doing so, the game uses 1 or 2% cpu, and gives me 60fps because of my 60hz refresh rate.
I can turn it off, and get 3000fps, but for what purpose?
Having that said, let the player decide. Players like options.
>>
Has there ever been a Congressman simulator game?

Like you have to balance things like fundraising, campaigning in your district, voting on bills, authoring bills, keeping your party and consitutents happy, etc...
>>
>>156969030
cap the framerate at 300 or something

vsync and frame cap serve different purposes
>>
>>156967314
Just put that in the creation code for the object?

Won't that make placing the object in a room a bitch
>>
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Unreal folks,

I was posting yesterday about my difficulty learning the API syntax and I have a request for you:

Do you know of a video tutorial series that takes into account the new API changes (I'm using 4.12 but anything more recent than the official battery grab tutorial would be amazing)?

I understand the basic concepts of coding but would appreciate a tutorial that explains the syntax of C++ and in particular the Unreal API.

Thanks
>>
>>156968393
>Do you really mean all those meme "simulators?"
will you guys shut the fuck up already holy shit, I hate this place
>>
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Is Halloween Jam dead? Why is nobody joining?
>>
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Is this an alright size for a spellbook? I'm going for a Morrowind-style inventory screen with movable windows.
>>
>>156969901
There's no point in joining till your game is finished.
>>
>>156969657
this is pretty solid:
https://docs.unrealengine.com/latest/INT/Programming/Introduction/index.html

I would also take a look at this:
https://docs.unrealengine.com/latest/INT/Programming/Development/CodingStandard/index.html

There aren't really many tutorials in C++, just little code snippets on UnrealAnswers. There aren't many breaking API changes though. You can check out these if you get stuck on something that won't compile (AttachToComponent() is the big one that changed):
https://forums.unrealengine.com/showthread.php?112644-4-12-Transition-Guide
https://forums.unrealengine.com/showthread.php?121685-4-13-Transition-Guide
>>
>>156970204
This feels like it's over 2000 years out of date.

It's the current year. Can't you come up with a more modern inventory paradigm?
>>
>>156969657
this thread on the unreal forums helped me on some of my errors relating to the new changes
https://forums.unrealengine.com/showthread.php?112644-4-12-Transition-Guide
>>
>>156970815
any suggestions?
>>
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still early world building stages. everything besides the buildings are placeholder. Props and details to setdress everything come next week / building lighting later. Any composition recommendations / crits? Really my first foray in maya and unreal. Going to zbrush the canyon walls / rock elements. Mostly just a little area for some cool shots.

http://m.imgur.com/6wnUg44
>>
why am I getting 404's on a bunch of images here?
>>
>>156971021
well the book is potentially good, maybe expand on that so that every inventory you open is kinda like the thing, so if you open the chest it's an open chest that appears on the screen... or something

dunno, can't grok things right now, I just know I got real depressed looking at that UI
>>
>>156970204
I guess I'm not too impressed with the inventory either, but I'm not sure what would be better. But you asked about your spellbook size. I think the icon and text and number of entries per page is just fine. Presumably I could get more details in a tooltip or by clicking.

But it bothers me a bit that the text doesn't follow the shape of the page it's resting on.
>>
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>>156971074
dang I wish I had you to make me stuff

that looks kind of the style I had in mind as far as someone making a lot of assets quickly that are good enough, rather than spending weeks on 1 thing to look amazing
>>
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--->>> P R O G R E S S <<<---

>Level generator now supports premade "platforms" instead of just rectangles
>Damage system implemented for both player and enemies
>Skellingtons now target the player precisely
>>
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>>156970710
>>156970954

thanks for your help. posting the rest of this oc. this one is the worst.
>>
>>156971459
Im really busy with classes but id totally be down to work with you for fun whenever i have time. [email protected]
>>
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are CS shits paid more if they make their shit sound as convoluted as possible?
>>
posted my game to the GBJam
luckily nobody knows who I am, because it's probably one of the top 10 worst games in there
>>
>>156969720
Okay, that sentence was a little condescending, but the other points in my post were conducive to discussion.

Seriously, I don't think "management" games are "over-done."
>>
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>>156971804
>>
>>156971918
neat. at this point I'm just gonna use what I have and release a demo, but once I finish that up and am looking to rebuild/expand on the project I'll look you up and see if you're interested
>>
anyone got a sketchfab?
>>
>>156972179
you mostly see this in academic papers, not too much in the wild, unless it's an older guy
>>
>>156972179
Yes actually.

It's a trade skill you pick up as you go.

You learn that the more convoluted your code becomes, the more valuable you become to the company since nobody else can read and handle it without scrapping everything and starting from scratch.

So if you want to keep your position when billion indians come knocking and offering work at half the salary, you better take some courses in riddles and cryptography.
>>
>>156969350
No, use the Create event. Generally speaking - putting code directly into the specific instance's creation event is bad coding practice.
>>
>>156972986
Er, that's what I meant. the create event for the object. I'm not at my computer right now so I can't open game maker at the moment.
>>
Does anyone have a good link for the explanations of OpenGL Mathematics functions? FireFox for some reason blocks half the pages on the site, and the only docs I've found is this PDF, which is very good, lists all the functions, but does not really talk about them.
http://glm.g-truc.net/0.9.8/glm-0.9.8.pdf
>>
>>156972982
>how to get fired
>>
>>156973204
If you tell me what exactly you want to accomplish, I'll be able to explain better.
>>
>>156973480
I want my sprites to be at 2x scale in the game. When I use view to follow the player and make the view twice the size of the screen (to zoom in 2x) i run into issues like the sprite flickering sometimes or looking off, presumably because of it being at like decimal positions on the grid.

If i'm not making any sense it's because I barely understand what the fuck I'm doing
>>
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>>156970204
Don't know about the inventory but here's a quick mock-up how the spell book could be more interesting.
>>
A game where you "let" the player draw their own art. Then when it inevitably looks like shit you show it to them and say "See? Not so fucking easy is it"
>>
>>156970204
It depends on how you handle spells

If your game has 8-12 spells that scale with the player then its fine, if its like a Elder Scrolls or Final Fantasy where every spell has 4-6 different variations then I would advise you increase the amount of icons on the screen.
>>
>>156973758
oh man, that is so much better
>>156974025
I was planning on doing some paging
>>
>>156973683
How I would do it:
Add a Draw event to the object and draw the object's sprite through the draw_sprite_ext function. And regulate the sprite scale through here.

The initial sprite scale would be 2 variables (in this case xscale = 2, yscale = 2), defined in the object's (not instance's) Create Event.

I don't know what causes the flickering, the sprites visibility shouldn't be affected by view scaling. It's most likely something else. But the "looking off" part is, like you said, probably caused by the decimal zoom increments when zooming in and out.
>>
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Still have no idea what I'm doing but the model is almost put together. Still having some problems with getting a piece of hair to align correctly, as well as the head aligning to the neck.

Hopefully when I'm done I'll be able to import in UE4 and add textures there. Would need to learn how to make textures though. After that I have a model I feel happy with to try and make animations.
>>
>>156971790
lookin good anon, keep it up!
>>
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>>156970204
I always liked M&M's spellbook
>>
im gonna make a dark souls game!
>>
>>156971790
cool game, a fan.
>>
>>156971790
Cool, I love downwell.
>>
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Come on fags I don't want to make a survival FPS for halloween jam
Give me a fun idea where I can have a cute girl as MC
>>
>>156973758
Considering how large the inventory is, the book should be almost twice as big, horizontally and around four times as long - vertically.

Why not go for a landscape layout of the book and the inventory, instead?
>>
>>156973758
Here's an idea.
If you can only access it while inside your room, make the character look out of the window into the stars and all of your spells are in the stars you know, cool stuff.
If not just make the book bigger lel.
>>
>>156974913
>You can only see the stars from your window
That makes absolutely no sense, anon.
>>
The Unity reddit is pretty fucking hilarious if you ever feel bad about your progress, go read some threads there.

>How do I make a planet that I can land and walk around on, with a full day night cycle.
>>
>>156974617
I think I allotted too much space for the inventory, so I'm going to scale that down considerably
would that make a difference?
>>156974913
the spellbook will be accessible from anywhere
>>
>>156974585
penguin rancher. You're a cute girl who ranches penguins, lots of different shapes and sizes, maybe some procedural penguins if you're feeling up for it.
>>
>>156975425
That's cute but not very halloween related I'm afraid
>>
>>156975257
I think the core issue is that there's a lot of unused space caused by the size discrepancy between the two "windows".
Forcing the player to flip through a shitload of pages instead of making the spell-book bigger (especially when there's so much space left) just doesn't seem like a good idea to me, personally.
>>
>>156975515
>implying penguins aren't the scariest animal

It could always be something else. Crows maybe?
>>
>>156975689
well the space will be filled up with other windows
minimap (paper map)
villager relationships (address book)
others?
>>
>>156974226
Did you make the human model, or did you rip it from somewhere? Looks great.
>>
>>156975050
>sense
>in a game
See what skyrim did with the skill trees, something like that.
>>
Is JRPG type of turned based combat played out or should I go with more or a fallout where positioning matters?
>>
>>156976505
Fuck jrpg. Dont do it. Go fallout
>>
>>156976505
Both are played out. Go with the one that you prefer and believe you can pull off.
>>
tfw when 18 people played your html5 game.

Feels good ^___^
>>
>>156976505
RPGs where "position matters" are often called tactics.

There are examples where it barely matters, like in FallOut or Trails in the Sky, and where it really matters, like Final Fantasy Tactics.
>>
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Uploaded my GBJam game! https://cowthing.itch.io/tank-gb
>>
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Anyone knows why UE4's navmesh fucks up with procedural meshes? Apparently they should work just fine but I have a terrain generated from a 512x512 heightmap and it needs some hacky solutions to work:
>start in simulate
>select the procedural mesh
>flip "use complex as simple"
>doesn't matter if true or false, just flip it
>starts generating
>try anything else
>"lol fuk u" t.UE4
>stuck on "Building Navigation" forever

Why? Literally the only thing that works is to do that shit while it's running. I understand that I need to trigger a runtime rebuild of the navmesh since the procedural mesh doesn't exist before I run the scene, but there seems to be nothing that works apart from flipping that bool in the editor.

Anyone worked with procmesh terrains in UE4 before?
>>
>>156976505
make it real time like the best Fallout game Tactics
>>
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>core gameplay is done
>Still needs to be balanced but have to focus on other aspects of the game first
>'ill work on the menus'
>mfw

this is my purgataory
>>
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Just posted my GBJam game.

https://squiddingme.itch.io/love-march

Can't believe I actually managed to finish it in time.

>>156977004

Fuck, this is cool. This is Godot, right?
>>
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Daily inspiration:

Today's cool thing: Codex Seraphinianus

> an illustrated encyclopedia of an imaginary world, created by the Italian artist, architect, and industrial designer Luigi Serafini during thirty months, from 1976 to 1978. The book is approximately 360 pages long (depending on edition), and written in a cipher alphabet in an imaginary language.

https://agencespatiale.files.wordpress.com/2014/03/luigi-serafini_codex_seraphinianus_1978.pdf
>>
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First pass generates connections. Second pass purges overlapping connections. Need to add a third pass that destroys connections that overlap a planet's gravity well and then I'm done.

I'll probably fiddle with the way the connections are generated or destroyed to get a less interconnected "web like" result.
>>
>>156977683
Thanks! yeah it's Godot.
I like your colors, gonna play it now.
>>
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>>156977691
>all those pages of imaginary writing
>I can't be arsed to finish 10 pages for my game's story and dialogue
>>
>>156977683
this is not a place for free advertisement.
IF you do not post progress here, fuck off.
>>
>>156977923
I was actually semi-inspired to go with a blue-ish color palette by seeing screenshots of your game early on. I'm glad I did.

Welp, looks like I'm switching to Godot from now on. I sure learned to hate GameMaker during the GBJam. Godot seems to handle pixel-perfect scaling really well.
>>
>>156978195
He did post progress once or twice though.
>>
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>>156977989
this is literally you
>>
>all those gameplay ideas
>>
>>156978195
>>156978268
I should've posted more progress while I was working on it. I didn't feel like I had anything substantial to show most of the time.
>>
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Is there a way to mod or make games without having to learn how to code? Cause I tried learning coding and I honestly cannot be bothered. Specifically, I want to learn how to make models, path ai, and set up a combat system.
>>
>>156978636
>substantial
do you know where you are?
>>
>>156978791
what you're describing is art,coding and coding respectively
>>
>>156978791
Yeah, you can do path ai without coding. Just speak loudly at the computer in vague terms of how you want it to work.
>>
>>156978895
Good point.
>>
>>156978791
Blueprints but spoiler:visual coding, though cut-down and shallow, is still coding nonetheless.
>>
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>>156978791
Have you checked Game Maker?
You need little to no coding for that shit. Made a few games as a kid with that thing.
>>
>>156977691
Gotta catch 'em all!
>>
>>156978936
>>156979031
>>156979087
Fuck. Well then I give up. Or is there an easy way to learn how to code for people? I haven't done any coding since high School and my final grade for that class was either a D or an F. I learned how to make make some basic shapes, do movement on a 2d plane, and make a game over screen and that's pretty much it.

All I want to do is try and mod Morrowind so that it'll have work schedules for NPC ai, and they can also walk through doors. Literally all I want to do.
>>
>>156978267
Yeah Godot handles pixel art well. I just uploaded the source project for the game, if you want to check it out. The code is really messy though.
>>
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>>156977026
>navmesh on a heightmap
>>
>>156979696
You can't do anything unless you want to put some work into it.
Programming could be hard to get into, but if you spend enough time with it you can.
I even made a game in JAVA in middle-school! I'm pretty sure you can do it...
>>
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>>156974585
>>156974585
>>156974585
>>156974585
>>156974585
Please respond
>>
>>156979696
https://openmw.org/faq/
Time to learn c++ and a few other libs.
>>
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>>156979909
Make a game where you play as a female ghost that goes around haunting/killing people.
>>
>>156979831
I'm not afraid of putting time into it. But it's just coding can be hard for me because it was like trying to learn a whole nother complicated language. lie false=red and true=green, but that's only an example. Also I'm pretty sure the coding tool I used was c++ or something like that, or maybe we didn't and it was just mentioned. Anyway, or there any easy ways to get started?
>>
How do i learn backend dev?
>>
>>156979909
ghost rancher. You're a cute girl who ranches ghosts, lots of different shapes and sizes, maybe some procedural ghosts if you're feeling up for it.
>>
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>>156980143
>>
>>156980230
Oh fuck. I literally had that exact same book in Highschool. Should I even bother? Would this just be a waste of time and possibly money?
>>
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>>156977004
just saw this. pretty neat anon. was this the last level btw? i cleared all the objectives and nothing really happened past this point.
>>
>>156980365
Yeah that was the last level.
>>
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>>156980143
Watch a few youtube tutorials or read through a textbook. The best way to learn programming is programming code. I recommend JAVA since it already has a graphics library that you could make games with. Python by far is the easiest to get into. C++ is somewhat intermediate but when you get used to JAVA you should be able to transfer over easy.
>>
https://clyp.it/jw05vyvz

I'm making some menu music sketches right now
Do any of you anons need music done?
>>
>>156980465
Stop recoomending JAVA in 2016.
>>
>>156977683
This game is really cute, I'm enjoying it!
>>
>>156980593
Is it outdated now?
>>
>>156980680
it is
>>
>>156980738
What happened to it?
>>
>>156980874
Ryan Gosling.
But C++ is always the better choice. Especially if you like templates vs generics.
>>
>>156980143
>>156979696
>>156978791
>Morrowind
>path ai, and set up a combat system

depends on what you mean by that, but Morrowind modding doesn't let you alter the combat system (incl. combat AI) other than tweaking stats

your best bet is OpenMW, and learning to tweak it is learning to code, you'll have to put some effort into it

coding can feel overwhelming to learn, but all one needs is a little perseverance and you'll get through
>>
>>156968082
>>156968735

Thanks.


Does it matter how big the room the player is in? As in, im making a sidescroller-kinda game can I make a room always lets say 720 high but for example 9000 long?
>>
>>156980974
wew
James*
>>
>>156979776
W-what should I use? I only use the heightmap general outline, some vertices are generated in-between pixels so I don't need massively high res maps so I'm not sure I could just use the heightmap for navigation, not to mention issues with obstacles like placed buildings, which don't show up on the heightmap.
>>
>>156959760
>>156957137
>>156957187
Forced memer continues to force memes, still no game to be found.
>>
>>156980974
>says Java is outdated
>recommends C++ instead
Use C, Rust or C#. But there is literally no reason to use C++ in 2016 (unless you're developing a legacy application).
>>
>>156981242
>C
>Rust
wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww
>>
>>156981121
use a grid, the grid can be interpolated just as the "inbetween vertices" are

you can mark obstacles such as buildings on the grid, you can mark any steep slope as blocked or have a more detailed slope map

you can have "portal" cells that link to other navigation structures such as a navmesh edge
>>
>>156980593
but libgdx is one of the best frameworks out there right now
>>
>>156981053
Goddamn it. Well luckily I had a 3rd edition of C++ for Dummies just lying around. How should I get started in the learning process? How long do you think it'll take before I'm able to do the things I talked about earlier with Morrowind?
>>
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we're starting to look like an actual game now
>>
>>156981843
1. Download Code Blocks
2. Download GCC
3. start learning
>>
>>156981318
C++ is such a clusterfuck of a language. They added waaay too much to the spec since 2011. Also, C code is more portable since obscure devices are more likely to have a C90 compiler than a C++ compiler.
Use C90 or use a memory safe language. Rust can be used with C code (like C++ can) so C++ is obsolete.
>>
>he's a loli rape sim dev fanboy faggot
>>
>>156982029
>C++ is outdated
>n-no wait it's bloated

>use fucking c90 instead because you might want to run your game on an obscure ARM device!

Rust fags actually are the new insane c luddites.
>>
>>156977683
Love the concept. What'd you use to build it?

Also, any guidelines/guides for GB colour schemes?
>>
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>>156981919
I just downloaded Code Blocks and wtf is ths? Keep in mind I don't know what any of this means.
>>
>>156981905
Looks good but why is the jumping animation so much smaller?
>>
>>156981905
Looks fun
>>
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>>156982145
>not using C11

now who's the luddite
>>
>>156982154
GameMaker. Never again.

Just pick four colors that look good. I use GraphicsGale, so its easy to restrict the palette and change it if I want. Change the hue slightly as the palette gets darker so it looks nice. Like going from red-to-magenta, or green-to-blue, instead of darkening the same color.
>>
>>156982371
It's a useless thing you don't need, exit out.
Settings->compiler->toolchain exe and get gcc linked first.
>>
why is my mask check not working?

if ( Mask.value == -1 || ( 1<<other.gameObject.layer & Mask.value) > 0)
>>
>>156982535
not me m8
>>
>>156981905
c-can you make a tutorial on making/coding tiles that go around corners like that? Your environment tiles always look nice.
>>
>>156982535
>1970
>he's into grandmas
>>
>>156982560
What kind of cygwin should I download? 32 or 64 bit? I'm on a Windows 10 btw
>>
>>156982862
>Windows 10
Install linux if you want to make games.
>>
>>156982862
If you're using CodeBlocks you'll want MinGW, not Cygwin. You probably want the 32-bit version of MinGW so that you will compile for 32 bit PCs
>>
>>156982862
https://sourceforge.net/projects/mingw-w64/
For right now don't worry about what version to get. But if you ever decide you want to use a library, you'll have to go back and redownload or build the library yourself.

->change arch to X86_64
->threads: posix
->change exception to seh if not marked
>>
>>156982862
I'm using MinGW and G++ and i'm running on Windows 8.
But are you a complete beginner to programming? I'd recommend learning something else like C# (unity) or javascript (Phaser) or Game Maker (with GML scripting). C++ is not for beginners.
>>
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I'm probably over thinking this, but I'm not sure where to proceed with this. Game is 3D and played in first person, whenever the player is within a certain distance of any interactable item such as a door that can be opened/closed, an item that can be picked up, an NPC that can be interacted with, etc. I'm not sure if I should be writing a script that is placed on the interactable item that prompts the player, or if it should be vice versa.

In the former, my thought is it would bog down the system with multiple items all around checking if the player is in range every frame.

but with the latter, the only reasonable thing I can think of is a constant spherecast from the player outward and then check to see if the items should be within the field of view, but then I would either need one massive script of all possible interactions, of multiple scripts with overlapping spherecasts.

How do I even make game?
>>
>>156982385
its the old sprite. haven't finished the animations on the new bigger sprite.

>>156982420
thx

>>156982737
thanks but I'm not sure what you mean. I just check on the first and last tile of the ground object if there's a tile underneath, if so I place the corner tile sprite
>>
>>156982862
>current year
>32 bit
>>
>>156974258
1. Blessing
2. Light
3. Heal
4. Slay dead
5. Ressuraction

I don't really get the right side, but i assume the face phasing is some sort of dispel, and the wand breaking a form of Silence/Magic immunity?
>>
>>156983449
I tried Unity, and I was doing okay until I got to the actual coding bit of the learning process. It just didn't explain very well how to use it.
>>
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Very, very happy with this. Good interconnectivity without extreme webbing. Just need to tidy up lanes overlapping sectors and start randomizing the actual planets.
>>
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>>156981905
>>
>>156983128
Alright, I installed CodeBlocks and MinGW. What else should I do?
>>
>>156984167
Install Unity now and use it instead of those.
>>
>>156983689
32-bit on Windows is kinda the most universal right now, there's little difference on performance too.

32-bit on Linux though is almost totally gone. xp
>>
>>156983536
just like make game man
>>
>>156982835
>doesn't like hot 46 year old milfs
i bet you whack it to lolis
>>
>>156984261
But I want to mod Morrowind. Unity won't let me do that.
>>
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New dev here. I've got the beginnings of a game, but I don't know where to take it.

I originally wanted to make something like The Sims Bustin' Out, a comfy little life sim with mini-games for jobs, but I could see myself bolting on a combat system and making this more like Rune Factory or Persona.

I don't have an interesting setting or theme in mind. Any suggestions?
>>
>>156984167
see>>156982560
if you didn't do a custom directory then just hit auto-detect and it should do the work for you, then you're ready to test a hello world. Else, you'll have to go into the mingw64/bin and specify each part.
>>
>>156984375
Stop being a weeb.
>>
What do i make pixel art with?
Need layers obv.
Fee stuff only i guess.
or stuff i can pirate
>>
>>156983536
I'm going to assume Unity because using any other engine is dumb.

Attach interactable component to all interactable objects that describes how the interactable identifier is shown (name? different colour box?) .
Make sure all interactable objects are on an interactable physics layer.
Trigger collider around the player that only collides on the interactable layer so you don't waste processing time on non-interactable objects. Discard anything not in your FOV (easy Vector3.angle math).
Whatever's left, throw up the interactable UI based on the interactable component data.

ez pz
>>
>>156984353
This general is for gamedev. If you want to mod an Elder Scrolls game try >>>/vg/tesg
>>
>>156983536
have you considering making a script that calls a different function based on checking what kind of object is detected?
>>
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S Y K A, FUCKING SHIT!!!!

https://www.youtube.com/watch?v=ixlszwKVVP0
>>
>>156984449
Aseprite is the best pixel art program and it's completely free if you know how to compile from source
>>
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>>156981905
RibbertDev don't be mad but I used your mockup as inspiration.

I'll change the palette later on

But yeah, backgrounds are looking a bit better
>>
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>>156984445
Stop being.

>that capcha
>>
>>156984520
I have to learn how to code though. So I need to start by actually learning how to develop a game by myself.
>>
>>156984438
Where's auto detect? Is it in Code Blocks?
>>
>>156984834
Then you download an engine and start making a game.
>>
>>156982554
Haha, what problems did you have with GM? I tried it out once a few years back and decided I would be better off learning Unity if I was going to put that much effort into something proprietary.
>>
>>156985163
But Morrowind uses C++. So obviously it's better to start learning there.
>>
>>156984806
hey! haven't seen you in a while, hope everything's well.
>>
>>156984624
>mafia 2
>made by some czechs in 3 years
>small budget, yet done well enough to compete with a gta title
>great story

>mafia 3
>made by a new team in 5 years
>new self-made engine which runs like shit because despite being backed by one of the richest game publishers in the world they didn't want to work under LICENSES
>shit story

In short, if your tech team is shit, buy an engine. Same goes for your indie game.
>>
>>156985086
Main code blocks window
From the left
File-Edit-View-Search[...]-Settings
compiler
from inside there
you should be on "Compiler Settings"
Go over three tabs to "Toolchain Executable"
Where you'll be linking the compiler to actually make shit work.

After that I advise you go into
Settings->Editor
Keyboard Shortcuts and set your own. specifically for
Build -> builds everything and gets your program ready to run
Default code:blocks binds are pretty meh.
Set them to whatever you want, but you'll be hitting them alot.
>>
>unity supports Live2D
I hope you're ready for big-breasted girls.
What should the game be about?
>>
>>156984351
If we chose programming languages based on our fetishes, I would be coding on a stacked blonde girl with baby-face and some form of autism.

Actually, this would be a great characterization for C#.
>>
Why the fuck is baking in unity per scene and not per prefab
Litelly fucking why
>>
>>156983856
Bless
Detect Life
Fate
Turn Undead
Heroism
Preservation
Remove Curse
Raise Dead
Shared Life
Spirit Lash
Ressurection

I think the middle left is preservation maybe? The middle right is probably removed curse. It's been a while.
>>
>>156985292
You're talking about OpenMW, right?
It's not easier to learn that way. Every single engine in the OP has tutorials for a beginner to learn gamedev. And they're a million times easier to use than making a game from scratch.
>>
>>156971074
could you give a fly through of the area, or some shots from different angles
>>
>>156985468
I felt mafia 2 was a little barren, but it was impressive technically speaking
>>
>>156985447
It's all good, haven't been posting much progress because school started, and I've not had much time to dev. Since DDX I've mostly been doing some art stuff and cleaning up code, so nothing significant to post
>>
>>156985470
So I did the auto detect but it said it "could not auto-detect the installation path of MinGW"
>>
>>156984824
How do I get those options on my file bar? What extension is that?
>>
>>156986121
4chanX
>>
>>156986202
Thanks anon.
>>
>>156984670
even tpb doesn't have aserite and i'm not a real dev so i can't compile from source.
I can barely into gamemaker.

What about GraphicsGale?
>>
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>>156985917
For what it was, it was more than anyone could've expected. I also loved that ending, unlike many others. Pretty symbolic.
By the way, adding to >>156985468 - if you make your own engine with your dev knowledge to tinker a lot with it and work better it's ok, but if you have to learn something that an engine with a 150$ licence could let you easily develop in 1/3 of the time (like GM for a shitty platform game), and you haven't even learned any languages, it's better to let it go. Just some of my philosophy.
>>
>>156986092
Then in the directory chooser, navigate to where you installed Mingw64.

Then after that for each compiler you have to go to mingw64/bin and specify each one.
It will go
x86_64-w64-mingw32-gcc.exe
x86_64-w64-mingw32-g++.exe
x86_64-w64-mingw32-g++.exe
x86_64-w64-mingw32-gcc-ar.exe
then for resource you want: windres.exe

Then after that, you should be ready for a hello world test assuming you linked everything properly. If not Code::Blocks will complain with a pop-up message in the bottom right.
>>
>>156985917
I agree. The mafia did not have enough freedom of action, NPCs, casino and saturation. However, it was much more interesting and better than the third part. The plot of the second mafia is a masterpiece. The ending was great.
>>
>>156984806
not mad at all! keep working anon. Really cool to hear I inspire someone
>>
Why do i wanna kill myself when i touch art?
i don't have a single sprite and i never will.
>>
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What should I fucking do? I have only enough for one type of art(paying an artist), realistic low poly(pic), flat/cartoon low poly(minecraft style), cartoon low poly(like pic but with cartoon shaders)?
>>
>>156986485
Here's what I have

C Compiler: mingw32-gcc.exe
C++ Compiler: mingw32-g++.exe
Linker for dynamic libs: mingw32-g++.exe
Linker for Static libs: x86_64-w64-mingw32-gcc-ar.exe
Resource Compiler: windres.exe
Make Program: mingw32-make.exe

How is that?
>>
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>>156987745
You sound like you shouldn't be paying an artist for this sort of shit.

The best low poly style is low poly with textures.
>>
HOW DO I DRAW MY CHARACTER IN PIXEL ART
FUCKING IMPOSSIBLE
>>
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>>156988110
Those models look good, did you make those?
Also, Advanced Wars was thee shit.
>>
>>156988362
No I didn't, I wish I was good enough to make those.
>>
>>156988290
Paint it with values
>>
>>156988110
>You sound like you shouldn't be paying an artist for this sort of shit.

I hope you aren't suggesting I make them, cause I can't into art.
>>
>>156988290
dont
>>
>>156988541
Low poly shouldn't be too difficult. I feel like when you understand how to subdivide faces and extrude, you could easily make low-poly models. Textures on the other had are something else.
>>
>>156988104
Go down a little farther and specify the ones I listed.
>>
Are procedurally generated maps something you can accomplish with scripting in Game Maker, or am I better off just doing it all from scratch?
>>
ok, how do I balance numbers like damage + str vs armor + vit, and then decide how much damage each weapon has and how much armor each enemy has
>>
>>156989237
start with an educated guess and then playtest a bunch.
>>
I WANNA OFF MYSELF
FUCK ART

NEED AN ARTFAG WHO WANTS TO MAKE A GAME WITH ME.
I CAN CODE IN GAMEMAKER
YOU CAN ART IN ARTMAKER
I ADD SPRITES
I DONT CARE WHAT GAME I JUST WANNA LIKE MAKE GAME MAN
>>
>>156989468
Cant you use some pre existing art?
>>
>>156989468
Try looking for some premade sprites.
>>
>>156989582
Not for my dream game.
so i'd rather create some random game with someone until i can somehow get the art i want for my dream game,
>>
>>156989468
No interested but good luck!
>>
In GM, I'm using this crap to zoom into a planet when you click on it:

view_xview[0]=x-(view_wview[0]/2);
view_yview[0]=y-(view_hview[0]/2);

Works fine. However, it seems that Draw_GUI doesn't quite want to work when I'm zoomed in like this. Does the GUI not adapt to zooming in using this method, or am I just fucking something up?
>>
>>156989653
fucking kek this meme every time
>>
>>156989646
Use placeholder art, make the basic interface and levels and shit for your game, then try to get an artist interested. I'm a freelance illustrator, and doing art for people's shitty games for free is definitely last on my list of "shit I ever want to do". Doing art for other people's shit is generally not very fun, especially if they're an ideas-guy like you seem to be.
>>
>>156989864
that's why i said i'm willing to make any time of game they want as long as they make art.
I need practice.
>>
>>156989646
seconding the "doing art for other people is not fun"
>>
>>156990012
type*
>>
>>156990012
Oh, well in that case I would take you up on it, but I'm trying to learn to do this shit myself so I don't have to rely on randoms from the internet.
>>
>>156988541
You shouldn't be paying an artist to make intentionally bad looking "meme" low poly with flat shading.
If you're going to pay an artist at least get proper art that looks good.
>>
/agdg/ or /r/gamedev?
>>
that's it guys.
if none of you wants to create a game with me then i'm gonna ask reddit.
>>
>>156991037
I only work with people that use C or C++
>>
>>156988685
What are you talking about? I'm in the toolchain executables, and I'm pretty sure I did it exactly how you ask. I can't scroll down any further. There's nothing there.
>>
>>156991214
I'm interested, bad luck to you!
>>
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>>156939889
>>156940003
Hey, skater dev. If you want to use comically broken English (as if written by Chinese or Japanese), use only basic forms of words in phrases requiring complex tenses and aspects, i.e. no inflecting. In simple tenses, you can skip "to be". You can also swap the order of nouns and verbs in phrases. And by all means avoid using articles ("a", "an", "the").

>Main screen turn on.
>All your base are belong to us.
>You see too much, now I kill you.
>You too slow.

The "are're" in your picture looks like a typo, not broken English. Replacing "too" with "to" is not that bad, but "slowed" is completely out of the place.
>>
>>156989237

In my honest opinion? You have to consider the level scaling and 'challenge' level of a game, but I'll post my opinion here since I play a lot of tabletop games.

Typically I would embrace a 50% rule; for each significant 'change' you want something to have balance or gameplay wise, make it a 50% increase. A 50% increase is easily noticable, because instead of 2 hits to kill and enemy it would take 3. Or instead of killing an enemy when you get a new weapon in 3 hits it only takes 2 now, and so on. Of course this depends entirely on your game and I can't help any further then that.

Depending on how long and level-scaling your game is, typically most games starts with a small and easily manageable number set. Maybe your first few attacks and monsters deal between 1-10 damage and everything has like 20 health. Soon attacks will start doing a few dozen points of damage, then later single hundreds, then later multiple hundreds, then thousands, and so on.

Naturally all of these numbers could be tweaked or because you are using large number sets the growth can be gradual. But if you do it paper mario style where everything always has very small number sets then you need to space out the things that make you stronger; ie if most enemies remain dealing 1-5 damage and have 5-25 health points you can't give your players lots of ways to advanced your damage or else it would be too easy.
>>
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Welp. I was working on inter-NPC communication/collaboration and was going to make a game of tag NPCs could start and join each other's games, but I forgot I had the debug-spawned lolis still in the captivity AI tree which follows the player around asking for food...

Hopefully later tonight I'll have a game of tag! Refactored the pathfinding system to work closer with the behavior tree system (optionally), so for the game of tag I made a heuristic that makes running-away pathing try and avoid areas close to the loli that's it.
>>
>>156991335
I meant for the first three, you have a mismatch.

Also if your ONLY plan is to mod morrowind then why not just:
http://wiki.theassimilationlab.com/mmw/Morrowind_Mod_Maker's_Manual

Because otherwise, learning c++ is going to deviate you from your goal for quite sometime. /But/ in the future you could contribute to OpenMW.
>>
>>156991440
thanks for the advice, anon. i used a silly "engrish translator" website to do that. ill see about updating it.
>>
>>156966887
What discord, I don't see it in the OP
>>
>>156991578

C Compiler: x86_64-w64-mingw32-gcc.exe
C++ Compiler: x86_64-w64-mingw32-g++.exe
Linker for dynamic libs: x86_64-w64-mingw32-g++.exe
Linker for Static libs: x86_64-w64-mingw32-gcc-ar.exe
Resource Compiler: windres.exe
Make Program: mingw32-make.exe

Is it okay now? I'm trying to be as exact as possible.

Also, the reason why I want to learn to code is because I I want to expand Morrowind's capabilities. Like I said, NPC behavior besides just walking round aimlessly or standing in corners. I want to give a fisherman the schedule to go to the docks and fish, with animation and everything. I also want to touch up the combat so it isn't purely a dice roll experience, but isn't boring like Skyrim or oblivion.
>>
>>156992032
It's a meme, don't listen to him.
>>
>>156991037
well fuck guys.
I don't think anyone would want to make a game with me, seeing as i'm not even that competent in gamemaker and all the artists on reddit are way out of my league.
I can't just say : hey i got no skills, i see you got some art, wanna like just make game?
Fuck me i'm never gonna make anything.
>>
>>156992175
ok so about those jams
>>
>>156992158
Yep, you're good now.

Now in the codeblocks main menu.
File->New Project->console application

Make sure you pick a simple directory, and keep things organized. Because you'll probably want another directory just for example snippets to look back on for reference as you go through a book.

And it should auto-fill in a test hello world for you.
I think F9 is the default for build and run.
Otherwise -> from File, go across to Build->build and run (and it should show you the hot-keys for all the ones).
And let me know if you have any errors.
>>
>>156991578
Also, it keeps saying I'm getting an environment error.
"Can't find compiler executable in your configured search path's for GNU GCC Compiler"
>>
>>156992265
Personally I prefer having a 1 or 2 week jam once every couple of months.
>>
>>156992612
2 weeks to make pong seems like an overkill
>>
>>156992508
Code Blocks is picky about directories.
Make sure you specified the folder all of mingw is in, i.e \Mingw64, not Folder containing the folder of Mingw64
>>
>>156985603
Are you fucking retarded?
>>
>>156992734
Exactly. I prefer jams where I have more time to make a larger game. But there's nothing stopping you from starting those jams, maybe some people will join.
>>
>>156992783
I think I got it working now. I don't have any error coming up. I started a new project and made a new folder to contain my coding projects on the Desktop. So, am I good to go?
>>
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>>156992783
Thi is what It looks like right now. What should I do? Just get started coding?
>>
>>156993074
Yep, click on your main.cpp to the left in your project manager, and build and run.
Also if you want to turn off all those toolbars go to File->Edit->View
Perspective->Minimal
You can also go to Plugins and turn off all the ones you don't need which will also shorten your main menu some.
>>
>>156993278
Where's the project manager? I can't find the main.cpp
>>
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Been level designing a lot today. Gotta do some meshes for the castle facade though.

Until then enjoy this shameless pandering.
>>
>>156993681
The "Management" window to the left.
Under Workspace->hello world->sources, click that and you should see your main.cpp

Also after you get that working you should get a new color theme so you can work longer.
>>
>>156992837
well if you're so smart, tell me how to do it then
I looked on google and a few tutorials and apparently they removed it from unity5
There is a workaround but it doesn't really work, I tried two different ones and I still can't bake/make lightmaps that don't disappear when the prefab is unloaded
>>
How much I can ripoff another game without being sued straight to gamedev hell? Thinking of stealing some character designs of a game. Will I be able to disguise it off well enough to avoid a C&D letter if I just put different clothes on them?
>>
>>156994009
Change the hair color/style too
and obviously the name
>>
>>156993756
how long does it take to make stuff like this for someone who knows what they're doing?
>>
>>156993993
Do you even know what a baked lightmap is? What you're asking is literally retarded.
>>
>>156993238
hit X
Download Arch Linux ISO
Delete your Windows partition
Install Arch Linux
>>
>>156993942
Alright, I did it. I built and ran it. Seems like it was just a "hello world" program. I don't honestly see how that helps me though. I forgot how to program for the most part.
>>
I want to make an imaginary language like
>>156977691
for my game, but I don't want to do a 1 for 1 translation (i.e. the letter "a" = [symbol for a]). How do I go about this.
>>
>>156994489
Language studies at an accredited university for a minimum of four years, probably six to obtain a masters.
>>
Can anyone who can do openGL tell me what I'm doing wrong?
I want to create a mapped buffer, so I can transfer my position vertex data over to the GPU. But, glMapNamedBuffer keeps returning a nullptr. What am I doing wrong??

http://pastebin.com/CB4zXhNi
>>
>>156994489
First you should learn an actual language. Also, you should learn the Phonetic alphabet, which is the basic sound design of letters that most dictionaries use.
>>
>>156994239
Don't do this. Dual booting is nice for testing the windows version of your game
>>
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Hey lets play a game
>>
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I'll fuck the one on the right.
>>
>>156994387
>I don't honestly see how that helps me though.
It's to make your your compiler is properly linked and everything works fine.
Now you can start on the actual learning.

C++ has a fuck ton of books, I would rec you go find "Jumping into c++"
The Bjarne bible and latest non Bjarne bible are a little dry for beginners.

Or there's learncpp.com

but I think it lacks the context beginners need and is kind of short.
>>
>>156994595
>>156994654
Fuck
>>
>>156994929
Oh, yeah. That makes sense. Everything seems to be working fine though. Guess I'll get started. I have C++ for dummies and I'll start by using that.
>>
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I HAVE

ENTERED
>>
>>156995613
ready for greenlight
>>
>>156994489
Become Tolkien.

In all seriousness, read some linguistics books (it's actually a very interesting topic), and learn what is similar across all human languages.

For one, you will need to choose a finite set of phonemes (basic sounds) from which your language is built. It might be fun to just go on wikipedia and pick a bunch of vowel and consonant sounds from real languages (ones that you think might work together). Phonemes can even be differentiated by tone (e.g. in Chinese) or length (e.g. in Japanese); you can put in a lot of creativity here.

You can arbitrary build basic words from these, but then you will need to form a grammar to build more complex words and sentences. Each language across the world has its own grammar, but there are "rules" that all languages' grammars must obey. Reading up on what ties all grammars together will make your language believable and consistent.

Building the grammar is the hardest part, but it will be what makes your language an actual language (and not just a "code," like you suggested you didn't want to do). It will answer the questions: How are basic sentences built? (e.g. is it subject-verb-object, or something else?). It will also determine how to string adjectives/adverbs before a noun/verb (how to "describe" a noun, and even how to string together more complex words from simple words (recalling that you built simple words in a fairly arbitrary way from phonemes).
>>
>>156993756
Looks nice. Did you make all the models/textures by hand or did you get them from somewhere?
>>
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This is a nordic warrior
>>
>>156963038
>STOLEN ASSETS
Those are Metal Slug explosions you pilfering bastard.
What else have you laid your dirty hands on to put this together?
>>
>>156994794
>STOLEN ASSETS
Downscaling things don't make them your own, Anon.
You've also stretched a bunch of mixels into that Zelda grass, idiot.
>>
>>156996368
Where I can find such assets?
I wanna steal them too!
>>
>>156996884
Google, you dumb fuck.
>>
>>156996368
>>156996752
where is your ゲーム?
>>
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Halloween game ideas?
>>
>>156996752
>mixel
>not a single mixel in that entire image
Do you just say memes without knowing what they are?
>>
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>>156996368
>>
>>156995613
I recognize those diamonds, Multi Media Fusion? I taught that to 6 year olds. It was fucking horrible.
>>
>>156993756
Smooth some of those edges (pillar bottom corners? Hard to tell) and the floor stones look like pillows currently. Looks nice.
>>
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>>
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>>156997038
Bump.
>>
>>156997657
f-fug it's cute!
>>
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>>156996368
I think I have one more animation, some other explosion from metal slug.

>>156996884
>>
>>156997310
Also, you ripped those stones from the tutorial, instead of following the tutorial, didn't you?
>>
>>156997657
Do you really need all those polys?
>>
>>156997038
A game where you're a loli witch and you turn bunnies into lewd bunny girls to try and get candy from fat neckbeards (they turn back into bunnies if one tries to fug them)
>>
>>156997038
Skeleton bowling

The pins are lower legs the ball a skull

Everything bones
>>
>>156997913
>Turn back into bunnies if one tries to fug them
That's my fetish.
>>
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>>156997310
>light source direction rolling
>>
>>156976080
I customized it in a japanese porn game and then ripped it.
>>
>>156998249
You are brilliant, keep it up
>>
>>156995137
good luck anon. make sure to make some simple projects and not just read the entire time. the hardest part of learning programming is the beginning.
>>
>>156998134
So you like bunnies eh? You might like this one then
http://g.e-hentai.org/s/b284148690/339848-1
>>
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Guys, guys!

I'm the guy who couldn't understand how to make my game fun the other day.


But, I finally got it! This is going to be great!
>>
>>156957354
Actually nobody here cares about Fusion.
>>
>>156998947
DAM'T you can post hentai links but,you cant post beepbox music links
>>
A game where you shoot me in the fucking head already I want to die
>>
>>156997767
A game made of stolen assets, and you have to find the original font to progress
>>
>>156998780
A-Anon please, this is a blue board.

Saved...
>>
>>156994224
Not too long. At the moment I'm making roughly two complex assets a day, but I'm pretty slow.

>>156995854
Selfmade
>>
Does concept art between tutorials count as devving?
>>
>>156998606
Thanks I will
>>
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Well it has been a few days, guess Boku truly is dead.
>>
>>156999940
Neato. I particularly like the ironwork. Which modeling program / game engine?
>>
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>>157000949
>Hurricane Matthew blamed for 4 deaths in Florida
unless he lived in haiti i'm sure he's fine
>>
>>157001057
Plain old blender + Unreal engine
Substance for texturing
>>
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>>156997657
>>
>>157000949
>>157001235
>talk about bokudev being dead.
>Can't even realize bokudevs highpoly work being posted by him as you speak.


>>156997657
>>157001571
>>
What do i have to learn to make the next pokemon go?
>>
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Rocks now can damage tiles. I needed some tweaks so that the first tile can't stop the rock, this shit will be useful later too.
>>
of course game maker's linux export costa fucking hundred dollars. i guess for some reason i just assumed that much would be free.
>>
>>157001742
how to get the rights to a popular franchise.
>>
>>157001430
Man, I really need to try out Substance. I've seen nothing but good things about it, but I don't want to pay for it yet because I feel I'm not good enough to warrant trying it out.
>>
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I just finally released my shitty GBJam game and it doesn't even follow the guidelines correctly.
(more than 4 colors at time due to artifacts, stock music not made by me)

Atleast I put those things in the description.

https://virtuawave.itch.io/ultimate-evil
>>
>>157001742
1. acquire rights to popular franchise
2. shit on your keyboard
3. ??????
4. profit
>>
>>157001917
>>157001943
So i have to become a lawyer
>>
>>157001931
Still pretty cool desu
>>
why did I add so many features

there are so many things to balance
>>
What's the age limit for devs?
I'm getting to old for this hobby.
>>
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>>157000825
You tell me.
>>
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>>156997657
>>157001571
>>
>>157002891
>hobbies have an age limit

Are you afraid of making normies uncomfortable? The only hobbies that have a legitimate age limit are for physical reasons, like you're 65 and your back is fucked so you have to stop powerlifting. Otherwise, who cares?
>>
>>157003286
I'm afraid of making everyone uncomfortable and my back already hurts from hardcore dev'ing.
>>
I doubt anybody will be able to answer this question, but why not.

What is the best way to handle RPC's in C#? What I'm doing right now is resolving a message type to a large hash that spits out a function, and the data in the message is the function parameters. This is doable, but it's annoying to maintain. Is there another way that keeps complexity down, but also network data usage down? (So no reflection tricks or anything)
>>
Idea guy here

>text based/minimal graphics sim
>Play as member of House of Represenatives
>Have to manage relationships other reps
>Vote on bills which will influence how constituents, other reps, different lobbies, and donors see you
>Author your own bills and lobby support for them
>Build up funds to use for campaigning for reelection

Does this sound like it could be fun?
>>
>>157003845
>Does this sound like it could be fun?
Whip the Vote is not for fun.
>>
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Since I don't have the luxury right now of having 20 drawing of each face for different status effects, I added a simple overlay icon for death/unconscious states just so the player knows what's up. It is kind of harder to read than I thought it would be, but whatever.
>>
>>157003845
Anything can be fun if presented in the right light.

>>157004218
Googum you wouldn't know fun if it was infused in your DNA.
>>
>>157004427
You should grey-out the base image a lot more, so the skull stands out.
>>
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>>156994489
Unless you want your language to be understandable and expect some turbonerds to actually learn it (Tengwar, Klingon, etc.), there's no point in creating a whole new language, with complex grammar, alphabet, and whatnot.

Still want a language for your game, but want to go the easy way?

Make few made up words, that are important to your gameplay. These can be magic elements, alchemical ingredients, gods, etc. For this step you need only to write down their meaning/sound in English, in a way that you know what they are.
>fire, water, air, earth, death, light, blood, memes
>herbs, flowers, roots, mushrooms, animal parts, venoms, etc.
>Isis, Osiris, Ra, Hathor, Anubis, Horus, Scarab, Kek

Now, decide how it's supposed to be written. For that you need either graphemes, letters representing sounds (Latin-like) or symbols having meanings (Chinese-like). You can borrow them from existing or ancient languages (Runic, Hieratic, Demotic, Coptic) – hell, even emoticons can be a nice source for inspiration.
If you go for letters, start with sounds for your meanings, then define symbols to represent them and write down your words in new alphabet.
If you go for symbols, they can be quite abstract and you don't even need sounds for them. Here you have some Egyptian god's symbols >>>/x/18211911

Now you can repeat the two previous steps, but this time for some verbs that could be useful in your language. E.g. for alchemy you might want words like chop, boil, roast, add/mix (one word can have multiple meanings), etc.

Also check out https://en.wikipedia.org/wiki/List_of_constructed_languages#Languages_used_in_fiction
You might find some inspiration.

There are cool things you can do with imaginary languages in games.
In Starbound there's a custom alphabet. Still English, but it looks much better in the game than Latin. http://imgur.com/a/gCC4y
In Minecraft one of paintings shows how to summon a Wither, a good example of passing message without words.
>>
>>156969657
https://www.udemy.com/unrealcourse/
Best course i've ever seen online, you can find it for $10 , just do a google search.
>>
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>>157004554
hmm, this is better. I made it a tiny bit brighter too
>>
Quick question about Unity:

The Awake function basically starts before everything else does, right? So you can set variables that need to be called in the Start function of other scripts?
>>
>>157005626
You'll find it useful to memorize this: https://docs.unity3d.com/Manual/ExecutionOrder.html
>>
>>157005626
Yes
>>
>>157005782
That's really useful. I don't know why I started off reading a bunch of Unity textbooks and not just reading the manual.

But basically I'm right? Awake is used for things that need to be called in other scripts?
>>
>>157005115
>casual 90% off sale
Tutorial pricing is always weird

Looks good though
>>
>>157004427
>02262
nice what is your artstyle for characters going to be like?
>>
Does anyone have a line segment vs sphere intersection test they could share? Google is giving me nothing but rays, not line segments.
>>
>>157005886
Udemy is really weird and the majority of the courses are shit but this one is a gem
>>
>>157005973
I'll let you know when I have an artist
>>
Should I work on art/modelling first or game development/programming first?
>>
>>157006536
If you're doing a kickstarter, art.

Otherwise, game.
>>
>>157005985
You can write a line segment as the intersection of two rays.
>>
>>157006536
Both
>>
>>157005985
if (start_point.distanceTo(ray_sphere_interesction_point) < max_segment_distance) {
...
}
>>
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>>157003174
>>157001571
>>156997657
>>
So before I shoot myself in the foot, has anyone ever tried using C++ with QML for a video game?
I'd use C++ for all game logic and what not and only use QML for the interface but I'm concerned about drawing the game using the Canvas (Context2D) for drawing because I think the performance could turn out to be really bad even though I'd just like to create simple dungeon crawler with not many elements to be drawn.

Opinions?
>>
How do I make the next Shovel Knight (ie. a well-polished 2D platformer that sells well and is highly regarded) only without the nostalgia pandering?

What's a good setting to make my platformer?
>>
>>157002262

thanks

I just got a bit mad because when I built the webGL and windows build it came out differently than previously in the editor and I had to rearrange a whole lot and I thought I couldn't submit in time because it was totally broken.
>>
>>157007159
Why would you do that?
>>
>>157007159
I think if you use a QGLWidget for rendering the actual game, and it's 2D only, it's probably not too bad.
>>
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>finish gbjam game
>runs fine testing in windows
>export to html5
>one random thing breaks for no reason
>>
>>157007189
>How do I (a complete novice) make a game as good as Shovel Knight (made by an entire team of industry veterans)?
>>
>>157007189
Look at what's popular in Hollywood now: Westerns.

Make Custer's Revenge 2.
>>
>>157007390
Because I will need a bunch of GUI and QML is the least painful way of creating interfaces that do not look like shit while being able to easily integrate with the rest of the program.

Sure, I could use SDL, SFML or any other media library, but I'd be reinventing a lot of the wheel since none of the GUI libraries available for it are usable for what I need.

I could also use Unity or any other engine but I don't think that those engines are fit for a small game like that in the sense that they bring a lot of overhead and are not suited for such simple video games. Moreover I'm already comfortable with both C++ and QML so I wouldn't be wasting time learning new technologies just for a pet project.

>>157007485
That's what I was thinking as well, should the QML Canvas element not perform good enough, I could always switch to using OpenGL for rendering the actual game screen but I'd had some weird issues with it in the past (such as not being able to receive some input events).
>>
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How do I draw and add a texture to this shit?
>>
>>157007189
Make a simple platformer about Donald Trump jumping over hurdles, through hoops, and swinging over the pitfalls of media bias to reach the White House. Guaranteed purchases.
>>
>>157007740
Follow a tutorial on UV Unwrapping
That's your next step.
>>
>tfw you realize you don't even like playing your own game
why did I bother
>>
>>157007159
I've used QML with Ogre3D and had to switch OpenGL contexts for each, performance was good even on tablets, so for 2D you should be fine

Dunno about Canvas though, but you always can render onto an offscreen surface like >>157007485 said, or if I was in your shoes I would investigate whether QML scene graph is fast enough for the game before writing 2D scene rendering code myself
>>
>>157008778
Fix it then

Also make it harder, maybe it's just too easy for you
>>
Why does every Unity tutorial about making a Pong clone have you multiply the speed of the ball via Time.DeltaTime when FixedUpdate is a thing?
>>
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I cannot figure out why it's claiming the connection on the left is passing through the right's gravity well, and the connection on the right is passing through the left's gravity well... but then the rest is super accurate. Very frustrated right now.
>>
>>156963038
Baked in lighting on the rocks is a bit weird because they can rotate...
>>
>>157008892
Wouldn't fixedupdate limit the physics of your ball to a certain framerate?

(I'm just guessing, don't know Unity)
>>
>>157008892

Then do it with fixedDeltaTime in fixedUpdate. Maybe it's not to confuse beginners with two update functions or something but maybe there is another reason, I don't know.
>>
>>157008792
That's not a bad idea actually, as in for trying to bench it first. I guess I'll just write a simple rendering loop for a worst case scenario and see how it fares and then decide whether I should pursue alternative method for rendering.
>>
>>157009428

You should do everything concerning physics in fixedUpdate because the physics run at the same rate as fixedUpdate.
>>
>>157009714
But pong isn't 'physics'

At least it shouldn't be.
>>
>>156965995
Don't worry, good anon.
I'm not that retarded to bite the bait yet.
artfag shitting on game engine is as noteworthy as programmers shtitting on 3d modelling / drawing programs.
Not to mention that if they are decent artist, they won't even be here shitposting.
>>
>>157001931
2spooky4me
I wasted 2 ammo on 2 unbreakable vases.
Then big spook killed me.
Pretty nice, but not my thing. I don't want to have nightmares.
>>
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Is there a way to apply a parameter when creating an instance of an object in gamemaker?

Like this :

instance_create(x, y, object(parameter1, parameter2));

I'd use a script but you can't make them last more than one frame. (Unless I'm not getting something).
>>
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just submitted my game to GBJAM, play it and have a fun time or dont that's cool too
https://bluecosmodev.itch.io/kickball
special thanks to Super Skater Kid dev for the tunes
>>
>>157001931
This is pretty cool, I like it. I don't think the music thing is really a problem, a lot of people use free music, and it's not like there's any prizes anyways.

more than 4 colors is inexcusable though, you dirty cheater!
>>
>>157010342
in Game Maker, this is done with the very useful "with" statement. The only thing, though, is that within the "with" statement, the variables are only seen as local to the newly created object. I often use temporary global variables to "pass" into the newly created object. Something like:


global.temp_param1 = parameter1;
global.temp_param2 = parameter2;
with (instance_create(x,y,object)
{
var1 = global.temp_param1;
var2 = global.temp_param2;
}
>>
ok after playing with a bunch of numbers I've settled on log2(armor)^3 / 10 for my armor reduction. this results in:
-1 damage at 5 armor
-4 damage at 10 armor
-18 damage at 50 armor
-30 damage at 100 armor

I think it should be a good enough starting point. For evasion it's a little simpler. If accuracy == evasion, there's a 20% chance to dodge. Every 2 points of difference increases or decreases the chance by 1% up to a maximum of 90% and a minimum of 1%.
>>
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I can make webms of gameplay now.
>>
>>157009791
My first gamedev experience was pong in unity over a year ago. It was a tutorial for unity 4, and I was using unity 5. This made a lot of the instructed functions not work. I also got a lot of errors related to unity just being shit.

more on point, the thing I had was also physics based, and when increasing the speed of the ball to make it more exciting it would just go through the paddles. Fucking retarded.
>>
>>157010945
you have to manually assign traffic lights? what happens if there's an intersection without traffic lights?
>>
>>157010748
Using global variables is messy no?

I thought you had to use them sparingly.

Anyway, thanks. I'll try this out.
>>
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Dammit lolis, that's not how you play tag! (they basically don't move and keep tagging each other I think)

>>156993238

Oh God, don't use Code::Blocks. Use Visual Studio 2015 Community or use Qt Creator or like anything else.
>>
>>157010978
this is a problem with physics engines in general not the game engine necissarily, there are ways to solve that problem
>>
>>157010945
>car spawners
>car black holes
What am I looking at?
>>
>>157010392
cool game that made me feel like a cool person.
>>
>>157011320
hey thanks thats the idea
>>
>>157010945
What if you have alternate paths to the destination? Will they choose shortest, or random, or do something they think will get them there quicker?
>>
How does /agdg/ feel about microgames in bigger games?

Things like minigames for small skill or event checks; like a lockpicking minigame when you lockpick, or a crafting minigame, or something similar?
>>
>>157011498
Make it interesting and it's fine, like anything.
>>
>>157010892
Just have armor reduce by the armor value or it's fucking confusing for players. No one's going to figure out that 100 armor reduces damage by 30.
>>
>>157011210
Really? Is that because the position of the ball isn't updated fast enough so the next approximate location based on trajectory and velocity would be further than the paddle? Making the paddle thicker did help with the problem. I also heard unity in particular had a problem with collision.
>>
>>157008882
>too easy
if difficulty determines how fun your game is, then its a bad game.
>>
>>157010978
>I'm too retarded to enable continuous collision detection, literally a dropdown in the inspector, so Unity is shit

classic nodevs, blaming their tools not themselves
>>
>>157011045
The cars still follow the optimal path nonetheless. It's just that without the traffic lights, they will constantly butt in front of each other, bringing their "speeds" to zero, thus making everything less efficient.

>>157011212
My traffic model + game. It's simple - the cars are created at the "homes," and all need to get to the appropriate colored destination. Your job, as the player, is to make the grid efficient - which makes the game into a sort of minimalist management game with lots of spacial reasoning and planning.

>>157011394
Upon leaving the "home," they will pick the shortest path (even if other cars are in the way, or intersections blocking).

On the way, there is a chance that they will "recalculate" a new path to get around other cars. This allows you to make "multi-lane" highways of sorts. Still, they will always go for the shortest path, so you need to keep this in mind as you design your grid (there are no explicit one-way streets, so things can get backed up if some impatient driver decides to suddenly cut into some other color's path and go the opposite way - so you need to make sure such paths do not exist).
>>
>>157011787
>being this out of touch
okay
>>
>>157011787
>for you
If a game poses no challenge, with no goals you care about, and you know everything which is coming, how can you expect it to be fun.
>>
>>157011571
I had that at first but I didn't like it too much. The player doesn't need to know how much it reduces it by, they just need to know bigger is better. This potentially helps combat game-breaking strategies too where you might be able to just load up on tons of +armor items to completely mitigate damage.

I'd like to introduce the concept of armor penetration which means I might be able to go back to 1 armor = 1 damage and give better weapons higher penetration, but I'll save that for the next project.
>>
>>157009791
Because coding "physics" into Pong seemed really complicated, having to decide how the ball should react.

>>157009714
Right, that's what I was thinking. Wouldn't it just be more efficient?
>>
>>157011498
Well FF7 had a lot of minigames. Some were as simple as having to raise your body temperature in a certain area because it's freezing. Tapping a button would raise body temperature during which time you could not move. These were 1 time things so even if they were simple, it added a form of variety.

Shit like skyrim lockpicking or deus ex hacking is bad because they are constantly thrown in your face and interrupt the normal gameplay. Minigames that interrupt the normal gameplay are mostly only fun if they are used once.

FF7 also had extra rewards for high scores.
>>
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>>157011863
Aha! Gotcha, you shill.
>>
>>157012047
Ehh I like lockpicking in oblivion
>>
>>157012223
Not saying the minigame itself is bad. But it interrupts the game a lot.
>>
>>157011184
where can I find your game?
>>
>>157010892
So… 20%, 40%, 36%, 30%
Doesn't make much sense. I'm not sure if heavy armour should have worse efficiency or not than minimal armour.
>>
>>157011498
It's rarely done well.

One example of where it actually is done well is the "cracking" mechanic in Iji.

You have to think "will the player enjoy doing this minigame hundreds of times?" Because, that's what it always amounts to.
>>
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>>157009791
>>157010978
>>157011210
>>157011610
>>157011863
>>157012218
>>
>>157012928
Give it some RNG english
>>
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i thought I could finish my character today but I haven't even finished the head

how do professional 3d modelers remain sane
>>
>>157011148
I don't think these global temp variables are a bad thing, as long as they're reserved for this purpose.

Alternatively, you can use the "other" keyword. When used in conjunction with the "with" statement, "other" refers to the object that is executing the code.

For instance, suppose you want to create a bullet of the same color as obj_shooter. Supposing that both obj_shooter and obj_bullet have a local variable called "color," you would do something like:

with (instance_create(x, y, obj_shooter))
{
color = other.color;
}
>>
>>157013068

Looks leagues ahead anything I could make. Keep it up!
>>
>>157011978
you should be able to have fun without any goals or challenge in mind, simply because it feels satisfying to do shit in the game.
>>
3d plebian here.

If I wanted to add in a simple character creator, like being able to change a few noses, what would be the best way to model that? Model the head without the noses and have the noses be attached in the game engine to whatever selected nose/model you have? Or is it better to simply model each head type separately and have that imported in?
>>
>>157013673
I wouldn't even think about making a CC until I have a few years of solid 3d experience.
Seems like a nightmare.
>>
its been 3 years and i still dont know what game to make

everything feels like a rehash or a watered down version of x game

help
>>
>>157014151
Have you tried intentionally making a watered down version of x game?
>>
>>157014151
You should have done these rehashes and watered down versions for practice purposes.
>>
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>>157013475
I'm sure you could. I went from this abomination last night when I tried to just jump into modeling without direction.
I'm working with this tutorial series and I grabbed some bald heads to trace from online
https://www.youtube.com/watch?v=0QT1GNMevfc
>>
>>157014301
>>157014323
yes
I spent the past 5 years making fan-games and clones.

I want my own original game now. something unique to me
>>
>>157011210
it depends on the type of colliders, the speed etc, but yeah you may need to cast rays to determine proper intersections, I know this needed with fast moving bullets and colliders
>>
>>157010892
why not ln? its prettier
>>
Can anyone open this mega link?
It stuck on decrypting for me.
https://mega.nz/#F!gIBniSSA!-R2D3mYW5u0N5-3FROZlEg
>>
Guys, I'm confused. I'm just starting to learn how to code and I'm falling the instructions. I changed the code so that the "run" function should show a window that say "Hello, I am your computer talking." But I keep getting the regular "hello, world" as if nothing has changed. I don't understand. I changed the code, why isn't it doing anything different? I even deleted a a { to see if it would error. It didn't.
>>
>>157014960
What are you using for this? Try recompiling?
>>
>>157014960
Sounds like you forgot to hit the "compile" button. What language are you using?
>>
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>>157014960
I forgot to include the image. Here it is.
>>
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>>157014871
?
>>
>>157008945
It looks like you forgot you were dealing with line segments instead of lines - the lines it deletes would overlap the gravity wells you mentioned if they did not stop at the middle star. The lines it doesn't delete won't intersect any other gravity wells even if they are extended out to infinity.

Put more elegantly, the gravity well check isn't taking the lines' endpoints into account.
>>
>>157015114
Thanks anon.
>>
>>157014871

It's on the light object.
>>
>>157015113
See that little star in front of the filename on the tab?
That means you have not saved the file.
Press CTRL-S.
>>
>>157014871
>deleting the post out of embarrassment

someone post a laughing anime girl for me
>>
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>deleting your posts
>>
>>157015191
Okay, well, I compiled it, and I saved it, but I'm still getting just "hello world". That star is gone now though.
>>
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Fucking FINALLY figured it out. Torture tested the fuck out of it here. I can't believe it took me 4+ hours to figure this shit out. All gravity wells are now clear.
>>
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>>157013125
very useful, thank you
>>
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>>157015251
>>
>>157015418
Are you sure you're recompilling it instead of just running the currently built binary?
>>
>>157015418
at this point you should probably hang around /dpt/ for your programming questions since what you're doing isn't related to gamedev (yet)
>>
>>157015521
I went Build > Compile Current File

Is there something I'm not doing right?
>>
>>157014960
>>157015113
CTRL+S, then compile by clicking the gear button before the "run" button, then run
>>
>>157015621
No that sounds right if that's really what you're doing then I've no idea what's happening.
>>
>>157015157
Where were you 2 hours ago anon? ;_;

You're 100% correct, despite the various stack overflow posts stating otherwise, they were all dealing with rays / lines not segments.
>>
>>157015621
Compile Current File doesn't build the final executable, just the current .cpp file into a .o object file

In the same menu there must be an item to build the executable
>>
>>157015418
m8, you have to rebuild.

I suggest remapping three hotkeys to build,run, and build and run like i told you earlier.

ANY time you make a change, you have to rebuild, down to a single character.
>>
>>157015627
I clicked the gear icon though, and then I ran it. It doesn't work. It's still the same.
>>
>>157015556
I don't know where that is. A link would be appreciated.
>>
>>157015812
>It's still the same.
You forgot to close the cmd window didn't you?
>>
>>157012928
Nice. Did you try it with horizontal momentum as well? That might have an impact.
>>
>>157016141
No, I didn't forget. I closed it. I'm sure. I always close and run it again to see if it's changed.
>>
>>157016295
Add an extra period at the end.
Make sure no cmd is open.
Build->Build and run
>>
>have idea for Halloween jam
>it's a genre I've never attempted before and have never read anything about
w-wish me luck
>>
File: abomination.png (48KB, 482x540px) Image search: [Google]
abomination.png
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How do I fix this abomination?
>>
Okay, I must be fucking stupid because I managed to use GetComponent in Unity to grab the velocity and velocity.magnitude variables from one GameObject, but I can't figure out how to use GetComponent to pass through a variable in a script to another script.
>>
>>157016790
alt+m when two vertices are selected, merge center
>>
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>>157016790
spoiler that shit jesus christ
>>
>>157016624
A period at the end of what?
>>
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>>157017130
Thanks anon.

>>157017206
I fucking hate blender, the controls are so fucking unintuitive, I don't remember having to do half the reading I did when using adobe products.
>>
>>157014951
anyone?
>>
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>tfw can't sleep because mild pneumonia
>>
>>157017756
>thinking anyone will click your random virus link
>>
>>157017407
Nevermind.
From your screenshot your build target is up to date which means "hello I am you[...] is the current/last thing compiled.

Try changing or adding anything within the quotes and re-build.

Not sure how you're having problems
>>
>>157016798
float myThing = otherObject.getcomponent<otherScript>().theirFloat;
>>
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so I took Mario64's mechanics of the 3 jumps and each being higher than the last. It only works for Ribbert if you jump while squished from landing. I'm not sure how much this will add to the gameplay but I think its fun
>>
>>157017841
Its not a virus its an archive of concept art and I open it myself if it would work.
>>
>>157017456

Looks really good- but when you model something like that what do you use to actually create your model? Like what initial object do you conjure into the modeling program? Because I'm having a hard time imagining how you would do that with pretty much anything since it seems like you can only start with a sphere or cube or whatever and extrude from it, at least in blender.
>>
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>think I'm done tweaking the head
>notice there's a hard edge straight through the center on my mirror modifier
>notice there's something off about the jaw
>>
>>157014951
Doesn't load for me either, I left it running for like 5 minutes and it's been still stuck at "decrypting".
>>
i want to test if a number is between 1 and 10.

if( number > 0 && number < 11)
do shit

is there a better more concise way to write this?
>>
>>156999094
I don't see why not. There's always a variety of engines being used here.
>>
>have an idea for a game
>program most of the basics
>get stuck somewhere
>decide to shitpost here
>drop the idea and work on another one

Someone kill me
>>
>>157018745
If (number >= 1 && number <= 10)
>>
>>157018745
number >= 1 && number <= 10 would make more sense, but generally that's it

if you know stuff about the number you can make it easier, like if you know the number can't be less than 1 you could do
number - 10 <= 0
>>
>>157018090
That's some soft looking grass mate.

I want to step on it.
>>
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>>157012993
>>157016180
here you go, capped at 1 billion units per second for no reason other than making the number easier to read

Unity's physics are just fine if you set it up properly
>>
>>157018840
DISCIPLINE
MATE
>>
yo, /agdg/, which engine that isn't rpgmaker is the easiest for an autist with no experience to use
>>
>>157018745
if ( 1 <= number && number <= 10)
>>
>>157018937
Hayai!
>>
>>157018745
yes. uses functions.

bool isInbetween(num, down,up)
{
if( num >= down && num <= up)
return true;

return false;
}

Now, you can uses
if(isInBetween(number,1,10))
do shit
>>
>>157018937
I said give it random English you melon.
>>
>>157018986
mario maker
>>
>>157017845
Well, I got frustrated and started a new project. Did everything exactly the same but I changed the words too "Hello, I suck massive eggs." and ran it. For some reason it worked. I honestly have no clue what my problem was.
>>
>>157018925
>>157019000
>>157018896
thanks for the feedback

>>157019082
I guess this is what i was looking for, thanks.
>>
>>157018937
H-HE'S FAST
>>
>>157019125
Mario Maker's fun. Hope they make a new one on NX with more stuff. I want to make Yoshi's Island levels.
>>
>>157019082
>not using only "return num >= down && num <= up"
>>
>>157018586
ok thanks, good to know its just not me.
>>
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>>157007043
>>157003174
>>157001571
>>156997657
>>
>>157019193
oh shit nigga, call Nintendo right now. This would be awesome.
>>
>>157019252
oh yeah this works too.
in fact, it's better because it's shorter.
ignore my answer here >>157019082
uses >>157019252
instead.
But you need to create the function either way
>>
File: which one.png (69KB, 816x384px) Image search: [Google]
which one.png
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Which one?
>>
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On a scale of 1 to 10, (1 being the easiest and 10 being the hardest,) how difficult would it be to make a LttP-like in a GUI-based engine without learning any actual programming language.
>>
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>>157002934
Neat. Might as well post mine.
>>
>>157019663
left if he's supposed to be strong but jovial
middle if he's supposed to be comedic
right if you want your game to be garbage
>>
>>157019694
9
>>
>>157019694
learn programming
there's no way around it
>>
>>157019663
all of them
If they are for enemies just make them generate with a random one, instant enemy variety™
>>
>>157019663
left but make the nose holes black too in my opinion
>>
>>157019663
Middle. Reminds me of Stretch from those old Casper movies.
Right looks like it has no eye sockets and left looks like it's laughing or something.
>>
>>157019694
What is LttP?
>>
>>157019786
Then why are there so many indie games made without it? Multimedia Fusion wouldn't exist if there was no way around it.

>>157020009
Link to the Past. Basically old Zelda games, top-down, metroidvania with dungeons and items, etc.
>>
>>157020091
>Then why are there so many indie games made without it?
Name some.
I'm curious to which indie games that involved no programming.
>>
>>157020091
Visual programming gimmicks are still programming.
Just a cut-down abstracted version.

You /v/ shitters need to fuck off and stay in your own thread if you're going to ask dumb shit like this.
>>
>>157019694
Why the fuck are you so scared of programming?

You don't have to go full C++/SFML you know. If you're trying to get over a fear of programming, I highly suggest the Ruby language. It's basically designed to be fun to program in. So that comes at a cost of having some spaghetti-tendencies for bigger things, and being a bit slower, and not being a compiled language.

But get over your fear of programming friend, you're only doing yourself a disservice.
http://tryruby.org/levels/1/challenges/0
>>
>>157020185
https://www.youtube.com/watch?v=3Zq1yo0lxOU
The only reason I don't directly mention Fusion from the outset is that people here tend to ignore posts about it. I've seen a few posts here and there, probably all people who got it from humblebundle like I did, but no real discussion.
>>
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I'LL KILL YOU AND EVERYTHING YOU LOVE UNLESS YOU SHOW ME YOUR GAME RIGHT NOW

IF I LIKE IT I'LL LET YOU GO
>>
>>157020334
>Visual programming gimmicks are still programming.
But I initially asked about programming language, so why are you playing these word games?

>You /v/ shitters need to fuck off
>m-muh /v/ boogeyman

>>157020336
Why do you immediately assume fear is the issue?
I asked a simple question and the thread immediately devolved into defensive shit-flinging. Why the fuck are you so scared of people doing things a different way than you? Hell, people release games made in RPG Maker, and people actually buy those games. It's not a big deal.
>>
you can do it /agdg/
>>
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I'm building a huge asset for Unity VR.
It's going to simplify so much.
It'll have everything from UI interaction to multiple configurable movement styles, to custom input for both the HMD and controllers, and maybe even for drawing in the air.

It'll let retards make VR games, and advanced people do what they want too.
And all the source code is there.

But I have a dilemma.
Do I
>Sell it and make probably $3000-$10000 based off previous assets sold.
>Open source it so that people can start churning out VR games, and adding features to it.

What would you do?
Keep in mind I make 6 figures, so while I'd love to have another 10K (which would get cut to about 5K after taxes), I'm not dying for it.
>>
>>157020552
Because that's what mmf is?
>hb had a sale with it
>literally no one used it before or posted about it
>HOW CAN I PROGRAM GAME WITHOUT PROGRAMMING
>n-no I'm not from /v/ i swear

If you want to make games, learn to program. Otherwise the hobby is not for you.
>>
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>>157020461
>>
>>157020552
>Why the fuck are you so scared of people doing things a different way than you?
Don't u know most people on /agdg/ have autism?
you need to learn to filter out shit posting yourself.
>>
>>157020594
But I can't, I'm an art/writing fag and my only attempt at learning a game-making language ended terribly.
>>
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>>157020461

Uguu~

>>157012418

2^3-chan's /agdg/
>>
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>>157020594
>>
>>157011184
this game is like 4 years old, yet its still shit.

why?
>>
>>157020461
>>157010945
>>
>>157012418
start posting in the /vg/ one pls
>>
>>157020805
>hb had a sale with it
>literally no one used it before or posted about it
What does that have to do with anything?

>HOW CAN I PROGRAM GAME WITHOUT PROGRAMMING
That's not what I asked. I asked how difficult it would be to make a particular game in an engine that doesn't involve programming LANGUAGE.

>n-no I'm not from /v/ i swear
>m-muh /v/ boogeyman
>>
why can't I just be like, "Computer, I want a jrpg with elements of cave story and survival and crafting"

this shit is gay I'm not some human calculator egghead programmer
>>
>>157020786
Just sell it. <$100 pls
>>
>>157020889
You mean with programming? Is there something you don't understand? I'll try and help if I can.

>>157020968
일본 개새끼.
>>
>>157021067
I can start a team and do that.
But first, you need to fund me 500 billions research fees.

No money?
the world doesn't work that way, basement boy.
get out of your mom's basement and get into the real world more often.
or start learning dem programming, nigger.
>>
>>157021114
I was going to do $50.00, though I was thinking of writing a half open source half unity asset networking library for $100.00 which would include info on how to actually set up a server

Do you think a VR bundle asset would be worth more than $50? I might start it higher and drop it. Also, if you're planning on making VR, toss me your email and I can give you one the vouchers when I release it if you want.

It probably won't be done for another 6 weeks due to work/things I want to do. Especially since I'm looking into some new parts of Unity to incorporate that I haven't touched before.
>>
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>>157021259
>get out of your mom's basement and get into the real world more often.
>says the guy in /agdg/
>>
>>157018937
>Unity's physics are just fine if you set it up properly

Point taken. However unity is still shit compared to UE4
>>
>>157021648
>being in /agdg/ means you live in your mom's basement
How long had you been out of touch with the real world?
20 years ago after you left college?
>>
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any musicbros here?

we're looking for a musician. we're paying. We want a N64 style soundtrack (think Mario64/Banjo Kazooie/Yoshi's Story/Kirby). OR the complete opposite and a ambient classical style. my twitter is @diest64 if you're interested
>>
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>>
>>157020786
VR is for nerds right now. It's not something that's mainstream enough to actually care about people churning out VR games.

Just sell it and then use those proceeds to fund /agdg/ games.
>>
>>157021874
Did I strike a nerve?
>>
>>157022068
What I'll probably do is ask reddit on r/Unity3D and r/Vive what would be a "fair" price to make it seem like I'm all friendly, and also to advertise it

Plus they might let me know that I missed something
>>
>>157022058
Fuck that's a good witch. Post wire frame?
>>
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>>157019324
>>157007043
>>157003174
>>157001571
>>156997657
>>
>>157021882
I want to hug that frog a whole lot.
>>
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>>157022453

Im quickly getting faster at modeling, last one took me a month, this one a day
>>
>>157021882
I can in2music sometimes

https://soundcloud.com/jasozz

There's quite a bit of stuff on here, from virtual orchestral to soundfont to electronic, etc.

How many tracks would you be needing?

>>157020461
hey man don't shoot here you go

>>156966969
>>
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>>157022627
there are parts that look like ngons when they are not on Blender wireframe mode for some reason
>>
>>157007868
>>157007740
its extremely easy to apply textures just fyi

https://youtu.be/G4yuZzY5v-E?t=2m4s
>>
Hi AGDG, I have an "idea's guy" sort of question about gamemaker. How restricting would it be to attempt and design a level editor in game maker, one that the player can use for instance?
I have a lot of experience programming, but have never made a game before. I picked up that gamemaker bundle from the sale and did a bit of poking but not much. Would I be better off just starting from scratch if I need to implement a level editor anyway?
>>
>>157022958
I've never made one but its entirely possible. Games like Deadbolt and Gunpoint have made level editors with gamemaker
>>
>>157022958
learn how to use GMS first before you attempt level editor.
It's not restricting at all if you already knew how to make level editor.
>>
>>157022756
cool stuff anon. curious, what are your rates?
>>
File: trees.png (758KB, 1140x760px) Image search: [Google]
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making some autumn trees
>>
>>157023051
>>157023059
Thanks for the info, I'll give it a shot then.
>>
>>157022821
There's an option under propertiers>objects that draws all edges.
How well does it deform?
>>
>>157023585
I dunno, I've never really charged for any of my music. I suppose itd depend on the quantity, length, and complexity of the project. You can shoot me a message on SoundCloud or Itch, or we can start up email correspondence if youd like to discuss the specific music needs of your team
>>
File: Witch.png (120KB, 604x655px) Image search: [Google]
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>>157022821
Here's a witch I made last night. What do you think?
>>
>>157023762
Can I fuck those trees?
>>
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Not exactly what I was going for, but ok.
>>
>all enemies have a 1 handed attack animation
>give a 2 handed attack animation to player

just realized i made my character a fucken pussy being the only guy in the world who needs 2 hands to wield a sword
>>
>>157024513
give player REALLY big sword to justify 2 hands.
>>
>>157024513

Well to be fair, actual good swordfighters would use two hands on their swords, and not to mention in most games the player character kills enemies a lot better then they can kill him, so in reality it's showing his attacks to be more powerful (two hands, kill enemies in one hit) where as your enemies are weakly batting at you with one handed strikes.

Could be an interesting and subtle way to make the player feel like his enemies aren't very strong, if you are going for a large setpiece style fighter or brawling game.
>>
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Is it bad for a vertex to have more or less than 4 edges? I don't have any ngons or trigons, but I have several vertices with =/= 4 edges.
>>
>>157025204
Triangles are normal but more vertices you might need to break them down to edit properly
>>
>>157025204
honestly, you'll never get to facial animations before starting over...its fine
>>
>>157021882
I also make music.

https://soundcloud.com/redbluej

Shoot me a message on soundcloud if you're still looking.
>>
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Which one guys?
>>
>>157023972
Havent messd with weight paint but Quite good, pants need some work

>>157024113
Cute hairstyle, simple dress silly hat
7/10
>>
I love you guys
>>
>>157026015
gay
>>
good luck, but uh, you're not going to make it.
>>
>>157025204
I can't remember the exact term for these, but they can cause pinching in animation. Be weary of this and you'll be fine.
>>
>>157026146
Who said I wanted to make it?
>>
>>157026285
Standard AGDG fud.

Some babies are extremely salty for one petty reason or another.
>>
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>People posting stupid pointless b8 and random off topic posts in an attempt to get more delicious (Yous) and waste everyone's time.

Literally post anything
ANYTHING
relevant.

Post game ideas even, post about game or level design, post about relevant material. Stop fucking shitposting.
>>
What's a more fun system for tower defense?
A preset path that enemies follow, and the player just sets up along that path. Or the enemies go straight to the objective and the player has to set up blockades to control the path the enemies take? Or maybe something else?

I want some tower defense inspiration.
>>
sorry but.... um, don't tell me what to do
>>
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>>157026736
Can anyone tell what this is without being told?
>>
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>>157026736
Actual deving on AGDG? Thats silly.

>>157025769
I also made a new collar. Which one boys?
>>
>>157026943
Looks like a book shelf. At first I thought it might be a shelf full of clothes, but the ones on top don't look like clothes. Then I thought it was like a bunch of mail letters, but they look too thick to be letters. And the open red book made it the most clear that they were probably all books.

In context of the rest of the environment it might be more clear right away.
>>
>>157026943
Looks more like candies desu
A shelf full of delicious candies
>>
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>>157026736

>>157026943
it's a bookshelf, with an open book on the top left and a closed one on the top right
those books look like chiclets though.

http://i.imgur.com/2yWQ8Cn.png
>>
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Still working on a gameplay demo.

Artist is on-board though. See if I can get him to do some lewds.
>>
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2nd try
>>
>>157027537
I like your placeholders
>>
like, I'm really sorry, but i'm not that smart... so i don't, like, get it
>>
>tfw you come up with a decent game idea that fills a missing piece in the gaming industry but you will lack the concentration and discipline to get through with it because you start working on a new project (not just video game) every 2-3 weeks or so without ever finishing anything

ffffffffffffff
>>
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does this look sufficiently memey?
>>
>>157020786
What kind of question is this?
>do I want money or don't I aggy daggy?
>>
>>157019694
>can't program
>wants to create a complex game
hmmmmmmmmmmmmmmmm
>>
How hard is it to learn C++ if you have a working knowledge of C#?
>>
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>>157019694
>without learning any actual programming language
>>
>>157027537
>explosion didnt push the gun towards the character

work on it
>>
>>157026736

ok, how do i balance death penalty and character progression? The two are opposites of the same coin.

Everyone loves seeing (or feeling) numbers go up. It's universal.

Not everyone loves death penalty, in fact it might only be a small percentage of people who understand why death penalty is a good thing. This revelation usually coincides with gitting gud.

So, what's the answer to the ULTIMATE QUESTION : how do I lose nothing upon death and have a strong death penalty at the same time?

See, I told you they were opposites.
>>
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>>157022491
>>157019324
>>157007043
>>157003174
>>157001571
>>156997657
>>
like, um, i don't really understand the question but that's cool!
>>
>>157028072
I'm so bad at art I think it's a bad idea to even try to improve it. I'm more efficient at programming. I'll commission my art or something.
>>
>>157028081
How about after dying multiple times in a row to the same enemy the enemy is now flagged to have a better loot or something to motivate these people to keep going without rage quitting? On the other hand that could get abused.
>>
>>157028156
what's your skype cutie?
>>
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>>157028081
make the thing that is lost external to the character
>>
>>157028186
Well I didn't really mean it art wise but the first explosion happens next to the blue/black thing on the ground (I assume). So you could make it so that depenending on how far from the center of the explosion (but within the range) the item on the ground is, it gets some velocity.
>>
mikayleasky
>>
>>157026943
It's a bookshelf but not a good one. You aren't going to see the tops of the books with the pages like that from that angle if at all. Also the spines would be lined up much more neatly.

Please use references.
>>
>>157028318
oh ok, good idea

I thought you meant the gun my character was holding
>>
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>>157028081

The popularity of dark souls proves that people can and do enjoy games with very harsh death penalties.

The most classic death penalty of all is lost progression, being forced to reload from the start of the mission/chapter/last save is a pretty good penalty.

I don't see why you want to 'lost nothing on death' but also have a 'strong death penalty'- but here is a few ideas.

>In-Game events change depending on your number of deaths or when you die (ie; die during a fetch quest and only get half the reward when you return the item)
>Story penalties (every time you die you get points that add up, at a certain number of points you can no longer get the 'good' ending or your endings are downgraded by one stage)
>Progression lost- checkpoints and save points are spaced out during the game so if you die you'll have to do some stuff over.
>Experience Debt- Instead of taking away experience, you just get a debt that must be paid back. Half your XP goes to the debt while you have it, so you'll level slower and be annoyed
>Item Durability (From MMOs- each time you die your items lost a little durability, making them weaker)

I also had a slightly more unique idea that I've never really seen done in a game before, but you could try
>Humiliation- When you die you are forced to watch some brutal cutscene or better yet have your character defaced next time you play until you complete an appropriate checkpoint. Another idea is a permanent scratch or mark on one of your pieces of equipment, such as an insult towards the player written by a monster that defeated you
>>
>>157028890
you don't really lose shit in dark souls though, humanity is the most precious thing you can really lose on death

otherwise you're basically free to try as many times as you please and only get set back to the last bonfire
>>
does the pixel art style that uses really square-ish shapes with bold outlines have any specific name?
>>
>>156985174
Just didn't like the workflow or the GML weirdness. For such a restrictive language, you don't even get the benefit of garbage collection for data structures.

And the room editor is god fucking awful, I swear. I ended up using a third party tool for room editing.
>>
>>157029147
yeah, shit
>>
>>157027537
Progress yours good.
>>
thanks! haha lol
>>
>>157028478
Thanks for the feedback, but it's just not what I'm looking for, good luck with your game anyway!
>>
>>157029552
Thanks for the shitpost, but it's just not what I'm looking for, good luck with your game anyway!
>>
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>>157027270
>>157027342
>>157027348
>>157028478
Is this any more clear?
>>
>>157029201
this
>>
>>157029815
>>157029201
All waterpaint is shit. Kill yourself if you are making art with waterpaint.
>>
>>157029763
No, it's not clear. What's it supposed to be? A rack holding a collection of mens ties?

A woman's panty collection? You could use it for that, if she were an exhibitionist/slut.
>>
wow uh that was kind of mean!! but i can see why you think that
>>
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>>157029763
Why are the shelves curved? Why doesn't the wood have a wood texture? I feel like those are the two things that prevent me from seeing this is a bookshelf right again.

Also I feel like just having non-legible but clear writing on the spines would help show they're books.

Also how're my models.
>>
>>157028065

>I'm going to make an MMO that words words etc

This one is spot on. Why is it always fucking rookies that want to make MMOs
>>
>>157030123
lol
>>
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hey aggy do you remember me?

took 3 months to make progress please be gentle
>>
>>157030286
cool
>>
>>157030286
Dont know you, but the gameplay looks tight, nice
>>
um, nice one, but i don't think you have what it takes!
>>
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What's up you meme loving fuck?
>>
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>>157030286
Awesome, I love that mechanic
>>
>>157028890
>dark souls
>very harsh death penalties
Dying literally means nothing in Dork Souls.
>>
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>>157030014
Rude.

>>157030123
Shelves were curved for "Muh style" I guess I took it a bit too far.
The wood has a texture, but it's placeholder.
Non-legible writing was something I was going to do once I textured the bookcase itself.

As for your model, the transition from the metal to the emission is too strong.
Not exactly sure what I'm looking at either, is it some kind of armor?
>>
>>157030286

>that art style

absolutely adorable, what engine are you using for this?
>>
Why is blender pack UV Island so shit?
>>
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>>157030730

Perspective is off.

Books need to be uniform on the bottom and top, ideally having each shelf the same height. Because the player is looking down, you don't need books sticking out.

I was not able to tell what it was until I read your post.
>>
>>157030730
Part of your problem is that your books do not 'sit' all on the same plane. Books are of varying height, but they all typically rest on their 'bottom'. If books in your world sometimes 'rest' at the top of a shelf, well, I'm not sure how to make them clearer other than putting labels on or somesuch thing.
>>
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>>
>>157031154
Perspective is supposed to be off, there's literally no way to make it work with a working perspective.
>>157031287
I can align them all to have the same "resting spot" the idea was that some books are more shallow than others, and thus, pushed further back.
>>
What do you guys use for recording webm's?
>>
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>>157031480
Forgot image.
>>
new thread when?

>>157031649
>6 months ago

fraps + webm for retards (gui for ffmpeg)

>now

open broadcaster software + webm for retards
>>
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>>157031480
Ah. Well, you can do that - but realize that at this resolution you're showing more of a symbol for your objects than a 'full description'.

The 'symbol' for a bookshelf, as most people would imagine it, would be a book case with books neatly stacked, mostly of the same dimensions, and typically noncolorful (or mostly uniform in color) with labels on the spine. You don't *have* to follow that symbol (I didn't for DiM, see attached pic) but the more you drift away the more likely you are to cause symbolic confusion ("Maybe it's a bookshelf - but maybe it's also ties, or wind chimes, or four rows of xylophones") - and so the more clear you need to be in other ways that these are books.
>>
new thread

>>157032123

>>157032123

>>157032123
>>
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>>157031874
>Ah. Well, you can do that - but realize that at this resolution you're showing more of a symbol for your objects than a 'full description'.

This is actually really good advice.

I'll try to keep it in mind for future objects.
>>
>>157032161
Thank you. I try to help folks the best I can when I can in these threads. I've had to learn a lot of these things through failure so hopefully I've saved you a few annoying/painful hours of 'why won't this look right'.
>>
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>>157031024
background color implies he's using GM:S
>>
>>157032573
(You)!
>>
>>157032708

I'm always pleased to see people making fucking rad shit using GM:S
>>
(posted this in the new thread but maybe someone here wants to help :)

So I want to create a basic flashlight effect for a topdown 2D game, but I'm not sure how to best go about it.
I've done lighting shaders in 3D in the past so I have a basic understanding of how it's done, but how to translate that to 2D with no real geometry?

I have two ideas of how to do this:

1. cast rays from the light position in a cone shape and generate points where the line either a. meets a wall or other light blocking object, b. reaches some maximum distance.
Then use those points to create a polygon that will be the illuminated area and simply draw the rest of my scene darker outside that area.

2. create pseudo 3D geometry for my walls and floors and then use a traditional spotlight shader to determine the illuminated area.

I'm leaning towards option 1 for the sake of simplicity, but is there a better way to do this?
>>
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To whoever was complaining about my shield effects yesterday.

Bubble is the basic, but there will be many types.

http://www.fleettacticalcommand.com/2016/10/this-is-shield.html
>>
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>>157019663
Thread posts: 792
Thread images: 159


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