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/agdg/ - Amateur Game Dev General

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Thread replies: 772
Thread images: 145

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Just like make game.

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

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

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

> 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

> 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
>>
waifus
>>
>>157244929
fpwp
>>
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major >>>!!! $ $ $ U P D A T E $ $ $ °°°<<<
>>
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>>157244061

Hm, even in context, I don't see the resemblance. Sorry man
>>
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>tfw I don't know where to start on a feature

fug
>>
>>157245064
>bonder
>>
>>157245016
Give us an agdg demo build pls ;___; Just up to the first boss. Come on senpai
>>
>>157245212
> implying

https://purequestion.itch.io/monolith
>>
>>157245212
Look at this nodev
>>
I'm upgrading from XNA to Monogame (fucking finally, right?), and I've discovered that Monogame runs on .NET 4.5, whereas XNA runs on .NET 4.0. I was using my old copy of Visual Studio 2010 this entire time, but I heard there's a fully featured version of 2015 or something that's free. What's going on with this? Googling it doesn't seem to help very much, so I'd appreciate it if someone let me know the lowdown on it. Sorry for imposing.
>>
>>157245274
God bless you. Is this game going to be 15 bucks? I'll actually buy it on release.
>>
>>157245479
10$, at most. can't in good conscience ask for more for our first game.
>>
>>157245274
Am I the only one having trouble focusing on the cursor and my ship in this game? maybe its something I need to get used to
>>
>>157245591
>don't like the game
>still wanna support you
>can't cus poorfag

Great job tho, even though i don't like that type of games but i can see the effort and hear you put in, sorry i won't be able to support you. 10$ is 3% of my monthly income.
>>
>>157245591
$10 is fair price for game like that. I wouldn't pay $15 for this kind of game, even though the game looks amazing, but then again I would never pay $15 for indie game.
>>
https://www.youtube.com/watch?v=ChcAjS2H1yA
>>
>>157245067
It's visual studio community.
>>
>>157245816
try switching to alternative cursor in the video menu, it's meatier. (or back to windows cursor if the big cursor is too distracting)
>>
>>157245926
How fully featured it? Is it as stripped bare as Express was? Does it at least support addons like Productivity Power Tools and extensions like Resharper?
>>
>>157246020
It's fully featured. You get everything. It supports anything the paid version does.
>>
>>157246157
Holy shit then, dog. Thanks for the input.
>>
>>157245368
>>157246005
>>
Is it possible for a white guy to make a game about black gangsters and not be called racist?
>>
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>tfw a demo you released got thousands of downloads yet you're still second guessing if you should continue working on the game
>>
>>157246206
Do some research first. That might be the shitposter that just says anything here.
>>
>>157246532
Is it possible for my gf to be real
>>
>>157246532
>is possible to a white guy do to anything whitout being called racist

no
>>
>>157246532
Black gangsters are overdone, do a more interesting gang instead
>>
>>157246020
https://www.visualstudio.com/vs/compare/
>>
>>157246804
Latino gangsters?
>>
>>157246582
Downloads in your dream don't count anon
>>
>>157246157
>>157246206

it doesn't have team features I think, which makes sense since that's really what enterprise wants
>>
>>157246582
post the link to your demo, and i'll tell you honestly if it's worth continuing or not.
>>
>there are people in this thread that actually believe all possible 2d games were already made
>>
>>
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>>157247950
What ground breaking 2D game have you played lately that wasn't a rehash or clone?
>>
>>157246532
I hate black people :/
>>
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Give halloween jam game ideas
>>
>>157247653
It does. The thing is you cannot use it if your company makes more than 100 thousand dollars a year, so enterprise can't legally use it.
>>
>>157248430
A game where you literally trick or treat. That's it. You're a kid and you trick or treat.
>>
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I built a proof of concept for the multiple simultaneous battle idea here: >>157237915

I think I'm going to run with it. My game will have a lot less entities than this engaged in battle at any one time. Hopefully it doesn't bite me in the ass in six months.
>>
>>157248430
game where you try to scare the shit out of people.
>>
Do any of you explicitly design your games? I find myself just winging development every single time. I'll just make a character, make him move and then just add things that pop into my head, instead of having a defined list of features that I want to implement.
>>
>>157245368
try toning down your ADHD then googling "Visual Studio" again
>>
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>tfw no programmer bro with their own Vive that wants to crank out fun and simple VR games
>>
>>157248581
But some houses have actual murderers you have to run away from - if you don't run in time you die.
Treat or TRICKED.
>>
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>>157243917
thanks for clearing that up

I know I'm a total whodev but here's my shit shovelware mobile endless runner unity game if anyone's in a particularly masochistic mood and uses windows
controls are Enter - re/start, Left arrow - go left, Space - jump, ESC - exit
https://drive.google.com/open?id=0B1uligmZ0u7ITzNVX2gzVDQ4bEk
>>
>>157248626
I love this
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>>157248430
thanksgiving dinner simulator
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>>157248337
I don't play new video games and that is beside the point
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HAHAHAHA GOT YOU BY THE BALLS GAME.
IM BETTER THAN YOU
HAHAH FINALY MANAGED TO SEND THE FUCKING COMAND IN BOTH GAMES
IM SO FUCKING HAPPY
FUCK YOU GAME FUCK YOU IN THE ASS

IN DID IT
>>
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What AGDG games have actually made it onto steam? I lurk here, but I'm sorta out of the loop.
>>
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You can just about dodge everything now

This may make the game way too easy
>>
>>157248797
>thanksgiving
>halloween

>thanksgiving dinner simulator
>game
Damn gogem, will you ever stop failing?
>>
>>157246612
That's true, but I'm finding bits and pieces lying around that allude to that, but never a real answer.

>>157247130
I looked at that before even asking, and perhaps you should too, and that didn't have anything I asked about listed.

>>157247653
That makes sense.

>>157248713
Do you think that the Visual Studio website is good at displaying what features it has or something? It skims over, or outright doesn't mention, everything I was interested in. Even if you expand all the tabs.
>>
>>157247302
slav gang
>>
>>157248836
>He did it
Told ya you'd get it sooner or later lad. Good stuff.

Love when people get so excited that their spelling starts to fall apart.
>>
>>157248960
Risk of rain, lethal league, that car neon game and the realy cool ship survival game that i dont remember the name
>>
>>157248960
A couple. Risk of Rain and Deadbolt are the ones that everyone talks about but I think hopoo stopped posting here. There's also catmouth island, some sand game, and I'm sure I missed a bunch. Another anon posted his game's steam link last week but that was the first I saw of that game.
>>
>>157249018
this idiot will never see it coming
>>
Why do people like Halloween. Shit holiday. Thanksgiving and Christmas are better. Didn't even care for it as a kid.
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>>157249372
>Mostly traditional holiday vs shit from a country noone cares about and a fake religion's holiday
LOL
>>
>>157249580
>Mostly traditional holiday
????????
>>
>>157249372
I don't care for it, but as a kid it meant free candy/dress up as my favorite character.
>>
>>157249372
Americans man, nobody actualy cares about haloween in the civilized world
>>
>>157248430
Online multiplayer game one player plays as the spook and the others play as children, they can talk using voice chat and have to collect candy from houses. You have to use your spooky powers to scare the players for real, the game measures their heartbeats to detect if they got spooked. If you spook them enough you win. If the players collect all the candy they win.
>>
>>157249632
>>
>>157249372
Are you kidding? Halloween is better. It's has the best aesthetics of all holidays.
>>
>>157249771
>Observed by Western Christians
Interesting. My parents took me to a church Harvest Party that was specifically NOT Halloween on Halloween day. Because Halloween was Satan's holiday.
>>
>>157249721
you stole my idea you cheeky little cunt. >>157248697
>>
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Working on my first Mertoidvania game. Dark descent into evil caverns and caves, tight spaces and collapsing tunnels. Main character is attached to an ancient spectral fish who knows his way through and will help you, but is mostly an asshole. He will give you cryptic hints and advice. He also glows so you can see certain things.
Would it be better to randomly generate the level or make it myself?
>>
>>157248960
This miht be a good start:
https://steamcommunity.com/groups/vgamedevcrew#curation
But many games are not listed, so it's kinda out dated.
Another list:
http://www.homph.com/steam/
>>
>>157250043
You gave your idea you dummy
>>
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>Want to have one specific feature from tutorial
>80% of code becomes tutorial code because I don't know of any other methods of employing rebindable keys
>>
>>157250343
In what?
>>
>>157250406
SFML.
>>
>>157250447
Can't help you then, buddy. Sorry.
>>
>>157248062
So is this funny like new game or is moeshit?
>>
How difficult is it to make a game like Dark Souls or Dragon's Dogma with an engine like Unity or Ue4? Is 90% of the work modeling?
>>
>>157248981
Best give me the name nigga

(Add stamina bar)
>>
I wanna try and compose music for videogame, so I'm taking a bit of time to write a bunch of pieces, have some sort of portfolio to show, so to speak.

Thing is... I kinda don't really know what the heck to make. I mean, I could just make random music here and there, but like - as game developpers, if you were looking for a composer, what are the types of pieces you would be more interested in knowing that they are capable of composing?
>>
>>157250816
Too difficult for you.
>>
>>157250816
>How difficult
Around 68 difficulty units

>Is 90% of the work modeling?
No
>>
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>>157250816
> Dark Souls or Dragon's Dogma
>>
So I've been looking around for a few hours about monogame features, and looking in its repo posts and all that, since I found that they included a change to make getting inputted text easier compared to XNA. This is all well and good, but is there a listing of such added features somewhere? I'm switching from XNA to monogame, and I'm having trouble finding such information. Most of their updates seem to be related to adding support for new systems to port to, and fixing bugs.
>>
>>157250816
If you have to ask you're probably out of your league already.

But you're right that a good 90% of your time will be spent on actual content. (Sound, music & art)
>>
>>157250751
I don't watch anime often but it looks like shit to me.
>>
>>157250816
ah
reminds me of when i was a kid i wanted to make Sonic Adventure 2 without knowing shit about programming

i'll be damned if i didnt try
good times.
>>
>>157250816
Not at all. That's why those game were made by only one guy with no experience on programming and not by studios with a lot of employees and big budgets.
>>
>>157250878
Don't be one of those people who only have bleep bloop music, make sure you have tracks that fit different types of games (although having a specialisation is fine, don't try to show your skills with music you don't want to make)
>>
>>157248960
There was that neon game, I'm pretty sure that made it onto steam, can't remember its name.
>>
should I ask youtubers to voice act in my game?
>>
>>157248960
God is a cube made it too iirc.
>>
>>157251698
If you want it to end in extortion and negative reviews when you don't pay them 400 times what you would pay anyone else.
>>
>>157251860
why would it end in extortion? has this happened?
>>
>>157246582
hahahaha
>>
>>157252282
Some jewtube let's players will ask you for money to give your game a good review. And if you refuse they will give you a bad review to fuck with you. Is content for them either way so they have nothing to lose, but you do.
>>
>>157252282
Youtubers extorting infie devs is one of the current memes here. You're replying to a shitposter. Also, featuring youtubers in your game is a retarded idea.
>>
i'm just gonna pretend this is my game, i'm making rock of ages 2

http://steamcommunity.com/games/434460/announcements/detail/577976368739174679
>>
>>157251698
do you really need voice acting.
>>
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>>157250751
>new game
>not moeshit
>>
>>157252557
yes
>>
>>157252541
>stealing other peoples progress

This is actually worse than nodevs and anime posters.

So kys
>>
>>157250816
Well, at least it's not an MMO. So it's just gonne take like 15 years if you are a 1MA.
>>
>>157252802
nah just sharing m8
>>
holy shit senpai it just came to me

i found the joystick of VR
it's over
we're done
i did it
VR IS SAVED
>>
>>157250816
it's way too hard

even making sprites of monsters that only have like 6 frames of animation total, for their movement and attack animations is SO MUCH WORK AAAAGH I'VE BEEN MAKING MY GAME FOR 3 YEARS

Those AAA games are made by hundreds of people, so it's hundreds more times work than you can do yourself. All you can do is aim for a "demake" of sorts, or reduce scale in other ways.
>>
>>157252616
gas weebs
>>
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>>157253278
>all the anime agdg games are gone
>>
>>157250816
Pic related was made by a man and his wife over 3 years.

You could make it if you're dedicated!
>>
>>157253416
2D is ez mode though
>>
>>157253416
uh thats nothing compared to dank souls or dragons dogma.
>>
>>157253559
Yeah but if you're willing to work hard and get a few more people working on the project then you could do a 3d game.
>>
>>157253416
that guy's made a few commercial releases, it's his third game or something. he's actually pretty experienced unlike anyone here.

>>157253596
exactly
>>
>>157253596
>literally 2d dark souls
>nothing compared to dark souls

okay
>>
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>>157253386
>tfw haruhi gun girl ded
>>
>>157253986
they updated their tumblr a month ago so im guessing they arent dead yet.
>>
>>157253682
shit did i say third game? https://en.wikipedia.org/wiki/Ska_Studios

i meant NINTH game

that's more experience than every anon here put together
>>
>>157254235
gogem?
>>
>>157254235
His games look pretty samey
>>
>>157254235
I started 20 different projects..
>>
my game is cute
CUTE
>>
>>157253386
I'm still around. Not that I'm here all that much. Please don't bully.
>>
>>157254490
That's what I told it too after cumming inside for the fourth time that night.
>>
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>>157254235
>James Silva began making games as a hobby in 2001, starting with Zombie Smashers X, a River City Ransom style beat-em'-up game, but the title was financially unsuccessful, selling fewer than 100 units. James went on to develop more similarly unsuccessful titles, including Blood Zero, Zombie Smashers X2, and Survival Crisis Z, but didn't achieve viable commercial success until 8 years later, with 2009's The Dishwasher: Dead Samurai.

Could you do it AGDG?

Fail all your games for 8 years but keep on trucking?
>>
>>157254490
post a screenshot.
the only cute game i've seen posted recently was that cube game.
>>
I need someone to draw a dev being turned into a game.
Like inanimate transformation of him being turned into a file or a disc.
>>
>>157254661
>Fail all your games for 8 years but keep on trucking

What's worse

releasing finished games and having them all fail

or

spending 6+ months on each game and scraping them for something else
>>
>>157254737
>>>/d/
>>
>>157254831
/d/ is too tame for the most part.
>>
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>>157254896
so you turn to /agdg/..?
>>
>>157255002
No I was just saying in general /d/ is pretty tame.
>>
>>157254661
His games all have that same style to them. Why did he never think to try a new genre or something at least?
>>
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>>157254816
>spending 6+ months on each game and scraping them for something else
>>
>>157254661
I've released 1 game to distribution channels, and it sold under 100 copies if you don't count a bundle it was in.

I have made shitty mobile HTML5 games and they "sold" to businesses.

I'm working on my second to sell through distribution channels. I'll continue until I'm poor and dead or rich and dead.
>>
I'm trying to think of a cool mini game for mobile I can rate performance on a F-S+ scale.
What do you guys think?
>>
>>157255062
maybe he liked what he did
>>
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>>157254661
>Zombie Smashers X
https://www.youtube.com/watch?v=sEbGqOB2vaU

Yeah no. I would not buy it either.
>>
>>157246532
Why do you think that would get you called racist? You're not depicting every black person to be a gangster are you? Just think of it how every white person doesn't want to be depicted as only white trash.
>>
>>157254672
I don't think my game would appreciate that...
>>
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>>157255590
>says game is cute
>not cute but CUTE
>twice
>doesnt want to post said CUTE game

???
>>
>>157250878
I want to see more acoustic (or even just actually recorded) music in video games. I'm tired of bleep bloops and of fruity-loops soundfronts.
>>
>>157255559
But it has everything AGDG says is enough for a game to sell.

Lots of particle effects.
Camera shake.
Juice.
>>
>>157255814
I want to, but my game would get mad at me for posting her on 4chan :(
>>
Wow, look at this

https://www.youtube.com/watch?v=z5El-yYNUwU

Made by one man

Explain this shit
>>
>>157256168
The art is complete ass.
>>
>>157256253
He bought assets. He didn't make all of that by himself.
>>
>>157256253
It's a collection of unreal store assets. (as admitted by the developer)

It's still pretty impressive but I don't think that realistically reflects the work of "one man." More like one guy and a credit card.
>>
>>157256253
He's asian.
>>
>>157256168
> lots of particle effects
free tip, never use the drag'n'drop gradient ellipse tool for particles. just stay away from drawing primitives unless you have a good reason.

> camera shake
barely noticeable. all over the place(meaty sounding punches that send zombies flying have no camera shake, zombies hitting the floor does)

> juice
if it had juice, the character wouldnt slide along the ground on the full meter, everyone would animate way faster, the status bars would have SOME animation and there would be way more effects around.

this thing is fucking lifeless.
>>
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where can I read about level design?

is this the hardest part of gamedev?
>>
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Here's a good video on a camera system for a game.
https://www.youtube.com/watch?v=aAKwZt3aXQM
>>
I'm thinking of making a VN. Is Renpy actually good, or just the Visual Novel version of "Make my own website?"

Speaking of Visual Novels, is the programming component to them particularly difficult?

What I have in mind is like a very tight CYOA story, where there will be choices but the choices will mostly just result in BAD/Pre-Mature endings and one "True" end, with like one or two moments tops during the story where a choice will lead to different scenes that eventually merge back into the main story branch.

Also, would it be hard to, say force the text to a crawl/speed the text up for a few scenes?

I don't imagine so, but would it be difficult to have some moments where the auto-scrolling text won't move unless you're in the game's application window?
>>
>>157256253
we memed this like two months ago, get with the times grandpa
>>
>>157256749
sequel when
>>
>>157256598
play games and look at the design
>>
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so I'm looking for some advice on perspective involving the bed.
I know it currently doens't quite fit but but can't tell why. I want it to be the centre piece so i'm not looking to make it totally slope left like I have the other two pieces.
Below it I have drawn a rough sketch of what I'm aiming for in terms of perspective.
I think maybe the bed needs to be shorter or longer but I'm not sure.
>>
>>157256909
>just result in BAD/Pre-Mature endings and one "True" end
yawn

let me know the title so i can avoid it.
>>
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Idea guys, now's your time to shine. Post ideas for halloween jam.
>>
>>157256598
http://www.gamasutra.com/blogs/MartinNerurkar/20090828/85329/Level_Design_is_Game_Design.php

gamasutra has a lot of great articles, just search their site for level design
>>
>>157256592
Yeah anon you shit on that fifteen year old one-man indie game, show everyone what a big boy you are.
>>
>>157257591
Crow rancher. You play as a cute witch girl that keeps a flock of crows.
>>
>>157257591
you're a witch with a vibrating broom so you fuck it
>>
>>157257591
it's like mario bros except youre a pumpkin
>>
>>157257591
>you're a spoopy little girl under bedsheet
>you need to collect candy becuase candy
>you need to avoid bullies stealing candy, greedy kids draining houses dry and later that asshole who gives toothbrushes
also some real monsts and stuff
>>
>>157248430
>>157257591
you go door to door asking for ideas
>>
>>157257591
your broom is actually a giant dick so you fuck it
>>
>>157258046
goge your ideas suck
your games suck
your taste in anime sucks for the most part
what are you even doing here
>>
>>157256253
Reading those comments leads me to believe this will be the next NMS
>>
>>157258182
you convinced me

goodbye forever
>>
>>157258182
making you angry
>>
>>157257591
you're a witch but you ride people instead of brooms
>>
>>157258268
you suck at that too
>>
>>157244849
Too sick to dev I tried some demo day games.

I tried sanix super edgehog adventure 2 dx turbo or some shit. Surprisingly fun even without the joke attitude it has. Maybe also because I didn't expect much. I liked how it felt like that bonus green hill stage from sonic adventure 2. Epic end boss music too.
I collected 1 emeroowd. Were there more?


I also tried Bokube. I'm not sure how I feel about it. It looks super fun, but I don't think it's fun to play, mostly because of the basic type of gameplay. I stopped during the 2nd level because I don't have the patience to redo the entire level because I put a block in a position where it can't get out. The controls also felt a bit irresponsive at times. In the 2nd level you had to jump over those enemies, and I noticed they were in sync with the music. Eventually they stopped being in sync so you might want to take a look at that if that was your intention.
I liked the starting "tutorial" level. It had the words written on the level, but the first one said to jump in the block, and unknowingly that this would not allow me to read the rest of the instructions I jumped in. I was left hanging.

I may seem harsh but I have the best of intentions and hope your game turns out great. I can see a lot of work has gone into it already.
>>
>>157258321
idk man i cant even post here without you changing the conversation to how much you hate me
you seem awfully triggered
>>
>>157258463
someone's mad and it's not me
>>
>shitty idea guy coming through
>Thread the Needle
>play as a bullet in every increasing difficulty of sniper shots
>numerous environmental effects to gain bonus points and meter to keep yourself flying
>silly things to hit and break on the way
>you can steer and gain upgrades to do "hair pin turns" and "nudge" the bullet
>sometimes have to fire multiple bullets and control more than one at once, toggling between them
How horrible of an idea is this?
>>
>>157250863
Please no. The stamina bar, however impactful on darksouls mostly limits experimentation and freedom in playstyles. It's time games get more technical. We are all getting older and tic tac toe style gameplay won't cut it anymore.
>>
>>157258830
I've seen this game before
>>
>>157258924
Oh sweet, link it I want to play it.
>>
>>157258830
How's the bullet controlled? Mouse? Keyboard? Is it fluid or is it like tron?
>>
>>157258830
https://www.youtube.com/watch?v=NKFmUZHvKrI
like this?
>>
>>157257591
you're a witch and your hat is also a dildo which you fuck
sometimes you also do dp with a broom in your ass
>>
>>157258830
So Sniper Elite: Silly Edition?
>>
>>157257591
all your family is coming over for thanksgiving dinner and you need to cook everything while also making sure none of the arguments turn violent and someone in you family is a serial killer but you're not sure who. can you catch the killer and evenly cook the turkey in.... ("Nightmare Before Christmas" style crossover title here.)
>>
>>157258965
I don't remember, it was a video on youtube but I don't know who/why.
>>
>>157258843
If you play Dark Souls expecting DMC then the issue lies within.
>>
>>157259112
Does Sniper Elite let you influence the trajectory of a bullet after it's been fired? Cause if not then the similarity is so superficial as to be irrelevant.
>>
>>157257591
it's a stealthgame where you enter peoples homes to steal their children which you eat
sometimes you also steal dildos to fuck them but you already have a broom and a hat which are also dildos so you don't do it a lot
>>
>>157259291
Yes?
>>
>>157259074
>>157258830
or like this
http://store.steampowered.com/app/364130/
>>
>>157259407
>it's a stealthgame where you enter peoples homes to steal their children which you eat
This sounds pretty cool. I want to be The Sandman.
>>
>>157259160
>>157258965
Ah I remember!

It was a game where you were across the street from an apartment building full of couples, and you had to shoot condoms onto their penis before sex.

You avoid obstacles and aim for their crotch
>>
>>157259160
Are you thinking of the pool shot game that is basically identical in concept?
>>
>>157259407
can you rape then before eating then for max bonus?
>>
>>157259407
>it's a stealthgame where you enter peoples homes to steal their candy which you eat
>sometimes you also steal their costumes to fuck with them but you already have a broom and a hat which are more than enough so you don't do it a lot

Fixed it, you're welcome.
>>
>>157257754
It's impressive for what it is, but it should surprise nobody that it wasn't even slightly succesful as an actual product.
>>
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who made this?
christ just kill me instantly
>>
>>157259074
Much more like this than>>157259546

>>157259112
Basically

>>157258987
Mouse would be the idea.
>>
Anyone here try to make a Phoenix Wright knockoff? If so, what pratfalls did you fall into?
>>
>>157248836
Is this Team Buddies

https://youtu.be/ZBugFxhJlyo?t=2m22s
>>
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>>157259868
go ahead then anon
the saints row game was canceled
>>
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>>157259901
I fell into several pitfalls, luckily I had a stepladder with me.
>>
>>157259808
Didn't see anyone acting surprised in the reply chain but I'm on mobile and won't be fucked to verify that.
>>
>>157259901
Writing and making interesting cases are the pratfalls of that type of game. Most people don't have the experience to pull off either.
>>
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Progress:only 3 things left to finish. finish audio track, put final screens into the game and adjust difficulty/polish timings.I don't really like the font so I also might redo it
Could you help me w difficulty?


I am afraid it is way too hard. Even though it is not supposed to be easy.
Here is the link. https://drive.google.com/file/d/0B18iT5biNgtqV3VGeHZxR3FORmM/view?usp=sharing

If timings are way too off, press R, it will most likely reastart and most likely work as intended
>>
>>157259901
googem tried.
>>
>>157260043
Pratfalls, you dumb faggot.
>>
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>>157257416
>>
>>157259161
That game isn't dark souls though, so I see no reason it would need a stamina bar. If you play video games expecting only simple things like dark souls then the issue lies in your lack of intelligence or effort.
>>
http://www.youtube.com/watch?v=kaS_x2W3ogs
What did they mean by this?
>>
>>157260404
the next version of gamemaker is going to kill you in your sleep
>>
>>157257591
you're a hot af german witch and you use your broom to heal people in mexico
>>
>>157260404
Time to shell out for an upgrade, gamegoy
>>
>>157259990
>Team Buddies
holy shit i totaly stealing their art style
>>
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>>157260605
>tfw I've bought ever version of game maker, have the master edition, and I'll get the master version of this too but haven't completed a game in almost 10 years
>>
>>157260389
>that game isn't dark souls
lol, you're right
It's even less complex.
>>
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>>157248726
well, it is ok. get something to collect into the game maybe? sometimes it generates platforms so that I can't see where am I jumping to. They are too far away.
Also make starting point on flat long bar maybe? I died a few times right away before got how game works.
Also those trails that show you where blocks will fall go through platforms when blocks don't. so it sometimes shows you that trail even though block is not going to fly there(it collapses on the platform above)
Other than that can't really point out anything else.
>>
>take a break from devving to play some games
>resume devving
>framerate tanked, can't get above 60 whereas before it was running at almost 300
>restarting didn't fix it
>doesn't affect any other games
What the fuck
>>
>>157259161
>if you play a shitty game expecting a good game the problem is you

but how he's gonna know?
>>
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Made a bunny outfit for the professor.
>>
>>157260060
>Writing and making interesting cases are the pratfalls of that type of game. Most people don't have the experience to pull off either.

Shit nigga, I can write. Loads and loads of finished but unpublished manuscripts sitting in my room.

Can't promise mind blowing cases, but I've read enough Agatha Christie and Doyle to at least be semi-competent at locked room mysteries. It's programming, drawing, and composing music that I -can't- do.
>>
>>157248981
play with i frames and recovery frames to prevent abuse and it should be fine.
momodora did rolls w/o stamina and is ok.(many other games did it too but it is the most recent i can remember and looks like yours. sort of)
>>
>>157257591
Dicknipple: The velocity.

In dicknipple, you either play as a dude with a huge monster dong, or a woman with gHaStLy titties. In response to their walking speed, the elasticity of their "attributes" increases, allowing them to be swung around at high speeds. Depending on how this is used their mass will pull you over large distances or smash enemies. But be careful! If you pull too hard, you might rip the skin!

You must carefully navigate the worlds of the Delicious Flat Continent and defeat the evil halloween dressed SJWs who are chopping off the dicks of unsuspecting gamedevs.


Meh. i tried.
>>
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>>157261153
but why?
>>
>>157261000
Playing Dark Souls and expecting DMC is the same tier of stupidity as the people who played Brigador expecting Neuro Voider.

Here's one that'll blow your underdeveloped little noggin: DMC is a good game because the depth of its mechanics is fettered by deliberately placed limitations.
>>
>>157260836
And you want to make it even more limiting? What game are you making?
>>
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>>157261519
To complement this.
>>
>>157261289
>locked room mysteries
>>
>>157261621
>DMC is a good game because the depth of its mechanics is fettered by deliberately placed limitations.
This. It's much more sophisticated than implementing a stamina bar and calling it a day. It gives the dev control over how the game should, and should not be played, and it's even possible to motivate players to try certain things by clever use of recovery times and cancels. They are the brushtechniques of gameplay design.
>>
>>157261682
Common mystery elements. Knox Rules. You know, that shit.

Answers which aren't clear at first, but don't feel like bullshit when revealed.
>>
>>157262002
what part of my post made you think i didnt know what you were referring to? you can see images right?
>>
>>157261641
Having a delay between attacks is a limitation. Limiting the number of times a player can be hit is a limitation. Challenge is the implementation of limitation. Are you sincerely trying to argue that any limitation on the player is bad, or just a stamina bar because you associate it with Dark Souls and that triggers you?
>>
>>157261621
my point is
dude has a sword and fight demons in DMC, dude has a sword and fight zombies looking demons in souls

if some one that doesnt know how much dark souls sucks goes blind to play the game

is his fault to be shocked if the game is so diferent?


>underdeveloped little noggin:

hey hey lets not go to insults there yet
i did not even bring the "shockwaves" to the table yet
>>
>>157262002
>>157261289
>>157259901
Gonna self-shill a bit here. If anyone is looking for a writer for a project, then hit me up at [email protected](temp email that I'll refresh for the next few hours)

Can't promise you'll like my concepts or prose, but I can promise output. I write like a demon and meet deadlines. I'm also not asking to be paid - what I want to see is someone who is serious about making something good, who seems at least somewhat capable of doing it.
>>
>>157261153
>not wearing a black bikini with realy hairy legs, keeping his shoes on


you had one job anon
>>
>>157261682
>>157262213
>>157259149
>>157258463
Post progress
>>
>>157262213
Didn't expand the image. I just saw a confused looking hand, not the subtitles beneath it.

At any rate, I don't think good mysteries have to be ground breaking, just competent.
>>
>>157262627
>I don't think good mysteries have to be ground breaking, just competent.
i take issue with non-locked room mysteries somehow being "ground breaking" they're not, they're just not trash.
and you said in your previous post you're only "semi-competent" so...
>>
>>157262759
>>157262604
>>
>>157262239
>Limiting the number of times a player can be hit is a limitation. Challenge is the implementation of limitation. Are you sincerely trying to argue that any limitation on the player is bad, or just a stamina bar because you associate it with Dark Souls and that triggers you?
I can take a picture of all souls games behind me with timestamp and all that shit. Dark souls is fun, but it's not an amazing example for future endeavors control mechanics wise.

>triggers
You seem triggered because you almost assumed I was shitting on all limitations.
>>
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Some more small progress on my quiz game, still single player and thus not really fun but
>answer order is randomized
>turns and score get updated
>countdown to answer working
>some more code stuff I forgot
Now I have to sit down and think how to manage player turns etc but it shouldn't be too hard.

Also go ahead and steal this I don't care.
>>
Any good books on Unreal? Cause the internet is mostly filled with blueprint crap and using those is how I ended up having nightmares about robotic spaghetti for a solid month.
>>
>>157262759
Well, I guess to put things another way, do you feel like any Phoenix Wright cases are really ground breaking as mysteries go?

They all seem perfectly grounded in usual Locked Room cliches - would you like to elaborate a bit and use a Phoenix Wright case as an example of exceeding beyond standard mystery fare?
>>
>>157262353
>my point is
>you need to be considerate of the consumer who has zero understanding of genre distinctions and who is so gaming illiterate that he can't detect the obviously varied design approaches between two games by watching at least five seconds of the core gameplay of both
Oh so your point is you're a fucking retard. Sorry, I understand now.
>>
>>157256598
https://www.youtube.com/watch?v=ygp4-kmjpzI
>>
>>157263141
ive only played the first phoenix wright and i was severely disappointed that it was just another garbage detective themed adventure game when i was promised a court room lawyer em up.
>>
>>157256598
Just make some square rooms and fill them with tons of shit.
>>
>>157256598

Designing levels, not just procedurally generating them.
>>
>>157263368
Oh ok man. Sorry, I thought you were interested in making a Phoenix Wright like detective themed game.

Cause that's sort of what I wanna make. Cliches and corniness don't bother me.
>>
Is JRPG-like turn based combat acceptable in 2016?
>>
>>157260275
lrn 2 read nigga
>>
>>157263368
What games do you even like goog?
>>
>>157262950
>Dark souls is fun, but it's not an amazing example for future endeavors control mechanics wise.
Nobody has made any claim resembling what you're denying here, so I guess we both get to play the "you're putting words in my mouth" game. Your only argument for why a stamina meter is bad is because it's a limitation on the player (specifically using the nebulous term "explorarion"). Now you admit that limitation isn't inherently bad, so you've got no argument to stand on except "stamina meters were in dark souls and not in DMC ergo they are bad".
>>
>>157263665
Unless you do something really interesting and are sure it won't feel slow and like a chore to play, I suggest you stay away from it.
>>
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Finally managed to sort of understand how Unity's UI event system works and got drag&drop on a grid working.
How does this interface/artstyle look for a programming game?
I don't need anything fancy, but I'd like it to look at least a little appealing.
>>
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Trying to work out procedural generation level terrain. Is 23,328 triangles too much for a chunk of terrain?

I'm using LOD.

But, I'm confused on polycount. Isn't one character in a game 23k triangles? So I should be able to use 9 chunks at highest lod around the player. I'm guessing since it would be like drawing 9 23k characters to the screen.
>>
>>157263876
And you said my mom had 2 dicks but that's not true either. later noob
>>
>>157263571
well im making a detective game but its an actual detective game from the ground up not an adventure game reskin.

the problem with locked room mysteries btw is A) the locked room itself is rarely believable and even in the most believable scenarios an actual prison is the most believable and ive only seen it done a few times for some reason is asking for an epic amount of suspension of disbelief at which point it becomes exactly like an adventure game for a reader/viewer/player where they just look at the things that were mentioned early on and think of the wackiest way to piece together they can because that's what the author would do. and B) they're fucking always 99.999% of the time a murder mystery. boring as shit.
>>
>>157263347
Why not the one with Romero? Or were you recommending the entire playlist?

https://www.youtube.com/watch?v=rV6HlBa88js
>>
>>157264071
gg ez
>>
Hiring a programmer to make a game - feasible, or unlikely?

I can write, friend of mine can draw. Two of us can invest some dosh to pay for a programmar.

Problem is, since we both know little to nothing about programming, we can't communicate effectively with this hypothetical contractee, or know what development benchmarks are reasonable and which ones are absolute fantasy.
>>
>>157264278
>>157262604
>>
>>157263985
It's fine, you could even go up to 65k per chunk, that's Unity's limit per one mesh.
Most of the cost in procedural geometry comes from updating them constantly or generating colliders for them, making and displaying a bunch of tris is pretty cheap
>>
>>157264317
Yeah I meant the one with Romero. I just fucked up.

Nobody should listen to that other fucktard.
>>
>>157263981
looks serviceable, what's the game about?
>>
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>tfw super productive late at night but can't get anything done during the day
>>
>>157263041
BORING
B
O
R
I
N
G
>>
>>157264485
Careful with that. People might assume skyrim's animator is a good guy because he worked on a game with good sales.
>>
>>157263121
Why? What happened?
>>
>>157264738
I sure hope you're not trying to imply Romero can't into level design.
>>
>>157264682
iktf

I only really start working at around midnight. Hammer out shitloads of progress over 3 or so hours and then crash.
>>
>>157264682
>not sleeping during the day and deving all night
>>
>>157264278
Well, you're going for a realistic tone. Phoenix Wright games are just about the farthest thing from realistic. You don't play for the mystery so much as the shocking(and nonsensical) twists, reveals, breakdowns, and of course, the rewarding music.

It's designed to make dumb people feel smart and cool - not to push the boundaries or raise the bar on fiction.
>>
>>157264883
I wasn't. I am not knowledgable enough about his work to critisize anything about it. However, I'm not sure why doom level design is regarded as a good example, besides maybe a lot of variety in room designs? I haven't played it much but that's the only thing that stands out to me.
>>
>>157263041
Nice colors and design.
>>
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>>157264510
Trying to design viable creatures by wiring up a bunch of basic behaviour blocks and organs.
Like multiplayer Spore creature stage for autists, basically.
>>
>>157265198
Doom's level design is so good that you don't realise it's good. I know that sounds odd, but think about the shit you learned in Doom that you don't remember actually being explicitly taught. That's good design.
>>
>>157265198
It's hard to qualify what actually makes good level design but Doom is generally regarded as being fun to play and I think that's enough evidence to support it having good level design.
>>
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>want to post progress but a swore an oath to myself not to post any anywhere until I had something playable
>>
>>157253386
I'm still here. I'm taking a break to sharpen my skills before going further
>>
>>157265284
So guiding the player through a maze in a way that he doesn't realize and makes him feel like a master maze navigator? Or are we actually talking condition of how to move so later levels can test that conditioning?
>>
>>157265027
this is why i'll never be a success. im perfectly fine letting dumb people feel dumb.
>>
>>157265484
Sounds like you want to fail.

Marketing begins when dev does.
>>
>>157257756
I like this idea
>>
>>157248768
I love you anon
>>
>>157261153
testosterone, son
>>
>>157265664
How about just telling them they're retarded? "You should have been able to solve this. Don't you dare play my game again until you're older than 12"
>>
>>157261153
John Kricfalusi?
>>
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>>157248720
Sorry bro. Understand your motivation to just have fun doing simple shit, but I can't help you.
>>
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>>157265819
>telling people theyre dumb in such a blunt boring dumb way
hmmmm....
>>
>>157265639
Mario 1-1 always comes to mind when I think of good level design. First thing the player sees is a glowing question mark block, so naturally the player tries to hit it. You just learned how to jump. Now there's an enemy coming at you, you know now that you can jump over him. So you jump, except there's bricks above you. You hit the bricks and fall down on top of the enemy. Enemy dies. You just leanred that jumping on enemies kills them. No words said. No button brompts. Nothing. And yet you learned how to play the game.

That kinda thing makes good design.
>>
>>157266015
That's your entire schtick.
>>
>>157266053
>they keep repeating this bullshit
at what point does it teach you that you need to hold A to run?
>>
>>157236458
>>157236692
>MFW ITS NOT AVAILABLE IN FINLAND
the dude is finnish if someone didnt know
>>
>>157265664
The reason you'll never be a success is because your games are shit.
>>
>>157266250
It doesn't. Because B is used to run.
>>
>>157266492
whatever theres only 2 fucking buttons and thats the one you need to learn because jump is obvious as soon as you click it.
Miyamoto/Nintendo's story about 1-1 being the perfect tutorial through level design is completely revisionist drivel. like anyone wouldve actually run away from the mushroom during the first encounter .
>>
>>157266775
>who would learn to avoid the brown evil mushroom only to be afraid of a new, faster, orange mushroom
People who had never played a video game before?
>>
>>157261153
>>157261664
Your art screams sjw feminist bullshit propaganda
>>
>>157266492
this kills the googem
>>
>>157266775
It's not though. It teaches you to jump, it teaches you how to kill enemies, it teaches you about powerups, it teaches you how to jump higher, it teaches you about secrets when you fuck up one of the jumps and it does all of this without a single word, in the space of a single level.
>>
>>157265969
Funny thing is, the Holo-professor was a Fansworth/Robotnik kind of thing. But the reaction most people have is John K. It's cool really, but it was completely unintentional.
>>
HERE'S THE GAME PLAN LADS, AND IT'S PRESENTED WITHOUT A HINT OF IRONY

I AM ACTUALLY GOING TO FUCKING DO THIS

I AM MAKING A DEMO OF A GAME THAT'S ACTUALLY A PILOT

I AM GONNA DROP TONS OF CAPITAL TO MAKE THIS PILOT, SNEAKILY TITLED A PROLOGUE, GORGEOUS. GORGEOUS ART, FANTASTIC MUSIC, AND ONLY SORT OF OK WRITING SINCE I'LL DO THAT BIT MYSELF

IN THIS DEMO, WHICH WILL BE SUPER FUCKING SHORT, THE CHOICES WILL MATTER. LIKE IN A MILLION WAYS. AN ABSURD AMOUNT OF PERMUTATIONS. THE GAME EVERY TELLTALE FAN DREAMED OF.

THEN, IF THERE IS ANY INTEREST IN MY GORGEOUS GAME, WITH GORGEOUS ART, WITH CHOICES THAT ACTUALLY MATTER

I WILL FILM MYSELF DOING REGULAR DEBUG SHIT AND POST THE VIDEOS ON REDDIT. THIS WILL GIVE THOSE MOUTH BREATHERS THE VICARIOUS FANTASY OF BEING A GAME DEVELOPER, EXCEPT WITHOUT THAT NASTY "HARD WORK" PART

THEN IF THERE IS LEGITIMATE VIRAL INTEREST IN MY GAME

I WILL START A KICKSTARTER. OR PATREON, OR FUCK IT, INDIEGOGO. WHATEVER GETS ME THE MOST SHEKELS. NO PHYSICAL REWARD TIER. I WON'T FALL FOR THE SHIPPING MEME.

AND THEN, FINALLY

I will work on the game, ultimately delivering a decent product with great art and music, but with nowhere near the amount of choice and innovation I promised with the pilot
>>
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Made an epic story telling sequence in UE4.
>>
>>157267146
>the text isn't perfectly centered
I'm being triggered right now.
>>
>>157266053
>First thing the player sees is a glowing question mark block, so naturally the player tries to hit it. You just learned how to jump. Now there's an enemy coming at you, you know now that you can jump over him
I like this. I always felt that games that throw you in combat and immediately expect you to do some shit without having had a calm moment to experiment with that feature are doing it wrong. In my game I expected to solve this problem by giving the player some free time to experiment with controls without enemies, but an incentive, similar to that ? block to try a mechanic seems like a very good idea indeed.
>>
>>157267146
>happend

At least don't be an illiterate retard, come on what the fuck
>>
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>>157267123
Don't be this guy
>>
>>157266964
yeah i was gonna say that too, if theyre such genius designers why did they design an enemy and a powerup to look so similar?

>>157267079
SMB/Duck Hunt was the first videogame i owned at 7yo... it doesnt teach you any of that shit, you learn it by playing the game and dying and starting over again because the original cart had no saves.
mario was a huge success because it was the first well made platformer and came with every NES, they didnt need to retroactively explain the success as being a work of genius, that's just the typical successors revising history to praise themselves.
>>
>>157267398
>you learn it by playing the game
It's almost like that's exactly what I said. I mean, good job for admitting when you're wrong, but I don't know what you expected to get out of this.
>>
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>>157267390
It's like looking into my own future.
>>
>>157263041
It's nice
>>
>>157267398
It's almost like its the mushroom kingdom or something.
>>
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>>157267267
>>157267326

Sorry, fixed it now.
>>
>>157267467
except that's bullshit, you said
>in the space of a single level.
when it doesnt actually teach through doing most of anything.... theres no way to force a player to hold the buttons to learn how to run or jump higher or hold onto dead enemies... etc etc
that's what the manual/friends/playing until you happen upon it was for.
>>
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>>157267734
>>
>>157267734
every single brick in the mushroom kingdom is a toadstool cursed by bowser
i learned that just by playing 1-1!
>>
>>157267390
I'll be the next Sean Murray, I swear it.
>>
>>157267774
you're killing me anon, I'm dying a slow painful death.
>>
>>157267779
There are 3 consecutive pipes in 1-1 that grow in size. If you tap A, you clear the first one, if you tap A, you don't clear the second. So you try holding A. Tada! You just got taught how to jump higher.

I didn't say the game teaches you everything in 1-1, but it sure as fuck teaches you a lot.

Do stop embarrassing yourself.
>>
>>157267734
this kills the googem
>>
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Alright, I think I'll un-break the car pathing (disabled it when I changed the town-generation algorithm when i switched to the new graphics) and then work on police AI, I guess. I'll probably dabble a bit in town generation too (at least fixing it the car pathing and street lights..., plus maybe getting the road-tracking system implemented, so you can see which road things are on in the map with names).

>>157229527
>hey do u want an artist ?
>I always like ur game but cannot help but imagine what it would look like with fancy looking lolis.
>I'm one ,alltho I don't feel like getting doxed and have no idea how to contact u

Join #agdc on irc.rizon.net and say who you are.
>>
How were you supposed to know to insert the NES cartridge in the slot and then push it down?
>>
>>157257416
Google one point perspective, ahould be exactly what you are looking for.

>>157260079
Anyone?._.
>>
>>157268097
don't do it

he's the admin and can ip you
>>
Just a point I'd like to share. Don't fall into the trap of thinking your work is "too deep" for people - sometimes that might be the case, but most of the time a lack of interest in your project stems from your project being middling, perhaps even bad.

It's better to be successful hack than an unknown genius
>>
>>157268126
The instruction booklet that came with the NES
>>
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>>157268151

I'm the owner of the channel, not an IRC Operator. I can't see any more than anyone else can, all I can do is set channel-modes, ban users, change the topic.
>>
>>157266053
i actually made my grandmother try the first level in mario bros to test this, since people keep spewing it.

she repeatedly walked into the first enemy and kept dying, she didn't even know it was bad, then she tried the other buttons and saw that she could jump. then over the next 5 minutes she tried to time her jump so she could land on the goomba, the blocks above mario's head actually made it harder for her.

you're just parroting some "game design" article you read, the original super mario bros doesn't do anything to teach the player, it just relies on how much of a gamer the player is. it came with an instruction manual too, which anyone who is having trouble would have read.

this also reminds me of that sequalitis video or whatever, about how megaman x is the best game every because muh no tutorial. you wanna know why there was no tutorial like the one that video parodys? technical limitations, often mended by god damn instruction manuals. i swear it's like everyone is underage and never played these games when they were released.
>>
>>157268304
>My grandmother's retarded so everyone's retarded
Good to know m8.
>>
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>>157248836
Final update
The use buton is finaly working. one week of my life wasted on this,
all worth it
>>
How were you supposed to know to take a shit when your butt hurts?
>>
>>157268304
This anon is right on the parroting article tho.
>>
>>157268389
the fuck is even going on in this shit

delete this.
>>
>>157268418
If you hold it for too long it'll just come out naturally.
>>
>>157268375
we wouldn't be having this discussion if it wasn't about how game design teaches the player, why would it have to teach someone who knows how to play games?
>>
>>157267931
is there really? i dont even remember that because it wasnt even necessary. the thing that really teaches you to hold is how sensistive it was, if you tapped it you barely hopped, if tapped it even slightly longer you jumped, it was obvious right away to everyone you within a few clicks that you held it for an annoyingly long time to get a ull jump out of it and why everyone who had it as a kid complains about sore thumbs (on top of boxed palms)
that's not 1-1 responsible for learning anything, and theres literally no convoluted way to extend that 1-1 explanation to running... probably how most people got it was by logical extension that holding one button made you jump higher so holding the other might do something too.
>>
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>>157268457
Online tests anon

trying to convert the game to work online

the use button that enables the hitbox did not want to work right
>>
>>157268418
how were you supposed to know that you wanna sleep not thinking you're dying?

Things like instincts and intuition exist you know.
>>
>>157268304
Funny, I also had my grandparents play the first level of Mario, and they got it pretty quickly.

Everyone is different, so their ability to learn something new can be different. Level design can absolutely teach the player how to play, there's no arguing against that because there's countless levels in countless games that teach things through level design.
>>
>>157268418
Your parents teach you, and theirs before them. The humans didn't know how to hold in their shit. They just shat all over the place. It was learning not to do it.

However using this as a metaphor for mechanics design is as shitty as it sounds. You don't want your players to get frustrated because they try to get the most simple shit under their control.
>>
>>157268304
Also, just to note. Your attempt to prove the game doesn't teach you, proves the game teaches you. She hit the goomba, died and then thought "Oh, I must be able to get over him somehow" and learned how to jump.

I'll say this much, you're probably lying about the blocks making it harder for her, given the fact that the goomba walks right into the starting clearing if you don't actively try to progress through the game.

>>157268497
See the text above.

>>157268452
>Don't say things that others might have said at some point because then you're parroting or something!
Really?

>>157268616
>is there really?
Yes. The fact that you don't even know 1-1 shows you shouldn't be talking about this.

>still REEEEEEing about running
Stop posting. It's embarrassing to read.
>>
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to the anon who did this edit of mcblurry's fucked up blurry "pixel art"

I salute you, good job mate
shame about him being blind and / or retarded though
>>
>>157268815
>The fact that you don't even know 1-1 shows you shouldn't be talking about this.
why would i remember 1-1 in detail, hold dash, press right, jump occasionally.
i can tell you about 4-2
>>
>>157269009
>why would i remember 1-1
Thank fuck for filters. I haven't experienced that much second-hand embarrassment since watching The Inbetweeners.
>>
>>157269063
>grandpa thats not how the war was
>grandpa you're embarrassing me
>you cant say that about japan!
fuck your embarrassment you little teenage shit.
>>
How were you supposed to know to move the awkward boy's eyes by moving the mouse?
>>
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>>157269734
>>
>When you think you got a good idea so you work on it for a couple of day, then you realize its stupid, no one would want to play it and you just wasted your time

Can someone give me a decent idea
>>
>>157270345
what was your shit idea?
>>
>>157250073
Hand crafted is always going to be more memorable if you can design it well and make progression through it feel good. Procedural will give more longevity just by way of "new experience each time you play". So it's really if you want a memorable game or a more frequently played one. I love Super Metroid to death. Same with Symphony of the Night. But I couldn't sit there after beating them and immediately go back through them right then and there, even though I have played them dozens of times over the years. Random generation would have made that journey more likely to happen more often but it would not have been as meaningful to me in the long run. Take it for what you will, anon.
>>
A 3D physical puzzle game
You are in the room of a house(bedroom, kitcken etc)
And the object is to get a ball to the goal by moving object around the room. Like moving dvd cases, to be used as bridges or ramps
you dont effect the ball directly so youd have to guide it to places it could fall down to pick up momentum
>>
>>157270676
for>>157270403
>>
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>>157270403
not him, but this is a shit idea I had recently
2D array matching with binary arithmetic
>>
Why is agdg exclusively white males and transgender white females?
>>
I realize agdg obsesses a lot of energy on the game play part.

But there are so much more things that create a beautiful game.
>>
>>157270676
would be good to stop having """ideas""" about physics, seeing as it been the main focus of videogames since the very beginning of videogames it is well mined already, i can think of a dozen similar games to what you're describing.

>>157270937
hmmm hmmm, interesting game. needs some work. like how do you play it?
>>
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I realize agdg obsesses a lot over gameplay.

But there are so much more things that create a beautiful game.
>>
So what's the secret to using multiple cameras to make some things look normal and other things fucking huge? Just fucking with the FOV makes things look really wonky and tilt-shifted.
>>
A game where you argue with your mom on whether you are worthless or not. Then later she apologizes and says she loves you the way you are, but she wishes you had a job and didn't stay couped up in your room.
>>
>>157271069
wrong
>>
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stuck eyes on my shitty bush sprite
>>
>>157271323
This. I'd play a game with shit gameplay if it had nice art.
>>
>>157271534
cute
I'm sure you're working in a landing animation
>>
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>>157271323
the awe from visuals/sound wears off after an hour or so of playing

gameplay is what keeps you playing
>>
>>157271606
i am, yes.
>>
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>>157271323
Back in the day, people had not much but made great things with it.
Now we do have everything, unity, gamemaker. But look at what we do with it.
>>
>>157268149
>Google one point perspective, ahould be exactly what you are looking for.
but I already know what that is, my post is about achieving it.
The bed is supposed to be centre-view, which would make it collapse to a point =. but it's still off. I think it's the height that are screwing with the bed.
>>
>>157248581
anon you crazy motherfucker, you just gave me inspiration to actually expand on the shit tier stuff I have for something halloween
>>
>>157271649
t. someone who never played a visual novel
>>
>>157271839
VN's aren't games.
>>
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>>157271649
Gamplay, but also story.
If the gameplay is generic but fitting. I would also play it because I care for the characters.

The Dragon Quest series is a good example, I think.
>>
>>157271882
yes they are. check wikipedia
>>
Holy fucking Hell, it's difficult to get a decent sidescroller camera functioning properly.
>>
>>157271839
>>157271932
Story can also keep you playing.

But nobody plays just for sound or graphics.
>>
>>157271963
>ah yes wikipedia the definitive authority

Kill yourself, VN's aren't games and they'll probably never be no matter how many wiki articles and pedantic definitions. Story and dialogue aren't gameplay. Choices aren't gameplay.
>>
>>157272101
t. someone who never played a porn game
>>
>>157272114
>no matter how many wiki articles and pedantic definitions
so basically
>literally everybody else is wrong and i am right!

you are a fucking idiot
>>
>>157272114
stay in denial
>>
>>157272167

>what is Corruption of Champions
>>
>>157272217
>still no argument about why they should be considered games
No one called CYOA books, games, they were just books with a lot of branching choice paths.
>>
>>157272280
nigger, what? are you saying nobody ever played a porn game just for the graphics?
>>
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>>157272101
>But nobody plays just for sound or graphics.
Hentai games.
But it's really something different.

Enjoying something because of the graphics, is more something like a picture gallery.

But when I think about it, there are games with heavy emphasis on the beautiful art. Where you just enjoy the ride through another world.
>>
>>157272078
just glue it to your character except around edges, good enough
>>
>>157271464
What color?
>>
UE4.14 when?
>>
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>>157271760
If you know what it is, I don't understand what is your problem. All Z lines go to the chosen point, what don't you understand about it?
>>
>>157272114
The part that makes it gamy is the interactivity.
But you are right, that there is not much "gameplay".

If there are people who call it a game, then I would be ok with that, I would just say, that there is not much interactivity going on and it focuses more on a story which is branching off, by how the payer answers and what actions he takes.
>>
>>157272445

Sorry, I misread all of that shit.

I thought that was about how you can't have a porn game with no graphics or sound, and I know many a boners have been caused by CoC.
>>
>>157272759
nothing, I understand it fully
it's just come out lookig fucked
>>
im so fucking stupid it hurts.
why did I pick programming and gamedev as my hobbies.
>>
>>157272864
Try moving the point then. Sketch it on paper to make it faster and easier
>>
>>157272864
if you're going for one point perspective you already fucked up with the two dressers, since they are both parallel and don't converge. Honestly one point perspective sounds nigh impossible with such low res pixel art
>>
>>157272671
i'm refering to the south americans like cristian, ryuno, sushinightdev, drift stage dev, dreaming sarah dev, eastward questdev, kerfuffle dev
they can't possibly be all white
>>
>>157272918

Man you need to fuck off with your pity party looking for (You)s bullshit.

Literally anyone can learn anything. It's a skill, not just an abstract idea that requires mental gymnastics.
>>
>>157271963
>>157272114
>>157272217
>>157272304

The question is not if VNs are videogames, the question is, what is your personal definition of a videogame.

This will be different for everyone.

(My definition of videogame is most of the time:
There is a screen, I can control whats going on on the screen, i have fun.)

Sometimes the definition for it to be a game, is that there must be a posibilty to win. Or else it's more of a simulation.

If there is no interaction at all, then it's certainly something else. Maybe it's a movie.

What I want to say, everyone has an other definition for "videogame".
>>
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I got the hotkeys working nicely, also gates that only let a specific color through (you use them to prevent cars from trying to find a shorter path against the traffic of other cars, as there are no one-way streets).
>>
>>157273315
there's also the guy making the topdown shooter with placeholder graphics which i don't know his name
>>
>>157273358
simulations can be games because there's gameplay. you don't need a binary state for it to be a gameplay.

A VN is literally
LITERALLY
L I T E R A L L Y
A virtual CYOA picture book .
I love VN's, I think they're great. But I would never classify them as games.
>>
>>157272918
I may not have gone anywhere with game dev, but I sure as hell did benefit from the programming aspect.

It feels good knowing I can make useful software/tools that suite my needs anytime I want.
>>
>>157272646
i dont want just "good enough" though. I want a good camera. i'm using a forward focused camera with linear interpolation, and im not sure if i need to be decent at math, but just spending forever tweaking numbers to get it to work decently is exhausting
>>
sport games are literally a virtual sport. they aren't video games.
>>
>>157248720
I'm a shit programmer more of an artist/game designer but I got a vive... Sorry anon.
>>
>>157267008

Wouldn't the sjw feminist progagatzi be all over me for sexualising the girls?
>>
>>157272304
you can argue that making choices is a light form of gameplay. that is player interactivity. video games are interactive entertainment.

seriously, since when do you get to set the rules of what is and isn't a game, as opposed to literally everyone else, you fucking mouth breather?
>>
>>157273623
how is a virtual CYOA pictue book not a game?
>>
>>157274137
Can you win at it? Then maybe it is a game.
>>
Is Steamchat still the place to go for out-of-thread AGDG banter, or is Discord the new hotness?
>>
>>157274512
>tfw spent thousands of hours playing grand strategy games only to find out they're not actually games because you can't win and anon said that makes it not a game
>>
>>157274070
So if Microsoft Excel is interactive and I have fun with it, is it a videogame?

not the one you are responding to, just curious
>>
>>157274023
You're trying to sexualize a fat chick. That only works for people who bought the >beautiful at every size bullshit or have a fat fetish.
>>
>>157274512
You can't "win" at The Sims, and it is considered a Life Simulation Game.
Before the Ender Dragon, you couldn't "win" Minecraft, yet it became a massive hit. Or really any survival game at that.
Prison Architect is not a game because you cannot "win" at it. Or really any sandbox type tycoon game.
Rollarcoaster Tycoon? Fuck that piece of non gaming software.
>>
>>157274623
It's also called winning if you set your own goals. You tried to achieve something didn't you?

And besides that, in which strategy game is it impossible to win?
>>
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>>157274776
so what if my goal is to get to the end of a visual novel? if i achieved it, that makes VNs games, yes?
>>
>>157274776
I said grand strategy. So pretty much every one of them. Europa Universalis and Victoria come to mind as big and obvious ones. Also what this anon >>157274764 said.

Being able to win is a pretty bad rule for constituting a video game
>>
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Game's done.
https://sinoc.itch.io/shmoop

I also made a trailer, available here:
https://www.youtube.com/watch?v=eSwl7O1CjkM

Thanks for all the feedback from the demoday 9 and 10, anons.
>>
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More experiments.
>>
>>157274764
So then your definition of a "game" is, doing something "play"fully. The goal of winning or achieving something is not needed.

I can accept that.
>>
>>157274787
No wonder Unity is a bloated engine.
>>
Did everyone enjoy the GBJam this year?

And did you enjoy my incomplete weeaboo kawaii ninja game
>>
>>157275191
kek
>>
>>157275051
You can have a better definition that doesn't include winning.
Personally I think there has to be some level of competition but no set win conditions (MMOs and survival games come to mind). There has to be some level of "if anon doesn't perform to a certain standard, shit gets all fucked up". That therefore excludes obvious non-games like Excel and imo gets VNs out of the realm of 'games'
>>
>>157275039
that's actually cool
>>
Can someone give me tips on drawing pixel-ish clouds? I'm having too much trouble with this.
>>
>>157274761
So you're saying it's a win/win situation.
>>
So, when Markiplier, Total Biscuit, and all the other E-Celebs play games on their channels, did the developers pay them, or do they play the games just out of personal interest?
>>
>>157275501
You need to make click bait meme games.
>>
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>mfw I realize that 'game jams' are a conspiracy perpetrated by globalist AAA video game studios to keep indie devs busy making little meme shovelware shit that nobody cares about instead of working on a game that people would actually want to buy
>>
>>157275501
a mix of both
>>
>>157275039
>can throw the silencer in the enemy
alright that is realy cool
>>
>>157275501

Not really, they just send keys to the guy, and if it sounds interesting they'll check it out.
>>
>>157275501
Both. They all get the games for free anyway on the off chance they might do a vid on them.
>>
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Unreal Marketplace has been an alright experience, but it doesn't really satisfy my desire to make actual video games people will enjoy.
>>
>>157271760
take a picture of your bedroom or any room in particular from that perspective and study it
>>
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>>157275556
https://www.youtube.com/watch?v=IDMXPMJkeic
>>
>>157275234
The one where you shot the ball at the ninjas, right? It was p cute.
>>
>>157275501
doesn't really matter, the turn over rate of views to downloads is pathetic
>>
>>157275370
Also excludes sandbox games like Sim City
>>
>>157275556
people who constantly participate in game jams are either hobbyists or complete noob amateurs. anyone that has a serious project doesn't have time for that shit
>>
>>157275501
>tfw all the games you want to make and all the developers you like my niche games like strategy and RPG games that will never be popular on meme game channels
>>
>>157275039
See
>>157248720
>>
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>>157274953
Downloaded, looking forward to playing this. Honestly, I think the lack of original assets gives the game a certain charm that makes it stand out. I like it.

You should probably share it with /shmupg/, too.
>>
>>157275919
You're fucking retarded.
>>
>>157275952
No. In Sim City your actions have consequences, and those consequences can bring you closer to success or drag you away from it, success being some condition or point defined by the developer of the software.
Minecraft, for example, is a sandbox game. I'd wager we could agree that in survival mode, survival defines success. You can directly determine whether you succeed or not through your actions.
In Sim City, success might look like maintaining your city with population and not just having an empty lot with no one there and nothing happening (which could happen if you fuck up).

I'd say "winning" is a sufficient but not necessary condition to be a video game, but some degree of "success" is a necessary condition to be a video game.
>>
>>157274953
Where will you go, Raven?
>>
>>157276350
stay delusional
>>
>>157248720
I can't stop getting goosebumps from imagining what this tech can do and am not interested in small projects. Sorry.
>>
>>157253386
I'm here, just started learning how to animate stuff in blender today, expect a concept demo in december
>>
>>157276609
What are you interested in?
>>
>>157275556
>this retarded post again
>>
>>157276237
Thanks anon.

>>157276419
I'll take a while off to catch up on games I missed or that are just around the corner , maybe take the time to finally get gud at crazy taxi, then make another game. Hopefully, this time with a team that won't abandon me.
>>
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I have a really eccentric tutor in one of my games design modules but his introduction to getting emotions out of people was pretty interesting today.

He opens up youtube and plays "Requiem, Dies irae" at a fairly loud. After about 30 seconds he asks how many people in the room got chills from it. It looked like 70% of the room had their hands raised.

And then he asked how many Taylor Swift fans there are in the room. Literally like 5 people raised their hands. He played Bad Blood at a certain point for about a minute and then asked the same question about chills, about the same amount of people raised their hands and he went.

>This is what I'm gonna teach you in this course. I'm gonna teach you evoke emotions out of people even if they have preconceived notions.

Sorry for the blog but I thought it was really cool and I don't really have any friends to talk to about it
>>
Anybody here actually use Godot? How is it for making a pixel platformer?
>>
>>157274953
Looks good man, why didn't you try finishing it up and putting it on Greenlight? From that webm alone I'd be willing to pay a few bucks for it.
>>
>>157276368
If we are talking about success and not competition, there is thing such as bad and good ends in visual novels
>>
>>157276972
>getting chills from a pop song
Fucking Americans, man.
>>
>>157276972
>getting chills from taylor swift song
>not asking those students to leave

Shit course and teacher senpai
>>
>>157276983
Yeah I use Godot. Godot is great at pixel art games. And it's very capable of making a platformer.
>>
>>157277162
https://youtu.be/QcIy9NiNbmo

listen to it for 2 minutes and be honest
>>
>>157277267
The only reason the song is good is because Kendrick is in it.
>>
>>157256598
Depends on the person. For some people, programming is the hardest part. I'm a software engineer by trade, though, so for me everything BUT the programming is like hammering nails into my face.
>>
>>157277267
>completely average if not below average pop song

He could have at least posted a decent pop song like https://www.youtube.com/watch?v=PVzljDmoPVs
>>
>>157277395
Kendrick and this beat make this song https://youtu.be/7LWs01bjt88?t=74
>>
>>157276852
Agents, stealth, espionage, Kojima...
>>
>>157277534
Holy shit if MGS gets a movie this man needs to be miller or liquid
>>
>normies talking about normie music in my agdg
make it stop
>>
>>157277619
You heard the anon.

Post your dev music.
https://youtu.be/v25MaXwopNI
>>
>>157276972
>people are paying for this quality of education
>>
>>157277517
His explanation was that when there's build up to something and you know a drop is coming you're not as likely to get chills from it. Apparently unexpectedness is key to giving people chills. You can hate the artist, hate the song but your brain's gonna react the same.
>>
>>157277619
Kdot makes all music better.
https://www.youtube.com/watch?v=Zj-M9pvQSyo
>>
>>157277267
>listened to the whole thing
>still no chill
I admit it's a catchy song that makes you groove.
But i don't feel anything that makes you chill
>>
>>157277758
The unexpected bass at 1:34 is supposed to do it.

But hey we don't all react the same.
>>
>>157277267
Not the guy you replied to but I could only last 1:40 until contempt overwhelmed me. If that song made you feel anything other than loathing then you need to leave until you're no longer a high school aged vagina.
>>
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>>157277132
if VNs have outcomes of varying desirability and those outcomes are determined by the player's choices (in direct correspondence with one another i.e. doing the right things get you positive outcomes) then they technically count as games, albeit shitty ones imo. Also I enjoy that greentexting has made its way into the first sentence of a wikipedia page.

I think the real issue is fucking weebs
>>
>>157277658
>Gundam Unicorn OST

Anon, I will buy 10,000 copies of your game and shill them everywhere I go

https://www.youtube.com/watch?v=NLIBrZIPG5Y
https://www.youtube.com/watch?v=fd4ZYrtfmCE
>>
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>>157277534
I'd love to make a Tactical Espionage Action game for VR. Probably in my top 5 ideal projects. I could make environments for you, but you probably don't need any if you just want to experiment.
>>
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Does anyone use PolyCode?

How does it compare with Unity, UE4 and Godot?
>>
how do i into 3D modeling grass/trees/ and other foliage?

preferably stylized
>>
Please dont ever come into this general talking bullshit about your college corse and taylor swift ft kendrick lamar you sub 100 motherfucker.
>>
>>157277814
I still don't get it.
It's probably an american thing.
>>
>>157277705
You could put anything over that beat and it would be fire.
>>
>>157277914
Polycode binaries are out?
>>
>>157277092
That'd be illegal, anon.
>>
>>157278005
I guarantee that there are people stupid enough to get chills from a braindead pop song wherever you live, especially in the "just entered college" and younger demographics.
>>
>>157277705
kawaii anime rap needs to become a genre.
>>
>>157250343
Basic idea is to seperate physical inputs to logical inputs in something you can change at runtime. So make a struct or something that's something along the lines of key_bind{sf::Keyboard::Key physicalKey; int logicalKeyIndex;} if you're keeping your button states in a big array and just need the index. If you keep all the binds in an array/vector whatever, you can just do a big loop through all of them to check keys like:
InputButtons[CurrentBind->logicalKeyIndex] = sf::Keyboard::isKeyPressed(CurrentBind->physicalKey);
or if you're doing events for input, just check if the sf::Keyboard::Key value from the event is the same as any of the key binds physicalKeys.

For the rebindable part, easiest way in SFML is probably just grabbing the next key from the keyboard events after you start waiting on the rebind, like with an if statement checking if you're waiting for a key binding after you know the event is sf::Event::KeyPressed. You can do the rebinding with polling as well, but I think SFML doesn't give you an easy way to do it without just checking everything yourself.

If you want to add a joystick in SFML you'll need to add another value to the struct so you know if it's a joystick or keyboard, or just have seperate structs for each. You can also do multiple physical keys onto the same logical key (or single physical to multiple logical) pretty easily, if you want to allow it.
>>
>>157278048
http://www.polycode.org/download/content/PolycodeWin64_0.8.4.zip

i think they've been out for awhile now..
>>
>>157278005
>>157278131
It's about the beat, not the lyrics. You can't deny that pop songs have top tier beats, that's their whole selling point.
>>
>>157277705
Wow, I can't believe this actually works
>>
>>157278210
>By sheer chance I've made my own input detection variables that reference gamemaker's built in keyboard variables once per turn
>Have progressed decently far in my game
>When it comes time to rebind keys, I'll just have to change one script

I love it when I accidently make scripts easy to edit in the future
>>
>>157278283
as i said,
the beats make me groove.
that's what all pop songs do.
but i don't see where can the chill come from.
>>
>>157277658
DID SOMEONE SAY GAME DEV MUSIC?

Think you've heard Four Seasons enough times to vomit the sheet music? How wrong, my friend, how wrong. Listen to a Four Seasons you've never heard before:
https://www.youtube.com/watch?v=8oYWfJuMGMA

Or maybe you'd prefer a minimalist opera composed by Philip Glass? Akhnaten is the Religion entry of the famous opera trilogy. It centers around the Egyptian pharaoh Amenhotep IV, who many consider the very first scientific mind. He changed the way Egyptians thought about god and religion, ultimately steering the course of human history. And his successors tried their hardest to wipe out every last reference to him and his reign because of it.
https://youtu.be/aPvTwoTtFCA?list=PLTUlTwlsdlFTrjbZltuhnFcvWemE96yjb
>>
>>157278283
Yeah it is about the beat.
Some rap is the same. For example this >>157277705

If the beat is fire you could sing about anything. https://www.youtube.com/watch?v=77Ms1oCiDH4
>>
>>157275771

Thanks

but it wasn't that one :(
>>
>>157278283
There's a fucking huge difference between "generic earworm" and "top tier beats", the song you posted being the former.

But whatever, anon. You and all the tay tay fans in your class were impressed by your teacher's demonstration and that means you belong to the part of the curve to whom the lesson applies.
>>
get the fuck out of this thread you plebs

https://www.youtube.com/watch?v=eVTXPUF4Oz4
>>
>>157278603
You're not even talking to the same person.
I'm the guy that originally made that post.

But hey we can't all have patrician tastes in music like you.
>>
Post weeb dev music.

https://www.youtube.com/watch?list=PLAE5E8725219FFDE4&v=UFTfJnkYS8A
>>
Gimme ideas for Halloween Jam game enemies.
>>
>>157278495
reminds me of this
https://www.youtube.com/watch?v=USgfzrTk12Y
>>
>>157278556
heh, sorry! I didn't see that one, give link, I'll play it.
>>
>>157278697
I'm just saying you'd have to be mentally incontinent to be stimulated by that song. It's not your fault, anon. Nobody blames you. Just don't wander into traffic or you'll make your parents cry.
>>
>>157278809
Chris Rock was way ahead of his time.
https://www.youtube.com/watch?v=aU8O4tKc-2E
>>
>>157278809
Fuck I was mainly looking for this part. It wasn't in the original video I posted.

https://youtu.be/bcqJDDhoUlc?t=173
>>
>>157278838

https://itch.io/jam/gbjam-5/rate/90233

t-thanks

it's not finished desu, I'll continue working on it.

I wish I didn't have a job I'm required to go to every day, I just want to make game
>>
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>>157277885
That looks sweet. The problem is that I am not sure whether current hardware will be able to handle that. When I experimented with foliage, my GTX 1080 choked with re-projection on pic related.(I used Kite assets which are not optimized and my CPU is shit so I hope that's the reason).

Currently I am working on core gameplay and have got a ton of ripped placeholder assets for the time being. Thanks for the offer though! You can still send your email to [email protected] it's real and I might contact you in the future if I do reach a point where I need real assets.
>>
>>157278715
https://www.youtube.com/watch?v=o_6xdLm6BVc
>>
>>157278715
https://www.youtube.com/watch?v=mJ4U72MEVaI
>>
>>157279251
It's cute and very weeaboo. It needs more speed though, but it's a nice start. It's too bad you couldn't get more in before the jam ended.
>>
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fuck it all
top still looks fucked even though the lines check out
>>
>>157279253
>I used Kite assets which are not optimized
that's an understatement
a single tree is like 90k polys with an 8k texture
>>
>>157280331
There's a reason 99% of pixel art games have an orthographic style.
>>
>>157280424
They all have very strong LODs though. The 90k trees are down to 3k at LOD2.
>>
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>>157279253
Shot an email your way.

Sci-Fi Horror VR game like System Shock would be another dream game of mine.
>>
>>157280331
I think part of it is how they're RIGHT up against the back and left wall. It makes them look like ther're either floating or the perspective is fucked, hence you thinking the perspective looks fucked.
>>
>>157280587
>tfw I remember these wall models
How long ago was this?
>>
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who /trying to learn blender here/?
>>
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>>157278618
>autism friendly music will never be cool again
>subcultures aren't a thing anymore
>it will never be the magical time between the late 90's and September 11th, 2001 ever again
>>
>looking over code I did while half-conscious last night
>if var == true return true else return false
Reminder to never program while tired, jesus christ
>>
>>157280761
https://www.youtube.com/watch?v=DL7-CKirWZE
>>
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>>157280661
A year old this month!

I can go even deeper.
>>
>>157280761
https://youtu.be/L_jWHffIx5E?t=36
>>
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>>157276972
god i fucking hate institutionalized education
>>
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>>157280331
If you're trying to draw realistic, your horizon is way too high. If you want to display the floor at that angle it's not going to be realistic perspective because the floor is not 90deg with the wall.
Technically if the wall is perfectly rectangular that means you're looking at it exactly perpendicular from the center which would mean that the horizon is going to be dead in the center of the rectangle.

I hope you're making a point and click or something that makes this worth it.
>>
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>tfw you finally ideaguy your game structure and you feel like you have some direction
>>
>starts in 18 hours
m-maybe I should start my halloween jam, I've been nodevving for a couple of days to take a break from GBJam.
>>
>>157280587
I also remember pestering you about this.
Still needs windows and signage but I still like it.
>>
>>157280331
It seems like you're pretty new at pixel art so trying to tackle the illusion of 3d in 2d low res pixel art seems like too steep a hill to climb. Also all this time you've spent on this room will only work from one camera perspective, so either the camera stays fixed for each room or the camera follows the character (assuming there's a character) and you spend decades making art
>>
>>157281186
what had these game jam ever do?
It attract nodevs and shitposters (see lewd jam).
the product is often rushed and halfassed game.

most importantly,
It doesn't goes along with butter and bread.
>>
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>>157277956
I have a few examples that might help.
>>
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>>157281552
That's basically how I made my stylized grass, I just rendered to texture from there, and used it with an alpha on planes.

Here's another example.
>>
>>157280191

Yeah I feel the same. I'll keep at it, I like this character too much.
>>
>>157268253
Demo where?
>>
>>157281552
>>157281692
nice, what has me stumped the most are tree leaves. some examples i see are just a bunch of flat planes intersecting that have a texture with alpha
>>
>>157268961
Sorry but is this supposed to be not-blurry?
>>
>lolisim comes back
>suddenly the thread is slow as fuck and even more devoid of progress than usual

This can't be a coincidence, right?
>>
>>157277956
This guy shows an interesting example of making a passable low-poly grass.
https://www.youtube.com/watch?v=Z-XDMoMNnF4
>>
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>>157281984
That's a common problem for almost every foliage asset you can imagine.

The two best things you can do to fix it is finding the right density/empty-space-ratio in your alpha and bending normals.

Pic related shows the latter at work.
>>
>>157282143

well I mean, would you want to post progress in the same thread as that guy? It'd be easy for someone to screencap it and shit on your game because you're rubbing elbows with that faggot
>>
>>157282325
assuming you have a game, nodev.
>>
>>157282118
It's literally as blurry as the original but with higher contrast.

Actually looks like it may have been run through some filter that made it lose even more detail but I don't have the original to compare.
>>
>>157281060
the camera is sitting perched on top of the wall
see >>157257416

>>157281283
yes it's fixed for interiors
>>
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Okay, I bumped down the grid size a bit. It was just getting a bit too unwieldy in its previous state. Also, a smaller size forces the player to think more about space management, which is an important part of the game.
>>
Got the ground faux-physics working for the fighter jets, now I have to get the orbital physics working. Fighting in orbit is pretty ridiculous, probably gonna include an option for using the ground physics in orbit.
>>
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>>157280892
I wonder how Chessdev is doing these days. I enjoyed making stuff for him.
>>
>>157282974
lemme see
>>
I managed to work on the bio I previously posted the last time, can I have some critique?

Suzanne Parish used to be a nurse working for the Asclepius medical institution, a quite favored hospital in the village. Her job was to take care of the veterans left-over from the war with Germany. She was caught stealing insurance from her patients, lying to their families about the existence of said insurance and embezzling money from the hospital. A crime that dishonors Christian values and embarrass a hospital held in such high regards is one that must be punished fiercely.

For her crimes against the status of this village and the souls that died on the battlefield she shall be given the Lupus sentence. Her beast shall wear the form of a Nazi vet she once nursed to health, Laurin Jahnke.
>>
>>157282742
In that case you're not accounting for perspective in your vertical lines. The vertical lines on your back wall would diverge as they go up. You're better off rendering this in 3D if you want mathematically perfect perspective.
>>
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>>
Made two static idle sprites for protagonist, and then spent all day today animating a reference 3d model for the sprite animations I'll start on tomorrow.

Still outlining hacking mechanics before I set on programming those.
>>
>>157284185
ok
>>
>>157284185
post pics
>>
>>157283139
Just looks like any old arcade jet game right now, with random F-18's as the jets. Basically Ace Combat in crappy Unreal terrains, not webm worthy. Zero effort in the particle effects.

The whole idea of the game is that you're piloting a spaceplane capable of fighting in orbit and in the atmosphere, so there will be one set of controls for near the surface and one in orbit. Had a dream that I was in something like that which was undetectable in orbit so it could strike anywhere with no warning, but I got ambushed up in orbit in a field of communication satellites so I had to fight off three Russian fighters. Somehow my brain could comprehend that we were fighting under different rules and it was pretty awesome.

Im praying theres at least a few people who have the same brand of autism as me who want to fight using real orbital mechanics.
>>
>>157284503
Actually not to long ago I started thinking about how IRL space combat would actually work while orbiting a planet. I really don't know much about space physics or whatever, so I couldn't really imagine what it'd be like. But I do love plane combat and space, so I'm excited to see your game progress.
>>
>>157281425
>It attract nodevs and shitposters
that's the entire point.
the only people who participate in those dont actually have a game, or if they do, don't plan on ever finishing it.

its a distraction
>>
Idea that will make money pls, you guys are always saying ideas are so easy
>>
>>157281425
>>157284904
>nodevs posting anti-jam hate again
wew
>>
>>157285035
a science-based dragon mmo
>>
>>157285061
>wasting 20+ hours on something that will be forgotten in 2days

Do what you want.
I don't give a fuck about jams nor will I ever play any.
>>
>>157284854
It's kind of my job to understand orbital mechanics, but I've been out drinking most of the night, so this might be a little off, but basically if you're in orbit and the guy you're chasing is ahead of you in the orbit, if you just point your jet at him and fire the thrusters, you'll actually and up farther back from him and above him in the short run. If you fire thrusters towards him, you'll catch up to him, but you'll be below him, and run the risk of slamming into the atmosphere. Im gonna have to check if this will actually be noticeable in a close range fight, and if this is even fun, and might just go with "Ace Combat but with no air resistance" if its not.
>>
>>157284363
Alright
>>
>>157285186
You seem profoundly confused about the reasons to participate in a jam.
>>
>>157285252
looks good wow
>>
>>157285252
hmm, noice
>>
>>157285186
>he thinks we enter jams to become ~famous~
>>
>>157285186
>I don't give a fuck about jams nor will I ever play any.

thats nice. will you stop bitching now?
>>
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>>157285297
Thanks man. I've skimmed the threads in the past but this is my first real project and time posting.
This one's not done but here's the player's vehicle. I made a mistake starting at 120 pixel resolution then got to the first player sprite and realized I wanted 240. so going to upscale it and redraw over it and give it some more detail where I can.
>>
>>157285252
>>157285395
Reminds me of Ghost in the Shell.
I feel like the shading colors on the player is a bit weird, especially the hair and the jacket. Like the hair has almost no contrast but the jacket has very sharp contrast. It could just be because her hair is so light though. It may look better in an environment as well.
>>
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i'm about to enter the Halloween jam and I barely shit post here. I hope at least one person is mad.
>>
>>157285284
>>157285339
Yeah, you guys join a jam because it doesn't require you to make a complete game.
You people lack discipline to complete a game.
You simply wanted to feel related, like you're some kind of dev, while in reality, you're just an halfassed that will never improve.
>>
>>157285585
Thanks for the input. I'll be touching it as it goes and I'll keep that in mind. I had really shitty initial goes with the jacket, this was the first one I got a good feel for. I was trying to give it a really gold material so hard contrast, and some prismatic sheen giving those reds/blues which may have more to it later once I'm animating like this older test.

>Reminds me of Ghost in the Shell.
Basically the idea, a real honest Ghost in the Shell 'simulator' if you want to call it that. Less mini-gamey hacking along lines of uplink/hacknet and some combat.
>>
>>157285927
Ah alright, it actually makes more sense now that I know it's a shiny gold jacket.
>>
>>157285927
Nice.
An actual full project with effort put in, and not just some shitty theme of the month jam.

Good luck :^)
>>
>>157274787
>Na´Tosha
Was the guy typing her birth certificate drunk?
>>
>>157286318
Thanks. I got nothing else to do so unless I get shot I should finish it eventually.

>>157286202
Hopefully animation will help with that.
>>
>>157286439
It's some hipster American meme to take a normal name and give it a really fucking weird spelling.
>>
>>157285252
just FYI, there is no material that dips down into someone's belly button like that without being painted on or vacuum sealed
>>
>>157284018
mathematically perfect? no, I just want it to not look shit
>>
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I've been trying to fix this issue all day, but I can't figure out how.
The spiders AI says "only move if the space is free", and both spiders see that the spot is free and move at the same time, which makes them get mis-aligned, as they can't pass through each other

I've tried just removing all 1x1 corridors from the map because i thought this only occurs there, but it doesn't only happen in 1x1 corridors either, it can even happen while moving in big empty spaces ;-;

I don't know what i should do.
I want each enemy of the same species to move with the exact same timing so i can't just make one slower than the other.
>>
>>157286574
>I know how to write properly but I like to pretend I don't.
When did being stupid become a good thing, and being smart a bad thing?
>>
>>157286642
I could probably get away with saying that the material is tailored, or is a new material in the game's setting. It'll be taking place some hundred years from now or so give or take a couple decades. Right? That is something I got to deal with is balancing realism and what I think is fun aesthetic and bending it as much as I think I can get away with.
>>
>>157285902
I tried jumping into my dream game when I first started dev. Then I realized I didn't know anything, I barely knew simple scripting, and there was no way I could make my dream game. So I started entering jams. Making small games has helped me learn a lot about gamedevving. And being "forced" to finish a game has helped me keep deadlines, plus I get the experience of polishing something, even if it's just a tiny bit of polish.

>inb4 you could have just practiced while making your dream game
Yeah I could have, and plenty of people do. But making games in genres I would never have made a game in, or with restrictions I would have never put on myself, has helped me learn new things that I may not have learned if I was focused on just one specific project.
>>
>>157286751
An easy solution for this would be have each spider check if another spider is going to move to the position they are going to move to.
>>
>>157287134
If they both do the check at the same time, how should i decide which spider moves first?
>>
>>157286751
When they both move to the same tile, or when they both want to move to the same tile, have them decide which one moves and which one doesn't. Maybe the one with the highest HP is allowed to move before the other one. Or the one with higher defense or attack stat. If there's still no decision just flip a coin, or go by whichever one has the lowest ID number.
>>
>>157287205
Have one of them having priority over the other one. Asign an id number to each spider on their creation and when they do the check, check for thos id numbers too and make the one with the larger (or smaller) number move first.
If you are using game maker you don't even have to bother assigning the ids because the ingine itself does it for you.
>>
Where are the ideas!? REEEEEEEEEEE
>>
>>157287629

Here, for (you) >>157284184
>>
>>157287476
>>157287568
I should have thought of that
Thanks, i'll try it out

>>157287629
a game where you play as a cute girl doing cute things
>>
>>157285902
You lack discipline to complete a game.
You want to feel related, like you're some kind of dev, while in reality, you're just an halfassed that will never improve.
>>
>>157287786
Where is your game?
>>
>>157287769
Personally, I wouldn't do the id thing. It leads to weird behavior, which is unexplainable from the player's point of view. I would do it randomly, if there is no game related differences between the spiders, like speed.
>>
What are the most CPU-intensive processes?
What are the most GPU-intensive processes? (I know that the GPU mostly handles triangle rendering, but that's really all)

Where does texture resolution slow down your system?
Where does collision detection slow down your system?
>>
>>157287629
A game where you stalk people and hear their conversations to steal their ideas.
>>
tfw shackled to C# and windows making non-free software for windows.

just kill me desu
>>
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>Fix thing
>New broken thing
>Fix thing
>New broken thing

Repeat that for my last 2 weeks, I'm starting to become depressed.
>>
>>157288016
>most CPU-intensive processes
Collisions

>GPU-intensive processes
Rendering

>texture resolution slow down your system
Because loading 2k res textures in real time is heavy

>collision detection slow down your system
lots of calculations
>>
I want to make a top down action game with randomly generated dungeons but I can't decide if I would rather go with 2D art (3 way animations and "fucked up" perspective" or 3D art (textures have to be painted instead of pixel stuff but animations come easier.)

What should I do?
>>
>>157288256
2D is easy do it.
>>
>>157288256
what is 3 way animation ?
>>
>>157288229
ok loading the high-res textures can't be intensive at all

Is it the process of skinning each mesh that the program has to do that takes the most processing power? And does that happen on the CPU or the GPU?
>>
>>157288229
>collisions

Not true, it depends on the game.
>>
>>157288361
If you actually paid attention we talking about a physics based Chess game with 2K textures, so in that case it applies.
>>
>>157288343
If you make a top down game you have to animate facing forward, facing to the side, and facing with back turned towards you. It's 3 times the animation work versus doing it in 3D.
>>
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oh well
>>
>>157288165
I tried hooking up a super soaker to the compressor and tank I use for pneumatic tools and it exploded.
>>
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this nightmare has only just begun.
>>
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>>157287864
Where is yours?
>>
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>>157288649
>>
>>157285902
[profound misunderstanding continues]
>>
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>>157287947
I'm not experienced enough yet to be able to do something like that.
I wouldn't even know where to start with that, the enemy movement code is basic as fuck

I should make a shitty game for the Halloween jam as practice instead..
>>
Did the recap happen?
>>
>>157288720
The reasoning is obviously subjective.

Either way it doesn't matter.
It's a waste of time.
>>
>>157288826
Practicing art/programming/etc is not a waste of time.

Getting good at finishing things (a skill many overlook, and it really bites them in the ass) is not a waste of time.

Practicing getting and responding to feedback in a timely manner is not a waste of time.
>>
>>157288805
ok, then it's reasonable to use the id
>>
>>157288923
>Practicing art/programming/etc is not a waste of time.
You're continuously practicing your skills whilst developing your game. Why would you need a side project to improve?

>Getting good at finishing things
Checkpoints during your main project.

>Practicing getting and responding to feedback in a timely manner
This is done continuously during your main project.
>>
Is 4chan slow for anyone else?

and more on topic, what pronoun does your game prefer?
>>
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>tfw no agdg sluts
>>
>>157289108
Getting good while working on your ~*masterpiece*~ is begging for problems.

When you're low skilled, the chances of working yourself into an unfixable hole are much greater. Better to do that in a small project.

People aren't really generally willing to play demos of large projects (unless they're amazing), as much as they are with completed game jam things. Good luck getting players/feedback.

Also I said "finishing things" as in wrapping up the entire game. It's not the same as checkpoints.

>>157289232
it
>>
>>157248981

distance
startup frames
invincibility frames
recovery frames
cost

all these variables and you just say its op
>>
>>157289232
Seems fast enough here.
>>
>>157288805
Maybe use move_snap and change their x and y coords instead of physics coords.
>>
>>157289386
>Getting good while working on your ~*masterpiece*~ is begging for problems

No it's not.
It's how 99% games are done. They don't randomly start 50 different side jam games. They'd never finish.

And you're supposed to already be decent/good before working on your dream game. In fact, working on a ~*masterpiece*~ is eons better than some shitty jam because it actually forces you to try your best, whereas you're more likely to slack off or not put as much effort into a side project/jam/theme game.

>When you're low skilled, the chances of working yourself into an unfixable hole are much greater
I see.
I get it now.
You're right.
If you're a no dev/"low skilled"/bad, then yes, you should do a bunch of jams to get your feet wet. I was here thinking most devs had atleast 1~3 years of game deving.

>People aren't really generally willing to play demos of large projects
Yes they are.
It shows potential.
Something people can look forward to. Sometimes even articles get written about them. That doesn't really happen with random jam games.

>Good luck getting players/feedback.
If you're not getting feedback, then either it's not developed enough or simply not interesting at the moment.
>>
>>157290152
What is up with his arm
>>
>>157249372
>
american children need a break from eating healthy foods like

SKIPPY™ Peanut Butter
KRAFT™ Singles
WONDERBREAD™
LUNCHABLES™
Kraft™ Cream Cheese
HOTPOCKETS™
McDonalds™
Chef Boyardee™
Kellogs™ Frosted Flakes
and
KRAFT™ Mac & Cheese packets

and indulge in unhealthy candied snacks like

SNICKERS™
TWIX™
TWIZZLERS™
SMARTIES™
NERDS™
CRUNCH™
BUTTERFINGERS™
KITKAT™
JOLLY RANCHER™
LIFESAVERS™
SOURPATCH KIDS™

and dress up as their favorite fiction characters

Disney's IRON MAN
DC BATMAN
Disney's CAPTAIN AMERICA
Disney's SPIDERMAN
Disney's Kylo Ren
HARRY POTTER
Disney's JACK SPARROW
Disney's BUZZ LIGHTYEAR
Disney's CINDERELLA
>>
>>157290152
isn't he underage

also, attempted suicide rates for trans people is like 41%.

he'll be dead if he keeps that faggy shit up.
>>
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>>157290240
Are you feeling okay anon?
>>
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kek
>>
>>157290223
nothing.
it's the light flare that makes it look skinny.
>>
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>>157290351
i love enemies that kill themselves by mistake
>>
>tfw your tummy pimples keep rubbing against your shirt and its hard to dev
>>
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How can I avoid my turn animation stopping halfways?
>>
>>157290240
You could have been making game with all the effort it took to write that.
>>
>>157290340

He's one of those edgy faggots who thinks Holidays were invented or spread by corporations even though they existed far before that and advertising about it is simply the company trying to tap into an easy market.
>>
>>157290152
rotate here
please delete this
>>
does rotate smoke the devil's lettuce O.o
>>
>>157290856
>Not using it as a feature
>>
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Lazy progress, autocomplete shows you what potential solutions there are, and cycles through them
>>
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>>157291096
>devil's lettuce
>O.o
>>
>>157290989
suicide when?
>>
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>>157290724
How about characters that kills their friends on purpose?
>>
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>Finally done with my GDD
>tfw
>>
>>157291464
game design document?
>>
>>157291485
yeah m8
>>
>>157291464
Does Pepe have a bulge? I know this is a modified version of a gore image ;)
>>
>>157291662
the unmodified version uses store brand cake mix instead of betty crocker
>>
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>>157290000
I'd record it, but my shitty laptop from 2010 is being worse than usual and is only recording the videos at a silky smooth ~5 fps, even though the game is getting around 257.

Unless I'm retarded and doing it wrong, move_snap doesn't seem to be affecting them, maybe it doesn't work with physics?

I'll have to just remove all of the physics stuff like you suggested and try it again.

As i have it now, they won't move unless i specify physics coords
>>
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Wow, Twitter really compresses the hell out of your videos. It was only 112k to begin with, damn
>>
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>Tfw your game will never ever have this much autism :(
>>
Did a bunch of refactoring of the pause screen code, so now adding/removing things should be way easier. Also now you can set consumable items to quick slots and/or use them. They have a use time however, and getting hit during the animation does not refund the item. Different items have different use times. Health/MP extenders are used instantly and fully recover the appropriate resource.
>>
Should my next game be a Castlevaniva style game or open world?
>>
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Hi lads.
This is a new project for Hallowe'en. Do you think the legs moving fast like this makes him look spidery? Or endearing? Should they slow down in the air?
>>
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> when your parsing works just right
>>
>>157294512
looks like he's just in a weird airplane wtf is goin on out there
>>
>>157294524
did you work out the perspective
>>
>>157294512
It's dark as fuck, I can barely see shit.

The walking reminds me of plankton carrying a krabby patty.
>>
>>157294512
Leg flailing is cute imo
>>
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A friendly anon modeled, rigged, textured, and animated a dragonfly for me. I like it. I wanted this because I want to have an enemy that can chase you over water. I'm not sure if I'll be able to get them truly flying, as I think you have to write your own pathfinding algorithm for that, which sounds annoying right now.

I'll have to figure out how to make some enemies ignore part of a navmesh and others be able to "walk" over it. To make them appear flying I think I'll probably just make their collision capsule extend further so that the mesh is high up. If they were truly flying I'd need to set their movement mode to flying I guess and do some stuff, but since they'll be affected by the navmesh anyway they won't be able to fly over rocks regardless.
>>
>>157272503
are you stupid? journey isn't just nice art, art is the least of why journey is enjoyable

for proof just look at the reaction to abzu, looks good too, but gameplay is shit in comparison
>>
>it's a mom flips out on you for sitting infront of the computer all night long and calls you a loser because you dropped out of university and haven't done anything for a year episode
>>
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>>157290351
S T O P
T H I S
F I L T E R
FFFUUUUUU
>>
>>157296395
>for a year
a year and still a nodev.
you deserved to be called loser.
>>
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Post progress or I'll be upset
>>
>>157296458
I T S

J U S T

F O G.

Sick of people telling me to stop using camera effects when its just unity fog.
>>
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>>157296731
>>157296458
>>
>>157294512
Looks nice, legs are hard to see though
>>
>>157296731
>>157296820
DOESN'T MAKE A DIFFERENCE

ITS A COLOUR THAT GOES IN FRONT OF EVERYTHING
>>
>>157296820
turn the fog off or change the way it's processed then, that anon doesn't actually care how it's included
>>
>>157296889
If you can't notice how the fog changes that scene you are an engine dev.
>>
>>157295278
>A friendly anon modeled, rigged, textured, and animated a dragonfly for me
Wow
>>
>>157296820
fog in game supposed to be more blur at further distance.
your fog is simply slapping a filter and call it a day.
>>
>>157296952
Welcome to built in Unity Fog.
>>
>>157296975
Switch to unreal
>>
>>157259851
Don't make this kind of shit, that's frustrating as hell
>>
>>157297051
Why, unity is better.
>>
I've been making a game for a while now.

Then I realized I know so little about marketing that the quality doesn't matter. It will go unnoticed no matter what.

I'm seriously thinking of making a shitty meme game that's perfect for Pewdiegrumpliers to show on their channel because "look there's a benis in game very funning xd". Easy exposure, easy dollars
>>
>>157297448
make a game where you date weird girls
>>
On GM what's better/more efficient?

1. Make a tile sprite with the images of all possible tiles, set animation speed to 0 and change subimage index when placing different tiles.

2.Have individual tile sprites for every tile image and just change the sprite for the tile object

?
>>
quick i need a protagonist for a 2d metroidvania that hasn't been done to death
>>
>>157297596
cute girl MC
>>
>>157297493
What kind of weird? Alien and zombie weird or pyromaniac and sadist weird?
>>
>>157297596

a black guy
>>
>>157297627
https://www.youtube.com/watch?v=ChcAjS2H1yA
>>
>>157297514
there's a reason why tilemap exists.
use methods 1.

would u rather have 1 or 2 spritesheet
or would u rather have 50 unique sprite images?
>>
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fuck nested brackets in the ass
>>
>>157297814
you dont need to write it in such a compressed way, the compiler will optimize things down
>>
>>157297814
what memelanguage is this
>>
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>>157244849

Best aggydaggy thread image yet.


Today's design efforts. Still making progress on the gameplay demo, figured out how to draw orbits efficiently and make fleets follow them.

Need to finish fleet movement, add a basic menu and add some abilities for a gameplay demo. Get excited AGDG.

Visit fleettacticalcommand.com for more information.
>>
>>157297929
is your game an RPG or a fleet tactics war game, I dont get it
>>
>>157297929
this assumes that each stat is equally valuable, what you need is a transform that estimates the actual value of a stat in relation to other stats

git gud @ design nerd
>>
>>157254816
>>spending 6+ months on each game and scraping them for something else
i know this feel all too well

>releasing finished games and having them all fail
i am scared as fuck of this feel
>>
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>>157296920
>I'm an enginedev and I can't see how fog chages that scene
>I also have the drawing skills of a child
HELP
>>
>>157297650
Alright.

Another question, I assume it's better to have a grid with values (0,1,etc.) and every tick draw a sprite in the Draw event at its corresponding position, as opposed to just placing tile objects in the map, right ?

Or are GM's internal drawing events more efficient and I should rely on them whenever possible?
>>
>>157254661
This should be depressing but it actually gives me hope if someone fails for so long and then makes it (and with a shit game too) then i can too
>>
>>157298774
You're using object to draw the tiles.
do you need to interact with the tiles in anyway?
collisions? running codes? etc?

if not, you can uses tile system provided by GM:S

https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/backgrounds/background%20tiles/index.html

I assume this is better because it will saves memory? maybe?
I don't really know.
but there must be a reason they have this tile system.

But if you're doing it your way,
the former methods is better than creating an object for each single tiles.
>>
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A game about bullying robots.. what do you think?
>>
>>157254661
8 years.
and there's no improvement in his game.
same shitty art style, if not worse.
exploding bloods, because gore sells right?

this guy probably have autism.

so, no.
i can't do it.
I can't make games for 8 years and still not improve or refuse to improve.
>>
>>157299473
>>exploding bloods, because gore sells right?
you are the one who is autistic because it actually does sell since it was successful you tard
>>
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Any ideaguys around want to help me with character design? I need some fantasy RPG dudes to be key members of an adventurer/merchant guild, and some spooky bad guys. Ideally the characters play up multiple tropes to make them more interesting.

Pic related, current guys I've put together for the holy organization against evil
>>
>>157294512
I think it looks good
>>
>>157299686
get it right, you faggots.
Monster Girls is the sure fire successful idea.
Gore is a hit or miss.

If it was successful as you said,
his earlier game would had been successful as well.
>>
>desire to make games
>hate all the games i play

is this common
>>
>>157300005
I dont even play any games anymore
>>
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FINALLY after hours of debugging I have succeeded in generating a collision map from any texture
>>
>>157300136
>FINALLY after hours of not making game I have succeeded in not generating a a game
>>
>>157300171
gotta walk before you can run
>>
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>>157299984

What about cute robot demons? Just saw this on Steam-Greenlight : http://steamcommunity.com/sharedfiles/filedetails/?id=779941351
>>
>>157300209
No.
>>
stop what you're doing and tell me about your game
>>
>>157300257
No, you will steal my game.
>>
>>157300257
its like League of legends but for the fans of nartuo and bleach
>>
>>157300257
You know how everyone's making a gravity game? Well my idea stands out from those because my game won't even have gravity:
>>
>>157300005
i haven't enjoyed games for over a year now
>>
>>157300005
>>157300018
>>157300328

brain problems
>>
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>tfw time for a delicious home made yesdev lunch
try not to be too jealous
>>
>>157300440
Why is everything drenched? What is that?
>>
>>157300640
its cum, you dont like cum anon?
>>
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>>157300218

Lol you are a futa.
>>
>>157300440
Aren't you the guy who ate a raw hamburguer one time?
>>
well I spent all night trying to first figure out how to get certain actors to only work on certain navmeshes, and then that seemed hard and annoying so I looked into flying ai and that's even worse

so this means it's unlikely the demo version will have enemies that can move across water
>>
>>157300875
Can't you make a general navmesh that contains also the underwater area, but simply make different AIs for ground and "flying", and set ground AI to refuse going in water?
>>
>>157300952
>set ground AI to refuse going in water?
that's the hard part. the pathfinding just says "move to the player". I can set the water to not be navigable, but there's no way to only set that for non-flying enemies - it's all or none
>>
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>>157301058

Can't you just make invisible walls around water that only the "flying" enemies can pass?
>>
>>157301416
I will try again tomorrow one more time. I might be able to do something where like... if the player is standing on water, then just have the enemy move straight towards the player without pathfinding. Not sure how I would solve the problem where the player is standing on solid ground, but on the opposite side of a river. We'll see what happens.
>>
>>157300875
Fuck, I will need this soon. I remember tinkering with it but gave up after getting something half-working.

Use Character - easiest way out. NavSystem uses NavAgent's properties which by default are filled with collision capsule's size. Make sure to have bUpdateNavAgentWithOwnersCollision set off.

What you can do is decide on a few capsule dimensions - e.g. one for helicopters and one for humans. Then generate multiple nav meshes supporting different agents (those capsule dimensions). It *should* work straight of the box.

Please post an update if you get it working as I am interested in it too. Good luck.
>>
>>157301761
no
>>
>>157301687

That way the enemies will still circle the water while player is not on it
>>
>>157301761
I thought about this too, because it is what I wanted to do first until I realized you can't declare an actor as a certain agent type (I had a nav modifier set up over the water to only block for one agent type). Flying enemies and regular enemies are basically the same size though, so unless I artificially inflate flying enemy capsules to be huge I'm not so sure it would work. I will give it a try though.
>>
Hmmm i can't think of any simple and spooky mechanic for the hw jam
>>
>>157302363
you're a ghost and you can pass through walls!
>>
>>157301968
Exactly. But! You specify exact dimensions for your NavAgents. Try adding 1.0 if they are of same size so it tricks the system and is not visible for players.
>>
new thread when
>>
>>157302590
if you can make a game then you can make a new thread
>>
>>157302590
why make a new thread 10 posts early?
>>
>>157280331
Is the horizon really that high up?
>>
sure is quiet
>>
>>157303781
as how it supposed to be.
no shitposting is the best.
too bad i have no showable progress yet.
>>
>>157290856
rad
>>
>>157291318
the "reddit doesn't like weed" meme needs to die, most of them support it along with allowing public sex and trump
>>
>>157275501
TB doesn't do paid reviews and if he ever gets paid to do anything he says it up front. Some do do paid reviews and are open about it and some do them but aren't open about it.
>>
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I'm starting to realize I'm going to need a fuckton of assets, models, animations, etc. I don't know if I can make it alone. I also realized I don't know how to level design.
Help.
>>
>>157304534
SCOPE
>>
So I'm learning how to code (Javascript/Python) and want to eventually make a neat little roguelike for myself unless other people show interest in it with combat similar to Dwarf Fortress' Adventure Mode.

This shit seems incredibly daunting however, like I'm only able to do the basics right now but still can't convert what I think into code like you code wizards.

Heck I don't even know if I'm using the best platforms, I'm guessing Python has libraries that will help me out somewhat right?
>>
dunno if i should go back to working on my dota 2 mod
>>
>>157270669
I think you're right. Making them myself will ultimately give me more control over the experience and be able to add the novel ideas I have. Plus since I want to make climbing back out part of the experience, every section should have its own feel, something I'm sure would be lost not crafting it myself.
>>
>>157304534
>aggydagger
5/5
>>
>>157304534
>sord
did you add canus too?
>>
>>157304817
>>157304834
I just wanted to make a normal cartoony sword though
>>
>>157304534
the expression should probably change in some way there
>>
>>157296731
>>157296820
is this real
>>
I need some bad guys for my Halloween Jam game, any ideas?
>>
>>157305395
zombie
skelly
jack o' lantern
vampire
mummy
>>
>>157305395
Pumpkings with spoopy faces carves into then
>>
>>157305436
But you have to rescue the zombies and skellies in my game.

Any non-Halloween bad guys?
>>
>>157305605
ISIS
>>
>>157305605
Rescue them from children.

Or paladins.
>>
>>157305605
Niggers.

Niggers are always the bad guys.
>>
File: 1445606309036.jpg (38KB, 567x523px) Image search: [Google]
1445606309036.jpg
38KB, 567x523px
>>157304318
>Most of reddit supports Trump
>>
How do you guys handle text in Unity? Do you just use the default renderer or do you use a text parser?

Unity's default system is so bare bones, you cant really do much with it and I am struggling with even doing simple things like hyper links without having to find a complete replacement for the text renderer.
>>
>>157305923
Literally every single successful game made with Unity uses this https://www.assetstore.unity3d.com/en/#!/content/17662
>>
>>157305998
holy shit,
is there anything that Unity can do by itself without using asset stores?
>>
>>157286642
who cares it looks good and sexy
>>
>>157306049
Make more assets for the store?
>>
>>157305998
>https://www.assetstore.unity3d.com/en/#!/content/17662

>95 dollars
>>
>>157300005
So why don't you play games that you enjoy, then. Or as a developer, inspire you.

My brain thinks in games alot, because I was constantly playing videogames in my life, and doing not much else. Inspiration can also come from going outside and interacting with people, or just sitting in nature, and looking at the wilderness and it's creatures. (Don't get eaten, though)
>>
>>157300257
>It's beautiful, everything fits together so well. It's a ride no one will ever forget. The charakters are so likeable that they remind people of better times. It spawns a new genre of video games.
>>
>>157306370

new thread
>>
>>157300257
It's metroidvania based in celtic mythology
>>
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