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/agdg/ Anime Girls Develop Games

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Thread replies: 750
Thread images: 136

File: 1315367446956.png (88KB, 293x251px) Image search: [Google]
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> Halloween Jam 2016
itch.io/jam/agdg-halloween-jam-2016

>Lewd Jam
itch.io/jam/lewd-jam-2016

>Demo Day X
itch.io/jam/agdg-demo-day-10

> Helpful links
Website:tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/X6fLvtzA

> Previous Jams
pastebin.com/qRHNpCbZ
>>
First for we need to make a list of the ongoing greenlights
>>
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Its time bokube gains some stealth gameplay.
>>
Has anyone from AGDG streamed themselves while they make game? Do you think it would be a good idea?
>>
anime is killing gamedev, start the purge
>>
>>157129131
one guy used to stream himself making a different small game every night

he did it for like a month then I dunno what happened
>>
>>157129131
Bokudev streamed until people bullied him for his workflow and polycounts.

>>157129125
>>
>>157129210
>workflow and polycounts.

Which means he was doing something wrong, he should do like rotatedev and learn from bullying.
>>
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Daily reminder that the guy posting as Boku now is an impostor.
>>
>>157129356
RIP in piss boku
>>
So this is kind of a dumb question but;

If I want to make a character that occasionally blinks; I'm guessing I wouldn't put his eyes in his UV texture for his model, and instead have them be some sort of object in the game engine that can blink occasionally? Because I'm guessing the texture would be totally static right?
>>
>>157129420
You have to do the same you do for mouths, blendshapes.
>>
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>>157129356
>>157129386

Try harder to pose as me nodev IDIOT.
>>
>>157129353
Also "Monica" isn't even a real person anymore, the guy who used that alias was the second owner of the "company" but already left the job.
Many chinese companies use western names, especially women, to lure devs into thinking they have a concrete opportunity overseas.
>>
>>157129568
China is not called the con man's paradise for nothing.
>>
>>157129551
How about you post your other game "Boku" ;)
>>
>>157129551
Where's your game?
>>
>>157129551
Just because you have his source code doesn't mean you are him, try harder.
>>
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>>157129551
the gaem knows the truth
>>
>>157129131
Any anonymous streaming websites?
>>
>>157129859
>I can't make a fake account on twitch
>>
>>157129904
Fake accounts aren't anonymous
Also twitch doesn't allow porn
>>
>>157129551
That screenshot had a webm showing stuff only Boku or someone with his game project could show, you are clearly not him.
>>
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>>157129140
>>
Anyone here done any work on Endless Sky?
I'm having trouble with compiling.
>>
>>157129959
Why would anyone make an anonymous stream site dude, just use a fake name and don't show your face, http://picarto.tv/ allows porn, maybe use it.
>>
Tell me to make something in Blender please. Preferably, a non-living object.
>>
>>157130024
>Endless Sky is a 2D space trading and combat game inspired by the classic Escape Velocity series. Work your way up from a relatively wimpy shuttle, cargo ship, or fighter, to a highly upgraded and customized flagship or to a massive fleet of warships or freighters.

??????
>>
>>157129131
back in the day, agdg used to have google hangouts and we had +5 people all dev streaming at once. you could easily switch between screens to see what everyone was doing.

i dont know why it stopped.
>>
>>157129960
>>157129764

Source poster please stop.
>>
>>157130096
It's kind of shit, but it's open source and has potential to not be shit.
>>
>>157129356
wtf are you on about the game in that pic isn't even bokube
>>
>>157130218
Yeah that is waifu block dev.
>>
>>157130103
rotatedev became a tranny prostitute, motavio lost his house, gogum became bitter after the failure of his RPS game, mothdan deleted all the internet stuff about him and prob commited suicide, hoopo became rich, lolidev was attacked and rarely posts, others now use reddit instead of here
>>
>>157130254
I thought they were the same person!
>>
>>157130372
Its bokudevs alter-ego.
>>
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>tfw you will never be famous and gossiped about in the threads like these other people
>>
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>>157130418
>>157130372
>>157130254
>>157130218
>>157129852
>>157129764
>>157129721
>>157129687
>>157129551
>>157129356
>>157129125

FUCK DO WE HAVE TO MESS WITH EVERY YESDEV THAT COMES HERE? THIS IS WHY THEY LEAVE US.
>>
>>157130306
sad but expected.

> lolidev was attacked and rarely posts
he just posted last thread like 20 times
his shitty game just wont go away
>>
>>157130575
He just came back tho, he essentially didn't post from the start of the year until recently.
>>
>>157130518
Where is your game?
>>
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if random monster dev is still here, I made a little demo for your planet spawning code, let me know if I should share it.
>>
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What do vertexAttrib things do in WebGL?
>>
They set vertex attributes, like texture coordinates and colours.
>>
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Take a look at my WoW killer ;)
>>
>>157131128
wow is already dead, fagget.
try again
>>
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>>157131128
It looks very nice!

I fixed rendering of maps that are smaller than the screen.
>>
Do you ever get so hungry, but you're too lazy to buy and make food, so you just rub your hand on your unwashed testicles and smell the smegma so you're not hungy any more?
>>
>>157131264
That's some YESdev shit right there
>>
>>157130495
Make a game which either triggers emotions (anger or joy) or dicks.
>>
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Base model for my HJ game finished more or less. I'll add the hai later, then I'll rig it and move on to the coding.

I was also thinking of making a Memory game with a halloween theme, maybe I'll give that a try too if I have time.
>>
>>157131551
breast is 2 small ;)
>>
>>157130103
Attention whores probably ruined it. Last time I saw an agdg stream it was cringy as fuck. The guys on it were literally discussing who was the cutest amongst them.
>>
>>157131710
I know. Delicious Flat Chest is the best kind of chest.
>>
If anyone wants a tune for their game hit me up

Rate is €10 to €20 depending on the scale of the song amongst other things

https://soundcloud.com/prutte-1

prutte94(at)gmail.com
>>
>>157131998
nice kazoo covers
>>
>>157132119
Thanks man, they're my Magnum opus
>>
>>157131084
I know what a vertex attribute is, but there's lots of imperitave functions.
And it's nigh impossible to tell what imperitave functions do.
>>
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Didn't get much done today but I did tweak turn-based mode a little. Enemies now move twice as fast in turn-based mode, and the distance they're able to move is based on their movement speed rather than a fixed value. I also doubled the time a turn takes when walking (to 2s). Basically this just means that if a goblin's speed is 5m/s, in 1 turn they'll move 10m at a rate of 10m/s.
>>
I'll see you on the other side /agdg/
dev fast, dev hard
goodbye
>>
>>157132613
IT'S BEEN A LONG DAY
>>
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I give up.
>>
>>157132659
WITHOUT YOU MY FRIEND
>>
>>157132787
Looks promising. Is it for a horror game?
>>
>>157132787
anon
it's perfect
>>
>>157132787
Hold Shift to smooth some of that out
Use smooth during your work flow too. Sculpting is not the easiest thing to do, but keep at it!
>>
>>157132867
It's supposed to a normal human face.

>>157132881
Fuck you.
>>
>>157132971
Why are you trying to pretend to be me?

>>157132959
Nah, I'll just stay in my comfort zone, and stick to environment poly modelling.
>>
>>157133043
How much?
>>
>>157133106
What.
>>
>>157133128
To make models.
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>>157133163
Two and a half.
>>
Hey guys how do I make a windwaker in Unity? I have Unity 5.2f personal edition.
Where do I start?
>>
>>157133245
Open Unity.
>>
Lets assume I have a lot of units that need to move to a certain location, would it be a good idea to mix some variant of A* with vector flow field pathfinding?

What I mean is, whatever variant of A* finds the path to the destination ignoring smaller obstacles (e.g. a man sized rock, a small house, etc.), then it creates a vector field of a certain size around the path, this vector field is then what takes care of avoiding other units, small obstacles, etc.

Pic related is an example, 1 and 2 are start and destination respectively, blue is the path found by A*, green boxes are the vector fields it would generate along said path, red are large obstacles that the A* worries about (mountains and whatnot). Should be doable right?
>>
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>>157133374
Forgot pic.
>>
I want (in Unity) to reset an object's position to its initial value when it reaches a certain point. I have gameobjects to denote the location where it should start and end. Tried using a trigger collider to detect when the object reaches the end point, but it's not detecting. I read over the trigger collider documentation but I don't see anything wrong, I have all the needed parts.

Maybe I should just use a different method to detect when the object has reached the end point?
>>
>>157133203
25 dollars per model?
>>
>>157133374
Is the environment discrete or continuous? Do you have int's as positions or floats?
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>>157133374
Why not make one of them the leader and the rest just follow?
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>>157133685
I'm sorry I'm still kinda new to this, what is a continuous/discrete environment? I'm using floats btw.
>>
>>157133668
I did't understand the question, sorry.
I haven't done any freelance in a while, just working on personal stuff. You'd probabably be better off finding an artist somewhere else.
>>
its been a long day, devving is hard

stupid me can't figure out how to isolate individual mesh vertices

I mean I can get all the vertices for the whole model but because I can't extract each mesh I can't do proper intersections
annoying and seemingly easy but I just can't fucking do it
>>
>>157133685
The environment is continuous, gameworld positions are floats. However as far as A* is concerned, I'd generate a grid for it where positions would be integers, for anything else I'd need to use any-angle pathfinding I think.

>>157133725
That would work only if it was a conga line. If only the leader is concerned, then the rest of the formation/group will simply ignore or get stuck on nearby obstacles that the leader avoided. E.g. if they are moving through a field of medium-sized rocks the leader would go about his path while the rest of the guys walk straight into the rocks. The vector field would take care of that instead, finding a path for everyone. They do all follow the leader as far as A* is concerned (the long distance pathfinding).

The vector pathfinding is O(1) with entities but O(n) with field size, which is why I want to use A* for the long distance path, let the vector field work out the details along that path.
>>
>>157130518
wait so is it bokudev or not?
>>
>>157133782
Discrete is when you can move one tile/block at a time and you cannot be between tiles.
Continuous is when you don't have tiles and you can be at any real-valued position you want and moving from A to B doesn't have any "steps".

Unless units can pass through each other, in both cases, if you want the path for every unit to be optimal (that is, shortest path possible), A* isn't going to cut it. A* would work for one unit only if the environment isn't changing. The starting position for each unit is also different, and they can't all end at the same location.
>>
FUCK ME.
I spent about 8 hours just to do a collision for AI, and it din't even work perfectly!!

Any GM:S dev that uses GM:S 's path finding (grid & path)?
I wanna asks that
How do you get accurate path_position?
using path_position = path_positionprevious doesn't work because the path_position accuracy is too low, it doesn't change every step if the distances traveled is less than 1% of total.
>>
>>157134090
A* will be on a grid. A* in this case wouldn't pathfind much really, what it does is find a path along which the flow field will pathfind. As far as optimal path is concerned, when we're talking a 1km path for a group of units who are all within a 5-10m radius, they can be considered a single entity and the A* path found for one unit will not differ from the path for any other unit in that group (or it may in very rare occasions that can be discarded).

Units passing among eachother, changes in environment, etc. would be handled by the flow field. There is the issue of large changes cutting off the path A* had found, however I could simply recalculate the A* path from the units current location when that happens. i.e. when flow field notices the current destination (which is where the A* path leaves the flow field bounds) is unreachable, call A* again.

This is the theory at least, I'd have to implement it.
>>
I just made a patreon
>>
>>157134573
I wish I had a patreon and made lots of money
>>
>>157134613
well you can do at least half of that
>>
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I'm planning to make an online quiz game and I was wondering something.
I'm aiming to make it a 3 player game, 1 player makes the question, and the other 2 answer them, and after each question the players switch roles.
My doubt is, should there be as many answers as the players answering them or more?
>>
>>157133340
okay, what's next?
>>
>>157134737
start hormone replacement therapy
>>
>>157134298
Is really path position not accurate?
You could calculate the position it using path_get_length, and the speed you are moving at, but that could be exactly the same thing GM is doing to get path_position too. We will have to experiment with that.
Also don't use the Step event of that kind of shit, use Begin step or End step instead
>>
>>157134298
>I'm trying to make complex stuff in GM
>It's hard and doesn't work

I wonder why!
>>
>>157134871
>Is really path position not accurate?
i think so.
my character's path_position will only add 0.01 every few steps.
but my x&y changes in that every steps.
i think the path_position is a percentage of walked_path.
>>
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>>157134476
Lets assume each unit is represented as a circle and two units cannot overlap.
You need to be able to solve cases like pic related.
Green unit wants to get to the green dot, red unit wants to get to the red dot.

The shortest path for green, ignoring red is to go upwards.
But if red cuts him off, green will have no way to get to the green dot and will have to go back and all the away around.
Green needs to be able to calculate predict what red will do before deciding if it goes up or down.

The red can decide to wait for green to pass him, which makes both units finish faster, or he can be selfish and just get to the goal, blocking the green off.
It all depends on the utility of red. If red's goal is all units get to the finish as fast as possible, he will wait. If his goal is for him to get to the finish as fast as possible, he will block off green.

Green needs to know what red's goal is, as well as his max speed in order to make an optimal decision.
>>
>>157134971
So, if i changes to Unity,
I will have to write A*, and do the path finding, characters moving, etc by myself.

which i can do so in GM too.
But i'm just using GM's path finding because i don't wanna do everything from scratch.

You nodevs need to leave.
>>
>>157135032
Not him anon but flow fields take care of most of this stuff, see Supreme Commander 2's unit avoidance, embed related
https://www.youtube.com/watch?v=jA2epda-RkM

I'm going to assume by his posts that he's working on a strategy game, so tight cramped corridors are unlikely.
>>
>>157135117
There are multiple A* implementations free/paid on the asset store and github, pick one and increment it or just use it as base for your own.

Check this: http://unitylist.com/browse/all?search=astar
>>
>>157135117
>I'm a baby I need GM :,(

Kill urself, and how dare u call others nodev when all u have are images of failed ai
>>
>>157135294
t. engine dev
>>
>>157135350
agdg = amateur gamedev general

No enginedevs allowed here scrub unless u have a game with it
>>
>>157135450
Where is your game?
>>
>>157135294
where's your game?
>>
>>157135509
>>157135510
holy shit, he's indeed a salty nodev that tried to bring people down!

most devs might abandon their project half way,
enginedev might take forever for small progress,
but nodevs will take forever and never will have any progress.
fuck all nodevs!
>>
>>157135217
Flow fields are just an optimization. If your AI knows and predicts the future for all units based on their utility, the path it will chose will be better than flow fields. The problem is with the amount of computation necessary. But you can't know until you've written it down and tested it. Once you have a proper AI that can optimally solve problems like that (red waiting for blue for example), then you can deal with optimizations like flow fields.
>>
>>157135762
Where is your game?
>>
>>157135762
How is using GM enginedeving tho?
>>
>>157135851
oh wow, he's still on it.
Somebody stop this hothead from further shitposting~!

>>157135913
i believe GM would be "most devs"
Not sure why you would thought GM is enginedev
>>
can someone pretty please explain how a computer renders an index buffer and a vertex buffer? I have a complete set of both but I have been unable to piece them together to figure out what the fuck is going on in my meshes
>>
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Anyone have a guide to getting this art style down?
What are some games with a similar art style?
>>
>>157137718
its just low poly
>>
>>157137718
You just do lowpoly with very angular shapes so that you can easily keep the pixel density uniform and then draw straight lines for the textures.
>>
>>157137718
What part specifically is confusing you?
>>
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>>157137718
>low res textures
>high res AO
>>
>>157138045

I like it.
>>
>>157138045
what is AO ?
>>
>>157138487
ambient occlusion
>>
>>157138045
>anime girl blowing a trumpet
What did he mean by this?
>>
>tfw too intelegent to use game maker

if target != undefined
if point_distance(x, y, target.x, target.y) < range

Why is he still complaining that I am accessing an undefined object in the second line when the line shouldnt even be executed in the first place.
>>
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>>157138880
who knows
>>
Fuck, four hours left in the Clickteam bundle.
SHOULD I OR SHOULDN'T I
>>
Shouldn't you add some sounds to your game?
>>
>>157139052
Don't
>>
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>>157139024
>>
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w i d e s c r e e n
>>
>>157138958
in GML all variables have to be defined; they're either a real number or a string.
You can use the noone keyword, since most instance functions return that if no instance of that type can be found. (fun fact: noone is just a constant for -4)
>>
>>157139121
Fuck you dead old man, it does matter.
>>
>>157139173
boop
>>
>>157138958
'undefined' is not the same as null
>>
>>157139158
What is this?
>>
>>157139173
Makes it work. Thanks, man, I appreciate it.
>>
My game wants to go open source. I'm nervous but excited!
>>
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>>157139419
>My game wants to go open source
>>
>>157128986
You forgot some links!

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

> AGDG Chats
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>157139521
none of those links are useful
>>
>>157139121
This is how I see all GM games. I mean, I just don't get it when they say they're devs.
>>
>>157139419
maybe things will be different for you but I went open source with a game and it was a mistake. Things were never really the same between us. One dev in particular really took her as a pet project. It was like I didn't know her anymore.
>>
where are my fucking yous
>>
>>157139521
>Autism: the post.
>>
>>157139542
You're not the only person here.

>>157139593
At least I'm not that guy that quotes the entire OP every time he has a fit about there being too many links.
>>
>>157139483
Red flag right there. Dump it before you turn into a cuckdev.
>>
>>157139646
>You're not the only person here.
You are not either.
I agree with the rest of your post, though.
>>
your open source game could create the next notch
>>
Please give me an idea that will make me some money, im so sick of being a poor neet, and yes i have tried to get a job
I want to put these skills that i learned to use
>>
>>157139753
Make one of those multiplayer survival/zombie games, but which isn't broken as shit.

I don't think that has ever been done
>>
>>157139753
Literally any meme game.
>>
>>157139753
Alright, since I feel for ya here's a good one:

depend on discipline, not motivation. Develop a marketable skill. Make video games as a hobby.
>>
>>157139753
>and yes i have tried to get a job
Keep trying. If you don't have perseverance for that you have no chance in gamedev.
>>
>>157139753
>>157139926
For example, how about a scrabble dating sim?

You have to play words that will get your date to fuck you.
>>
>>157139930
>forcing yourself to do something you don't want to do

discipline is the worst meme
>>
>>157140445
>thinking discipline necessarily means you don't want to do something
>having that limited scope of what "enjoying something" is
sheltered millennial/"underachieving" snowflake/failure manchild detected
>>
>>157140445
Delayed gratification man.

You might not specifically enjoy the thing you have to do now, but you want the result.
>>
>>157140445
So if I don't enjoy working I should stop going to work and die frum hunger?
>>
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>>157128986
Want to learn DX11
Why is it so difficult?
>>
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Still need to add a few more actions to the characters, redo some animations and shit, but it's going somewhere, slow and steady

Also, fuck the 3mb limit
>>
>>157140813
If that's actually yours, it's pretty cool. I love how they hold on to each other when climbing and grabbing the ledges.
>>
>>157140971
>If that's actually yours

How dare you even say that, where is your fucking game?
>>
>>157140971
Yes it's mine. I'll post the attack stuff I have soon (never made webm's before, so I'm like pretty confused on what I'm doing here)
>>
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Daily reminder that Gamemaker is for kids, yes some kids do manage to get money with it but they are still kids.
>>
Where all the boat games

https://www.youtube.com/watch?v=cmFh60wLjxw
>>
Okay so. In a game you usually have a class hierarchy of Entities.
abstract class Entity;
abstract class Damageable; // Has methods such as dealDamage(), getHealth(), setHealth(), etc...
abstract class Glowable;
abstract class Tameable;
And concrete classes that implement a few of those:
class Troll extends Entity, Damageable;
class MagicalFly extends Entity, Damageable, Glowable;
class Cow extends Entity, Damageable, Tameable;
class DroppedItem extend Entity;

You also have somewhere a list of all entities that are in the game currently
List<Entity> entities;

Now lets say you want to drop a nuke somewhere and find all damageable entities in a radius.
You go through all the entities, every entity has a location so you can find out if they're inside the blast radius.
But how do you know if they're Damageable? Instanceof in java or dynamic_cast in C++ are considered bad design.
What else is there?
>>
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>>157140813
>Also, fuck the 3mb limit
>>
>>157141053
>nodev pretending to be dev replies acting like an asshole
>>157141142
>actual devs replies like a human being
Every time.

Remember kids, when you ask a question to a dev and he sounds like a jerk, it's a shitposter impersonating him.
>>
>>157141189
n8 b8 m8 I r8 8/8 no h8
>>
>>157141327
where is your game tho?
>>
>>157141309
I love this. Does it have a name?

>>157141327
This should be the first post on every agdg threads.
>>
>>157141390
Same place as yours :^)
Actually I just started working on my HJ game, see >>157131551, but I'm currently trying to think up how to make a quiz game
>>
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>>157141516
That 3d model truly is an amazing game anon-kun ;) here is my game.
>>
>>157141309
Ok, I'm retarded and this "no audio stream"is fucking with me. I got rid of it for that first webm but I can't fix the second one to post. Help me out senpai, what do?
>>
>>157141189

Perfect, video games are for children
>>
>>157141571
Pretty nice anon, congrats.
>>
>>157141587
Use this: https://github.com/WebMBro/WebMConverter

It was made by a fellow dev and has some neat options to reduce size.
>>
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>>157140813
>>
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>>157141603
>You have to be a kid to make good content to kids

Gaymemaker user spotted.
>>
>>157141724
Are you going to make the porn yourself or let the fans do it?
>>
>>157139326
My traffic model / game. I recently bumped up the number of grid cells, and made the grid (approximately) 16:9. I like what the added space adds to the game, especially when things get really crowded and convoluted (you still have to think about space management, but it extends the point at which the game becomes crowded and virtually impossible to progress; a de facto "end" to the game).
>>
>>157140813
>>157141724

That's all I have to show right now. Will start working on basic enemies today.

Anyone have any nice ideas for a health system that's not the usual "get hit, lose HP, lose all HP, respawn at checkpoint"? Wanted to do something more appealing
>>
>>157141773
>gaymemaker
>pepe
>shaming devs
nodev spotted

>>157141724
Do you have a blog or something where you post your art? I'm loving your animations.
>>
>>157141189
Ahh yes, I knew the recent sale would prompt anti-GM shitposting on /agdg/.

By the way, where's your game?
>>
>>157141854
We're on the internet, making it myself would be disrespectful with everyone else

>>157141956
Not yet, but I really should make one. When I do I'll be sure to post it here
>>
>>157142031
Neat. I'll be sure to catch it when you do.
>>
Is anyone looking for an artist? I promise that I'm not just memeing.
>>
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Remember to join Halloween jam!
>>
>>157142321
2D/3D?
>>
>>157139675
>supporting free-and-open-source software somehow makes you a cuck
>yet supporting the system that lets corporations do whatever the fuck they want with your machine/software/rights doesn't
Pls /agdg/
>>
>>157141773
dumb rightwingsupremacyposter
>>
>>157142321
What program do you use to make art?
>>
>>157142438
I know where this is going..
>>
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>>157142367
I 10x better with 3D

>>157142438
Blender and Zbrush
>>
>>157142485
Sorry I felt like memeing.
>>
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>>157142517

That's certainly some character art you have there, sport.
>>
>>157142596
I told you I'm worse with 2D ;,(
>>
>>157142517
You should probably post 3D then
>>
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>>157142517
>>
>>157142367
2D mostly

>>157142438
It's none of your business codemonkey

>>157142517
This isn't me
>>
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>>157142636
>>
>>157142629
>>157142746
This isn't me
>>
>>157142517
As a transmsaculine genderqueer I feel save playing your game. Thank you for the inclusive devving <33
>>
>>157142804
Post your art then.
>>
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>>157142746

Nice buttcheeks
>>
>>157142423
A game were you are a joke and you try to hit anon but he keeps avoiding you somehow.
>>
Why are you neglecting your sound design?
>>
>>157142901

I'm deaf, I'm using sign language right now to type this out.
>>
>>157142956
But how do you use sign language if you can't see your hands
>>
>>157143010
>>
>>157143010
I'm using my voice to make the sign language.
>>
>>157143010
He hears them of course.
>>
>>157142843
Not if you don't have a game sorry
>>
>>157143218
I thought you said you weren't memeing.
>>
Do you guys remember the song Chocolate Rain
>>
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Hey guys, we just started shooting some live action scenes for our game. We are so fucking happy!
>>
>>157143550
Yep, I miss the good old times.
>>
>>157143605
>literaly making a movie
might be the only sucessfull game in here
>>
>>157142901
Busy trying to make songs
>>
>>157143605
If you need a composer, I'd love to help out.

here is my Soundcloud https://m.soundcloud.com/matthewjvince
>>
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rate my MC
>>
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>>157141309
>>157140813
Neat!
>>
>when you refactor your code into a work of art
>>
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I have added a medic that can heal.
>>
>>157144227
>when you refactor your art into a work of code
>>
>>157137718
I don't have a guide but I can post some of the textures if you want?
>>
Is itch.io loading for you guys? For some reason it's not loading for me.
>>
>>157144430
Yep
>>
>>157144430
ye
>>
>>157144430
Ya
>>
My game said we should start seeing other people :(
>>
Provide halloween game ideas
>>
Any musicbro want to try making a short themesong for me?

The lyrics should be "Interior Crocodile Alligator -- I drive a Chevrolet Movie Theater"
>>
>>157144473
>>157144476
>>157144647
weird, it's not loading for me. Every other website works fine.
>>
>>157144792
Here you go buddy
https://www.youtube.com/watch?v=8FjywBCv_8E
>>
>>157144430
hai
>>
>>157144737
>Getting cucked by your own game

That's kind of pathetic, senpai.
>>
>>157144238
fix the gradients
>>
>>157144004
>mfw there hasn't any been new pic of this guy since 2008
>>
idea guy here

your game is exclusive and costs $10000
>>
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>>
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>>
C-C-C-COMBO BREAKER!!!!!!
>>
>>157141264
Good water is hard
>>
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>these vintage memes
>>
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>>157146330
>>
So how does LOD work exactly? Do I really just compute the distance of each object to the camera and hide the mesh or change it to a lower quality version?
>>
>>157146059
https://en.m.wikipedia.org/wiki/I_Am_Rich
Already been done. Your work is trash, kys
>>
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>>
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>>157146779
>>
this thread really takes me back
>>
>>157146560
Most engines do it by screen space scale instead of distance but yeah that's basically it.

If you can afford to draw both at the same time then a fade effect is also good.
>>
official agdg flockdraw

http://flockdraw.com/2lbpwd
>>
wheres your engine
>>
>>157147373
>enginedevving still
It's time to give up your soul crushing dreams, just like make game
>>
>>157146637
no it has not
that was a shitty app which sold for $999
i'm talking an actual video game selling for $10000
>>
A Dark Souls game where everytime you die you need to rebuy the game for $0.10 more.

Starts out at $0.
>>
>>157147727
Oh come on, make it a little bit more fun and cash grabbing.
>>
So it begins
>>
>>157147936
loli witch mc?
>>
Do people genuinely dislike walking sims or is it just a meme?
>>
>>157147970
New Game 2
>>
>>157147991
I like walking
>>
>>157147991
A genre doesn't exist which everyone likes
>>
how the fuck do I use tumblr
>>
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>>157137718
Don't know the name of the art style, but it kinda reminds me of the Pokemon gamecube games.
>>
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I'm gonna make a good game that sells well enough for me to make more!
>>
>>157147991
I'm not sure what is considered a walking sim or not but yume nikki is about walking and theres a lot of pixiv art for it. Ive bought some doujins at comiket even.
>>
>>157148107
YOU DONT
>>
>>157147991
Depends on the game. /v/ simulatenously loves Vanishing of Ethan Carter and hates Gone Home despite them having the same "gameplay."
>>
>>157147991
as long as it's not a david cage ripoff, but without any of the actual gameplay of david cage games
>>
Why does no one use Cryengine?

It's completely free
>>
>>157147991
If you're gonna make one, take pointers from Shenmue 2 on the final disc
>>157148107
>>157148186
It's an easy way to market your game. Just make sure you have a watermark to your social media accounts/company make/whatever on whatever you post there. It's a blog mixed with Twitter
>>
fuck this tumblr is too hip for me I'll just make my own blog
>>
>>157147991
Kinda depends on what you do with it, like everything.

A good horror walking simulator is great. A story about becoming a lesbian at camp is not.
>>
>>157148297
Up until recently (this year) it required photoshop and maya to use at all. It's also not very user friendly still.

Give it a few years and it'll be more popular.
>>
>>157148297
probably due lack of tutorials and good documentations
>>
>>157148297
When I used it a while ago it was really unstable (both in terms of crashing and being prone to corruption) and the workflow for getting models in was a hassle.
You also aren't allowed to use any of their content in a commercial game, and it really lacked any information on making something which wasn't an FPS or driving game
>>
>listening to a literally insane person
>>
>>157148453
Isn't that kinda expected with all engines though?

Even with GameMaker you still need a good pixel program cause their editor is so shit
>>
>>157147991
just make a movie. walking in a walking sim exists solely to inflate "playtime", there's no value. nothing wrong with making an interactive movie.
>>
>>157148605
Photoshop and Maya specifically, you needed plugins to export to the file types that Cryengine likes.

It didn't support standard .obj/fbx for years
>>
>>157148605
Sure, but I can use Gimp/Blender/3DS Max/Paint Tool Sai/etc with Unity or UE4.

CryEngine actually required Photoshop and Maya because they had special exporter plugins for them.
>>
>>157148760
>>157148770
oh

Fuck that. Glad they changed it.
>>
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Hey /agdg, been a little while.

In preparation for Halloween I just released the first footage for my VR survival horror game, I'd be interested to hear what you guys have to say.

https://youtu.be/iTQF_nYzbBo

I haven't been here in some time, any of you working on VR?
>>
Guys, I have an interview this Friday at a place that develops VR programs using Unity. How competent should I be in it to feel like I am being honest that I am capable of being an intern there? I know a shit ton of programming in most major languages.
>>
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please rate
>>
>>157149192
Sprite is nice, cape animation is too stiff
>>
>>157149192
sprite 9/10
animation 1/10
>>
>>157149192
cute, but hard to read
>>
>>157149121
be yourself
>>
>>157149037
Sexy hip sway
>>
>>157148297
Also to add what other anons mentioned, make sure to check their licensing restrictions. Compared to UE4 and other popular engines, Cry seems to be the most cucked and restricted one which made me steer away from it.
>>
just b urself bro
>>
>>157140703
that is an external factor, not forcing yourself

that said, if you're a wagecuck you should probably kill yourself
>>
>>157149583
Dropped cryengine at that time, honestly. Fuck their licensing model
>UE4 5% revenue share and the rest is yours
>Unity (afte UE4 going free, etc and even then some more) $75/month, then Personal (Free), Plus $35/month, etc, etc.

Only options for me are Unity and UE4.
Unity more so, because even with Personal up to $100K, I don't have to do a thing, if I make over $200K, I need Pro, if I make over $100K and less than $200K, I can stick with Plus version.
>>
How much do voice actors cost?
>>
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>>157140808
because of developers

developers developer developers

I LOVE THIS COMPANY
>>
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Would you add a porn game you made in your resume?
>>
>>157148921
they didn't really change it, you still need the maya plugin for

>characters
>vehicles
>bending vegetation
>boolean destruction

so it's still basically a requirement
>>
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>>157147216
>>
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I'm so glad I found the way to make my game fun!

The answer is always: Combine stuff you liked about other games! And then add a little spice of your own.

Where can I get a sprite guy to draw me a neat main menu art?
>>
>>157149808
Addition to this: The only thing I hate about Unity is their still shit networking, personal allows up to 20 CCUs, Plus ups that to 50 CCU. Is this a limit using Unity's MP services and servers or rolling your own, I can't find any info on that it seems.
>>
>>157149982
Only if I was applying to a porn game developer


Then I would kill myself
>>
>>157149982
Only when applying to jew-owned companies.
>>
>>157149558
>>157149659
B-b-but that's not even advice. I will be myself, but I don't want to be a cheeky deceitful cunt. Even though that's how most people are.
>>
post dev music

https://www.youtube.com/watch?v=B-N1yJyrQRY
>>
>>157150080
No, I get uncomfortable because the guy has a 5 o'clock beard and looks like a hobo
>>
>>157150323
https://www.youtube.com/watch?v=60mLvBWOMb4
Currently listening to
>>
I'm listening to ace attorney music
>>
>>157144357
It would be helpful. I'm trying to learn this art stuff
>>
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>>157150483
>>
>>157150323
>that one time I listened to this for 8 hours straight
>>
>>157150638
why so degraded
>>
>>157150323
https://www.youtube.com/watch?v=XHwhKwJypE4
>>
>>157150779
Aryan propaganda
>>
>>157150483
https://www.youtube.com/watch?v=4SKZB5719JA
>>
>>157150873
https://www.youtube.com/watch?v=3EEtoN8KOSI
>>
>>157146779
What do you call coroutines?
>>
>>157150483
https://www.youtube.com/watch?v=vy_xbXIJ898

( ゚ ヮ゚)
>>
>>157148143
MGS2 and MGS3 are probably closer examples, I think. They have more noise in the textures than the one your referenced, but the handdrawn portions are exactly the art style.
>>
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>>157151475
>>
>>157151567
I read an article that says 4chan is dying
>>
>>157146779
>tfw use Godot
>tfw coroutines are possible

who's the meme engine now?
>>
>>157151597
That was just a meme started by crazy feminists whose sole mission is to paint 4chan as a hivemind of hate.
>>
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https://www.youtube.com/watch?v=_mJOU5fwV1Q
>>
we've got to go back
>>
Where's your TGTF game?
>>
what happened to metal gear genera?
>>
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https://www.youtube.com/watch?v=ecYv2js3GNk
>>
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>>157152091
>>
>>157148196
Vanishing of Ethan Carter is at least visually appealing. Treated as a piece of interactive visual art as opposed to a game, and it's great. Gone Home has nothing going for it.
>>
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https://www.youtube.com/watch?v=_JrKIdRMT7s
>>
>>157152515
>no subs
>>
>>157152865
You know the words by haato dess!~
>>
what has happened
>>
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https://www.youtube.com/watch?v=d8ObST9M_ak
>>
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>>157152426
A game about the dogscape
>>
when will anime leave this world?
>>
>>157153383
anime will never leave, 2d is forever
>>
Okay so I compromised a little - Not paying the $15, just $1 for the standard edition.

Not bad.
>>
>>157144238
Does he ever stop healing?
>>
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I did a dog.
>>
>>157153546
sweet, I needed one for my game
>>
>>157153383
Japs served you autistic drones on a plate that you can milk for money. Not that bad of a deal if you ask me.
>>
thanks for the asset
>>
>>157146779
>yfw Unity doesn't have coroutines either
>>
>>157153678
do u want it? u can have the sprite sheet.
>>
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hey new fag to the thread here
how is this general? just time killer or actual help on dev?
webm is my project, anyone else uses godot?
>>
>>157153881
>just time killer or actual help on dev?
depends on whether you're here to dev or to shitpost
>>
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Are any of you working on Molyneux-tier meme ideas or are you guys just keeping it simple?
>>
animedev help
>>
You have made your bed. Now lie in it.

https://www.youtube.com/watch?v=IQ5dSwqSv3s
>>
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https://www.youtube.com/watch?v=J5mVflZodT4
>>
anime was a goddamn mistake
>>
>>157154049
Pretty catchy.
>>
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I'm here again with my title problems. I thought about the setting and story and main themes of my game and came up with picrelated. Is it good? Is it not good? Please vote in this poll - http://www.strawpoll.me/11409496
For the information, my game is a mix of arcade first person shooter, action rpg and exploration game, so I don't need a "mobile friendly" name which explains everything in the title.
>>
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>>
>>157154326
I don't know what it's supposed to be.
>>
>>157153881
There's good feedback/solutions to problems, if you know how to ask and aren't an idiot and actually try. And even then it's not like a magic answer box, but actually it's pretty good.

One thing to check yourself on, if you come around here: the quality of /agdg/ should have absolutely no bearing on your progress.

Let me repeat that for quite a few people in here:

The quality of /agdg/ should have absolutely no bearing on your progress.

But take it for what it is: at times an invaluable resource, at times a themed /b/, at times some of the worst shitposting I've ever seen.
>>
>>157154326
That lettering going just barely above the line is triggering me.
>>
>>157154393
...huh. I can actually solve that. I'm surprised.
>>
>>157154806
If it took you longer than 1 second you're an idiot.
>>
>>157154870
thank god I'm not an idiot, then
>>
Free Halloween jam idea:
3D game where you play as a dog and solve spooky mysteries by sniffing for clues.
>>
>>157154393
the angles don't add up
>>
>>157155225
How does the gameplay work
>>
>>157155195
Nice, you're better than me. I got every angle but that one and then remembered how you actually do it.
>>
>>157155225
>why is every clue in someone's butt, what is wrong with this developer
>>
>>157155225
Wonder how HB would feel about a fan Scooby Doo Game.
>>
Long time no see, /agdg/

Just wanted to let you guys know that i've been working on my engine and It's going very well. still no game

I hope you have a great day!
>>
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does agdg actually believe this shitposter lore stuff
>>
>>157155456
Bokube is a reddit attention whore faggot who can't take this kind of thing in stride.
>>
>>157155451
tell me about your engine though
>>
>>157155456
It is written in the ancient /agdg/ scrolls.
>>
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>>157155451
>>
I'm gonna get some hot chocolate and watch new game 2, who's with me
>>
>>157155345
inner triangle angle sum, my man
>>
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>>157155451
>>
>>157155618
Sure.

Stream that shit.
>>
>>157155625
It's not the sum, it's the fact that opposite angles are equal.
>>
>>157155608
>misaligned pixels
what are you even doing here
>>
>>157155649
stop posting
>>
>>157139191
YOU DELETE THIS RIGHT NOW
>>
there are almost definitely people in these threads who think "the source poster" is behind every piece of misfortune they ever have in life

and that is fucking hilarious
>>
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>>157154006
>>157154621
alright cheers!

so letme introduce myself:
I'm the faggot developing some sort of spiritual successor for the Jack-o-Nine-Tails game
it started off just as a wish to make the same game but with decent coding, to make a bunch of stuff including community contribution easier...
right now I'm in a rut, badly out of time, and with a bunch of stuff to accomplish at the same time
the development was kill for at least some 6 months, but back a couple months I returned to it and got some things done
one of which is almost a complete rewrite of the code, keeping things organized and using a lot more abstraction in objects,
one of the things I accomplished was the granular loading of things, showed in the previous webm

all code is open-source:
https://github.com/Gfurst/Jack-o-Nine-2
if you guys can check it out,
one of the things I miss the most is outside input and help of other developers
>>
>>157155832
nuh uh there's also r*t*t*
>>
>>157155931
r*t*t* is the same person as "the source poster" to those ppl tho
>>
>>157155528

C++/SFML/some Boost libs. Entities and components for easier programming. I'm actually rushing it since a big indie dev event will happen in a few weeks.

>>157155649
the fuck is this
>>
i miss Sea-poon
>>
>going from precious antique memes to identity shit
oldfags come back
>>
>>157156157
I'm too old for this
>>
Do you prefer Godot or Game Maker Studio?

I'm pretty familiar with GM:S, but I'm always up for giving a new engine to me a spin for a couple of days.

inb4 "use unity" "use unreal" "lol engine fags" and "make your own engine you shitposter"
>>
>>157156080
Don't make me post the imgur link, """senpai""". You're on thin ice.
>>
>>157156226
game maker for the drag&drop duh
>>
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>>
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>>157155250
Is that so?
>>
>>157156226
I prefer LOVE to be entirely desu
>>
>>157150116
Don't use Unity's networking. Use Photon.
>>
>>157156080
Tell me about your ECS so I can see how "redpilled" (i.e. cargo cultist in the other direction) you've been.
>>
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>>157156379
>>
>>157156379
Fug, meant to link it to >>157154326
to boost votes (pls don't wish me death)
>>
post slick
>>
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>>157156539
>>
>>157153738
Except it does
>>
>>157156514
Vote in the damn poll, Mado-chan
>>
>>157156615
:O
>>
>>157156662
I was the first to vote
>>
>>157156647
It actually doesn't. It has generators but it calls them coroutines for some fucking reason.
>>
I need to generate a random vector, will irandom() do it for me
>>
>>157156331
....I seriously do not understand this funposting but sure, go ahead.

>>157156489
It's pretty barebones right now. Basic functionality works. Component methods can be called in and out of the entities, stored data can be accessed, etc. Also has an update function that is called every timestep.
...is there anything wrong with this, senpai
OOP is a bad idea for gamedev so ECS is the next best thing
>>
>>157156482
Photon is also shit and has a max. ccu limit. I want something that can let me handle 500+ ccu for some mmo-tier testing and learn more about game networking when I make bot clients connect. I'm not making an MMO, I just want to do some more heavy networking for a MP game.
>>
>>157156748
Let me guess your choice then: https://www.youtube.com/watch?v=P-9lMcKWJwo
>>
>>157156226
I prefer Godot. It's easy to pick up so there's really no downside to trying it out.

>>157156374
Godot has drag and drop too.
>>
>>157156763
epic meme reference my kinsman

>>157156815
>component methods
>>
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>>157156917
>>
>>157156815
ECS is just applying good OOP principles, they're the exact same idea, you should just say OOP
>>
>>157156815
>component methods
You fucked up
>>
>>157156974
How does the scripting language feel to use? I heard syntax for the scripting language it a lot more closer to python instead of JavaScript like GML is. Doesn't it also have C or something?
>>
>>157155715
>tfw i know both those things and I still can't solve it
>also I keep getting the sums wrong
>>
>>157157118
It's really not. The best composition-based architectures don't use any encapsulation. Bad ECS (e.g. what this guy is talking about with component methods) might look OOP and that's what makes it bad.
>>
>>157157164
It's literally 70
>>
>>157157027
>>157157129
(´・ω・`) i didn't know what to call them, theyre literally functions inside the component classes

teach me the ways, senpais. lead me to the light
>>
>>157157269
Components should just be bags of data. Methods belong in systems that act only on a subset of entities with specific components
>>
>>157156379
>Crowded Trenches
>the trench is empty
>>
>>157157161
Yeah GDScript is similar to Python, I like it a lot. Currently GDScript is the only scripting language supported. Visual scripting is being made as well. And C# will be supported in 3.0 release.

You can also make C++ modules if you need to, but you have to compile the engine from source to have your C++ module work.
>>
>>157157269
Components are purely data. Behaviour goes in functions that take components as input and might mutate them (or return mutated copies of the mutated components). Now, you could take any "behaviour function" that operates on only one component and make it a method of that component but I don't really see any value in this.

>>157157385
Why do these so-called systems even need to exist? Behaviour can go in free functions.
>>
>>157157391
You can't see the dead soldiers yet
>>
>>157157385
this nigga is correct

t. someone's that made a flash game that got featured on Kongregate and Newgrounds once
>>
>>157157385
>>157157471

Ah, I get it
I'm trying to program that right now so I can get rid of the component methods because they seemed cumbersome.

Thanks for the heads up, anons. I will remember you guys
>>
basically it's data oriented ECS vs object oriented ECS
>>
>>157157465
>And C# will be supported in 3.0 release.
That's good to hear. I know it's "baby's first language", but for some reason I just don't understand Python syntax very well. It doesn't click right for me, so C# would be very helpful.

Of course I may still give it a try just for fun. How's the documentation? I realize I'm probably spoiled by the GM:S documentation
>>
anime poster is back in action
>>
>>157157471
>Why do these so-called systems even need to exist? Behaviour can go in free functions.
It's fine if they're just functions. If you have some piece of "global" state that needs to be serialized, you need other functions that can access it, and then your system is more than just one function.
>>
>ECS meme
>>
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>>157157736
>If you have some piece of "global" state that needs to be serialized, you need other functions that can access it, and then your system is more than just one function.
>>
>>157157238
Correct
Now I know where I fucked up
>>
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>>157157604
>implying object orientation is ever a valid option
>>
Guys, this is it, I will call my studio

DIMENSIONAL STUDIO

Please tell me if it's gay, or retarded, or something.
>>
ECSs are really confusing
>>
>>157157787
Why does samus have that long hair? Won't it get caught in the helmet?
>>
>>157157745
>"the brain thinks in terms of objects" meme
>>
ecs is not a real thing

except if it is real it is evil and wrong and you need to not use it

except if it is good and using it helps then it its the same thing as oop

just stop talking about ecs well get along

same as global warming
>>
>>157157883
"studio" as a word is gay if you ask me
>>
>>157157883
You're not a studio
Dimensional Games
DimensionalGames
Dimensional Entertainment
Some shit like that
>>
I am a studio
>>
>>157157916
What about it is confusing?
>>
>>157157695
The documentation isn't completely filled it, but it's a lot more filled in than it was a year ago, and pretty much the only things not filled in are things that beginners wont be using anyways.
>>
>>157157787
Obviously if you encapsulate that state in some object then it's no longer global

If you want to have multiple copies of a system operating on different data sets simultaneously, you need to take that approach
>>
>>157157883
>defining your corporation's future by it's current status

literally retarded, name it something that can grow into anything from hair products to dildos
>>
I have a studio apartment
>>
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>>157156424
>>
>>157158158
I would prefer to simply pass that state around instead of arbitrarily saying that "these functions share this state so they should be methods of an object with the state encapsulated".
>>
Hello I am a studio I just transferred here
>>
>>157158286
What the fuck are you doing
>>
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--->> P R O G R E S S <<---

> Arrow showing player movement when over the screen limit (movement won't be allowed for long, but the player can still save themselves in a tight spot)
> Spikes deal damage and look much better than before
> Fixed a few bugs (player being able to just run over single-block gaps, player weapons colliding with skeleton bones)

> Another player weapon, AXE
> Bats now stay perched on the ceiling until the player is below them
> NEW ENEMY, MR. HAND. Chases the player slowly, doesn't give a fuck about walls. Doesn't actually do anything yet besides contact damage.
>>
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I'm falling in love with my own pixel dog... I have to change game idea, i cant kill him.
>>
>>157158367
fixing math for people who can't math
>>
>>157158406
Think though, anon, it'll affect the player more if they can love that dog too.
>>
>>157158369 Is this like a vertical Castlevania?

I like it.
>>
>>157129551
not even trying to hide your samefagging at this point
>>
>>157154806
>>157155625
inner triangle angle sum, my man
>>157155715
>It's not the sum, it's the fact that opposite angles are equal.

BCA = 20°
BDA = 40°
BDC = 140° (180-BDA)
BCD = 20° (180-20-BDC)

I'm calling bullshit, I can't find BDE no matter what.
>>
>>157158369
I hope you give in indicator of when we're getting too high up.
I hate games that just give you an arrow and force you to trial and error the timings.
>>
>>157158732
I'm sorry I'm actually retarded
>>
>>157158158
>>157158292
Actually, now that I think about it more, it seems okay if you have multiple inheritance or don't mind the boilerplate involved in simulating it. If you have two states A and B and some functions use both A and B, you can inherit an "AB" system from the A and B systems and add the appropriate functions.

Though more ideally you would use a state effect (probably a monad) and algebraic effects (or monad transformers, less ideally) to compose two state effects. Or just pass it around yourself instead of creating all this stuff.
>>
gauh stop bein so dumb ugh
>>
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>>157158853
>monad
>>
>>157159085
Triggered?
>>
>>157158853
>>157159085
What the fuck is a monad?
>>
>>157158106
The way everything is spread out it makes it harder to figure out where to put what. And almost all tutorials are OOP so its even harder to find out how to do stuff. And it doesn't help that there are different ways to implement an ECS so even if you find a ECS based tutorial the fact their ECS works differently makes it harder to understand.
The only way I managed to make a state machine was put methods on the component which pretty much all tutorials said it was bad
>>
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I lost my way halfway through so I'll probably redo her clothes as soon as I get an idea on how I want it to look. She's supposed to be a young girl so these clothes don't fit at all.
>>
>>157158717
You have no worth nodev.
>>
>>157159085
Man, Ashley is a cutie. Shame he's the brother.
>>
>>157159129
A monad is just a monoid in the category of endofunctors.
>>
>>157159129
haskell witchery
>>
>>157158827
the important part is that you stuck with it until you got the answer
>>
>>157158581
I'm thinking some sort of scavanger game in a desert. where you walk around, find weapon parts and explore caves (?) with enemies. Nothing massive but a small open world ish game.

I was thinking the dog dies in the end somehow. But i might just make it like Journey where he gets revived and yall live happily until the end of times.

fuck. fucking dogs.
>>
>>157159129
A monoid in the category of endofunctors. Equivalently, any type parameterized over another type equipped with two operations unit and bind which follow certain laws. It's a common interface for many useful things.

>>157159145
I think you just need to learn how to program more independently.
>>
do u use golang senpai
>>
>>157159332
Sounds neat, anon. I like the style of it and the dog is cute.
>>
>>157159332
Games hit people hardest when they really drive home the point that "this is the future you chose."

Give the player the opportunity to kill the dog. And then think of ways to make it hurt.
>>
>>157159162
>living with a daily reminder that you are not your brother

must be nice
>>
>>157159378
>I think you just need to learn how to program more independently.
What
>>
>>157159414
>go
>for games
>or for anything really
"no"
>>
>>157159623
Well it sounds like all the problems stem from having to follow tutorials and getting confused when they don't do everything exactly as you want.
>>
>>157159431
you are cute.

>>157159571
great tip, thanks! Maybe kill your dog and keep all your weapon/skills thus making the end game easier, or spare your dog and make it difficult?
>>
>>157159697
How am I to learn without following tutorials?
>>
>>157159148
cute but something seems off
maybe her hair
the bow needs some kind of supporting ribbon
>>
>>157159915
Use your brain? Figure out how to turn an idea into code yourself? Learn how to program in a more general sense than knowing someone's implementation of someone's interpretation of an idea.
>>
>>157159915
Use the Unity Asset Store.
>>
>>157160053
Isn't coming up with my own solutions to general already solved problems the definition of "reinventing the wheel" though? That seems like a waste of time when I could be using that time to solve problems that are specific to my game.
>>
>>157159148
You really need to get a new style, bunnydev.
>>
>>157158705
Castlevania is an inspiration, yeah, but the gameplay is just gonne be simple "go down, don't die".

>>157158742
Good point, I'll add a timer/ other indicator.
>>
>>157160208
It's not reinventing the wheel, it's implementing a wheel that fits your axle and wheel arches instead of buying a premade wheel and hacking together some kludge to make it fit.
>>
>>157154393
a = 60 right?
Right?
Guys?
>>
>>157159259
What is this category-theory stuff?

I never thought I'd see /agdg/ posting about functors and categories.
>>
>>157160518
tl;dr
Some smart people realized that some things in programming resemble some things in category theory. These people then realized that some other things in category theory could be used for programming.
>>
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>>157159801
>Maybe kill your dog and keep all your weapon/skills thus making the end game easier, or spare your dog and make it difficult?
Fill in all four spaces. Both options should be attractive enough that it feels like the player's own decision, and costly enough that the player wonders what the other choice would have been like.
>>
>>157160361
If you're not coming up with the wheel from scratch you are using more than your brain, a blue print or the like, which leads us back to the initial problem
>>
>>157160834
>blueprint
Okay I'm starting to lose sight of how this analogy works.
>>
>>157160271
Shit you got me.
I know but I am really painting randomly as I go and I don't really know what I'm doing so I end up using the same style even when I don't want to.
>>
>>157160953
See? That's what I'm talking about. It's really confusing. A type of confusion that doesn't exist in OOP.
>>
>>157161083
The only confusing thing here is your argument.
>>
OOP is great!
>>
Where the fuck are the links for fucking tutorials that the old pastebin had
where are the soundcloud links
>>
>>157161240
destroyed by steamchat
those scoundrels
>>
>>157160803
>>157159801
>copying Fable
pls stop
>>
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>>157161225
yes comrade, OOP will bring down the capitalist tyranny!
>>
I just bought 4 large C++ books by Stroustrup and I'm having fun reading about my favorite OOP language. Did you know that C++ is so optimized that the compiler can work out that a substring literal is part of another string literal somewhere else in the program and save the space for the substring by just referencing into the containing string? Wow :D
>>
>>157160803
thanks!

>>157161302
honest to god didnt even know fable did this. i just played the first one on big xbox.
>>
>>157161173
I really don't understand why you are so defensive
>>
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Have I missed the recap? Is there going to be one this week? Posting what I have just in case.

==|AGDG Weekly Recap|==
Game Name: Unnamed Pixel Platformer
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Aseprite, Tiled
Website(s): N/A
Progress:
+Level transitions implemented
+Extra lives, both as collectables and at point thresholds
+A couple of new sounds
>>
>>157160314

Some bosses you have to fight as you descend would be rad. Not enough good mid-descent boss fights in platformer history.
>>
>>157161412
shuddup pOOP face
>>
Ok I got tired of making bathroom tiles and migrated to substance designer instead. Basically copied another guy with some changes for this material. What do you think? Anything obvious needs changing?
>>
>>157161523
Where is this coming from? All you're saying is ECS is bad because you personally don't understand it.
>>
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>>157158185
>literally retarded, name it something that can grow into anything from hair products to dildos

Most video game companies only make one game then go bankrupt or something like that.

>>157157985
>"studio" as a word is gay if you ask me
>>157158006
>You're not a studio
Yeah, I'm not sure I will make enough money to ever recruit someone and make a real studio.
But in my country, 24% of all video game developer companies are called "something studio" or "studio something" (62 companies of 258).
http://www.afjv.com/annuaire_studio.php

It's a way of saying "this is a video game company" and "I have not a lot of imagination".

Of course, some of them are just one guy who thinks he has a studio.
>>
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>>157161585
File didn't upload or something
>>
>>157161587
I never said it was bad I said it was confusing, because it confuses me. I assume you think I said "ECS is bad" because you're being defensive.
>>
Component methods guy here
just wanna say that I've implemented systems and converted components into pure pockets of data

progress is progress, I guess
>>
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>>157161741
>realistic texturing
>impossible edges
>>
Wait I'm gonna tell you which books I'm reading

lets see

first up is The Annotated C++ Manual

this is some really exciting reading material for C++ fans

next up is The Design and Evolution of C++
thats right you can see how it was made from the very beginning, thats pretty fucking amazing

those ones are pretty thin the next ones are really big books, really meaty pages of OOP information

Bjorne Stroustrup Principles and Programming using C++ and thats even got information about C++11 and C++14 (thats pretty up to date)

the last one is the C++ Programming Language and this is the mother of C++ books, its the fourth edition so dont get an earlier one by mistake, you want the latest information!
>>
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Am I no different than an "Idea Guy" if I want to make a Visual Novel but need a musician and an artist?

Like I can write(Tons of unpublished manuscripts), and I can program(poorly).

Will that be enough to get a composer and artist?
>>
@157161843
stop responding to it.
>>
>>157162008
If you are capable and willing to make game then you are not an idea guy.
>>
>>157162008
>I can write
>I can program
Start working with just those skills. Recruit people to help you out as your project expands.

You're an idea guy if you have nothing to show for your idea except the idea itself.
>>
>>157162008
its like wanting to do something but then hiring someone else to do it
>>
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>>157161979
Thanks for sharing, weirdo
>>
my game says I have a cute face :3
>>
>>157162179
are you going to read about C++? I strongly encourage it
>>
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>>
>>157162221
C# is all the language my game needs
>>
>brush teeth
>red chunks, expecting a tooth any day now

Any good Fusion tutorial series out there? I want to make anything.
>>
>>157161843
Yeah haven't figured out that one yet. Not sure if it is possible but it would probably have to do with the UV wrapping (or I suppose making the texture tile in every single direction, all bricks the same size)
>>
>>157158127
That's good to know. Thanks for the info, anon.
>>
>C#

fucking abomination I hope your next compile fails
>>
>>157162512
>no game

shaking my head
>>
>>157162437
Have you been flossing?
>>
>>157162512
Gave me a good laugh
>>
>>157162160
>>157162125
>>157162124
I can only kinda make game. The concept I'm working on is like Phoenix Wright in a Fantasy World(Except real fantasy fuck you Layton), incorporating the locked rooms and some other concepts from my many unpublished manuscripts.

As for writing output I literally cannot stop writing, I basically just drink coffee and write. The thing about writing is that it's next to impossible to get published/noticed, and artists tend to look down on it as a matter of principle.

Oh and going back to the Phoenix Wright rip-off idea, how much can I rip-off of another game without being sued?
>>
>>157162437
Buy one of these

https://www.amazon.com/s/ref=nb_sb_noss_2/153-6354697-8419619?url=search-alias%3Daps&field-keywords=shower+breeze

It'll change your life. I recommend the sink version
>>
>>157162472
The simplest thing would be to have a tiling texture per side and make it so they all line up. You could save some memory by doing "detail mapping" or whatever they call it where you have a tiling, repetitive texture solely for high detail and a lower-resolution material (with normals, bump, baked AO, etc.) for larger features like the block edges.
>>
>>157157883
Dimensional cube sound's better
>>
Friendly reminder to learn how to pronounce fresnel and euler, lest you embarrass yourself in public
>>
>>157158369
wasn't this a gbjam entry? nice to see you're continuing it.

sorry if im wrong
>>
>>157162721
my favourite hockey team is the eulers
>>
>>157162721
its like oiler
>>
>>157161843
maybe is just tiles instead of rocks?

like a bathroom wall,
>>
>want to rate your gbjam game and comment
>doesn't play in the browser, have to download

Don't do this, I am not going to download your jam game.
>>
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Made a quick mockup of my quiz game in Unity. Would you play this?
>online multiplayer
>3 players per game (though I suppose I could add more players)
>the players take turns asking questions and answering them
>the player that asks the questions has say 30-60 seconds to write a question and 2 answers (of course one correct and one wrong)
>the other 2 players have 30 seconds to answer
>if both player answer wrong or don't answer at all, meaning the player who made the question fucked up, he loses a point, otherwise if at least one player answers correctly, he gets a point
>>
>>157162637
I would recommend making very small little visual novel stories to start with, just hire an artist to do a small amount of art. Get your feet wet. Get a patreon set up with your best short stories.
>>
>>157162956
Just do what I do, rate based on the title and screenshots
>>
>>157163030
Forgot to mention that while it looks like a mobile game my main goal is to have it as a browser game.
>>
>>157163030
keion is my black friend's name
>>
>>157163030
Sounds like a bad version of Balderdash
>>
>>157162637
>The thing about writing is that it's next to impossible to get published/noticed, and artists tend to look down on it as a matter of principle.
As a writer, I feel for you. This is just one of those things you have to accept though. Learn some self-promotion skills. Maybe put out a demo VN with a smaller scope first, using just a few stock assets. Look at Narcissu for an example of how far you can go with that.

>Oh and going back to the Phoenix Wright rip-off idea, how much can I rip-off of another game without being sued?
Gameplay isn't covered by copyright. If all your assets are clear, so is your game.
>>
>>157163184
It's nothing like that tough.
>>
>>157163030
looks like a googum UI simulator
>>
>>157141923
What if you have it when you lose hp one of them faints and the other has to carry them to a checkpoint to heal them?
>>
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>have a chat on normiebook with my gaming friends
>link them a google doc of my game's mechanics and concepts, with comments enabled
>ask them to read and review it and leave some advice
>"sure bro"
>hope i'll get some good talk out of it since it's a short read
>come 30 minutes later to find two different comments like "idk man i dont really like this", "change this" and a series of 30 "TOP KEKTOP KEKTOP KEK" left on the side
>>
>>157163413
>being friends with neo/v/ mememasters
You did this to yourself
>>
>>157137718

instantly reminded me of Infiniminer.
>>
>>157157883
I like "From Software"
>>
I optimise my levels until I can maintain 120fps on my GTX770 (max graphics)

Is this a reasonable way to do things?
>>
>>157163413
How do you even find friends liek that
>>
>>157132364
neat concept, turn based first person non-tile based world, I like
ugly as fuck art assets though what are you doing
>>
>>157163413
TOP KEKTOP KEKTOP KEK
>>
>>157163272
>>157163052
I'll keep that in mind. Patreon does seem the way to go, as I just know I'd be jewish if I started a Kickstarter.

Now Narcissu succeeded, but any examples of a Western Dev starting with VNs? I love Japanese Stuff but part of the reason I wanted to emulate Phoenix Wright is my belief that the Western Audience won't read a VN unless you can trick them into thinking they're playing a game.(The other reason is that PW is fucking awesome)
>>
>>157163413
fag
>>
>>157163478
>>157163519
They're actually not cancerous people at all, some oldfags are there and shit.
I just expected genuine advice from them since they're pretty hardkoar.
>>
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>>157163413
Normies are the worst at genuine thinking
>>
>>157163514
gtx770 is getting old, why overoptimize for an old chip?
>>
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>>157163724
>overoptimize
>over
>optimize
Theres a reason those words have never been used together until just now
>>
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Added footsteps
Made the dog walk around randomely when player isn't moving.
Made dog follow the player when he starts walking.
>>
>>157163724
I'm still using ancient technology that is 560Ti and I expect indie games to run at least 60fps on my rig. If I can run DD:DA ~80fps on highest settings, I expect to be able to run indie games at least well.
>>
>>157163724
According to the Steam hardware survey, 50% have <=2GB VRAM

And I always imagined people with bad PCs playing more indie games
>>
>>157163674
Everyone is cancerous in those environments at first. But what happens is after the lolololo frenzy then people settle and act constructive or just leave
>>
>>157163883
shhh you'll trigger the ehc autists.
>>
>>157163927
>vram
>mattering

wew
>>
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Let's plaaaaay B O T H E R G U U U U U T S
>>
>>157164104
As a general indicator of how powerful/new people's cards are
>>
>>157163514
I'm sure there will be plenty of people that appreciate that. I remember when I had a shit computer, it was always a struggle finding games that would actually run with more than 10 FPS.
>>
>>157163514
My plan is 75fps on a 970. (highest settings)

I dunno if that's reasonable or not.
>>
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>>157163413
Throwing a design document at people is no substitute for actual playtesting.
>>
>>157164104
>constantly transferribg data isn't a bottleneck
www
>>
>>157164139
>1 week left 'till new black mirror
We can only sweat.
>>
>>157164331
indie games don't have enough content to fill it up and AAA's use streaming

megatexture basically leaves the vram idle
>>
>>157164275
Although I agree with you, people who can't give you some form of advice/feedback from DDs are still shitters.
>>
>>157163413

>>157164275
This. Design documents are cheap, they're good for a basic outline of devving, but no normie will really know what a game is like from the design doc. Heck it isn't even that great to share with other devs.

Making a prototype is the most important thing to do. Distill the game as much as possible and get a basic barebones working. If that prototype is fun then you know it can become something great.
>>
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>>157164471
You're not wrong, but if you can't deal with idiots then you can't deal with humanity. Which means you can't deal with yourself either.
>>
>>157163723
>it's dumb to make a movie every normie will see
>>
>>157163413
what if it's not their kind of game?
>>
>>157163413
Don't do this shit, man. Never ask normies for ideas, just show them visual shit and ask them if they like it.

>can you give me power-up ideas?
>you should make a power-up that makes your game 3D
Release date 2035
>>
this meme where people reply as the dev and be a jerk
is getting funny
>>
>>157164870
this.

they don't talk in terms of mechanics either. they give you story or visual ideas.
>>
>>157164870
>can you give me power-up ideas?
>you should make a power-up that makes your game 3D

lol
>>
>>157162674
Yeah that's a good idea but I'll have to see if I can find any good patterns for it so that the tiling isn't too obvious. Detail mapping is cool and all but this is probably not the texture I'd want to save memory on as these blocks will be common. I'll have to keep an eye out for that though. Maybe it would be possible to add detail maps on top of these maps if the memory isn't a problem.
>>
>>157164985
Yeah if you're retarded
>>
the meme where I post about my gf but call her my game is even better
>>
>>157164870
>>157165009
The point is that they're NOT normies, they're people who actually know shit. We're pretty close and into amateur projects. I'm actually disappointed by how they fucking behaved.
There's some other people I can forward these ideas to, becase
>asking AGDG or them again
I'd rather kms.
>>
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>>157164985
If you mean me, I'm only being a jerk about his reaction image

I mean, for fuck's sake, why would you save that as a JPEG
>>
>>157165057
this isn't me don't listen to him
>>
>>157165281
Maybe dont ask people to suddenly read paragraphs of something that only makes sense to the person that wrote it
>>
>>157165114
>Anon, your game is a total mess. You fucked up this time.
>No, we are still holding hands.
>>
Are there any indie THPS clones?
>>
I'm a typographer looking for an audio engineer, and I'm not interested but good luck with your game
>>
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>tfw started working on an mmo
>>
>>157165281
I also thought my friends "knew shit" because they're gamers themselves. But their perception is pretty retarded.
>do you like this thing I made?
>the graphics are kinda bad
>everything is a placeholder
>why can I go out the room?
>this is just a prototype, I haven't set boundaries yet
>you should fix that, though
>no shit
>I can't believe you forgot about that, you're kinda bad at this
>I made this in like 2 hours, can you please tell me if you like how it plays?
>what's the story like?
Actual conversation that happened.
>>
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>>157165616
>tfw working on a dark souls game

I guess we'll fail together.
>>
>>157163403
Gotta tell you I had this idea, but since only the dude can run up walls, I'd probably have a bad time fixing level design for this to work. Though I could learn a bit with metroid's "easy to go from A to B, hard to go from B to A" maps
>>
>>157165721
I feel you. I have a friends that wants to make a game about hooligans, but when I ask him how the game would be, he just says it's "violent and shocking, full of gore and shit"
>>
>>157165721
2 hours isn't enough to have a real prototype worthy of showing some people. It being a prototype isn't an excuse for having no boundaries if the full game will have boundaries.
>>
>>157159148
looks like a boy to me
>>
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help me workshop this inventory map - any examples of good maps I can look at?
all inventory items (backpack, spell book, map) will collapse so you can move them out of the way when you're not using them
>>
ur gross
>>
A game where you come over for netflix and snacks and then we work on a game together
>>
>>157167491
What do we watch? Your answer is important
>>
>>157167670
What if he says pretend
>>
>>157167670
Unico in the Island of Magic
>>
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> came to thread thinking its was a good gathering of smart people
> oh the shitpost, 300 replies in half hour of shitpost
goddamn
>>
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How do I go about making a project that I'll never really complete but will raise hundreds of thousands of dollars in a non-refundable venue like Indiegogo?
>>
>>157157213
>>157161393
You really shouldn't be criticizing OOP if you don't understand why encapsulation is important.
>>
Made a prototype for the dialogue system, should be pretty easy to implement!
>>
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new OP
>>
>>157167971
No Man's Ocean
>>
>>157167976
Why do I need encapsulation in this scenario, especially considering that it makes it hard for components to work together, which somewhat defeats the purpose.
>>
>>157167976
>muh black box
>muh responsibility
>muh teamwork

encapsulation makes programs difficult to reason about, that's enough to discount it entirely
>>
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>>157168029
Woops
>>
>117 posters
>Not even a quarter of that averaging in the recaps

>inb4 where is ur game
>>
>>157167905
Very well, I would accept any anime as an answer. What snacks should I bring? I have some Oreos around but I can stop by a grocery store if you want me to bring something else
>>
Why does Dark Souls use a phrase system instead of letting players type whatever they want on pc?
>>
>>157168225
where is ur game
>>
>>157168225
Not everyone likes the recap
>>
>Used to be ideas guy
>Now that I know how to make games, I don't have any ideas
God is not benevolent.
>>
>>157168249
Presumably for localization, though the fact that most people abuse the system for jokes (try finger but hole) kind of defeats that.
>>
>>157168236
sweet & spicy pickles
>>
>>157167971
its called Patreon
>>
>>157168225
I don't post on recaps
>>
>>157168249
They couldn't figure out a way to make typing framerate dependent
>>
>>157168315
just means you had dumb ideas that wouldn't work

get creative within your new limitations, is necessity not the mother of invention?
>>
>>157168249
Limited communication was an intentional design choice. Hence why it has no voice chat either.
>>
>>157168249
>>157168327
Okay, maybe I'm exaggerating when I say "most".
>>
>>157168425
The ideas worked, they just turned out to not be very fun.
>>
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I droped the player model setup from my zombie mansion game into another unity project I had laying about + meme resolution. Not much of a game/gameplay here, I just thought it looks nice.
>>
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Active AGDG greenlights where
>>
>>157168291
>>157168358
Nothing wrong with this, but I'm actually curious as to why? I find it motivating, and it's a good way to build get the word out on your game
>>
>>157168587
Damn this makes me feel good for some reason. I think it's the nkowledge that at some point in the game you would unlock some vehicle/powerup that lets you move through that environment really quickly.

Please make this into a game
>>
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Anybody got any info on how 3d animation files and skeleton files work? Any specifications and tips on how to reverse engineer animation files of a game and import them in 3d editor?
>>
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>>157168623
Active AGDG paterons when?
>>
>>157168587
why you abandoned the old project? it looked much better than this
>>
>>157168652
Because I make progress sporadically so it would be nigh pointless
>>
>>157168771
you are taking a very big bite, what are you trying to do? reverse engineering an unknown binary format is very difficult
>>
>>157168652
I just never have, then the paedogames, whodev controversy and subsequent abolishment, puts me off.

We definitely had a vote at the time and most didn't care about it.
>>
>>157168917
I'm pretty sure you're looking at his old project there, just with a new player model.
>>
>>157168129
You may not have use for it in your case. But it's best to use it if your objects have variables that need to maintain relationships.

>>157168136
>muh teamwork

You say that like it's trivial. Minimizing mistakes other people make with your code is important. But sure, in a work without human error, encapsulation would be pointless.

>especially considering that it makes it hard for components to work together
>encapsulation makes programs difficult to reason about

Can either of you elaborate?
>>
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changed my code so the client was able to send the controls to the server

now the client doesnt even fucking move anymore
>>
>>157168587
Combine them desu.

Spooky mansions, creepy wilderness.
>>
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>>157169297
>try to update existing code
>something else breaks
every time
>>
>>157163030
Quiz games are retarded. Nobody's going to play that shit outside of maybe a couple streamers once or twice.
>>
>>157169484
rude t b h
>>
>>157169484
>What is "would you rather"?
>>
>>157169225
>But it's best to use it if your objects have variables that need to maintain relationships.
Sometimes exposing this in the API and making it the client's responsibility is worth the extra flexibility you get. I mean, theoretically, you could write setters such that you can't break the invariants, but that can be a performance and verbosity issue. If you have dependent types, you can encode invariants in the type system so you have the best of both worlds.

>Can either of you elaborate?
Well, it kind of by definition makes it difficult for components to work together if their details are hidden from each other or anything in between. You can hack around this by selectively removing encapsulation with features like "friend" or module-level visibility instead of private visibility, but now it's up to the programmer to maintain the invariants again.
>>
>>157168623
that picture makes my head hurt :(
>>
>>157163030
this would be funny as online game or mobile game

I can picture /v/ playing it
>>
>>157168587
>Mizzurna Falls II
FINALLY
>>
>>157169484
My goal is to make a small game kind of like Words that Follow, Panpingo, Doodle or Die etc, the kind of game you play with other anons. I don't really care about having billions of people playing it.
I'm also using this as a chance to learn about networking and online multiplayer.
>>
>>157163030
How's this different than Quiplash?
>>
>>157169830
sounds great to me, mate. And pretty funny, too.

But you'll see how much of a pain in the ass those kind of games are.

Still a good exercise, though
>>
>>157169065
I want to learn how usually file formats with animations work and what they contain, so I could sit down and try to convert them for usage in 3d editors.
I'm very passionate about figuring out file formats, but unlike text, sound and images, I've no idea how 3D-related files work.
I understand that it's a very big task, but I want to learn.
>>
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>>157169680
Let me help you with that.

Reminder that using ca in a game is not ok.
>>
>>157169852
Never heard of it but from what I read it sounds more like Words that follow rather than the game I'm making.
>>
Where do I find a modeller friend to do little dibs and dabs for me?
>>
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So, as it turns out, Unity is easy as fuck.

Gonna go 3D for my HJ game. We're getting spooky in an extra dimension.
>>
>>157170369
Inside you
>>
>>157169981
well vertices are a bunch of positions, faces are a bunch of vertices, and there's a bunch of other data such as normals, tangents, colours, weights what have you

skeletons would be bone weights per vertex, and the animation would be position and rotation for the bones for each frame, possibly with some run length compression

you'd probably be better off studying plaintext formats like ascii .ase and collada .dae before anything more complicated

and maybe study assimp or blender implementations of format readers
>>
>>157169981
3d files are just lists of vertices, normals and their transformations if animated
>>
So what do you think all think of Visual Novels?

I think a small team can make the most impact with them, since they're relatively easy to program.

The downside is that you need marketing chops to get people to notice it. Good art, good music.
>>
>>157168764

thanks! yes, it gives me comfy feels.

>>157168917

I did not abandon the zombie game, even though it might seem like I have a deficiency at concentrating at one project. For me the other projects I have are just put on hold to work on them later /but maybe I am just kidding myself and I wont finish any of them, who knows)

>>157169308

I've thought about that, even though I think it doesn't quite fit together. Maybe.

>>157169828

This an Deadly Premonition was kind of the inspiration.
>>
>>157170369
No one is going to work for free just for you. Either learn yourself, commission, or start networking and befriend some modelers, then in a few years they might make something for you if you team up with them for a big gamejam.
>>
>>157170798
>>157170852
Thanks, mates. I'll go read about collada then.
>>
>>157171104
Hey that's not true, I got free models & music from people I found on aggydag
>>
>>157170798
oh .obj is ascii as well, and is pretty much the lingua franca of model formats, no animation support tho
>>
>>157170906
Someone said above that in western markets you have to trick people into playing them by having additional gameplay elements outside of "read some text, turn the page, pick from a menu."

I don't think that's a bad thing.
>>
>>157171550
>less gameplay that CYOA books
>>
>>157170906
Indies can usually pull them off with pretty high production value considering they're usually short and very focused. Just get some good VAs and artists.
>>
>>157170938
>This an Deadly Premonition was kind of the inspiration.
I like you. Good luck.

I've wanted to make a game similar to DP with a big city and unique NPCs who get to work every day and do other stuff, but realized that it would be easier to make a usual point'n'click (or Persona 3) type of movement with small connected locations. Still only write a script and design document, though.
>>
>>157171271
>>157171470

yeah as I thought just opened and obj file to have a look, super straight forward, didn't even have to read the docs

>vertex positions
>vertex tangents
>vertex normals
>strip #
>material texture
>face vertex/u/v
>>
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>>157140813
I don't like that they have the same noodle legs from this gif.
>>
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>>
>>157172387
why are you making a gridbased game if the mc is the only thing that actually cares about being on a grid
>>
>>157172630
this

Shouldn't everything follow the grid?
Isn't it a grid-based world?

If not, why am I so dumb and have to respect the grid? I understand I am a cube but I also want to rotate, for example
>>
Do you ever think about all the spaghetti in your code and wonder how the hell your framerate manages to stay somewhat high? Or is that just me
>>
>>157172630
>>157172982

Everything there is on the grid just playing idle animations. If you look close you can even see the spiky cube guys staying on 4x4 tiles and the spikes are just effecting those 2 tiles on their sides.

The whole point of killing these things is to get their side that isnt blocked with a spike which follows the grid.
>>
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>>157173484
mine doesn't
>>
>>157173671
Oh I see it now...
It's not very clear, is it?
>>
>>157172630
>indie game
>low fps

wot
>>
>>157173825
If you have autism I guess not.
>>
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better?
>>
>>157173484
the key is to not run spaghetti very often

also the length of the written program often is not much related to the length of the compiled program
>>
When I do anything music I drool, literally
It's like its too much for my brain
Funny
>>
>>157174642
Music is hard. Fucking music theory.

Unfortunately Music is key to good games. It's literally meme magic. Emotion distilled into mathematics.
>>
>>157174583
comfy!

still not sure about that backpack, looks a bit weird to me somehow
>>
Where's recap?
>>
>>157174825
thanks! ( :
the perspective is pretty wonky, but I wasn't sure how to draw out a whole backpack without taking up the entire screen
>>
>>157174583
Yes, this is much better
>>
>>157174885
> ( :

well, I think it would look better if it was smaller, but the main thing that stands out is the mismatch between the pack graphic and the icons, where with the book it looks pretty natural
>>
>>157168771
Skelletal animations are eazy
they are a bunch of empty transforms, the animation is a series of transformation, each keyframe stores the new values and the curves interpolate between them.

A skined mesh transform their vertices acording to the bone transform and the vertex weight
>>
>>157158369
What happened to the light? I liked it when you couldn't see monsters unless the torch light hit them.
>>
I'm being commissioned by someone who likes my writing to write lore/design for their monster game. I have do about 70 monsters, some of them from scratch, and 70 items, plus up to 200 attack moves. How much money should I be asking for, guys? I've never been commissioned before.
>>
>tfw you start doubting how you're naming your classes / objects / functions

this is really fucking with me, especially in Unity where I tend to use the word "Controller" a lot
>>
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>>157175136
how about if I switch up the slot background colors?
>>
>>157175768
better, still got some dead space at the top of it that's a bit awkward
>>
>>157166381
I'm talking about the kind of scenario where you start a game jam and 2 hours in someone walks behind you and asks "what are you doing?"
Not like I made a box move and alerted every social media about my next game coming soon.
>>
>>157175665
I've completely remade my project before because of that exact reason. It was just easier to start fresh than go through trying to rename and reorganize everything.
>>
what sort of settings work for a halloween game? I want to do a snow level where you're getting hunted down but is that even halloween?
>>
>>157176361
Usually Halloween has an autumn theme. But I think snow is fine as well.
>>
>>157154046
Mine's pretty molyneux tier if only because I don't know how to code
>>
>>157176361
if you're talking about agdg halloween we usually accept any spooky games
>>
>>157170032
>Reminder that using ca in a game is not ok.
That kind of shit drives me absolutely fucking insane. I'll give it a pass if I can turn it off in game.
>>
File: blender-app_2016-10-12_00-27-33.png (132KB, 412x663px) Image search: [Google]
blender-app_2016-10-12_00-27-33.png
132KB, 412x663px
Does she look more like a girl now?
Also tried remaking her clothes, though I still have no idea how to make them fit a game where you absorb the powers from your enemies.
>>
>>157177028
Why not a witch type outfit or something like Slayer?
>>
File: progress-check-4.png (2KB, 134x242px) Image search: [Google]
progress-check-4.png
2KB, 134x242px
so I was struck by inspiration the other day and after a bunch of tweaking and some pulling back from my more out-there initial idea and taking on some criticism, I'm left with this, which I'm pretty happy with
>>
>>157177028
girls can't be knights
>>
>>157177028
>girl wearing armor
>the armor isn't a lewd bikini
shaking my head!

It looks though, she looks like a girl. Not sure about the armor though. Didn't one of your concepts have her in a hoodie?
>>
>>157177028
I'm not a fan of straight hair, I'd give it some more interesting shapes whether it's long or short myself but your game senpai. Also while I'm not a fan of ahoge, I'd at least curve it a bit more so it's not just almost straight up.
>>
File: minimap4.png (83KB, 1279x769px) Image search: [Google]
minimap4.png
83KB, 1279x769px
added more stuff represented
>>
https://itch.io/jam/social-justice-game-jam
>>
File: death note.jpg (142KB, 634x900px) Image search: [Google]
death note.jpg
142KB, 634x900px
What are some good art books to buy for reference?

I own the Dark souls 1-2 design works, Alien Isolation, Deus Ex Mankind Divided and Catherine. Any other really good ones?
>>
File: ExplosionCupcake.webm (315KB, 666x468px) Image search: [Google]
ExplosionCupcake.webm
315KB, 666x468px
>>
>>157177231
Well I've already made 2 (technically 1, since the Lewd Jam one I made is still not finished) games with witch MCs so I wanted to try something different. I didn't think about going the Lina way. I'll try it tomorrow. Thanks.

>>157177336
*real girls can't be knights

>>157177390
Yeah. The hoodie if from one of the costumes, this would be the 'default' look.
In fact the reason I originally went for short hair was that they'd fit better inside a hoodie but whatever.

>>157177431
I see your point. I mainly added it because I thought it would be fu to animate it.
>>
>>157177620
It would be a lot more clear as to what's happening if there was a short animation where the enemy reacts to seeing the player with like a ! before exploding (the player can't escape this), and if it actually looked like the player was breaking into the particles and the particles got blown away.
>>
>>157177743
NIT PICKY
>>
>>157177802
Fuck you. >>157177620 as is looks like it was thrown together in 5 seconds without any thought as to whether it actually looked passable.
>>
>>157177028
What kind of abilities were you planning to let her absorb? It could be her weapon ie. a magical sword or some shit that allows it and make the weapon change form based on the ability absorbed?
>>
>>157177620
I agree with >>157177743 the explosion is so sudden, it's unclear in the first moments what triggered it. In this scenario it's obvious because there is nothing else in the map, but with more things to up the confusion, it might not be so clear.
>>
>>157177802
>>157177873
Eat shit
>>
File: 2016-10-11_23-33-56.webm (2MB, 504x280px) Image search: [Google]
2016-10-11_23-33-56.webm
2MB, 504x280px
MENUS
E
N
U
S

+speed up
+shit fixed
+a whole nother level, not shown
+fuck damn i need an artist
>>
>>157178915
MIIIXEEELS
>>
>>157178884
to be honest I can't tell if bokudev is actually a prick or if some other anon has it out for him
>>
>>157178990
Half of the discord has it out with him.
>>
Guys, do you like kawaii magical ninjas?
>>
>>157178969
NO GAME
O

G
A
M
E
>>
>>157178990
It's pretty normal to get someone imitating you after you gain a little recognition. It's why most people switch to reddit or tumblr.
>>
>>157179175
>I have no argument and I must scream
>>
>>157179189
That or we are just going to get our new QT tranny dev bokudev to kill herself.

Why must we always do this.
>>
Reminder that mixels look like shit regardless of whether the person pointing them out posted a screenshot of their game at the same time.
>>
Reminder that bokudev posting is not the real bokudev he died.
>>
Reminder that steam is filled with so much shit that you might as well release your game for free.
>>
>endless issues
Back to c++ i guess
>>
MAKE THE BOKUMEMES STOP.
>>
new thread for yesdevs
>>157180191
>>157180191
>>157180191
new thread for progress
>>
>>157156080
>some Boost libs
Fuck boost. I hate this piece of shit, as a person who needs to use code utilizing these libraries. There are always problems because of boost. Fuck boost.
Thread posts: 750
Thread images: 136


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