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/agdg/ - Amateur Game Dev General

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Thread replies: 807
Thread images: 186

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Just like make Halloween 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
>>
first for furry genocide
>>
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>>157699198
>why cant agdg make a game with a cute loli following you

Way ahead of you, buddy.
>>
>Trying to animate pixels when I can barely pixel in the first place
What's the easiest method of suicide lads?
>>
>>157699581
Please post your seams and UV unwrap results!
>>
>>157704547
Hanging is popular for a reason.
>>
>>157704547
Falling. It's free and a great outdoor activity. With the added bonus that once you have taken the final step, there is no going back. As opposed to hanging for example, where your weak-willed body will try to free itself and wiggle around.
>>
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>>157704351
Are any blender users here? I'm having a problem animating a model

I was working on the walk cycle and was getting to the part where you flip the poses from the first set of key frames to the second, but when I get to this part it completely messed up my pose.

I checked to make sure my bones were named properly and even went through and remade them, but that didn't fix anything
>>
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>tell people about goals
>suddenly don't feel like doing them
I thought "don't tell people about your goals" was a meme.
>>
>>157704756
Now you have to make new goals beyond those original goals. This way you have to finish those goals and then work towards the next ones.
>>
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>>157704714
Blender user here.

AAAAAAAAAAAAaaaaaaaaaaaaaggghhh!!!
>>
>>157704475
Your pathfinding lacks polish.
Yeah, it works, but it doesn't work in style~.

They walk inside your character/other lolis when they get too close. Their paths are too linear.

Also, not every loli should follow you at the same speed. These should be relatively easy fixes.

Also, get better sprites
>>
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Started working on my Halloween game. It will be a tower defense with mushrooms as the towers.
Mushrooms are Halloween right?

Got A* working, the towers can be placed anywhere as long as a path exists from the start to the end.
>>
>>157705238
Keep on at it anon, it doesn't get any easier, but soon the UVs could be the least of your worries.
who am I kidding, the UVs are hell
>>
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Newdev here. How do I prevent this?
First webm pls no bully
>>
>>157704351
WHY DID YOU REMOVE ALL OF THE WWW.'S YOU FUCKING RETARD OP. NOW I CANT CLICK ON THEM AND HAVE TO FUCKING COPY PASTE REEEEEEEEEEE
>>
>>157705238
Did you miss my post the other day?
>>157599323
>>
>>157705506
install 4chanx or quit browsing on mobile
>>
>>157705506
Use 4ChanX.
>>
>>157704475
does this have deferred lighting, so that you can play 'tag' at night with a spooky flash light? no? didnt think so
>>
>>157705506
>WHY DID YOU REMOVE ALL OF THE WWW.'S
optimization :^)
>>
>Have several fleshed out game ideas that I could work on when I'm much better at gamedev
>Have to decide on some more simple projects to work on in the meantime to get experience
>Can't come up with anything that I'd be motivated to make that isn't also a complicated project

What do?
>>
>>157705238
There must be a way to unwrap one side of that box at a time. It looks like you're unwrapping the entire thing at once?

I haven't unwrapped a single thing in years, but it seems that geometry with different number of vertices per side (such as your box) WOULD create uneven spaces like this (think as if you were unwrapping a human figure).
I don't know, if not then I would hope blender could unwrap by ortho projection.
>>
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>>157705326
>They walk inside your character/other lolis when they get too close. Their paths are too linear.

It's tile-based, nigga. I guess I could give them each a random offset of like -4 to 4 pixels for each one or something, though.

>Also, get better sprites

Would you prefer these?
>>
>>157705587
>>157705608
>shilling this hard
>>
>>157705442
I don't think the AI is the problem there.
>>
>>157705886
>shilling
>it's a free open source plugin
>it's the best way to browse 4chan
Go ahead and keep using whatever inferior plugin you use.
>>
>>157704756
Don't open your heart to people, it doesn't pay out. Be friendly and nice to everyone, but let your art do the speaking of your heart.
>>
>>157705997
>hes still at it
>>
>>157705442
are you sure the enemy is programmed to collide with the walls?
>>
>>157705547
>>157705746
I actually copied everyone's replies to notepad and will review it later when I understand more of the terms. Once you guys started using numpad shortcuts and changing the viewpoints I started getting lost. This is the closest I've gotten to a decent unwrap so I'm just going to leave it the way it is for now, paint it, then port it into Unreal to see how it turns out. I'm just so restless right now after wasting a week or two on this stupid model.

I need to go back and watch more tutorials on the menus and the basics again before I can follow along with everyone's advice. I don't even understand why I need to change the viewport to unwrap it or that I could have unwrapped the faces seaparately? I just selected everything and hit unwrap, but this time it actually looks like a folded up dice now instead of a tangled mess so I'm satisfied. I just need to figure out how to straighten everything out.
>>
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>>157696004
==|AGDG Weekly Recap|==
Game Name: Traffic Game (currently untitled)
Dev Name: Theta Games
Tools Used: GM:S, Audacity
Website(s): https://thetagames.itch.io/
Progress:
+ main menu more-or-less completed
+ got saving and loading working after dealing with a GM:S bug specific to HTML5
+ started recording the music
- still no title
>>
Any good books/tutorials on setting up an engine with C++ and OpenGL? I literally cannot even into code structure.
>>
>>157706164
Well, manipulating the UV points is just the same as manipulating a vertex. Right-click to select, G to move, etc.
You can even scale so if you pick out a row of them, you can press S, then Y (or whichever axis), and then 0 to line them up on that axis.

But I also empathize with just wanting to move on already, I've had my fair share of learning experiences like this.
>>
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Simple death stuff test.

Next is inventory access.
Before I continue, I'm going to revisit and try to condense some of my scripts and stuff. Make things easier in the long run.
Remember to refactor.
>>
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ok but this is actually kind of cute
>>
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>>157706000
>Don't open your heart to people, it doesn't pay out
I wish I didn't learn this the hard way, it hurts when you realize no one cares.
>>
>>157705506
I have to admit it's a lot more aesthetically pleasing now. It's time to get 4chanX, grandpa.
>>
>>157706164
That's fair enough then, sometimes you just want to make progress and get something done and out of the way. This guy has some great tutorials that are easy to follow and don't dump a shitload of info on you at once, you can go through them all if you like but this is the basic UV one: https://www.youtube.com/watch?v=Tovu1A0LxeQ

>I don't even understand why I need to change the viewport to unwrap it or that I could have unwrapped the faces seaparately?
The UV unwrap method I was talking about takes the faces you have selected in your 3D viewport and "screenshots" their positions, scale, rotation etc. onto the UV map, so if you use an orthgraphic view from one side of a cube, they will always be perfectly square. Using the camera shortcuts on numpad simply allows you to switch from one side to the other whilst keeping the model perfectly centered so you can perfectly overlap those "screenshots" of your cube.
>>
>>157706778
w-what is this?
>>
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>>157705587
>mobile
are you retarded?
>>
>>157705506
Highlight it, right click, "go to"
Or are you one of those "free software" weirdos that uses a browser that doesn't have even that kind of basic feature?
>>
>>157707212
>type the url manually and press enter
this is how you sound
>>
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>>157706000
#TripsOfTruth
>>
>>157707110
If you can't click links that don't include a "www." at the beginning then you EITHER need to install 4chanX, because you are using a browser that is capable of installing it but have for some reason refused to do so, OR you need to stop browsing on mobile, the most likely reason you'd be using a browser that can't install 4chanX, so that you can START using a browser that can install 4chanX, so that you can INSTALL 4chanX.

Retard.
>>
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Does this look like an alright Shortsword/Gladius? I've never really sculpted any weapons before.
>>
0-3 play dragons dogma online
4-9 work on game
>>
>>157707328
if that's how that suggestion sounds to you then kindly remove your lazy ass from the gene pool
>>
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>>157707441
>not baconblade/10
>>
>>157707446
Get to it anon
>>
>>157704351
While we're on the topic, is it really necessary to have a website there specifically for Blender models? Why not Maya models? Why not a link to a site devoted to Visual Studio shortcuts?

And whats so special about Kevin McCloud that he gets his site mentioned over some other musician?
>>
>>157707543
>if you're too lazy to do that do this other thing that takes even more work
are you retarded?
>>
>>157706440
>>157706890
Alright, thanks. I appreciate the advice.
>>
>>157707703
Oh I see, you're just pretending to be retarded. Well meme'd, friend.
>>
>>157704556
Okay, I'll do that now just for you anon.

Just gonna do some more modifications and then unwrap it.
>>
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There. They have a random offset. Better? Also they had random move speeds before (1.8-2.2) but I increased the variance.

They still walk through each other. Would be kind of hard to fix that in the pathing step since the paths are computed concurrently, so maybe some kind of resolving after that just pushes two lolis away from each other if they're too close? Seems like a lot would involve lots of re-calculation of paths.

Or maybe store like the 10th or whatever next node as a separate thing, and do re-pathing towards that one if you run into other lolis? That way you wouldn't have to recompute the entire path, but could still get dynamic re-pathing.

>>157705613

No.
>>
>>157707720
Just keep at it anon, UV mapping is a pain to learn (so you're not on your own if you struggle, we all had to go through that shit) but it's well worth the effort.
>>
>>157705724
I'm in the exact same position, I'm trying to make bare-bones versions of those games for mobile platforms
>>
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>I just want the earthbound camera style
>whenever anyone posts any work similar they gat shat on with "it's going ot be too difficult to keep up" and such.
>>
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>>157708291
>earthbound camera style
>too much work
lol
>>
Cant find a good tile set for wood walls/wood fort. What do?
>>
>>157707674
Does that blender website even work? I can't donwload the models
>>
>>157708503
but then why does everyone shit on those who attempt that perspective?
>>
>>157708619
Make one yourself.
>>
>>157707879
Why is one of those lolis naked?
I thought this game was just about tag
>>
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ayo thanks to all the helpanons two days ago, helped a lot
babysteps, but still
>>
>>157708740
>Why is one of those lolis naked?
Stop hallucinating anon
>>
>>157708740

Oh... I didn't even notice. She has clothes equipped according to the game, but the sprite file doesn't exist for her, so it just renders her naked (it's a layered sprite system).
>>
>>157707879
Well, how do the cars avoid hitting each other? Surely you have something in place so that they aren't all colliding with each other. Just apply that to the lolis.
>>
>>157708675
Thats amazing
Leave it to Steamchat/long-OP manchildren to defend literal garbage
>>
>>157708695
Assuming you're the guy who was spriting the dresser and bed, and assuming you're not an anon imitating that guy to defame him by posting whiny posts accompanied by meme pictures, actual Earthbound uses forced perspective, which you were not. Earthbound's forced perspective is easy as fuck to maintain. Look at some screenshots and you'll see that a fuckload of lines are parallel between objects; that's because they don't head towards a vanishing point the way yours did.
>>
>>157708969
the game has no real time collision detection between other path agents ;^)
>>
>>157708740
shes a naughty little one
>>
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>spent 5 hours making my on screen debugging look pretty and neat
>>
>>157709343
Show it, sexy debug screens are nice
>>
>>157709367
not yet.
i dont want agdg knowing im alive yet.
>>
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>>157704556
>>157707814
It's sorta done. Gonna be modifying it a bit more later on with some more details.
>>
>>157709082
>Assuming you're the guy who was spriting the dresser and bed, and assuming you're not an anon imitating that guy to defame him by posting whiny posts accompanied by meme pictures
actually I'm neither, but that guy was in my mind of people getting shat on
>>
>>157709471
just noticed that overlapping UV.

whoops.
>>
>>157708045
It's compounded by the fact that I can make passable 3D animations, but suck absolute ass at animating pixel art, and it sounds like going 3D makes all the coding (That I'm not all that good at) way more complex so I'm trying to stick to 2D in the meantime.
>>
>trying to make it so you can make the camera follow the targeted plane
>somehow end up making a Star Fox style camera
>no idea how that happened
>>
>>157709889
Bastion uses 3D animations turned into sprites for its characters, I believe. So the option does exist to put your 3D animation talent into use, even on 2D games.
>>
>>157710016
Valdis Story might as well, now that I think about it.
>>
>>157709970
sometimes bugs can make a game
thats how kirby's swallow mechanic happened i believe
>>
Is 4chan slow for anyone else?
>>
>>157710715
Has been for a couple of days now.
>>
>>157710715
Knowing kikemoot, we're probably getting moved again to even cheaper cyka hosting.
>>
>>157710715
Gotta get dem passes sold somehow. Gotta create a need. A need for speed.
>>
>>157710912
They broke out the old stack of mac minis.
>>
>>157710715
Slow in what way? Doesn't seem slow to me in any way.
>>
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>>157706342
Made a webm, too
>>
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>>157683418
Definitely ain't dead.

Sorry.
>>
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I think I've got the scaling right for the squid. Need to make the hips less square and redo some of the mantis bone sizes to fit him.

>>157709471
Is it going to be able to rotate and all that?

>>157709889
What are you trying to make? You can do what others have suggested and just take shots of your models to use as sprites. 2D to 3D is only a giant leap if your game mechanics take advantage of the 3rd dimension. A 2D platformer is going to take the same effort regardless of what dimension your graphics are in.
>>
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>>157711859
My plan is to have a rig with full rotation and pitch but just so I meet the deadline for Demo day i'm just going to give it 1 set position and a basic collapsing animation.
>>
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>>157696004
==|AGDG Weekly Recap|==
Game Name: RPG Town Builder
Dev Name: Shen
Tools Used: Game Maker, aseprite
Website(s): shengamedeveloper.tumblr.com, twitter.com/ShenDeveloper
Progress:
+Adventurers AI is now available
+access to inventory menu
+changing price of items being sell
+title screen available now
>>
>>157712118
Have you applied for one of those grants Epic gives out?
>>
opinions on this?

https://www.youtube.com/watch?v=lMqIHm3dDJI

this has motivated me.
>>
just find out today
my latest twitter posts went from 14 likes to 5 likes.

Fuck all those assholes liking my posts just to cheat me into following them.
>>
>>157712487
>expecting consistency from social media
>>
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==|AGDG Weekly Recap|==
Game Name: A Cold Ass Place (WIP)
Dev Name: Not Important
Tools Used: Game Maker Studio
Website(s): >>
Progress:
+ Improved some animations by adding frames
+ Added snow with particles
+ Made a half-assed tileset for comfiness purposes
+ Posting for the recap
- Some animations are in need of extra frames
- Crazy screen tearing because I fell for the pixel perfection meme
- Still a Whodev
>>
>>157712487
>my latest twitter posts went from 14 likes to 5 likes.
Welcome to twitter, bots, mobile devs, and marketers with 3000000 followers that automatically unfollow.
>>
>>157712774
whats this game about?
>>
>>157711859
2D, twinstick shooter at that birds-eye-view JRPGish angle.
I'd honestly rather just go full 3D instead of rendering models out if it's really not that much harder to make a 2.5D game.
There's a few other things that 3D would make easier on the asset creation end of things, like I want the game to drop diablo-style loot and it's easier to just snap a unique weapon model to a bone than it is to render/draw it at 4 different angles. I mean, as far as I know anyway.
>>
>>157712774
kyrieru?
>>
>>157712950
He didn't redo enough of his progress to be Kyrieru
>>
>>157713156
savage
>>
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>>157699198
Close enough
>>
>>157713284
i'd fuck that goat demon
>>
>>157712487
>make progress post
>gain enough followers to break 100
>two days later
>back to sub-100
>this has been going on for over a month now
>>
>>157713668
Maybe stop reblogging stupid shit and telling us how you feel.
>>
>>157713668
Was this on twitter or tumblr?

In my experience it's much worse on twitter, people are savage
>>
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Why are UVs backwards sometimes?
>>
>>157713804
Except I don't reblog at all, I only like. I also only progress post. I don't even have 100 posts total because of that.
>>
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>>157712950
thanks for the name.

added to my patreon support.
it feels good helping devs achieve their goals ;^)
>>
>>157713831
Twitter. Yeah, it's much rougher than tumblr in my limited experience. Social media in general is pretty rough. I wish I didn't have to worry about it.
>>
>>157713906
wow, godsent anon.
kyrieru deserves all the money.

we need more H games from him.
>>
>>157713906
he's actually a good guy so i'm glad you did

he seems to have depression problems though hence no progress
>>
>>157713906
I hope you enjoy those dirty animations. Too bad about the no games from him though.
>>
>>157714020
I agree, though I mostly did it for the H-Animations. Just sucks about his situation.

>>157714072
He should really make more reward tiers, like $10~$20. He has 300+ supports, so I'm sure atleast 20 of them would easily go for it. That's $400 right there

>>157714197
Really hope he does loli in the future.
>>
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Is there somewhere I can download a really good anime girl base mesh anywhere? I just want to fuck around with/study a model made by a master.
I found some free ones on blendswap and shit but they weren't that great. I want something like this https://www.cgtrader.com/3d-models/character-people/woman/anime-girl-base-mesh

Alternatively give me some bombshell references for a anime model. I know the guy who did pic related hung around here and was wondering if he had any advice for this stuff.
>>
>>157712319
I have, not really expecting to get it though.
>>
daily reminder that porn makes the $$$
>>
>>157714564
Okay

My game is cool though
>>
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Head sticking out in front or square over body?
>>
>>157714564
nah once you cross the line, you get limited in retail options and payment options

ecchi is the real cash
>>
>>157714659
Square over body makes it seem like everything "neck" down is more continuous, which contributes to the squiddly appearance. Head sticking out kinda destroys that illusion, I'd say.
>>
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>>157714531
I suppose it's nice if you want to learn how to retopo.
Or can sculpt to a degree.
Otherwise useless for anything else.
>>
>>157712868
It's about punishing horny mostergirls with a whip, so you get strong enough to punish even hornier mostergirls.

>>157712950
No, but I'm a fan of his writing skills.
>>
>>157714531
https://www.models-resource.com/playstation_3/neptunev/

anime as fuck, knock yourself out
>>
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>>157712471
>we wanted to make flappy bird
>we made frogger
>pewdiepie keeps playing our games LOL
>we made alot of money
>we made even more money
>what a rollercoaster
>>
>>157715189
>he wants to be poor
>not making games that make dosh to fund your dream ideas
not gonna make it.

all the mozart music he wrote was commisioned first.
>>
Is there literally no documentation on how to add a billboard to an actor in C++ Unreal?
>>
Is there a way to update a model file in Unity without losing all my components and child objects?
>>
>>157715308
if i ever want to make flappy bird you have the right to put me down.
i'll do the same for you.
>>
>>157715540
You have to copy/paste from where your exported file is to your Assets directory - overwrite the file.
>>
>>157715416
Can't you just like do it
>>
>>157714986
Holy shit I didn't realize it was that high poly nevermind on that one lmao.

>>157715098
Eh I'm not looking for finished models really I just want a masterful base mesh I can fuck around with. I tried downloading some sfm porn models but their topology is kinda fucked and they're basically finished models with hair and shit.
>>
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>>157696004
==|AGDG Weekly Recap|==
Game Name:September Sortie
Dev Name:Nun Dev
Tools Used:LibGDX, Java, Eclipse
Website(s):N/A
Progress:
+Implemented path finding for player units
+BackEnd Code Refactoring
-Path finding introduced other bugs
>>
Shutup googem.
>>
>>157715595
there's nothing wrong with flappy bird.
>>
>>157715695
pirate this
https://cubebrush.co/mb/products/211

the filess he gives you includes a basemesh of a THICC stylized girl with good topology
>>
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>>157715416
I'm pretty sure you just add a billboard component
>>
>>157715727
How did you learn LibGDX?

Seems like most resources care about android development or just don't go too in depth
>>
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>>157709198
>the game has no real time collision detection between other path agents ;^)

It does now :^)
>>
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==|AGDG Weekly Recap|==
Game Name: Project Sunshine (placeholder title)
Dev Name: Anon for now
Tools Used: Unity
Website(s): None yet
Progress:
+ Made the last attack pattern for the first boss
+ Debugged issues with transitioning between attack patterns
- Game still randomly breaks if I reload my save on the wrong screen
- Was too lazy to make a webm to go with this
>>
That's what I thought.
>>
>>157716103
The game has no demo :^)
>>
>>157715764
there is absolutely something wrong with a game developer who has made a game before wanting to make flappy bird
it's like making pong after your first week of dev
>>
>>157716103
Your """game""" looks annoying and gay.
>>
>>157715995
because of how LibGDX works I imagine most android tutorials would be fine for desktop use as well.
Having that said, I had a reasonable grasp of java before using it. That's why I chose it, because I knew java. After the basic tutorial, I basically just dove into full development with it, googling around for what ever I didn't know how to do.

honestly, 90% of working with it so far as just been shuffling objects between collections, and drawing the result.

Sorry I can't be more help than that, but if you have any questions I can post code snippets.
>>
Guys just letting you know today is the last time I will be using the recap software, this saturday I will be uploading the source code to github so someone else can start doing it, the reason is I'm having big life troubles at the moment and barely have time to touch my computer, it may stay that way forever.
>>
>>157716103
well that was quick
good job
>>
>>157716225
Go back to drawing Trump figures.
>>
>>157716225
can u stop bullying me on discord gogym?
>>
>canacuck pedo "dev" posting his "game" here again
Time to clean house. Again.
>>
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>>157716172

Nice try, but there's still the 2 old demos from 2015 on 8/agdg/

>>157716240
>game is about a male raping females
>gay

>>157716302

The collision checking system was already there, I just had to add in like 3 lines of code. And in the case of cars, uncomment a line of code since I had it in previously but uncommented it when pic related started happening once in a while (was rare but would snowball out of control - mostly avoided now though)
>>
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>>
>>157716292
I appreciate your hard work in the past and have complete confidence in your ability to handle whatever the future throws at you, Anon. It has been a pleasure and a honor sharing this general with you.
>>
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>>157715628
The problem is that the instances of the model in the scenes/prefabs don't always update cleanly, forcing you to delete it (and everything attached to it) and re-set up your prefab.
>>
>>157716103
Such rude little kids. But, seems realistic. It'll be better when you give them more random comments and such.
>>
>>157716552
Make a new demo you fucker.
>>
>>157716537
>>157668014
>>
>>157716292
Oh, are you the same anon that did the lewd jam? Like, with your parents trying to commit you to a psych ward?
>>
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wut do u guys tink?
>>
>>157717023
the particles don't match the rest of the game
>>
>>157716552
>making """game""" that is going nowhere and will never be finished
>game is about about raping children
>not killing yourself
Fucking meme dev retard taking forever to make nothing.
>>
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>tfw forget that there are no toilets coded into the game then you leave the game open for 1 full game day while doing other stuff

>>157716759

Maybe at the end of the year.
>>
how do I get the inverse direction of where I'm moving the mouse, I'm trying to make a ball launcher with the mouse and I want to make you drag the ball to make it jump.
>>
>>157716103
so this is the power..of engine dev
>>
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>>157717216
Where is your game?
>>
>>157717257
Add pi (or 180 degrees) to the angle.

Or, alternatively, negate the vector pointing from the ball to the mouse.
>>
>>157717257
Just multiply the mouse position by -1.
>>
>>157716670
Are you replacing the actual file (obj/fbx/whatever you use) outside of Unity? In explorer, I mean.
Whenever I update a model I export to my desktop, then move that from my Desktop to the Assets folder to replace the existing file there. I've been doing it like this and I've never had problems like that - at least two of things I update regularly are in prefabs as well.
The last time I deleted and redid a prefab was before I figured that out.
Don't know, maybe that's not the problem here but that's just my experience with updating models.
>>
>>157717229
>2016
>still impressed with himself over making the lolis pee
Are you mentally retarded? You were making these same posts last year at this time.
>>
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Dang, this takes more time than I thought it would.

Nearing completion now, though.
Will probably clean up the front, too.
>>
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So I implemented some local avoidance, now all I need are dank lights and models.
>>
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>>157714659
Head over looks more natural, but I agree with >>157714867 head over could look more squiddy.
I dunno how much you want to change it, if you wanted to get drastic you merge the head and the body, so that it's a squid standing upright and the arm tentacles come out from slightly above the legs.

Sort of like this, except with competent art.
>>
>>157713858
Imagine it like using a market on paper, it's like they're bleeding through
I think it can be fixed but I'm not that familiar with blender to help you out there.
>>
>>157717695
https://www.youtube.com/watch?v=cNOP2t9FObw
>>
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>>157717507

I think you're confusing being amused since I had forgotten about it, compared to being impressed.

>>157717508

Reminds me of some of the ship mods in Ratchet and Clank: Going Commando
>>
>>157718094
That's nice of you to say!
Thanks!
>>
>>157717508
Pretty much a perfect recreation of PS1 texturing and I mean that in a good way.
>>
>>157708740
the dev is a literal pedophile who talks about his game like it's just another game
what's doubly sad is that it's pixelshit, and the talking head pictures look bad, and they're in a different resolution so it has mixels too
>>
>>157718250
>>157717508
Seconded. This reminds me of Colony Wars, which is probably the best console space sim ever made.
>>
>>157717508
I'd say other than the textures at the very nose being kind of busy it looks really good anon; keep it up!
>>
>>157718302
>the dev is a literal pedophile
is there anyone on agdg that doesn't know this already.

i mean anyone making a game about kidnapping and raping lolis is obviously fucked up.
>>
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>>157718250
Damn, thanks!
That's exactly what I'm attempting to create

>>157718317
Never heard of it, but thanks!

>>157718380
Yeah, I'll try cleaning it up once I'm done with the underside
>>
>>157704756
it's probably the same mechanism that makes people feel good by talking about how outraged they are at something and there oughtta be a law and such
a possible way around it is to only tell people about the vague idea of what you're doing and what you've already accomplished
>>
>>157712471
Pretty nice video. It just goes to show you don't need aggressive IAP or annoying as fuck ads just to make money on mobile. Of course there's still some luck, you still need to become popular.
>>
>>157714531
an 3D anime girl is just like a regular girl except the eyes, the nose, maybe the mouth, and usually being kind of sexed up or adorabled up all over
>>
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>0 entries
How are ya'll doing for the halloween game jams?
>>
>>157718094
I think you're confusing being a faggot pedo with being a gamedev. Pedo faggot.
>>
>>157719081
>not halloween yet
>surprised nobody has submitted a halloween jam game
>>
>>157719231
his game has more depth than anything that's been posted on this thread in years
where's
your
fucking
game
>>
>>157719081
Slacked too hard and now it's too late for me to do a game.
There are no prizes anyway who gives a shit.
>>
I think I broke unreal trying to change the pivot point of 692 sprites at once in the property matrix
>>
>>157719362
How about we work for honor among our fellow 4channers instead? If you give up, you let the trash that currently rules the game industry to live
>>
>>157719351
"Your car is shit!"
"Oh yeah what do you drive?"
"I could drive a Bugatti or a fucking horse, either way your car is still shit"

Doubly applies when the car's main feature is that it can rape kids.
>>
>>157719351
no it doesn't.
it has a bunch of pathfinding shit and thats it.
>>
>>157719476
Where's your car faggot.
>>
>>157719490
last i checked he has
- A dungeon builder
- Dialogue trees
- Random generation
- Breeding
>>
>>157719461
>>157719362
>>157719081
Reminder that game Jam is a jew trick that stop people from completing their game so to reduce competitors in the market.
>>
>>157719490
>is a nodev
>is in agdg
>can't drive
if you're not developing video games, what's your excuse for having no job or car anon
>>
>>157719351
>his game
>game
>"""""""""""""""""game""""""""""""""""
Autism simulator pedo edition, always stuck in alpha, in development for 6 years will never be completed. Cool ""game"". So in depth.
>has more depth than anything that's been posted on this thread in years
How does something that will never be finished have more depth than games that are making actual progress? It's easy to start making a game with infinite depth if you're never going to finish it.
>>
>>157719562
-Classic GTA style driving and running around
>>
>>157719695
>all your progress is a waste because it will never be released!
>*release*
>>
>>157719081
After the lewd jam fiasco, I'm thinking that a lot of people will be turned off jams for a while.
>>
Stop trying to defend yourself you disgusting pedo leaf faggot.
>>
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BOO!
>>
>>157719562
all that was done within the first 2 years he was working on it

the breeding thing is just unadulterated autism.
>>
>>157719695
ayy lmao, this nigga salty tears of butthurt.
>>
>>157719683
who are you quoting?

I can drive, have an in-progress game and a car?
>>
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>>157719695

3 years, not 6.

>>157719562

Did you mean behaviour trees (those are for the AI, not the dialogue) - my dialogue system is a digraph, not a tree. There can be cycles.

>>157719231

Pretty sure I have significantly more gamedev cred than you, both amateur and professional.

>>157719905

Behaviour trees were added in summer 2015. The dungeon editor was added in December 2014. Breeding was added in... I think fall 2015?

As I mentioned before I didn't really work on it for the last 11 months until this month, outside of some stuff about making lolis asosciate concepts together (markov chains and shit), and some minor work around Christmas about externalizing house interior files to JSON, along with other things. There was probably some other stuff, but I was quite busy this year. I still am, but I am starting to make progress again (especially on AI) as of the past month.
>>
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==|AGDG Weekly Recap|==
Game Name: Throbot
Dev Name: Scarfdev
Tools Used: GM:S, Photoshop
Website(s): http://scarfdev.tumblr.com/
Progress:
+began basic enemy AIs and reusable scripts
+began designing enemies
+starting work on particle system
-how the fuck do i make an ingame level editor
>>
>>157717508
looks great

stuff like this is hard because the UV map needs to be perfectly square with the pixels, at least I think so
>>
>>157720336
>The dungeon editor
Why is it called a dungeon editor? It just looks like his house. And why are their multiple girl-looking bedrooms in this 'dungeon'?

Assign rooms..to whom?

im starting to think you are lying and this game is not about tag. in fact i think its something really sinister
>>
>>157720680
Yeah, I spent a lot of time trying to get lines to line up properly, because of angular UVs
>>
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Artist got back to me with a test sketch, which I'll sign off before he starts the illustration.

I'm actually impressed and I really like it. There are some things that need to be changed, for style. But really nice overall.

I've got a tailor working on a costume (jacket and beret) for promotional videos. Everything seems to be coming together nicely.
>>
>>157720912
>Everything seems to be coming together nicely.
what about the game
>>
>>157720336
>work on game for 3 years
>STILL cant get depth sorting working
such professional
>>
>>157721091
4 years in 2 months.
>>
>>157720336
>actually I did all these things so you're wrong
Stop trying to defend your credibility as a gamedev you fucking moron you're making a child rape game.
>>
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>>157720975

Working on warp jump today and intercept vectors tomorrow. Might jump on the system map on Thursday.

Hopefully have a working battle simulation by the end of the week.

Pic related: what I want the warp to look like.
>>
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>>157720731
>Assign rooms..to whom?

To the girls you put in them. Pic related.

>>157721258

Well, there's adults, so it's not just children. And there's consensual sex, so it's not just rape.

>>157721091

I fixed the player/NPC depth sorting issue. It was a bug I recently introduced when I made the graphics layered and combined a bunch of drawables into one, but then forgot to reset a variable in computing the overal bounding rect of them all. It's fixed now.
>>
>>157720912

I gotta second:
>>157720975

I've seen a lot of art from FTC, some skill trees of pretty iffy entertainment value and some vague game-play descriptions that sound hard to make fun, but I'm yet to see a single second of gameplay. You might want to do a double check your priorities.
>>
why does lolirape dev constantly try to make the thread about him?
>>
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>>157719883
Anon you just about gave me a heart attack
>>
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>dumb pussy prudes crying over virtual children being kidnapped
You can't make this shit up
>>
>>157721448
Go back to cripplechan queer this isn't your blog.
>>
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Should the enemy's sight distance be the same as the attack distance for ranged attacks? Or should they aggro you before you get into attack range (the sound radius is smaller than the sight radius)?
>>
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>>157716717

Should I just make them randomly do it? I wanted to have them have conversations with each other, but I don't know if I should have the entire attribute-matching code (pic related, it's the loliscript how it works for the player) to decide how lolis react? Like I could basically add in the attribute tag to the outer block, so that it would automatically choose based on loli1's attributes then decide the response on loli2's attributes. For the dialogue it chooses the response based on the loli's attributes then looks in the links block and lets the player choose where to go from there. I'm not sure if this is overkill for loli on loli chatting though? I guess most of it wouldn't really branch, and I could just be like....

loli1:talk("Hey!")
loli2:talk("What's up?")
loli1:talk("Do you want to go play in the park?")
loli2:talk("Okay!")

or something? Or maybe I could even make that block of code special somehow so it executes one at a time as the convo goes on instead of the entire block at once, then having to implement the delay in the parsing code?


>>157721497

I just post stuff as I make things. You shitposters are the ones stirring shit up. I'm all for the threads being just about gamedev with no drama.
>>
>>157721947
The sight radius should be larger than the attack radius, but if you're not using a sight cone and a sound radius, then you should be.
>>
>>157721448
>i-i totally fixed it!
>i-it was just a recent bug that has been around since the beginning of my game!
>i-i dont have any proof that its fixed jsut belive me! i-im a professional! r-really!
>>
>>157719883
Good job.
>>
>>157722258
Oh, it'd be interesting if they came up with comments that met their social-economic status. I'm not sure how in depth you'd go, but you could have little cliques where they all talk the same, and have other cliques comment with a different set of phrases.

That would work if you had a upper/lower part of town or low-rent apartments or whatever. Bad-mouthed kids, kids from good families. When they mixed, you'd likely hear a range of things. But, if it were only one clique, then common within that clique's range. If you had cliques, you could have gangs that might rove around bullying some kids. Like tag, I guess. But different. Bullying.
>>
>>157722258
>just about gamedev with no drama
that's impossible due to the nature of your game.

>that god awful IDE color scheme

and something feels extremely basic about this whole dialogue script. i mean, you're telling me if the girl is under 8, she will say "yay i love candy" every single time, regardless of her mood, race, time of day, hungry,etc.

i mean, you're making a simulator. you should factor all this stuff in to give the most realistic versatile experience.
>>
>>157722258
Nobody fucking cares about your non-game never-going-to-be-a-game.
>>
What are agdg's favourite roguelikes? I want mine for halloweenjam to be good.
>>
>>157723171
Nethack
>>
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>>157722324

It was in the sl::DrawableCollection class. Afaik that class didn't exist in the 2015 demos (you can check the source code if you want though - it's on the 8/agdg/ thread).

>>157722810

Yeah, that is fairly simplistic. There's support for other things as well, I just haven't bothered to write lots of dialogue to go with for different attribute matches. It's not going to be like that when there's more dialogue written.

>>157722807

Do you have a loli bully fetish or something? And yeah, I should do something where they talk differently depending on their upbringing. Here, I made them say different things for when there's someone in their way.

>>157723078

Except a lot seem to. It's not everyone's cup of tea, but there are a lot of people interested in it.
>>
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==|AGDG Weekly Recap|==
Game Name: Crystal Chrysalis
Dev Name: Kada
Tools Used: Unity, Blender, Gimp, Zbrush, Topogun
Website(s): NA
Progress:
+ Decided on a style of overworld map
+ Blocked 1/2 of a continent for overworld map
+ Fixed more AI bugs
>>
>>157723171
>good
>Roguelike
Is there such a thing? There are some somewhat entertaining roguelikes, but I've never played one that didn't have some terrible design decision that crippled the gameplay or longevity.
>>
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>>
>>157723510
An idea for ants.
>>
>>157723389
You post way too much. Maybe shutup for a bit and let the devs with real games post.
>>
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>>157723389
you really got to fix your police car pathing. it looks like it always has to drive on the sidewalk in order to make a turn.
>>
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We gettin' morbid up in here
>>
>want to take 20 minute nap
>take 3 hour nap
wtf
>>
>>157723714
kek
should be renamed to 'i give up'
>>
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>>
>>157723714
Also just now realized I forgot to toggle visibility for the chambered round. pls forgive me
>>
>>157723824
That's a nice stove.
can I fuck it?
>>
>>157723389
>Do you have a loli bully fetish or something?
Not him, but I sure as fuck do
>>
>>157715695
That cubebrush shit is shit.

>I'm not looking for finished models really

If you want to study from a master use the finished models.

http://3d.nicovideo.jp/alicia/

This is a very good finished model. You can see all the loops and shapes. You can also use this to make your own basemesh (license allows it.)
>>
>>157718380
>>157718492
I agree with that guy. It looks great but the nose should just be panels. Makes no sense for an exposed engine because planes need to be aerodynamic. (And planes don't put engines in their nose)
>>
I think I'm going to abandon Unity once my next game is done. I've already started work on a 2D/3D engine. Game after next will hopefully use it and use it in 2D. I will be making art showcases in Unreal for a while but eventually I hope my engine has enough features for me to use it for 2D and 3D.
>>
Has anyone here used the tower defense and moba asset pack available at the unity store?

I'm seriously considering buying it but it doesn't seem too diverse. Does it have stuff to make the inside of a dungeon or temple or is it mostly just outdoors bush stuff? How diverse is it?
>>
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>>157724319
I think it's getting better now.
Might make the front panel even cleaner, though.

I have a harder time giving up detail than drawing it
>>
>>157724828
Don't be afraid to murder your darlings

Just try one with the same level of detail as the wings on the nose, and post both for comparison. It feels like this will be a case where less is more, IE the paneling should be less and it will read better for it, while the "grey" parts are okay with their level of detail.
>>
>>157722258
this reminds me.
I need to spice up my IDE.

can a few people post their dev ide so i can get inspiration? mainly need a good font
>>
>>157724045
No, it's used for cooking.
>>
>>157725005
It can't have two functions?
>>
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>>157724996
for example I really like atom but I think it's impossible to get this font rendering since it's webkit based.
>>
>>157719883
Loving that recap theme. I'm sad that you'll die tomorrow, you did a great job.
>>
>>157725305
You didn't do anything wrong anon. Just give her some space and focus and making/posting progress. You can ask her if she's okay every now and then but don't be overbearing.
>>
>>157724215
anon, I don't want to go to jail
>>
>>157723171
Sil, but I've played Poschengband more recently
>>
>>157723801
Are you me?
At least you didn't woke up with puke in your mouth.

>>157725305
My question is why aren't you with her right now? seriously? LDR or something?
>>
>>157725305
Silly anon, aggy daggys don't have girlfriends
we have boyfriends
>>
I'm doing 8x8 sprites, how the fuck do you do good boots?
>>
Redpill me on making a text adventure game.
>>
>>157725583
That's why I'm telling you, the license allows you to do that. That's the entire point of this model. If you don't believe me, google translate your way through the licensee (though I doubt that would help much.)
>>
>>157725886
Not sure exactly what you're expecting but:
1. The text adventure market is very small (you're not doing it for money)
2. You have to be a great writer or else not even the niche market will play it
>>
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Finally things are moving along now.
>>
>>157725980
what if I put pictures and sounds?
>>
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>>157724965
I think I got it, Senpai
>>
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>>157719883
I'm gonna have to ask you to run the script again anon

Also you're a hero and it's spooky to see you go
Godspeed

==|AGDG Weekly Recap|==
Game Name: Skylarks
Dev Name: Mako
Tools Used: Rust, Blender, SDL2
Website(s): -
Progress:
+ Constantly learning all kinds of useful Blender shit
+ Improved some of my particularly stupid ship designs
+ Refactored some boring engine stuff
- Been busy with work
>>
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>>
>>157715727
W-wait... LeaveNunStanding dev? What happened, anon?
>>
>>157726689
holy shit when did jeff goldblum turn japanese
>>
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>>157726725
I want to finish something that doesn't take 2367452384 years of animation.
Leave nun standing isn't dead, it's just on hold.
>>
>>157707393
Does that mean I will never make a good game?
>>
>>157724215
Not him but thanks. This is exactly what I was looking for too.
>>
>>157726079
Is the Blender unwrapper really so bad that that's a difficult unwrap? Normally that'd be a really easy planar project + scale + relax job.
>>
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>>157726806
>Leave nun standing isn't dead, it's just on hold.
said every dev who's game died ever.
it will be missed.

>mfw i actually saved old progress of it
>>
>>157726806
>I want to finish something that doesn't take 2367452384 years of animation.
Buy a green screen a make mortal kombat characters
>>
File: AGDG Spears.png (68KB, 900x1000px) Image search: [Google]
AGDG Spears.png
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It's amazing how much you can make with just one base model.

The left weapons are rare/unique weapons while the right are more common ones.
>>
>>157727149
Holy shit, you really did.
I'm flattered, really!
I just actually want to finish a game, and this current game should be something I can finish in a matter of a few more months.

Constant animation just gets me down. I'm a programmer. ;___;

>>157727239
No thanks, I'm a huuuuuuuge weeaboo who only accepts anime garbage in games I make.
>>
>monster girl island dev will never do a complete tutorial series in english
>>
>>157727286
>No thanks, I'm a huuuuuuuge weeaboo who only accepts anime garbage in games I make.
Then cosplay and add some artistic animu filter
>>
>>157727414
All I have is a Dan Hibiki Cosplay. The other ones are unfinished.
>>
>>157727239
>Buy a green screen a make mortal kombat characters
Have you ever talked with Daniel Pesina? He has said several time they had to record a shit ton of hours per day for each character to get decent footage that could be used on the sprites. Plus more hours for editing them. And we are talking about SD sprites with very little amount of frames, doing that in HD and with more frames would take even longer.
As nice as the idea looks Mortal Kombat is not exactly the best approach if what you want is save time.
>>
>>157727585
Time to make new cosplays my friend.
>>
>>157728685
My GF just bought one of these.
We're going to use it to make Guts and Casca from Berserk. :>

>>157728268
Wasn't there a streets of rage like beat 'em up on XBOX live arcade that did this?
>>
>>157728916
we're going to do their armor from the end of the Golden Age arc, using the recent movies for colour and style. It's not going to be easy, but it should look pretty good.
>>
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>>157726806
Man this nun game is gonna be awesome. Tight animation bro.

>>157728791
Berserk heh? Which arc?

Posted this hat a week or so ago, worked on it between midterms, thoughts?
>>
>>157719883
Thanks for all of your work. I'm learning python and PS scripting right now so I can continue your legacy if nobody else does.
>>
>>157729054
That is some sweet ass berserk armour helmet, bro.
>>
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>>157728997
Are you gonna do the halfhelm?

>>157729097
Not sure you're the same guy, but thanks. I'm working on it, slowly but surely. Been bashing my head against the helmet for a while now. My thinking is that if I can nail the most complicated part, the rest would be fairly easy.

Also, pic related is a few iteration, chronologically from right to left.
>>
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>>157729231
I won't be doing the helmet. It will be this armour for Guts I'll be doing.
I just have to lose 50lbs first, and get some cash for materials.
>>
>>157728791
>We're going to use it to make Guts and Casca
Fucking nice.
>Wasn't there a streets of rage like beat 'em up on XBOX live arcade that did this?
If is the same game I'm thinking about, yes, but the quality was pretty bad because the change between animations wasn't smooth at all. That's the deal with digitized sprites, you have to invest a lot of time to get it to look good. Just compare Mortal Kombat, with all the clones it spawned, and you can see a big difference in quality. MK team really nailed it.
>>
>>157729372
>I just have to lose 50lbs first
That's not difficult at all, if you're under 23

But make sure you set up an exercise routine to build the right muscles. Like, don't just do biking if you're trying to get pecs and shoulders.
>>
So as usual, another thread were the majority of progress is by LoliSimDev, a little from a few other devs and the rest being more fucking reddit reposts.
>>
>>157729669
Where's your game, anon?
>>
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>>157729942
>>
>>157729974
Looks great. What's with the cards, though?
>>
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SPOOPY
P
O
O
P
Y
>>
>>157729974
Kawaii a full. Spline(?) really worked out for you.
Any particular Protos you have on that kind of animation?
>>
>>157730042
>>157730051
come on guys

https://www.youtube.com/watch?v=ffZ5TI7qteA
>>
>>157730042
It's a white rabbit/ Alice's restaurant thing, obvs
>>
>tfw white goy with no creativity
>>
>>157730215

Whites are the only race WITH creativity you dumbshit.
>implying this isn't satire
>>/pol/
>>
>>157730561
Every tv show movie and game you love is made by jews or asians
>>
>>157730826
>asians
>creative
hahaha
HAHA
HAHAHAHAHAHAHA
>>
>>157731215
what is this fucking post right here. I've never played a bad game from japan, literally.
>>
>>157727041
>Is the Blender unwrapper really so bad
No, I just have no idea what I'm doing.
>>
VNs are games right?
>>
>>157731336
maybe because the only shit you see is the top end stuff that gets ported and translated.
>>
>>157730114
such ugly animations. I really hate it when people use this method.
>>
>>157719562
>all this for a loli rape sim
>>
I'm gonna make a game where you save a girl and then take care of her. Building trust between you and her and falling in love.

>>157731428
ofcourse they are. If you are good at art and youre not shy with hentai stuff then you can hit a really rich niche market.
>>
>>157731560
>anime NEETs
>rich
>>
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How do you cope with eternal extreme ugliness and social retardation agdg?
>>
>>157731683
Its irrelevant
>>
>>157731627
Well rich is a strong word. They are just more than ready to pay for a good hentai game. Look at patreon and all the H games being made there. f you have atleast a tiny drop of talent and provide some quality you can strike hard.

Ofcourse if making money is why you're game deving. Which would be quite sad.
>>
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>>157731507
why? it makes it easy to animate detailed characters @ smooth fps.
>>
>>157731737
Irrelevant to what
>>
>>157731783
To me
>>
>>157731780
it looks like ass. The character itself is cute don't get me wrong. But the animation is off putting.
>>
>>157731837
>
>>
>>157731780
>that dead emotion
>>
>>157731863
ok well 100k people like it so youre the outlier
outlier opinions don't matter

>>157732105
show me a single 2d pixel game where the character is full of emotion while running
>>
>>157731683
I close my eyes when looking in the mirror and when talking to people
>>
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>>157732159
>>157731863
>>
Finally got around to working on this model again. It's turning out to be a lot of trouble for something I just wanted to rip quickly, but at least I'm learning how blender works this way. Found out how to restore the colors but they're nowhere near what they were in the game I ripped the model from. I assume it's a lighting thing and will continue to work on the colors.

end of progress log and by log I mean shit
>>
>>157732302
what game was it ripped from?
>>
>>157732369
Honey select. The illusion porn game.
>>
>>157732529
oh nice
is it possible to rip models who's bodies have been altered(deformed) in-game, or does it only rip some kind of base model?
>>
>>157732709
yes it is possible if you have access to the source code
>>
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Any advice on how to make meat look like meat?

This was supposed to be cooked meat, but I'm naming it raw meat for now because it doesn't really look very cooked.
>>
>>157733109
wow.
>>
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Took a break from animation to start on some tilesets.
>>
>>157733109
Properly cooked meat is almost never red on the outside, for starters.
>>
>>157733109
Use reference for everything art-related. Don't just try to go do it by itself. Get some pictures of raw meat and cooked meat on your screen to flip back to while working.
>>
>>157733109
Add some skin

Low poly stuff is usually cutesy, if you're making a cutesy game in general, make your meat more cartoony, because right now it looks downright disgusting.
>>
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>>157733369

This is fucking nice.

What is the game about?
>>
Are there any tutorials for making attacks with smudges? Im having trouble making my animations look like they are powerful.
>>
I want to participate in the jam but i have no idea for a simple spooky game mechanic that hasn't been done many times before... i don¨t want to do something cliché like waking through dark rooms and having generic jump scares
>>
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>>157733167
>>157734119

R-Really inspiring a lot of confidence there guys.
>>
>>157734278
Thanks man. Basically a 'ghost in the shell sim'. So in depth hacking, and some running around actiony shooting/melee mechanics, isometric but wasd/gamepad based. The hacking may or may not require a keyboard.
>>
>>157734308

Make a meme game where you play as the spook. You are invisible and get to see a human figure walking around in inside a spooky house. You can also see through walls every couple of seconds, give it a short cooldown. Once you find the guy, you are supposed to wait around a corner because it takes a second to 'manifest', and if he sees you manifesting it ruins the surprise. But once you exist you pop out and he gets spooked and you finish a level.
>>
>>157734505
what the fuck I gave you advice
it's not my fault you don't know how meat looks you disgusting vegetarian
when I said it's disgusting I didn't mean it looks bad, it just doesn't look edible, at all, I wouldn't feed my low poly dog with it
>>
>>157734573
thats not spooky though if you play as the spook
>>
>>157734505
here. Make a texture that looks like this.
>>
>>157734742
I thought that was a sandal from the thumnail
>>
>>157734770
This one is probably a bit more clear, but if someone is struggling with art they should try a bit simpler before going more complex.
>>
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I increased the range at which enemies appear on the minimap, but kept it lower for walls and stuff. This matches MM6 a little better I think, though I'm not too sure I like this particular feature (seems like they both should map much further out). I'll probably leave it for the demo and change it in the future.

I also added in some background music for the dungeon that another anon game me.
>>
>>157734595

Yeah but it's raw.

Here, I did a cooked one for you. Happy?
>>
>>157735028
>futuristic grate entrance
>>
>>157735028
It's a laser hallway through predator vision.
>>
> tfw want to make a some what lewd 2d game
> for some reason feel bad when drawing more extreme lewds

I just want the game to be about cute things holding hands and falling in love. But I know i'd end up trying to make it more hentai and then end up feeling bad

> teaching feelings will never have an ending where you dont turn Sylvie into a cock monster but rather live a happy life together and get married

I blame that fucking game. it gave me feels and then pulled the rug from under my feet.
>>
>>157735116
I'm already making a girlfriend simulator please stay back
>>
>>157712471
ITS JUST FUCKING FROGGER
THEY MADE 10 MILLION FROM FROGGER
REEEEEEEEEEEEE
>>
>>157735116
Theres nothing wrong with girlfriend simulators. Go half a step further of what the head patting simulator did and use the same tech that Nekopara used. Add additional story, where you can be pure together and have a loving family. Add activities like making food together, going on dates and shit like that. For bonus feels, make the girl some abused human being that you love, like sylvie was.

Then make a patreon and roll in the money of lonely autistic NEETs

> feel bad for doing hentai

Why? Make it loving and pure. Or if some person gives you a couple hundred bucks add a molest option. Your waifu will stay pure if YOU do not press it.
>>
I tried to play the catgirl pool party game but I guess you can't do anything yet?
>>
>>157735287
This always makes me wonder. The game it self is trash. So what made it popular?: Clever marketing? Simple luck? Simplistic meme graphic that are currently "in"?Something else? i wish i knew the formula.
>>
>>157735454
Appealing art style and luck i think
>>
>>157735454
Polish + Aesthetics
markets itself
>>
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ok i think i finally made this cool
this took me forever
>>
>>157735549
>tfw you can do literally every single facet of game game dev except art - the one which matters the most and is 90% of what makes or breaks a game
i want this feel to go away
>>
>>157707441
Hi, a gladius is wider towards the tip.

USE REFERENCES.
>>
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>>157733436
>>157733854
>>157734742
>>157734860

But seriously, thanks guys. I think it's much better now.
>>
>>157735287
>>157712471
What shitty easy to make thing can i make that will get me million of dollars
>>
>>157735028
It's time to stop.
>>
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>>157735949
>I think it's much better now
>>
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>>
>>157735949
start over
youre not looking at the references it seems
>>
>>157721947
is this ue4?
>>
>>157736167
A video game.
>>
>>157736717
it is
>>
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>>157736675
>>157736694
>>
>>157736167
Illicit drugs
>>
shut it down
>>
>>157730826
there really isn't an unproportionate amount of good movies written or directed by jews.
>>
>>157738018
Are you kidding
They are like 1% of americas population and make 99% of the media
>>
>>157712471
>>157735287
Doesnt this make anyone else super ultra mega mad?
Its like the money is right infront of me, and i cant think of the simple idea to get it
>>
>>157738196
Because youre trying to think of an idea you would like, when these people just make whatever simple game with very simple and readable visuals.
>>
>>157738113
>good movies
>america
>>
>>157712471
I think I threw up in my mouth
>>
>stayed awake the whole night making porn
i feel like shit
>>
>>157738384
>Because youre trying to think of an idea you would like
im not im trying to think of something other people would like
but not something thats already been done successfully already
and its fucking hard
>>
>>157735586
What are the hearts for?
>>
>>157738563
post it
>>
>>157738753
loving
>>
I can feel it, agdg. Today I'm going to stop working on menus and code the first lines of actual gameplay.
>>
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>>157719883
I hope I'm not too late. Not that I have much progress to speak of.

==|AGDG Weekly Recap|==
Game Name: Unnamed Pixel Platformer
Dev Name: Anonymous
Tools Used: C++, Code::Blocks, SDL2, Aseprite, Tiled
Website(s): N/A
Progress:
+Fixed inputs carrying over to game from menu and being unable to restart the game
+Fixed healing over max health
+Some small refactors to remove hardcoded values
>>
>>157739208
Hi SeveredHand. Am looking forward to your evening progress report.
>>
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I added the ceiling finally, and gave everything some initial textures. The ceiling texture will definitely change, dunno about the floor/walls yet. Everything looks weird because it's made up of a bunch of small rectangles so there's a ton of repeating in the materials unless they use world coordinates. But at least the ceiling exists now.
>>
>>157739402
>SeveredHand
Who?
>>
>>157739479
nvm, thought you were someone I knew. Got the wrong guy, I guess.
>>
>>157739371
I hope I'll get to that blanket next time.
>>
>>157739049
no way it's too shitty
>>
>>157739808
She's still waiting for you at the end of the DDX demo, anon.
>>
==|AGDG Weekly Recap|==
Game Name: Unknown (Previously "No Bones About It!")
Dev Name: koifish
Tools Used: Unity, Blender, VS2015
Website(s): None
Progress:
+Actually devving again
+successful scrolling and tile spawning implemented
+deck of cards implemented, has working draw and shuffle functions
+I drew a not-bad scribble of a motorcycle-riding dude at work yesterday
-Still not 100% sure of what I'm doing
>>
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>>157739952
and here's the video, I realized a webm screenshot like this would make a bad picture, so have an old test pattern instead.
>>
>>157739371
>no progress
>still wants to be in progress recap
disgusting
>>
Okay I've got my own scraper working. Would you guys like to see any changes made to the recap system or has it been enjoyable enough lately?
>>
>>157740061
it seems fine to me and I appreciate the work you're doing
>>
>>157740061
I'd like a sleeker look but I'm just nitpicking, you're doing God's work.
>>
>>157714531
Hey, I'm the one that made that model. I don't really wanna give out the actual mesh but I can definitely help you out, give you wireframes, refs and advice etc etc. I'm at work rn but if you have email or skype or something I'd love to help.
>>
we should make a collection of useful codes and tools
>>
>>157714531
my nigga just learn how to model
look up Daniel Kreuter on yt
>>
>>157705404
>Mushrooms are Halloween right?

How?
>>
What's the "better" method to hold 2D level data? I want to store several values per field, so I'm inclined to use a dictionary for each cell. I'm wondering if it would be easier / faster to take a two-dimensional array to hold the cell-dictionaries or use a dictionary to hold the cell dictionaries, with each key being a string based on the cell's position in the grid, i.e. "0-0" as the key for the top-left corner, "0-1" for the cell beneath that and "1-0" for the cell adjacent to the right.

The latter method would certainly be friendlier if I decided to enlarge a level on runtime, I am though most concerned about performance. Is there any discernible difference on a 120x120 map?
>>
>>157741825
>with each key being a string based on the cell's position

Don't do that. Use a 2d array indexed by values.
>>
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trying my hand at modeling, this is the first result

I'm pretty bad at it but it doesn't seem that complicated to get the hang of
>>
>>157735028
needs more than a single stroke
>>
Welp time to start on my spooky jam game. I hate how the game diea always seems like it will take a week to finish in my head but it actually takes months
>>
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>>157733109
more brown less red
>>
>>157743091
I like my steak like i like my niggers: rare
>>
>>157736167
I think it's not just about the idea, it's also the composition of everything. How it is put together. Art, sound, music, story, gameplay.

Also, there is an other Frogger game somewhere, which didn't make big bucks.
>>
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>>
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>high resolution
>>
Guys, i'm burned out.
what should i do to restore that force to keep pushing me forward?

do i listen to musics?
do i take a break?
do i shitpost?

my discipline keep me working a little,
but i'm getting frustrated and can't stop visioning myself ended up wasting time making a shitty game nobody will like.
>>
>>157743946
watch anime about making games
>>
>>157743946
Take a break for a day or two. Then go back and work on it a bit. It's good that you have discipline, when you return keep adding some stuff here and there. Add tiny things that you said you'd add, and fix tiny things. As long as you keep working on it a little bit it will eventually spark motivation again.
Don't think about what other people will think of your game, not yet. Make a game that you think is fun, make a game you'd want to play for hours at a time. There is bound to be other people who have the same taste in games as you do, so as long as you make it as fun as you can there will be other people who think it's fun.
>>
>>157744275
Thank you for the generic advice that is 80% completely wrong and coming from a person who never finished a successful game. I am truly grateful.
>>
>>157744275
>Take a break for a day or two.
i'm afraid i will lose the momentum entirely,
hence why i force myself to make a small progress everyday.

at this rate, i have no idea if forcing myself that way made me frustrated,
or if i don't force myself, i will find myself finding excuses and slacking forever.

i'm at this position that i'm afraid to either continue or stop working on my project.
>>
>>157744462
I decided to take a two day break after feeling a burn out before resuming the dev... that was two months ago and i haven't touched it since
>>
>>157744453
Thanks for your helpful post

>>157744462
You shouldn't be getting frustrated. There shouldn't be a question of whether to continue or not. Do you enjoy your game? Do you want to continue with your game?

Just don't be a retard like this: >>157744678
>>
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RTS platformer

You use your soldiers to traverse the terrain eg. creating platforms out of themselves. But jumping on top of them depletes their energy and you'll need it to fend off enemies and to conquer bases (save points)
>>
Give me somethings to 3d model
>>
>>157744802
A chest
>>
>>157744752
why not a hentai RTS with parodies of real anime girls?
>>
>>157744802
a fully rigged penis. Must be able to become flaccidand be able to bend realistically
>>
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>>157744843
I can't draw
>>
>>157744802
two-sided triangle
>>
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>>157744843
>real
>anime girls
>>
>>157744880
why not pay a shitty artist (asian) 20 bucks?
>>
>>157744802
>>157744830
A girl's chest.
>>
>>157744971
no monies
>>
>>157744730
>Do you enjoy your game?
I have no idea anymore.
working on it too long make me felt numb already.

>Do you want to continue with your game?
definitely.
i don't wanna be a nodev.

I just want to regain some momentum to keep me going.
>>
>>157744913
sorry, I meant anime girls from real animes, not OC shit.

>>157745008
get a job neet.
>>
>>157745007
No I actually need a treasure chest
>>
>>157704714
Check bone roll and mb apply poses. Did you edit the armature with x-mirror on?
>>
>>157744913
¨Fuck you cunt. The multiverse theory states that a dimension exists that is in fact two-dimensional and has anime girls living in it.
>>
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>>157744802
mecha with optional female pilot
>>
>>157743946
are you sleeping enough?
>>
>>157745231
Probably sucks to live in a 2d world. Just think about it.
>>
How do I get into good looking gui? Especially if I roughly know what I would like, but can't exactly pinpoint other games or examples?
>>
Why do all the agdg jams last multiple weeks? Jams longer than 5 days are retarded
>>
>>157745423
You visualize what you want, and you make it
>>
>>157745453
you're retarded
>>
>>157745423
>rounded corners on some places but not everywhere
>don't use gradients
>maybe add some gradients if you know how to use them
It's a very vague question.
>>
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>>157745319
It's pretty cool actually. Pic related. You can have a blast by spooking your 3d neighbors.
>>
>>157745453
Because who cares? Just make a game.
>>
>>157745453
Short games are discriminatory to 3D games
>>
>/v/ covered in gold face
god dammit
>>
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>mfw gray
Not sure about this one
>>
>>157745231
>multiverse theory
>>
>>157745728
this is wrong

t. 3d gamedev
>>
>>157745528
>You visualize what you want
That's my issue, it's hard to convey from mind to paper. I think I'm retarded, I've been struggling with this for a while.

I want a fantasy flair, that has older rpg's vibe, perhaps pixel-esque. But at the same time, not too old, with a modern take.
Jesus, I even cringe at myself after typing this, I realize how an awful description it is.

Maybe someone has any good guis from games that you just found good looking. RPG's, dungeon crawlers or stuff like that.
>>
>>157745925
But are you a 3D short jam dev
>>
>>157745936
Not to bully, but it sounds like you don't really have an idea of what you actually want, just a vague impression
Hire a designer to do a few mockups for you
>>
>>157745619
This is bullshit. Drawings are not 2-dimensional. The're particles of paint stuck on the piece of paper which both have some volume to them. There's really nothing in physical world that truly has only 2 dimensions.
>>
>>157744870
Challenge excepted
>>157745293
I like this idea too.
>>
>>157745959
all the jam games I've made are 3d and completed in no more than 3 days
>>
>>157746048
>just a vague impression
Shit, I think you're right. I think I should look for actual examples and go back to the drawing board.

>tfw you thought just because you have coding and art taken care of, it's going to be smooth sailing from now
>>
>>157746156
using what engine?
>>
>>157746156
Not everyone is a lazy retard who uses unity or ue4
>>
>>157746470
>unity
Pls no bully
>>
Hey /agdg/, is anyone up this early? I see the Halloween Jam is happening. Any progress so far? I'm hoping to see some cool stuff for this month. Personally today, I'm making the commitment to complete my first game. I figure I would try out Haxel and I'm about to go through the tutorial now.
>>
>>157746620
It's 3pm
>>
>>157746660
maybe for you, you culturally enriched german cuck
4chan is an american website, and in america it's generally morning right now
>>
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Tactics game, should I go with squares or hexes? This decision is making me lose sleep, AGDG. As far as I see it:

Squares:
>familiar, evokes popular games like Final Fantasy Tactics
>won't scare normies
>interiors look nicer

Hexes:
>Cleaner rules regarding diagonals and range
>turbonerds like them
>outdoors maps look nicer
>>
>>157746470
Where's your 3d enginedevved jam game?
>>
>>157746864
If you plan on fighting in interiors do squares. Outside only? hexes
>>
>>157746864
Triangles

think about it
>>
>>157746749
>4chan is an american website
>>
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>>157746864
Why not both?
>>
>>157747069
What part of his post made you think it should be taken seriously?
>>
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Still building on that third-person controller, trying to learn Unity. Needless to say things are getting pretty spooky.

Figured out animation blending for the torso/legs, getting a "firing" state going, and basic raycasting. Next is going to be some basic AI, I think.
>>
>>157747121
Fair enough
>>
>>157747091
Those are just deformed hexes in practice
>>
>>157747138
Got a game in mind?
>>
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WTF
>>
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>>157747138
looks breddy gud. wanna share some progress reports/ideas or just discuss unity development in general?
>>
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>>157747138
This is exactly the type of thing I need to learn and perfect with what I have in mind for my own game idea as well. A 3rd person platformer/shooter, a sort of spiritual successor to Metal Arms.

Tell me, was it difficult to get into? I've only started learning level building in Unity so far.
>>
>>157747485
Neat. Will it have a real programming language or is it still going to be proprietary meme shit?
>>
>>157747614
from what i saw,
it's gonna be GML 2.0
>>
>>157746864
Both my nigga. It could be interesting some levels square and other levels hexagon. It would mean some units might be better on one board than on another.
>>
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>>157747614
it's exactly the same thing as it was before

but it's got a new skin!
>>
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>>157746864
>>Cleaner rules regarding diagonals and range
That's a very mallow point.

If it's a hard core tactical game for hard core old school gamers, use hexes. Battletech and old school table wargames.

Like you said, if you want simplicity, familiarity use squares.

You need a really good reason to use Hex I would say, if you don't have one, just use squares.

Or you want to resemble more the games which used hexes in the past.

Choose what strikes the imotions you want from the player.

Hexes will make it feel hardcore.
Squares will make it feel more easy and approachable.
>>
>>157747370
I'm attempting to put together a quick thing for Halloween Jam called "Graveyard Shift" where you play as a cop shooting/bashing skeletons.

Mainly this is just a learning exercise, as I've been using GameMaker for 10+ years and hadn't touched Unity until Monday

>>157747552
I don't know that I have much to contribute to Unity discussion at the moment; I'm a powernoob at Unity and little things like getting a particle system to spawn at the end of a RayCast are giving me lots of trouble

>>157747597
It wasn't too bad to get to this point, but I did start with a premade third-person controller/camera and built from that. I've gone back and edited the script to get a tighter camera, more responsive movement, etc.
>>
>>157747848
wait nevermind i misinterpreted the post
>>
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post em
>>
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>>157747990
>>
>>157747909
well then I could give you tips and shit.
just leave an email or smth
>>
>>157748098
Do you use Discord? That's my primary communication method atm
>>
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im probably not going to make haloween jam with anything but i havent posted any screenshots in a while so here is some tileset crap
>>
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I want to make a sprite/pixel game with a 3D world

I want to be able to see the horizon, see into the distance and travel to some point of interest I see. I dont want the game having you stare primarily at the ground

What's the best way to go about this?

My goal is an ocean world where houses are small islands that you swim to and seeing the sun and sea connected most of the time is crucial
>>
>>157747990
do you really need all of those transitions?
this is not a maintainable controller
>>
>>157748257
yeah, sure. I'm not registered though
>>
>>157716103
>that cop car driving through houses at the end
>>
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>>157748526
Jasozz#9516 on Discord
or Jasozz on Steam

but hot diggity, I figured that shit out!
>>
>only good at level design
>absolute ass at programming

Please help me with these feels.
>>
>>157748791
Post levels
>>
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How did we go from this...
>>
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>>157748397
You could do a Mode 7 look, with fake 3D buildings/islands/etc. If it's taking place mostly on the water that's even better because Mode 7 really only looks best on completely flat ground.
>>
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>>157748890
...to this?
>>
>>157748918
Here's a Mode 7 Wind Waker concept I found. Could be some more inspiration.
>>
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So I need to make a 2D dynamic array that has to be accessed a lot and very quickly. Problem is, I'm working in UE4.

This gives me two options, I can either use UE4's own TArray<ustruct> where the ustruct contains another TArray, or just go with std::vector<std::vector<type>>. The former allows me to use it all in BP, however every time I need a value I'd have to get it in the array, open the struct, and then get it in the array inside, which seems to me like it would be massively slower than the std::vector solution (sadly can't find much on the speed of opening a ustruct).

Just go with std::vector and make functions to make it partly BP-friendly? I don't feel like doing the whole array-struct-array is a good idea when it has to happen maybe 1k times a second.
>>
enginedev jam where all games must be completely custom made
>>
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>>157748991
>>
>>157748918
>>157749015

this could work quite well for me. Thanks for the screens!
>>
>>157749247
>mostly negative
>sales are going UP
Nick was right - those reviews ARE made by FAKE TROLLS.
>>
>>157749309
>4k owners
>20 reviews
I'd say those purchases are fake, and not the reviews.
>>
>>157746864
I always preferred squares with diagonals. From a certain point, there are 8 options of movement, instead of just six.

Also, you don't need special rules for diagonals. Who cares? It's a discretization in the first place, so it doesn't matter if traveling over diagonals "looks" like you're moving further on the board.
>>
>>157749373
Not everyone has the time in their day to leave a review. You ever consider that maybe they're PLAYING the game instead of being a bunch of stupid CHILDREN TROLLS and spending their 100% of their day to leave negative FAKE reviews?
>>
With game maker, If I want to create a screen shake effect, triggered by coming in a new room, how can I do that ?

i know how to make the screen effect, not how to trigger it and I don't think a collision event will help me
>>
>>157748843
I don't have anything but ideas. I can't develop for shit. But for instance if you give me paper and a pencil and tell me to develop a fun and interesting metroidvania/platformer level, I can do it.
>>
>>157749692
Game maker has a specific "room start" event. I think that would trigger what you want.
>>
>>157749431
I searched a couple of games and the trend seems to be 1% of owners leave a review, so in the case of this game it should be 40 reviews, and they should be mostly positive. If it was more than 40 reviews, then you could blame FAKE TROLLS.

I know you're posting as a joke but this is an interesting topic.
>>
>fake account with 499 products

thats a pretty expensive operation
>>
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>>157750063
maybe the dev killed the previous account owner
>>
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>>157749763
Yeah right, you clearly don't know what the hell you're talking about. Where's your sources of your proof? The truth is that these trolls really ARE invading steam games and attacking indie devs like myself and I've proven it time and time again. Look at this picture and tell me again how it's all in my head??
>>
>>157750291
(You)
>>
How about making a good game instead of whining about people giving negative reviews of your shovelware trash?
>>
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Started a small project to test networking code before integrating it in other games
Sprites are from OGA, not mine
>>
>>157750735
Both of them seem very ambivalent to the situation.
>>
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>>157749727
>>
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>>157739049
>>
>>157750735
>Oh dear, a skeleton, I'll just grab his attention with light poking sensations
>Mon dieu, la poussée de la mort. Je vais prendre ma tête et tomber en morceaux.

p. solid game so far.
>>
>>157749727
do it faggot
show us a level

it's rare that /agdg/ discusses anything actually gameplay related, it's always visual assets and shitposting
>>
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>>157751037
>POV
>you are the penis
>>
>>157749727
do it
>>
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AAAAAAAAAAAAAAAAAAAAAAAAAAA hey unity has some neat pathfinding features AAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>157749431
calm down nick
>>
>>157743946
make a game you want to play for yourself and just enjoy it
>>
>>157751291
Spooked.

That recoil needs to be faster
>>
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>>157751597
Yeah once I get some more things working I need to do a bunch of weapon animations in Blender and I'll redo the pistol. I just needed a placeholder to start working on firing
>>
Wish I was playing Undertale desu
>>
>>157751215
>>157751139
>>157751035
Okay fine. What's the basis? We doing just basically mario? Metroidvania? Megaman? Any power ups and ideas you want included?
>>
>>157752157
A stealth metroidvania about jerking off onto girls skirts in public without them noticing. Powerups should include teleportation and time stop.
>>
>>157751970
Then play it?
It's only a couple hours long, and there's not exactly much replayablility after you've played full kill and no kill.
>>
>>157752347
I played all of it already.
>>
>>157750735
That's a pretty great death animation anon
>>
>>157752392
Oh okay, congrats.
>>
>>157752240
I second this

>>157752157
get to work
>>
>>157752240
Okay, let's set it in Japan on a crowded super train with multiple tiers.

Most passengers will take up the background while the player character is in the foreground. With the girls in the foreground as well.

We'll assume only cardinal directions to move. Girls will go back and forth between looking at their phones, looking outside, and people watching in general giving them wide options for catching you and visions in general. If you successfully jizz on a girl she drops her phone when she notices and the charms on them give you power ups. This will allow our character to become even more stealthy in the long run and allow for lots of different ways to maneuver the train and find more girls.

In the background let's include some doors that open and shut to allow hordes of passengers in and out of the train. These will act as unpassable obstacles but also cover to use to get closer to girls. Time stop can be used on faster crowds and to keep girls locked into one field of view.

What am I missing? I've got some graph paper here I'm already starting on.
>>
I'm trying to make a Pokemon clone with original type matchups but this is proving to be harder than it looks because every matchup can go either way depending on how you look at it. Also I'm having problems balancing the types so that they don't have too many strengths and weaknesses and feel fair.

Almost thinking of phasing types out entirely in favor or a shitty color wheel rock-paper-scissors thing.
>>
>>157752919
Make each type effective against 1, super effective against one, weak against 1, and critically weak against one.

Boom, it's balanced.
>>
>>157733369
I preferred the sprite without the boots. It brought out the jacket more and emphasized the body shape
>>
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>>157752812
this is beautiful
>>
>>157752812
I love everything you just wrote. Make it even crazier.

>>157752919
If you're making a pokemon clone then it means it's a single player experience? Why does it need to be balanced? Make the strengths/weakenesses thematically fitting, and if you end up with a type that's really weak against other things, just give them a boost on another field, if your game is like pokemon, make those types generally have higher ATK or DEF so they're worth picking up regardless. Or make them strong against 1 type (think ICE pokemons, their main point is taking on dragons, they're almost worthless otherwise)
>>
>>157752812
cum sharpshooting
>>
>>157734950
>>157739442
Your progress is pretty fast. You post new functions and stuff every day.

2nd webm reminds me of daggerfall

>>157740034
That's pretty gay

>>157745050
>girl's chests aren't treasure
also pretty gay
>>
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Turns out my slopes weren't looking right because I had x-slopes in y-spots

>>157740034
seems like overkill to go full 3d but good progress anon

>>157741194
Yes
Spooky mushroom lanterns confirmed

>>157752157
make me a level
you're conscripted as Designer Lance Corporal

>Metroidvania? Megaman? Any power ups and ideas you want included?
top down twin stick metroidvania/roguelike crossover with an epic story in addition to a MOBA-like multiplayer mode. Go nuts

>>157752919
>>157753028
he said he didn't want a shitty color wheel RPS but I'm pretty sure that's basically how pokemon works, just with types instead of colors
also
> insulting MtGOAT
>>
In Game Maker when should I use Surfaces to draw text on screen, and when should I just use the normal draw_text function?

I've read something about surfaces and I don't figure yet just when they're useful.
>>
>>157753496
Pokemon types are like RPS if it was written in Java, a basic thing with a lot of useless attached to it from all sides.
>>
how do I turn the vector I get from touch direction drag to something that only points upward?

multiply vector2.up * direction?
>>
>>157753485
Alright. Not gonna be first power up though.
>>
>>157753724
new vector2(0, direction.y)
?
>>
>>157753854
but direction.y can be negative.
>>
>>157753694
Surfaces are great for giblets and level backdrop.
If you have particles, like pieces of flesh and bone or blood, which you want to still be visible after a long time, using objects for that would be tanking your fps. Instead you calculate where splatter moves to, draw it there on the surface and delete the particle/object.
You can use it for tilemaps, instead of going through a loop of all tiles, you just draw them once in the beginning onto a surface, then any following cycles you only have to draw the one surface instead of 64 sprites on a 8x8 terrain array.
They are also essential to minimaps.

Text usually doesn't warrant the use of surface though.
>>
I heard rotate is HIV positive. Is true?
>>
>>157753694
They are mostly useful when:
>you want to draw shitloads of stuff at once (because you can store drawn stuff in it even when object is destroyed if you dont refresh it). You can do blood on grounds of example with them easily.
>when you want to have pause menu/screen for you game (capture screen to surface and deactivate objects)
>when you want to draw stuff with transparency and don't want alpha values overlapping (outlines, fake lighting)
>when you want to do screen effects (color everything with some hue, rotate screen etc)
There's lot you can do with surfaces if you are master wizard. To answer your question, you don't really need to draw font to any other surfaces than application surface (the default surface). Just use draw_text() and other default functions for fonts.
>>
>>157754054
so
new Vector2(0, math.abs(direction.y))
lrn2program
>>
>>157750735
I would drop this game in the same amount of seconds that webm is long. Whoever wants to play a game where you can only walk, or attack like using a fork on some nasty tasting veggies.
>>
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Spent all of today making the stat point distribution menu system, was quite a learning experience. Even though its very simple I find joy in the fact that I was able to write my own code to complete what I though was something outside my ability
>>
>>157754196
Where is your game?
>>
>>157754262
>I find joy in the fact that I was able to write my own code to complete what I though was something outside my ability
Welcome to programming.
>>
>>157754301
I-i don't have one yet
>>
>>157754363
Then don't talk shit like you know shit about shit, you little shit
>>
>>157751291
Looks like the same animation of that bodyguard Trump game.
>>
>>157754402
But I play videogames a lot so I know how they should work! You should listen to me because I know what makes a videogame good.
>>
Waiter! Waiter, there is a turd floating in my soup!
>>
>>157754758
>I'm the only person who plays video games.
Gee, you sure are special aren't you?
>>
>>157750735
I love how the skelly friend is just looking around minding his own business and then just goes "oh well fuck this" and kills himself.
>>
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It's a start.
>>
>>157754114
>>157754156
Alright thanks for clearing it up, I was actually wondering how I'd go around to keeping an image of the game screen when pausing.

Was reading on "game maker tips" and it said
>Drawing directly to the screen (especially text) is slow. Draw a lot of text and performance will suffer. There are ways to improve performance when drawing text. The most important of these is to use Surfaces. Surfaces are not available in the free edition of GameMaker, and not all hardware may support them.
>>
>>157754915
It looks real cute, anon. Like those children's books.
>>
>>157754931
Well, yeah. If you have 10> strings on screen that don't change a lot, using a surface for that can be beneficial.
Just remember that there is a thing such as overoptimization.
>>
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This is what I came up with in like 15 minutes in between working at my actual job for the first level.

Start in the lower left. Passengers come in and out to make what is essentially a moving wall coming in and out of the foreground. If you touch theme while not time stopped you "drown" in the crowd.

So first two doors opening and closing are to teach the player not to touch them unless time stopped.

Second two are to teach the player to use time stop to use them as platforms to get to the next elevation point. The C in the middle is a conductor who recognizes you as a pervert and will blow his whistle at you if he sees you, ending the game.

With the crowds around the first conductor alternating every second or two seconds the conductor only looks at the crowd that is coming in. Once the crowd on the left has departed (leaving the conductor looking in your direction) the conductor will wait for the next group to get on. Once theyou do, you use the time stop to hop over his head, onto the crowd and use them to get to the next elevation.

Checkpoint flag is where you should land next. This section has passenger doors that open and close at the same time allowing the conductor to see you from any angle. The security camera one elevation tier up is swapping back and forth from looking at the girl to looking in your direction. It cannot look below itself. While timing your time stop correctly you should be able to jump on the crowd to the next elevation while the camera is looking left and the conductor is blocked on both sides by the crowd.

Unfreeze time from there and let the security camera change and the conductor to be blocked again before you approach the girl. Do your business, get her charm, and all conductors now have a wide area of view where they can look both directions at once. Same with the security camera.

Grab the sharpshooter upgrade and shoot and ricochet your jizz off the camera to hit the button opening the door to level 2.
>>
>get a 3rd monitor so I can watch movies while deving
>it distracts me more than helps

hmmm
>>
>>157754547
It could be; I used a generic animation set from the Asset Store to get started.
>>
>>157755205
Comment got to long before I could add notes :

>the girl will run through the door to level two after you jizz on her and lock down the level (probably better to make it just one girl you're chasing)
>the path to the button has to be small enough for you to jizz into but not walk into
>the square with an x is the starting point
> give a nice scream when the girl realizes she's been had to make it really satisfying
I've got to go back to work for a sec but I'll be back to check in on things.
>>
>>157750735
I love that funny/clumsy feel. Can be skill based, but also fun and kinda fresh.
>>
>>157755205
I like it

but I have one question
what the hell is activity village and what's it like to work there?
>>
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>non digital game design lecture
>class full of introverts
>lecturer wants us to observe emotions when 2 people play connect 4
>asks for volunteers and nobody raises their hand so I do
>he asks for a second, nobody says anything so he goes "alright i'm gonna play you"
>mfw a game of connect 4 lasted more than 5 minutes and i beat him
>>
>>157755806
It's just where I got the grid to print off on the paper.
I work at a mental health facility
>>
>>157755834
>game design lecture
how's that wasted degree coming along?
>>
>>157755834
So which emotions did your co-students observe?
>>
>>157755904
You know I thought it was gonna be useless going into it but I did it anyway for job prospects.

And it's actually pretty interesting.
>>157755924
Focus
Hesitation
Frustration
Gloating
Someone noticed my smirk when I knew I had him beat

But then we broke them apart and talked about each one of them individually and what part of the game made us feel those emotions and how we can replicate that into our own digital games. And then we broke that apart on how we could do it in a game that's not a PVP but a PVE.
>>
>>157755924
Oh and I forgot mentioning we had like a 30 minute talk about body language.

Because as a game designer you have to observe how people feel about your game from their body language not from what kind of feedback they give you.

And for example someone mentioned I was tapping the pen the token against my forehead at times when I was thinking of my next move.
>>
>>157726159
Just woke up, I prefer the clean panels.
>>
>>157756171
>>157756323
Do you think this exercise was worth your time? Did you take anything with you? Are you going to apply that knowledge to your dev?
>>
>>157726806

This needs work.

She shouldn't lean into the punch like that, you rotate into a punch. Also her head is not facing where she is punching, so she is looking at the some random person while punching whoever is in front of her. The rotation of the right foot also comes to late (our right, not hers. The back foot rotates properly.)
>>
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Have I learned how to make animations yet?
>>
>>157756323
The feedback most people end up giving you is either useless (ie: "It wasn't very fun", "I didn't like it" and totally unable to expand their thoughts) or total bullshit (ie: "I really liked it!", "It looks great!" when they don't want to hurt your feelings).

Honest, constructive criticism is something most people just can't do, so being able to candidly observe someone and getting their reactions seems useful, but severely restricts the amount of feedback you can collect.
>>
>>157756534
That's actually a pretty good critique. I'm going to save it, so I can implement those changes later on.
>>
>>157724828
>>157726159
I like the cleaner main body for sure but the top part of the tip could look good with the flat shading you originally had.

Either way it's def. good enough for now, probably smart to move on to the next goal. Good work, anon.
>>
>>157732159
2D pixel game isn't big enough to show the face. It's probably not actually your art, but in the slim chance that it is you literally just have to add an occasional blink.
>>
>>157756607
No, but the gameplay mechanics are sweet.
>>
>>157756629
>"I really liked it!", "It looks great!" when they don't want to hurt your feelings
That's exactly why I'm here and not on reddit. Here I can rely on people not to care about my feelings.
>>
>>157756607
I understood that reference.
>>
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>>157756607
Yaranaika?
>>
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>>157751037
>it's another Breaking Bad object POV scene
>>
>>157756607
MaidxClarent OTP
>>
how 2 get a artfag bf?
>>
>>157747990
Are you fucking dumb?

Let's say you have out a bow and you want to take a rifle out. PUT THE BOW AWAY. That resets to having nothing. From there, you take out the rifle. That means all animations now go into a single state, and out of a single state.

You really need to use your brain.
>>
>>157756992
1 Seduce an artfag
2 ???????????
3 PROFIT
>>
>>157756469
I feel like my vocabulary is lacking, in terms of game design vocabulary. And this module particularly is helping me do that. Like when I'm giving a presentation or I'm trying to pitch a game being able to easily communicate what my game is, is gonna be useful.

And apparently we're gonna touch on a few emotions in particular for entire 4 hour lectures like "frustration, how to create frustration, when is frustration good, how much frustration should there be" and I can't wait to get into an argument with him about frustration and Dark Souls being successful.

>>157756629
>>157756819
Exactly. Feedback from people is shit. I made a shit game in one of the jams. I had such positive feedback and I knew before I even posted it that it's complete garbage. Yet everyone who commented on it on itch.io was like "this is amazing I really like the art, you put a lot of soul into it".

And then the people in the thread were like "uhh... it was one of the better ones" but then you compare it to the rest and you feel like you're winning the special olympics.

So really, the best feedback you could possibly get is from watching someone play your game.
>>
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>>157756607
I like where this is going. You're doing the devil's work anon. I will sacrifice this virgin to aid you in your work.
>>
>>157757067
how to seduce artfags?
and where to find them
>>
>>157756607
Does pressing backdash just stop the chain pull or does it immediately cancel into the backdash animation?
>>
>>157756607
Why did you add damage counters to your game? Don't you feel like that takes away from the immersion?

Wouldn't tiny health bars be better? Or nothing at all for that matter?
>>
>>157731507
They look like they are from a popup storybook.

And in the trailer, they come out of a pop up story book.

Looks fine to me.
>>
>>157756607
Do the animations for
>>157752812
>>
>>157757092
>wasting world curing virgins on a castlevania clone
stop this
>>
>>157757197
I couldn't tell you, I seduced a cosplayer.
Probably find artfags at artfag stores like Micheals, or deviantart meetups or something.

While furfags are generally the scum of the earth, there are some a+ furfag artfags. Expand your horizons while you yiff in hell, for the sake of the game.
>>
>>157757246
not him, but damage counters are more immersive than healthbars imo

also it's nice to have some feedback on your combat
>>
>>157756607
Smooth animations.
Did you just copy the maid game's enemy?
>>
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From
>0/10 would not cast
to
>10/10 could be in WoW

what do you think of these icons?
>>
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Well i think I decided a pallet for one of the two protags of my game
(its a dance/ rhythm game)
Whatchu guys think?
>>
>>157757312
My favorite part of Castlevania was always it's intricate combo system and juggling enemies.
>>
>>157756825
>>157756867
yep.

>>157757092
blood for the blood god. skulls for the skull throne.

>>157757246
>>157757406
they can be toggled off from settings

>>157757312
googs go make real game

>>157757423
Yep. Maid dev invented years old meme.
>>
>>157757437
I think you belong in the >>>/trash/
>>
>>157757429
I'm sure at least 3 / 6 are stolen from WoW, so that's your score.
>>
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>>157757437
>>
>>157757429
From left to right
good, good, good, meh, meh, good
>>
>>157757483
>make real game
like what?
>>
>>157757406
I personally love damage counters. But what's the point? The number is arbitrary because you can't see how much it's actually doing to the enemy.

But you're probably right damage counters are more immersive than health bars.

I personally dislike both a lot.
>>
>>157757429
They seem to be very aliased, especially the crescent moon which has some very wobbly edges.

They also seem like you've ripped them from WoW, the 5th one with the tree and the 3rd one I'm almost certain are Druid abilities.
>>
>>157757536
A video game.
With fun.
And graphics.
>>
>>157753360
>>157753485
>>157753460
>>157752521
>>157752240

Sorry I forgot to link you guys to >>157755205
>>
>>157757536
I'm not sure. I bet you would even ruin something as simple as Rock, Paper, Scissors, and you can't get simpler than that.
>>
>>157757429
The rim around all of them is terrible.
From left to right
Shit, swords need more detail
Good, though gradient shouldn't fall off so hard (top part should be lighter)
Good, but maybe blur the stars edges some more to make it smoother.
Good, but dark is too dark. I think that's a common theme. Use a lighter color instead of the black you have now.
Same as previous.
Again, for the star, blur it more. It feels too jagged.

Overall, pretty good. I would do some minor fixes but as long as the ugly ass rim is changed I wouldn't complain too much if they were in a game I played.
>>
>>157757579
but i thought you said a real game
none of those things are real.
>>
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>>157757536
One of these.
>>
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>>157757606
>ruin something as simple as Rock, Paper, Scissors
>>
>>157757429
WC3 icons?

First one is Sange and Yasha in the Dota mod. 7
Second one is Lucent Beam 9
Third one is Moonbeam 3
4th one isn't in dota, it looks shit though. 2
5th and 6th never seen used. 2
>>
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>>157757549
>I personally love damage counters.
>I personally dislike both a lot.
>>
>>157757606
Savage
>>
>>157757197
>are you F?
If yes then easy to find artfag because we are desperate
>are you M?
Artfag gays like other art fag gays
You will find this to be more difficult
>>
>>157757645
None of those things are real, no.
You actually have to make them first.

Don't forget fun and graphics now, or the game will end up like all your other "games".
>>
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>>157757456
You're obviously joking but sotn has some very cool control mechanics and cancels. A juggle system would fit it nicely.
>>
>>157757708
I have a lot going on in my head right now and I can't expand on everything.

In a scenario like an FPS game. I love seeing how much damage I'm doing to the enemy with each hit instead of a hitmarker, I don't really care about immersion in that case I really just care about min maxing and doing the best I can to be competitive.

But I really dislike it in a game like let's say the new Hitman where I'm basically immersed into the story. I would hate seeing it in that.
>>
>>157757567
>>157757492
>>157757681
The night forest, the tree and the moon were copied from WoW but not ripped, I'm learning how to get that characteristic tooltip look that RPGs have. Will use them as placeholder until I get some original ideas.

>>157757629
>>157757515
Thanks.
>>
>>157757483
Why isn't the protag's name actually Clarent?
>>
How much more do you think Nintendo is putting in the 3DS?

I am going to make an engine with a new game with it. I'm going to build the games specs to fit within the lowest target hardware. That in my case would be the old 3DS by far.

My options would be either to ignore old 3DS and only use new, or ignore the entire 3DS family. And no, using Unity or something is not an option on the 3DS because it performs horrendously on N3DS and doesn't run on O3DS.

In the end my target platforms are

Wii U
3DS
NX(?)
PS4
PC
Xbone(? Not sure anybody even owns these and likes anything but FPS)

So what are your thoughts and opinions on the life cycle of the 3DS? Game would most likely take a year to make.
>>
>>157757549
>The number is arbitrary because you can't see how much it's actually doing to the enemy.
true, but most games use small numbers that are related to the enemy's defense vs your weapon for example.

so if you are underpowerd you will only do 1 damage, while using a level appropriate weapon will do say 10 damage
>>
how does unity licensing work with multiplayer games? the free version supposedly allows only up to 20 players, is that 20 per server or 20 people playing multiplayer total? like can i make a simple 3v3 moba without having to pay a unity subscription?
>>
>>157757881
And the others were copied from WC3? Like I mentioned in >>157757681
?
>>
>>157757905
Because he isn't a sword.
>>
>>157757947
>he isn't a sword.
Refunded
>>
>>157757745
I'm straight male, but I'm pretty desperate.
>>
>>157757917
How many connections do you even have in the industry to get your foot through the door for Nintendo to even give you the time out of their day to look at your game?
>>
>>157757857
I pretty much never like damage counters even when they would help me, like in TF2.

I don't see why he can't just have an option to turn them off. One variable saying if(DamageCounters) and it's done.
>>
>>157758043
Anon, Nintendo opened it's developers doors. I've been looking at the 3DS documentation and specs for the past few days, and can buy a devkit whenever I want.

You can too. You just have to apply. Sony is also a very similar easy process. I have never done it with MS but I would imagine it's just as easy.
>>
>>157757943
Crossed swords yes, the other two not but the third one does look really similar to moon beam now that you mention it so maybe I had that on my mind while I painted it.
>>
>>157758052
he already said they can be toggled silly

i'm sure he's not an idiot
>>
>>157757670
ive literally made games that fit into all of those genres
>>
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>>157758052
He did say he has one though. I was basically just arguing the idea behind having it in the first place.

Because a lot of people when they start playing a game they don't even care about going into the options. And in the case of a game with loads of options you don't even bother reading through them.

So the game would have to be perfect 'right out of the box' or rather itch.io .exe file you downloaded. Would he have it on by default or off?
>>
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Can anyone give me a hint? I'm trying to add color and details to the hair, but to do so I need to change about 10 options in the texture section of an object. The problem is that the hair consists of like 20 parts and I want to select them all and change them all at once.

How do I do this? I've tried just selecting the parts and changing the options but that only changes it for one part.
>>
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>>157757437
That's pretty rad
>>
>>157757764
fun is the least real thing
how about you make a real game? one that is REAL.
>>
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>>157758162
I would fucking sue you for the second one if I were blizzard.

That's the one from WC3.
>>
>>157758167
In that case, to each their own.

>>157758174
A good enough argument to have them is that some people like them. Splitting user base is bad but when the options are entirely cosmetic like that it's fine to split them. It's like how in SF4 you can completely get rid of all the watercolor effects and stuff or leave them in, or in Overwatch you can get rid of foliage.
>>
>>157758275
Gogem, just shut the fuck up.
You are thick as a treetrunk and you have no talents.
>>
>>157758352
Wait I thought the one in Overwatch was if you turned your settings down a lot.
>>
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>>157757681
>4th one isn't in dota
>>
>>157758275
Post example of real video game.
>>
>>157757781
>You're obviously joking
that wasnt obvious to me. why wouldnt that be his favorite part of the castlevanias? it sure isnt the graphic design or the world or the enemies since those are all disgustingly bland.
>>
>>157758217
Just map them to the same texture coordinates on a UV.
>>
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>>157757487
Woah that's pretty edgy if I do say so myself
>>
>>157758217
Wait I got it. Figured out a way to define what I wanted to do with google. Apparently it's select all the parts, then select one part with the properties already set by clicking shift+RMB, then ctrl+L and select materials.
>>
>>157758471
>it sure isnt the graphic design or the world or the enemies since those are all disgustingly bland.
How can one man have this shit taste?
>>
>>157758452
OH GOD NIGHTSTALKER WHY DIDN'T THAT COME TO MIND

i'm retarded. i apologize.
>>
>>157758217
Link object data?
>>
>>157758467
videogames arent real.
we're talking about real games here kiddo.
>>
>>157758598
How can games be real if our eyes aren't real?
>>
>>157757917
I would probably not recommend targeting 3DS as a solo developer at this time.
>NX rumoured to be console/handheld
>3DS only popular in Japan
>Japan is probably not your first market
>mobile games taking over anyway
>targeting the same device you develop on is the fastest to test
>>
>>157758598
So make one.
>>
>>157758471
Because castlevania doesn't have juggles my man and it's combos are hardly well known because no one has a reason to use them since the game is too easy already.
>>
>>157758449
That's what I mean. People who play things "professionally" usually turn down the settings to get rid of things like that.
>>
>>157758452
I think he means dota 2, Nightfall is on WC3 and WoW (and dota 1 obviously)

>>157758317
Regardless, that one and the last one I didn't copy. The other ones I did, figured that would be the easiest way to learn.
>>
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Figured out animation states for the skellies. Time to bungle around with attacking and hit zones
>>
>>157758654
>How Can Games Be Real If Our Eyes Aren't Real?
Fixed.
>>
>>157757781
Control mechanics and cancels never really lent themselves to meaningful combos. It just made it it's own fun thing, which is fine, because my point was that guys game is clearly it's own thing and not a "ripoff"
>>
>>157752240
So Love Exposure game?
>>
>>157758824
>Control mechanics and cancels never really lent themselves to meaningful combos.
Well they are definitely possible in sotn, and would be usable on all enemies if it had some form of stun states. Now it's just useful for bosses if you're doing a luck mode level 1 run, or playing the hardtype hack.
>>
>>157758769
This is comedy gold. Wow I never imagined this sort of thing in a videogame could be so funny.
>>
>>157758662
>NX rumoured to be console/handheld
>3DS only popular in Japan
>Japan is probably not your first market
>mobile games taking over anyway

These are the kind of things I'm worried about. I am planning on releasing in Japan, but that will most likely be through a publisher. Ideally if I even sold 10 thousand copies on each target platform I could consider the game a success, and now the debate is just whether with the 3DS being hacked that's feasible to hit in the USA or if I should just focus on PS4 as the console platform that will push the most units.

>targeting the same device you develop on is the fastest to test

This isn't really a concern to me. The engine will be multiplatform, and testing would be done on the PC version with something like bi weekly or month checks on hardware + optimization for hardware.

It's rudimentary between PS4 and PC, and even Wii U and PC because as long as you abstract the platform layer everything works out okay, but I get the feling the only real #ifdefs will be for 3DS because it's so much different and weaker than the rest.
>>
>>157758654
you dont need eyes for real games.

>>157758679
>Because castlevania doesn't have juggles
pretty sure the castlevania series has plenty of juggling in it unless youre using some highly specific definition. the series combat progression has been the same as every other action series, more flashes and effects, more tossing characters up in the air, and other assorted meaningless bullshit to try to make you feel good about clicking a button.
>>
>>157757437
I like it.
>>
>>157758664
>googum
>making games

the only games of his i liked were those porn ones but he denies even making those
>>
>>157755205
So who wants to team up and make this game?
>>
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>want to start making a first person shooter game
>real simple, run around and shoot other plastic army men
>want it to be a spiritual successor to the army men game on N64
>realize some studio already made my game before I even had the idea to do so
>even if I make it; even if I make it free, everyone will just say I'm trying to cash in on The Mean Greens
>even though that game has no fucking community whatsoever

fuck my life.

Maybe I'll just make a giant robot game.
>>
>>157753490
one thing every day, man, no matter what

never give up!
>>
>>157758662
>3DS only popular in Japan
It's not.

>mobile games taking over anyway
I thought this meme died 5 years ago.

>>157757917
>>157759104
It is ending its life cycle though. Nintendo still wants to release the NX in early 2017 apparently and they've stated that the NX platform will include handheld gaming.
>>
>>157725728
>Puke in your mouth
I normally wake up like this when it's too dry, but it's not puke, it's snot, all over my mouth, it's disgusting af.
>>
>>157707437
english isn't your first language is it.
>>
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>>157759440
>team up
>make game
>>
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>>157757429
The first and last look the best.

First one is really distinct and fiery, last one is stylized and has good motion.

Crescent moon needs sharper edges or some indication that the wobble is intentional (for instance, if the moon was reflected in water it could look kinda like that, but in that case you should have some ripples or whatever - which would actually be really cool).

Third one, feels very similar to the last one but not as good. It's blobbier, action is less distinct and dynamic.

Hill one, pretty boring, doesn't seem appropriate for an action tool tip unless it was sleep. Moon/cloud shapes need more definition.

Fifth could be good but I'd make it pop more - sharpen the stars, maybe have more shapes, consider expanding the color range but it could def be good as is.

Overall - not bad to practice from copying but be sure to find your own style. Use more than one inspiration. Consider your palette carefully - would recommend grabbing a different one that WoW's (like Dawnbringer's 32 color) or making your own. Have the colors match across all icons with a few characteristic (ie used mainly in, but not -only- in) for certain types/sets.

keep up the good work anon
random tut attached cuz it's the only one I have
>>
>>157759463
>Maybe I'll just make a giant robot game.
good thinking, no ones made one of those.
>>
>>157758168
HAHAHAHA
>>
>>157759647
>Maybe I'll just make a literal rock paper scissor game
>Maybe I'll just make an autism sim game
good thinking, no ones made one of those guess why
>>
>>157759104
>The engine will be multiplatform, and testing would be done on the PC version with something like bi weekly or month checks on hardware + optimization for hardware.
I don't know how much multiplatform development you have done but this looks to me like a large underestimation of the work involved.

>It's rudimentary between PS4 and PC, and even Wii U and PC because as long as you abstract the platform layer everything works out okay
I would group the two main problems that still come up like this:
>shitloads of random hardware and OS issues that can effect any part of the game
>the APIs diverge enough that it takes a significant amount of time wrapping everything up and testing that it works
>>
>>157759201
>pretty sure the castlevania series has plenty of juggling in it unless youre using some highly specific definition.
Juggling is the act of keeping enemies in the air by attacking them before they touch the ground. I assume you meant another definition because I don't know about any castlevania game that has it.
>>
>>157757781
Cool mechanics sure but it's mostly just a big list of exploitations. SotN's combat kind of sucks in a lot of ways, but is made more fun by sheer variety.
>>
>>157759647
>>157759867
should I just try and make the green army man game or not?

would adding in vehicles make it cool?

what about other toys as specialty troops?

I dont fucking know any more mang
>>
>>157759647
>good thinking, no ones made one of those.

That is quite possibly the dumbest shit you've said Gogem, and you say a lot of dumb shit.

I mean what really was the point of Blizzard making WoW. I mean a fantasy MMO was already out. Ultima was a thing, Everquest was a thing.
>>
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>>157760037
Take a deep breath.
Calm down.
Open up google docs or word or notepad, whatever the fuck you want.
And write down your ideas.
Do a mood board, think of ways your mechanics could work and compliment eachother.
Stop trying to make it original. Make a base game that works. And then add quirks in it to make it original. Truth is, everyone's done everything already and we're just reiterating what other people did and trying to make it better.
>>
>>157760205
thank you, asian girl eating fish, I will.

any ideas for maps?
>>
>>157759898
>I don't know how much multi-platform development you have done but this looks to me like a large underestimation of the work involved.

I've done quite a bit, and I can say from experience almost all the problems that occur during multi-platform development that make it seem unmanageable is the fact that people tie way too much code to one OS, and assume it will be easy to port later.

I have found when you "emulate" the OS and just have to code your emulated functions per OS, you have a much better time.

>shitloads of random hardware and OS issues that can effect any part of the game

They can be manageable as long as they all happen on that layer above the emulation, which is usually the case.

>the APIs diverge enough that it takes a significant amount of time wrapping everything up and testing that it works

That's pretty much the entire design philosophy. It's also why you have targets and start with the worst case. Doing it this way in the end can give you some benefits you may not realize you can have at first anyway.

For example, say you want to take your 3DS specific memory scheme and reuse it on PS4 or PC. You can do this if you just allocate a chunk of memory and treat it as if it were 3DS memory, special sectors and all. (Essentially emulating it's memory layout, though this is not how I plan on doing it.)

I will say though that I really don't want to use a giant engine again for development. I have done games and non games software, and doing games I used engines, and always on consoles with engines the bugfixing was hell. It was either ticket support hell, or fixing some giant monolith of code hell. Never again.
>>
>>157759902
https://www.youtube.com/watch?v=AJ5B8-_a-oo
what do you call this? this is all that clarent is doing anyways... push button to fancy stuff isnt even real gameplay

>>157760037
what he said >>157760205 except not disregarding originality
if you design a clone know that youre making a clone and the only thing you get out of making a clone game is the experience of making a game not designing one
>>
>>157731743
>Ofcourse if making money is why you're game deving. Which would be quite sad.

>Mfw i started it with hopes of learning something that could get me a small and nice job in the future.
>Mfw when i don't have enough motivation to keep going
>Mfw i now wanna dev just becuase i have a dream game il make slowly
>Mfw wnf
>>
>>157760369
I'm terrible at level design. I personally enjoy linear games. So realistically it could be a straight road but with loads of obstacles and shit. Think Battlefield highway fighting scene. Can't remember which game. Maybe 3?
>>
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>>
>>157760662
Well I didn't really tell him to make a clone. I told him to ignore originality in the beginning.
>>
>>157759640
Thanks a lot, I'll keep those things in mind.
>>
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>>157760805
>>
>>157759923
A big list of exploitations can turn into combos, which is the case in sotn, and it makes the game better.
>>
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>>157760938
>>
>>157757781
>doing all that shit just to kill some generic enemies

how tedious
>>
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>>157761110
that aint even my style
>>
>>157760449
You sound pretty well prepared for the shit that lies ahead so good luck and god speed.

>doing games I used engines, and always on consoles with engines the bugfixing was hell. It was either ticket support hell, or fixing some giant monolith of code hell. Never again.
dont remind me (ノД`)・゜・。
>>
>>157761352
still waiting for that fanart I can hang in my room
>>
I need some playtesters for my multiplayer game.

Who is up to it?
>>
>>157761652
yeah sure i'll do it. how do i contact you?
>>
>>157761652
what's the game?
>>
>>157761689
Do you use discord?
>>
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Despite I feel like I am not going anywhere and my efforts are all wasted.
>>
>>157761569
what am i fan of?
>>
>>157761757
Yeah. Shoot me a link or say something in one of the AGDG chatas.
>>
>>157761652
not me. im sick of agdg devs being elitist cunts about their game
>>
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>>157696004
==|AGDG Weekly Recap|==
Game Name: Project Shmoop
Dev Name: shmoopdev
Tools Used: GMS, Photoshop
Website(s): n/a
Progress:
+Game's done
+https://sinoc.itch.io/shmoop
+Thanks for everything, recap guy
>>
>>157760662
That is not juggling. The boss gets stunned when hit with strong attacks, or many attacks in quick succession. But as soon as the stun is activated he does not stun again until he has hit the floor and has stood up. His descent while falling out of the air is also unaffected by attacks.

See how in webm related that every attack influences the enemy's airtime in some way. Some attacks stall his descent, others knock him upward. This entire combo is made up out of small exploits of the cancelling mechanic, ending jump height increase earlier than normal by attacking, ending previous attacks with other attacks, and doing this in succession allows the enemy to be juggled in the air without falling. A lot of people call it unbalanced but if a game is balanced around it, or if certain techniques require lots of practice to do them it will never get in the way of casual play while providing depth for those who seek it. It's a great system in my opinion.
>>
>>157761778
What's troubling you, anon?
>>
>>157761828
https://discord.gg/wAsjj
I've created a server
Anyone can join if they wanna playtest
>>157761743
It's a 2D multiplayer arena shooter with jetpacks
>>157761840
I'd appreciate all feedback, positive or negative.
>>
>>157761112
I find it fun. I get a lot of extra playtime out of trying to be creative with this sort of stuff. If you dislike it then you don't have to do it.
>>
>>157758662
>3DS only popular in Japan
>he thinks it's still 2011
Anon, I have some news for you.
>>
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Can someone make this the next OP pls? Meat edition if you want, i would do it myself but il just fuck up.
>>
>>157760671
People don't make games for money.

You work at McDonalds for money.
You clean toilets for money.
But, you shouldn't make games for money.

You should love making games. And this love will bring you home the money.

When love is over. Look for something else, or just work at McDonalds, because everyone needs money so he can eat.

Doing something on the side gives you also great ideas for videogames. It's a win win.
>>
>>157762204
>If you dislike it then you don't have to do it.
if the entire game is based around trying to execute 50 different combos on common enemy #351, then its better i just dont play the game at all.
>>
>>157762408
>he never worked on shitty mobile games to pay for food
>>
>>157762408
I write mainly and sometimes dev, i wanted to make them mostly because i always loved rimworld and always wanted to make something like that, then the mixed feelings of making them for my dream or making them for the money came and lost motivation, now im fine, just gotta get used to dev and read about programming.
>>
>>157761976
>providing depth for those who seek it
>clicking attack button 40x.webm
ok.....
>>
>>157762460
You're a fucking retard, stop making whatever shit game you're making right now and kill yourself.
>>
>>157762882
>Autism
>>
>>157762674
>>157762460
I mean, doing all those cool combos CAN have depth, it just feels like most games that go this route are more concerned about looking cool rather than it being useful.

Perhaps you need to send the enemy flying 20 ft in the air because it threw fire on the ground.

Perhaps you need to dive kick the enemy to temporarily stun them so their shields are down.

these give purpose to the attacks
>>
>>157760662
>I've never played Castlevania but I saw a video of that new "reimagined" version that has nothing to do with the series' iconic roots
>>
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>>157762674
>googs is shit at video games

Who would've thought.
>>
>>157763429
why would i be good at videogames? im a gamedev not a wageslave.
>>
>>157760662
>isnt even real gameplay
>says guy who made "game" where all you do is move mouse to move eyes
>>
>>157762037

Nothing I am going to do will matter anyway and I won't get anywhere aside uploading a couple shitty games with sub 100 to 1000 downloads no one will remember or hear of and me and my games are at best going to be as insignificant and obscure like one cernel of sand in the desert.
>>
>>157759616
Games are usually made by teams or 2 or more.
>>
>>157762460
But it doesn't need to be the focus of a game. It can be a feature without getting in the way of anything else. Also sorry to say, but you sound sort of like a casual. Doing things beyond the normal limits is something every person that is fanatic about something will eventually try.

>>157762674
Here's a list of inputs of the first air combo in that webm:
Hold R1 to target lock
triangle
back+r1+triangle for upward launch
circle for air attack with sword
R2 to switch to hand to hand weapon within about 3 frames
triangle to do downward kick within about 3 frames
X to jumpcancel the downward kick during a 3 frame window which makes it so the enemy is hit, the attack animation is stopped
R2 to switch to red pin weapon a few frames after the jump
triangle to attack with the spinning pin attack
R2 to switch to sword weapon
X to jumpcancel at the highest point of the spinning pin attack
Circle within 2 frames after to cancel the jump height in order to stay level enough with the enemy to do the next attack
R2 to switch to hand to hand weapon within about 3 frames
Triangle to do downward kick. Timing is off, so enemy falls to the ground

It requires so much practice to press the buttons in such a short amount of time, and getting the exact result you want. 1 mistake means the combo doesn't go as you intended. Every step I explained above requires separate practice of that individual timing for hours if you're a newbie, and it's a matter of training yourself to always do them that way. It's very similar to playing a piano, or using a certain sports technique. Practicing this shit has made a better piano player, and a quicker typer.

If that isn't depth to you then please do enlighten us to what is.
>>
Hi I'm googum and I think that being able to attack an enemy more than once in quick succession to maximize DPS temporarily in exchange for mobility and allowing the player to capitalize on a favorable situation with multiple strikes doesn't count as acceptable gameplay.

I'm also going to criticize a really well-known and long-running game series I've somehow never played for this even though it is one of the few series specifically known not to allow the player to do this.
>>
>>157763920
>It requires so much practice to press the buttons in such a short amount of time
you're attacking a single basic enemy that doesnt seem to be able to do anything in response.
i think the type of game you're looking for is a fighting game.
>>
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working on collision detection in 3d

pls send help

the current method I've been using is far worse than these two, involves making a grid of colliding boxes out of the mesh (which is insanely performance heavy) and I know these are closer to how most games do detection/
>>
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>tfw gogems posts are so retarded that you cant be sure which are real gogem and which are not
>>
>>157762483
It just feels weird to make a game, i myself wouldn't even touch.

It's like a cook that won't eat his own food, and just feeds people with it.

But maybe I'm just jaded and bitter, looking for something I can really stand behind.

When I think of a game, I most of the time, have in mind, if my friends would enjoy it. This brings great motivation to want to see the game getting made.

If it already exists. And my game is just a bad copy. Than this kills any motivation. Because my game won't bring anything new to this world.

>>157762653
The programming part is cumbersome. It would be nice to have the core of the game already, and to just create assets, write scripts and make maps. It's like the mud you have to 'commando crawl' through before you can get to the good part.
>>
>>157764063
>that doesnt seem to be able to do anything in response.
Ask yourself why, gogem.

Ask yourself.
>>
>>157764117
>filter the word gogem
>no more stupid posts
Feels good.
>>
>>157763765
And that's why your games will never be anything special. If you're lucky you might create something that a lot of casual shitters will enjoy, but it will never be anything more than just entertainment. games like dmc4 lift themselves above being just videogames and become their own thing. It allows you to see the limits of your own mind, and even further beyond into the unknown. A desire all humans possess in some way or form.
>>
>>157764063
Do you realize the boss isn't able to do anything because that anon does that combo and doesn't just smash attack button?
>>
>>157763765
>why would i be good at videogames? im a gamedev not a wageslave.
>Says the person with only failed attemps at making an at least 5/10 game
Well, you all see there's no need to explain it.
>>
>>157764217
because it's not a game with gameplay?
>>
>>157764349
>apply skill
>get rewarded for it
>not gameplay
>>
>>157764214
>The programming part is cumbersome
But i enjoy making thins by myself and see what does what, too bad i have a short attention span.
Maybe you are right but it's just like make game.
>>
>>157764075
I was about to ask the same.

Most guides I find tell to use a collision box around objects, which is nice and dandy, but I would like to know how to do collision detection for a random terrain. Slopes everywhere etc. The biggest issue is how to solve this without looping trough everything.
>>
>>157764249
they're all attack buttons, anon. how can you not be smashing the attack button when theyre all the attack button?

>>157764425
what was the reward? taking an hour to kill a single enemy is not a reward.
>>
>>157764531
>they're all attack buttons, anon. how can you not be smashing the attack button when theyre all the attack button?
This is bait in some way right? pls tell me Gogem isn't this dumb.
>>
>>157764531
>what was the reward? taking an hour to kill a single enemy is not a reward.
Doing something that requires rigorous amounts of practice, honing your concentration, motor skills, and being able to do something most people cannot.
>>
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>responding to googem's shitposting
you are as bad as him
>>
Someone should screencap these gogem posts.
>>
>>157764684
thats not a game though.
and let me clarify when i say this, im not saying that as a bad thing or that it doesnt deserve to exist or that youre dumb for liking it (no matter how dumb you might be) but that's not gameplay any more than minecraft is. it's mechanics and youre using them to do stuff with no actual gameplay purpose.
>>
>>157764754
srsly, I don't understand, after so many years, why anyone still bothers to answer that poser
>>
>>157764802
I don't need screencaps of shit in my hard-drive
>>
Sort of embarrassed, but here's my first game.

https://gibbyz.itch.io/svi

It's just a simple idle game that I decided to make after two months of programming.
I could of done it within a week or two of programming but I was just making websites.
Anyways, I don't expect it to get anywhere seeing as it's not innovative or new.
>>
>>157764224
Good idea.
>>
>>157765292
A side note (since you mentioned clicker games); I always despised clicker "games". It's like watching paint dry, but you quantified the drying process into numbers.
Goddamn VNs are more of a game than shit like that. Never understood the appeal and I'm an autistic fuckup.
>>
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Todays progress:
Enemies now drop random loot (currently just two items).

Next step is actually drawing the enemy (right now the monster is from another game. Thinking of some desert bandit.

After that I'm thinking of making a new dog command which makes him collect the loot.
>>
>>157765558
I don't really know what the appeal is. I guess it's just fun watching numbers go up.
I think you're right about it barely being a game. You don't really do much.
>>
>>157764945
It's a very hard combo.
You can beet the enemy just normaly. Then he can attack you.
But if you chain your combos perfectly, he doesn't have a lot of chance to even try a counter attack.

It just shows the player is in full control of the situation, BUT, if you fuck the combo up. The enemy is free and will counter attack you.

This is a mechanic that exists in most or every 2D beat 'em up. It's statisfying for the player because he learned to do all these hard to do combos.

Maybe it works better with 1 on 1 beat 'em ups.
But you have to keep in mind, that while you lock one enemy in your combo, there will most of the time other enemies around which can attack you. So the game is still, most of the dynamic.
>>
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who /match3/ here
>>
I feel adhd as fuck today

how do I sit down and focus?
>>
>>157765884
most of the *time dynamic.
>>
>>157765929
Fap and try again.
>>
>>157765929
https://www.youtube.com/watch?v=-8N9UR6OTCs
>>
>>157765929
listen to some bumpin beats https://www.youtube.com/watch?v=QjlFqgRbICY
>>
ehy
>>
>>157766268
>I have adhd
>go and lie down for an hour
I hope your game ideas are better
>>
New thread when?
>>
>>157765875
>>157765558

I don't know, I just get "stuck" on these games once I start. It's like seeing your stocks rise in value or something, with everytime you buy something the counter goes up even faster than before.

On the game itself I did not encounter any bugs which is good, but I felt like I am able to advance too fast, but it probably couldn't hold my attention long enough anyway since there is no graphical representation.
>>
>>157766781
Never, let it die. RIP agdg
>>
>>157764945
Tell us the gogem.pro definition of "gameplay."
>>
>>157766781
Let's take a 30 minutes break
Give the devs some time to make progress
>>
>>157766874
We only shitpost anyway.
>>
>>157766961
I concur. I should be working on my eroge and here I am, wasting my time with you lot.
>>
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How do I go around designing a world map to set my game in?
>>
>>157767169
make a straight path to point A
somewhere on that path make a straight path to point B
somewhere on those paths make a straight path to point C
>>
>>157767169
It's interesting how worlds feel bigger just because the movement is slow. GTA san andreas is another case of a small world that felt big because the cars moved so slow.
>>
>>157767534
That's because size depends on the time it takes to cross, not that actual size. If GTA V had no aircraft and cars had half the top speed they do now people would complain about the world being too big.
>>
>>157767534
>>157767747
Very true, I love just driving in SA for hours, it's my favorite way to relax and I noticed this as well.
When I would drive a fast car, the world seems pretty tiny, when in a van, the game seems HUGE.
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