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/agdg/ - Amateur Game Dev General

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Thread replies: 774
Thread images: 165

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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
>>
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>>
Back from the dead.
Spooky zombie thread.
>>
too soon i didn't get anything done
>>
gimme ideas for wacky fantasy weapons. like a bard guitar that shoots soundwaves at people and shit

including primitive firearms like cannons or whatever. I guess warcraft level tech.
>>
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WHAT IS HAPPENING. STOP. THIS IS NOT WHATS SUPPOSED TO HAPPEN.
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>tfw wasted time making pic related and I missed my chance to make the new thread
>>
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working on an old victorian building, but don't know if my proptions are correct.
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>>157770105
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My games won't matter, noone is going to remember them and they are going to be forgotten and irrelevant like a drop in the sea.
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Someone let me work as a level designer on their game
>>
>>157770472
Neat picture, anon. Don't worry, I'm sure someone will use it eventually.
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For the anon that wanted all the gogem posts of the thread, i did all i could, i know it's shit but dunno how it turned out.
>>
>>157770768
ah yeah i wanted to say.
Gogem is going to feel proud, he got another screencap of his shit.
And i wasted so much time for something so useless, god what a shitty live.
>>
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>>157770569
Design the topology and layout of a forest stage for a tactical RPG that mimics FFT.

>>157770105
Fixed a skill animation bug that was causing a crash. It's a goofy one caused by some goofy code.
>>
>>157770569
Help me design levels for my 3D platformer
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>>157770973
It didn't seem like you were going to do anything else, so I guess this is all you'll amount to.
But that can change of course
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dog can now poo. lol

Any progress is good progress
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>>157771036
Like, just one or procedurally generated? Also it's gonna be shitty without knowing how the game plays. If it's like Tactics then that's easy but I'm sure there are some changes.
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>>157770501
>>157771036
>>
>>157770324
A cannon that shoots progress, the enemies are shitposters and the ammo is ideas.

>>157771207
Yeah, cleaned all my pc of shit, videos, games, pics, just got gm and unity so im going to start again like a new man and after some time maybe il use unity.
>>
>>157771132
What are thr game mechanics?
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>>157771698
For now just jumping but climbing certain kind of walls, gliding and double jumps are planned abilities.
>>
>>157769984
>blender-models.com
Why is this even on here? It doesn't work
>>
>>157771797
What kind of setting or environment?
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>>157771861
It's supposed to be for halloween jam, so it's set in some kind of spooky forest with tombs and pumpkins laying around.
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>>157771815
Yes it does.
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>>157771959
Only one stage?
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>>157772087
I wanted to make 3 but I guess one can be enough.
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>>157772080
Whenever I try to download something I just get redirected to a page that says "thanks"
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>>157772145
Well we should avoid sticky spots and spider webs as it would just take away the only thing the charafter has, jumping. So it would be best to focus on more difficult things you can do with jumping. Wall jumping is always nice as a small challenge. What is the goal? To get to a certain point or collectathon?
>>
This general is still alive? Did you guys finally chase off the trailer tractor kid who kept posting the stupid pictures? What about the rotation man who wanted to start his own chan? The fuccboi who can't draw is still here too, I'm guessing?
>>
>>157772271
>an entire website just to "nvm good luck with your game" people
Genius
>>
>>157772475
I'm still here too, though you didn't ask.
>>
How much should I be expecting to pay for this kind of character?
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>>157771224
>poo comes from nipples
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>>157772474
I was thinking about a simple 'reach the goal (a big lollipop) to complete the level' maybe having a timer. Also have collectibles (candy) laying around.
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>>157769984
Broom Broom
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Desert bandit
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>>157770510
you could just make a meme game thats ''whacky''
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>>157770105
sugar dev what are you doing
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Took me some tries to get right but I now have working bullet holes.
Tomorrow I'll work a bit on the actual shooting, with fire rate, reloading and finite bullets.
>>
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>12 days left
>still haven't implemented any code to anything
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>>157773290
At its very basic core if a 3D platformer is not a collectathon, it's a gauntlet made fun by the ability of the main character to do something that normal humans cannot (double jump for instance).

As far as spooky or Halloween themed gauntlet arenas go, the best one I think is anot old castle, either inside or on the ramparts. If you decide on inside that removes the need for a skybox as well.

Of course the typical "person goes through gauntlet" thing is spinning blades and swinging sharp pendulums. But this removes the ability to jump on top of the items to add more platforming. So I say we use blocks that will push the character into a kill zone rather than objects that kill them on contact.

If we do it in this way we could have rotating cylinders as the main thing the player stands on. Add in some blocks to knock them off and you've already got a pretty challenging set up. It's basically too and shouldn't be very hard to program. If we keep the theme as Halloween we could make the blocks several things from coffins to tombstones. Pumpkins could work ad a cylindrical bullet like hazard was well. What do you think?
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>>157773371
>thought it was mode 7
>just another unity game
Looks fun at least
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>>157770472
>bilinear sharper
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>>157773137
99.99 holla dolla
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>>157773897
that's like saying "just another c++ game"
what difference does it make
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>>157773371
The leaning looks silly unless you plan to make your car into either a motorcycle or a hovercar.
>>
>ideas pouring faster than i can realize them

fucking help
this is some crazy traffic jam
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>>157773137
100 dollaridoos rigged
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>>157774024
Nope. I just imported the pic from google, applied a slight Surface Blur. I have to say the original pic's quality was pretty bad, it was full of artifacts. But I was kind of in a rush so I didn't care.
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>>157773897
It was supposed to be mode 7.
Then I realized I was incompetent. Then it wasn't mode 7 any more.

>>157774149
You think? I'm was going for toy/bouncy looking motions, I thought it looked nice. Maybe if the camera didn't lean so much with the car?
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>>157773876
>tfw spent the last 3 days playing with camera controls
>haven't implemented a single piece of gameplay
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>>157774195
Write them down and concentrate on the task at hand, if you have time after that then add those ideas as little expansions to the main game?
Nigga idk, every time i have an idea i just let it there, if i like it i know il remember it and add it later on.
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>>157774471
>Maybe if the camera didn't lean so much with the car?
It would be better if only the camera leaned imo.
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>>157774471
A car would actually lean in the opposite direction, just usually not much.
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>>157774064
>what difference does it make
It's cool to see devs implement actual mode 7
Nothing interesting if it's just plain 3D
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>>157773791
I'm not her, anon.
>>
i dont know how yall can be routinely surprised that im a cold nigga with hot opinions. that's how it always been.

to the guy from dead thread that asked me what fucking even a game is....
it's when mechanics are used in the service of trying to achieve a goal.
using my game SIT as an example (since it's pure enough to make a good example) the eyes following the mouse is the players interacting mechanic, in of itself some might consider it """"fun"""" but that's not relevant to gameplay and by itself there is no gameplay since it is just a mechanic, the gameplay comes from the scenario the character is put in which sets some goal (look at X, dont look at Y, etc) the goal is what makes a mechanic gameplay.
i would also argue that the goals/gameplay is more important than any one mechanic or how people enjoy or dont enjoy those mechanics because gameplay gives those mechanics greater meaning.
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>tfw stealing the floor map of a random building and using it in my game
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>>157775017
>a building designed for efficiency and fire safety compliance
>fun for a video game
Pick one
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>>157775476
>fill it with zombies
>block off half of the paths
>????
>profit!!
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>>157775606
don't forget to break some walls

existing buildings are a good starting point
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Been trying to come up with a logo for like 3 days now and they've all been trash. This is the best one i got so far.

Opinions pls
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Is Clarent the best game in AGDG now?
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>>157776045
I prefer mine
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>>157776035
Your game has pixel graphics, so the logo should use a pixel font as well
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>>157776045
No, mine is.
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>>157776045
i cant think of ten games in AGDG right now but even so it's not in the top 10
though it is number 1 in gogem titties
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>>157776045
Mine has better graphics
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>>157776045
I think Sorcerobe is better, but it's up there. At least it's better than any gogem shit.
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>>157776191
I agree for the in-game logo. But this is just for promo stuff. Like social media.

Here's a more pixely version.
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Did a new skin for the desert bandit, including death animation.

(yes i know bullets dont register on the player yet)
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>>157776703
I could make it a little more pixelly withe photoshop if you want.
>>
>>157776703
That just looks like you cut it out poorly
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>>157776703
turning the anti-alias off is not "pixely"
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>>157776408
why don't you post your actual art on discord instead of the fucking memes dude
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>>157776810
That'd be cool if you want to.

My usual method of converting smooth art into pixels is to save it as a gif but with a color limit. 4Chan seems to have messed it up when i uploaded though.
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>>157777114
you keep trying to get me to join discord but it's still discord so no
>>
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Last progress for today, did a new dig animation for Dog.

Fun day. I still dont know know what to do with the game, it's becoming more of a tamagotchi than a shooter atm.
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>>157777442
Go all the way with it
Play with your dog, train it, when you're not playing the dog needs to fend for itself. When you quit the game, write somewhere the time, when you get back, take that time frame and do some calculations. If you've went away for too long your pupper is kill.
Add more stuff obviously.
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>>157776035
It looks a bit like "End Rous".
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>>157776045
Monolith has most consistent progress and seems like it most actually be finished some day
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>>157777774
Endskullrous

EndBondBurgerrous
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>>157777701
>If you've went away for too long your pupper is kill.
absentee mechanic is cool but dont go killing puppers with it, that aint right
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>>157777215
Here
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>>157777908
might*
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>>157777974
Not only your pupper is kill, but it's killed for eternity, you can't reinstall the game and get pupper back, it's gone, it's dead, no pupper for you, ever.

You have to go kill bandits yourself.
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>>157778048
you set off to make it "pixely" like pixelart
you came back with it "pixely" like JAV genitals
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>>157778253
I don't know what either of those things are.
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>>157777701
Nice thanks for the tip.
I was thinking of implementing something training system where e.g. when u kill enough enemies he learns that they are bad and will start attacking, pick up enough items he starts bringing them too you etc. Might be too advanced for me but we'll see.
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>>157778110
if it's killed for an eternity than i will wait for an eternity
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>>157778307
dont fucking listen to googem, you dork
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>>157778253
shut up gogem. we know about your crooked wang.
>>
Oh my god would you fucks stop replying to G*?
All he does is give bad advice, we get it, stop taking his bait.
>>
>>157773137
what do you mean? just character design?

i'd say like 30-50 bucks.
>>
pugdev

God's Gift

;)
>>
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>>157776045
I don't know. I really want to love Clarent, but it just doesn't feel fun to play. It's really hard to explain why. It's like it's very stiff like the very first Castlevania.

My vote would go for Ctesiphon and You are a torpedo ai.

You are a torpedo ai is a game everyone should make if they are really serious about being a game designer. It's just a few simple mechanics and a very easy to understand basic idea. It's a goldmine for level design exercises.

Ctesiphon might not have these attributes. It doesn't even have any great or even interesting ideas behind it to make you interested. However this was the /agdg/ game which actually made me have pure fun. I wasn't like "oh, I like it for the character, oh, I like it because it reminds me of a game I liked". I liked it for itself. Even after I pressed the button I liked walking around and discovering new areas, shooting stuff etc. When I started the game, looked at the gun and heard that kick ass beat, I said to myself: "now we are fucking talking". Being fun is a subjective thing, of course, but this just became one of my favorites.

Runner ups would be:
Tender Arms - Amazing sound design, excellent writing. It's far from complete, but every single pixel shows that the dev takes the project seriously and will polish it to the very end.
Unnamed Pixel Platformer - The guy is an engine dev and does amazing things. The game is nothing special, but its technical design which makes it stand out for me.
Vampire Bit - Much like with You are a torpedo ai, this is a very good example of what games an amateur dev should be working on. One single game play mechanic polished till perfection.
Pantsu Harvest - Same category as Vampire and Torpedo: a shit ton of well designed levels build around a few simple mechanics. The level editor is a huge plus.
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>>157780151
>The guy is an engine dev and does amazing things.
What did he do exactly
>>
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Shaping up
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Why is null checking generating such a massive overhead in my code?
I have a few thousand instances of a class in "grid", and I iterate over the array once per frame.
null checking them like this takes 16 ms per frame, which is insane.
I think I must be hitting the reflection/LINQ code paths somehow, but how do I check for nulls correctly?
>>
>>157780819
Why are you iterating over a few thousand instances of a class every frame?
>>
>>157780672
I find the way he generates, loads and handles his maps interesting. His collision detection is just perfect. He once posted a video where he tweaked the running speed and went so fast you could barely see anything, yet his collision detection never broke. The AIs were nothing special first, but then he implemented those fucking mosquitoes. Not to mention I really loved how their "bzzzz" sound changes depending where they are on the screen and how far away they are. I love when someone have this much attention to detail.
>>
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Enabled the use of the auto-revive item. When you die you get a prompt if you want to use it or not. You can only carry one at a time.
>>
Wanting to start a card game with game maker, what would be the best way to store all the information for the cards? Should I store them all in a script?
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>>157780819
>iterating a grid
it's quite beautiful to see someone who learned how to code but not how to program.
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>>157781107
It's a grid-based world that needs dynamics and other logic applied to each "atom" on every frame.
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>>157780696
gorgeous tessellation. can't wait to mess around with that stuff.
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>>157780819
>null checking them like this takes 16 ms per frame, which is insane.
How big is your grid? Are you sure it's this exact code section that is taking 16ms?
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>>157781340
That would be fine if you want the game self-contained (ie doesn't load external files)
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>>157781410
you should be able to know which atoms need updating and only check those
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>>157781367
It's a conceptual 2d grid that's unrolled to a 1-dimensional array for performance.
What are you even trying to imply here?

>>157781474
It's relatively tiny, 512x512.
The issue is definitely the null check, if I remove it, the iteration takes less than a millisecond.
>>
>>157781787
>The issue is definitely the null check, if I remove it
Are you running in debug or release?
Run your program outside the IDE and check the numbers.
>>
>>157770324
a Y shaped fishing rod where one of the 2 upper ends of the Y is attached to the player's head and the other is held with 2 hands. The long part of the Y sticks out and has a line with a hook to it that can hit enemies. Shit can be spinned around and act as a helicopter or spy climbing gear.

Wacky enough? no?

the 3 parts can be disconnected from eachother and become a 3 part nunchuck with the hook at one end for GET OVER HERE moves and swinging from places.
>>
>>157781253
Other than the AI there is really nothing technically impressive about that, it's a tile based platformer which is basic to do in any language.
>>
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>>157773371
dat sum mode7 ?
>>
Post dev music.

https://www.youtube.com/watch?v=tyG6YMLEWus
>>
>>157782436
leet hax programming music
>>
>>157781942
No difference.
>>
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>>157781787
>What are you even trying to imply here?


>1 dimensional arrays with set size
>iterating over empty areas and checking for nulls

l2stacks
>>
>>157782487
For some reason, this is a soundtrack to which I can focus on dev incredibly well. I did not choose it for the trenchcoaty memes.
>>
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Gonna change the lighting soon, spent most of today doodling round on this dam map I made

>>157782436
https://www.youtube.com/watch?v=R8MWKsheHxk
>>
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I'm gonna make a game in a week!
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Vampiredev here. Is there any anon that had this issue here? I'm trying to fix it but I need to make you a question to get on the right path since I can't replicate the bug at all.
>>
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>>157782815
Your game looks quite..
>>
>>157782436
https://www.youtube.com/watch?v=PqBIob4LFmQ
https://www.youtube.com/watch?v=U3N0JGfIsrU
https://www.youtube.com/watch?v=ZfGTAe3RNPg
>>
>>157782535
Are you just spouting vaguely CS-ish terms?
I don't need a stack here, I need to process the array in a specific order, line by line, in an interlaced fashion.
The design of the algo is fine, I just wanted to know why a simple operation takes massive amounts of processing time.
>>
>>157783334
Not a single one available to me.
>>
>>157783404
Are you that unfamiliar with CS? You always have a stack. He's telling you to try recursion instead of loops.
>>
Anyone learning Fusion 2.5? Can we add this to the general for discussion?
>>
>>157783551
Recursion would be even slower because of the overhead, why is he spouting random shit
>>
>>157782815
Journey 2?
>>
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>>157783551
All right.
How do I update something like Game of Life on every frame recursively, without loops?
>>
>>157783404
Is there any specific reason they need to be in order?
you could just hold location of each tile in structure and use dynamic memory.
>The design of the algo is fine
I won't argue opinions.

>>157783551
No, no I'm not.
>>
>>157784076
Anything that you can do with iteration can be done with recursion and vice versa
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>>157783904
So he can sound smart I guess. I didn't say recursion was better.
>>
>>157784241
Any place reachable with car is also reachable by pogo stick.
>>
>>157784356
Yes and? I'm not the guy that suggested recursion, just explaining how you could do it without loops.
>>
>>157784447
You didn't explain it though
>>
>>157769984
>>157753490
setting random colors on instantiation is an easy way to check if tiles are flowing together neatly

>>157753496

the beauty is that it's a generic object, so I can replace it with whatever I want

3D is what I'm comfortable with, plus it's more flexible if I decide to change something along the way.
>>
>>157784529
Use recursion to do the same as loops, if you don't know how you could do that then learn recursion.
>>
>>157784703
Why, though?
>>
>>157784824
Like I said I'm not the guy that told you to use recursion, you asked how to do it without loops and I said you can use recursion. I'm not telling you that you should use it.
>>
>>157784529
Jumping into the conversation as new party:
A cell checks its 8 neighbours to evaluate its new state. Couldn't you when you create the level and assign the initial states register the enabled cells and their respective 8 neighbours to a new, smaller array (checking for duplicates beforehand)? Then if you change a state you reregister affected cells. That way you would only need to iterate over a smaller number of cells, at worst all cells.
>>
>>157783551
>He's telling you to try recursion instead of loops.
And where the fuck did you pull that from my post?
>>
>>157785141
Then what the fuck were you saying? Because it sounds like you're spouting random shit.
>>
>>157785286
To try dynamic memory.

It's nice that you can hear my posts, I hope your eyes get well soon.
>>
>>157785046
OP here, this makes sense on the Game of Life example I posted, but not in my real use case.
I need to propagate temperatures and other properties of the cells constantly, so it'd always hit the worst-case, even with "empty" cells.
...I don't know how me asking about null checks devolved into a slapfight about recursion, I'm gonna make some progress now instead.
>>
>>157785492
Haven't participated in this conversation up to this point, just popping in to tell you you're a fucking autist.
>>
>>157785492
Dynamic memory doesn't go on the stack though. It goes on the heap.
>>
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Lads...

PROGRESS
>>
>>157785665
What was I supposed to do? call him a nigger?

>>157785702
Yup I fucked up there.
>>
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Made some fixes to the shooting and also started working on UI.
I'm not sure how to make the shooting feel more satisfying, though I guess sfx will help a lot.
>>
>>157785731
Unlockable character: fat asian scoutboy?
>>
>>157785871
That's not shooting, that's low-tickrate decal painting.
>>
>>157785871
Really fancy impact particles everywhere
>>
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Darkest Dungeon with Paper Mario interaction.

Could it work? Or would having two (fairly minor) tactical concepts at once be a burden?
>>
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Castlevania look-alike dev are you here?

What method did you use to have damage text float off enemies?
>>
>>157786167
No reason why it wouldn't
>>
>>157785635
Is there only one area in your 512x512 or can you form zones / clusters?
What do you need that model for anyway, if ya don't mind me asking?
>>
>>157786192
Here's simple method:
>create object called obj_numbers
Creation code:
value = 0; //doesnt matter now

Step event:
y -= 1; //or whatever speed you want them to move up

//the 0.1 here is the speed the number fades away
if image_alpha > 0 {image_alpha -= 0.1;} else {instance_destroy();}

Draw event:
>draw_text(x,y,string(value));


then use this wherever you do collision checks with hitboxes with damage values (like collision event):

var ii = instance_create(x,y,obj_number)
ii.value = other.damage; //checks other's "damage" value and adds it to obj_number's "value"

Should work. I do recommend drawing them to surface if there will be lots of numbers but I assume you are not familiar with them.
>>
>>157785871
'muzzle flash' that makes screen go white for a split second.

So are you making Castle Master for the new age or something?

Shame you can't put it on something that supports a light gun
>>
>>157785731
>Up Alternate Ending
>>
>>157780151
Is that Bob Ross? Did he not always have a caucasiafro?
>>
>>157780151
>I don't know. I really want to love Clarent, but it just doesn't feel fun to play. It's really hard to explain why. It's like it's very stiff like the very first Castlevania.
PHI here. You'll probably like the next demo.

If you played the older demos, it basically was old-school Castlevania. The last couple demos are much more fluid, and now we're re-re-revamping the combat to be even faster and more responsive. Tons of polishing left to do but the game is moving forward.

Also there's a whole ton of core gameplay stuff planned that nobody has even seen yet. Should be a ride.
>>
>>157787141
That's his son.
>>
is there any function on gamemaker to pause all instances until i press a button?
>>
>>157786192
Kek hadn't noticed the Yaranaika enemy placeholder.

>>157787141
That's his son. Bob's afro wasn't natural anyway. That's probably what his hair looked like when he didn't get a perm.
>>
>>157786192
>doesn't know how to make numbers go up

jesus fuck
i dont belong in the same boat as these type of devs
>>
Ideas to revitalize old RPGs for today's market?
>>
>>157787309
>I literally cannot use google
>>
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>>157780113
>>
>>157786950
>>157787742
I didn't mean exactly how the numbers went up, I meant what parenting/instantiation scheme did you use? (assuming this is in unity)
>>
>>157775476
>He never played Slient Hill
>>
>>157780819
Only thing I can think of without seeing more code is that the objects in your array are scattered in memory. Worst case scenario would cause a cache miss per object, if this is true then you should create an array of objects before hand and put in the objects later. Try an array of pointers and see how that works.
>>
>>157787959
Not unity. Using piece of shit GM:S is.

Using:

var ii = instance_create(x,y,obj_number)
ii.value = other.damage; //checks other's "damage" value and adds it to obj_number's "value"

to have numbers inherit the damage value from hitboxes. Can't help you with Unity.
>>
>>157787959
Could be Game Maker.
>>
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>>157780819
Sorry I'm late.
>>
>>157787890
That was kickstarter 4 years ago, anon. Most of the RPGs that came out were mediocre at best. Gamers were reminded that they like the nostalgia and the idea of old RPGs, but they aren't actually crazy about the games themselves.

So you should probably wait 5 years or so, then people will forget about RPGs again and want a virtual reality 'old school RPG' revival or something.
>>
>>157788408
god's work
>>
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>>157788408
>>
>>157775476
Why? It's pretty normal to do this in a modern setting.

The fun also comes from the emersion into a realistically designed location.

You don't have to make houses "weird" and unnatural, just because it makes a better game map.

like >>157775606 said. There are other ways to do that.
>>
>>157788497
It's not like I believed I was to be THE ONE to save the genre or anything, I just wanted to experiment a little, taking the frame of an old rpg and creating something new out of it.
>>
A business management game that runs on a local web server, serving the game content as web pages to the user's browser of choice, mimicking the look and feel of e.g. bank websites, news sites, etc.
>>
>>157787890
Make a good one. That's all. No tricks.
>>
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Progress

The catgirl can walk or use aim action button to aim
>>
>>157788987
So basically a completely local browser game? I could do that, except the web design itself.
>>
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>>157789270
how do enemies die from a super soaker?
>>
>>157789546
bonus points for fucking with the hosts file while it's running so that e.g. google.com goes to your in-game search function
>>
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>>157782815
That's a blue dick
>>
>>157789594
From jealousy
>>
>>157789594
https://www.youtube.com/watch?v=nzZNk3gd1Kg
>>
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Fixed more skill issues. Everything appears to be working as it should. Added some more placeholder sounds to a few skills. Going to try and at least have something simple for all of them before Demo Day.

>>157771252
Gameplay is almost duplicated. I really liked Tactics and there aren't many TRPGs I've gotten to play that feel as good. Out of boredom, I decided to make my own.
>>
I should release after achieving
a) basic functionality
b) feature completion

The answer may surprise you!
>>
>>157790182
yeah, I guess that works..
>>
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So this... is the power of C++.
>>
>>157790653
Just use auto
>>
>>157790653
You can make any language with templates ugly as fuck if you try.
>>
>>157790653
this makes me want to vomit
>>
>>157790528
anything but b and I skip your game.
>>
So I'm creating a fantasy game with fantasy races and I'm allowed ONE (ONE) cute creature as a race.

So which should it be?
>Cute Rat People
>Cute Sheep People
>Cute Fox People
>Cute Weasel People
>>
>>157791410
Sheep or weasel. Rats are overplayed and foxes are furfag shit.
>>
>>157791410
None of those if it's furry.
If it's just ears and tails, then fox people
>>
>>157791410
Is this going to be closer to humanoid cross-breeds, or just fantasy <species> that can talk and shit?
>>
>>157791410
Sheep

>>157791578
>>
>>157791578
>this furry creature isn't furfag, but THIS one is

???
>>
Anyone in need of a programmer? I just want to make game but I have no assets or ideas
>>
>>157792396
are you good with shaders?
pathfinding algos/navmeshes?
trigonometry?
do you use C#/Unity
>>
>>157792396
Can you make beat em ups?
>>
can you have a roguelite without exploration?

like if it's just a linear platformer or something
>>
>>157793382
Is the word you are looking for infinirunner?
>>
I just wanted to continue working an old unity project and it is horrible. So much spaghetti code and intertangled objects and the files in the project are not ordered in any way. The scene works if I don't change a thing though.

I guess I'll have to start totally anew.
>>
>>157793382
what aspect of roguelike are you talking about?
>>
Working on space partitioning using octrees. The goal is to eventually have each node represent a point in a grid so that A* can be applied for 3D open-space pathfinding.
>>
>>157793382
while you can implement elements of Rogue, exploration is arguably the largest element.
>>
>>157793382
So a platformer?
>>
>>157793382
hello
http://store.steampowered.com/app/210870/
>>
>>157793113
I've never done shaders/pathfinding and I don't think it would be that hard to learn, but I do know my math. Most of my programming experience comes from making a hacked client in minecraft.

I know C#
>>
>>157791578
>>157791603

>Humanoid animal races, a staple of fantasy, are LE FURR SHIT

Cool meme.

>>157791625

Elder Scrolls Style.
>>
>>157793920
Can't stand that art holy shit
>>
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"If you want to make an apple pie from scratch, you must first invent the universe."
I have started too many projects and gave up after building an editor and loadable level data. Sometimes with random world generation, too.

It will not happen this time. This time, I will stay focussed.
>>
>>157794001
Furry is furry, staple or not.
>>
>>157793726
neat, though i cant really say im impressed until i see the ai in action
>>
who else watches letsplays to steal inspiration?
>>
>>157794090
...what?
>>
is there anyone here working with a team?
how do you manage the stuff?
>>
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I think I had a comment saying // push them back
that went unimplemented for like 3 years...
>>
>>157793726
What kind of stuff is this for, mind spillin' the beany weenies?
>>
>>157795131
AI pathfinding in 3D space. Used in my game for flying enemies.

The next goal is to have the tree update when objects move in it.
>>
>start day with the intention to work on assets for my game
>end up learning OpenOffice macrolanguage to make editing the localisation file editing bearable

Sometimes I wonder why I bother.
>>
>>157794518
I dunno by a manager
>>
>>157794894
whats with that terrible camera
>>
GUYS
So I am an artist who wants to try his hand at modeling and texturing characters and not cars/objects n shit like you can do in 3ds max.
what program is good for that? Blender? Mudbox?
>>
>>157795735
3dsmax if you hate yourself
Maya if you don't
Blender if you want to be different
>>
>>157795735
Listen here you little NIGGER you think you can walk up in here and FUCK my mother? You god dammed hippes can't get away with it any longer.
>>
>>157794497
I'm not sure what you're whatting
>>
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A tower defense game where you play as a store manager on Black Friday.

Slash prices and place merchandise out on the sales floor to ensure that you and your employees survive the onslaught of ravenous shoppers.
>>
>>157796282
Nice idea.
>last wave is 60'' 4k TV's being 70% off
>last boss is gang of nigs that try to shoot up the place
>>
>>157796282
I am 100% certain that there is a shitty realisation out there.
>>
>>157795813
I got a college class that teaches 3DSMax and I hate it and I'm not too big on assets
Maya I will check out, haven't heard of it. Only like once or twice but never checked it.
Blender is what exactly, why would it be different?
>>157795876
...

whaaaaaaaaaaaaaaaaat?
>>
>>157797145
Don't think I don't know what you're up to.
I see you with your frogs and your tadpoles.
>>
hey guys give me a feature to add to my game, it's a jrpg.
>>
>>157797332
sphere grid
>>
>>157797145
>haven't heard of it
>college class that teaches 3DSMax
>haven't heard of Maya
What, it's practically industry standard and has been for YEARS
>>
>>157797405
final fantasy 10 clone
>>
/agdg/
any reasons you are not putting your game on steam greenlight?
why do you only put them in itch.io?
is it incomplete?
is it too short?
>>
>>157796282
Man thank god I live in canada where it's not a complete chimp out
>>157796728
>last boss is gang of nigs that try to shoot up the place
Man thank god I live in canada where it was just white meth head who tried to hold me up with a bb gun


While I think playing a game about my job would be boring, I loved recettear.
>>
>>157797332
More lewd. Never hurt anything.

>>157797654
>>any reasons you are not putting your game on steam greenlight?
It's very lewd.
>>
>>157796728
>lvl 60 niggas
>will rapidly carry out smaller items alone, or bring in a crew of 6 to take something big like a tv
>can block/slow them with job application forms and chicken
This idea could be something good if pulled off and advertised right t.black guy
>>
>>157797254
YOU FUCK I KNEW IT WAS YOU ONLY YOU WOULD SAY
OH FUCK LOL
FUCK I SWEAR I HAD A FEELING IT WAS YOU I WAS ABOUT TO BE LIKE
"Dusty is that you?"
you got me sweating hard now
yeah the tadpoles and frogs were to send to that girl showcasing how different we are in stages of life
>>
>>157797919
>Black Friday game
>Filled with upstanding urbanised gentlemen attempting to make off with your consumer goods without purchasing them
>>
>>157797654
I-I don't how to sell my game on steam...
>>
>>157797654
Can't make an LLC in my country and other options are expensive/not safe enough
>>
is it normal to spend an entire trying to fix 1 bug
>>
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>>157798961
yes
>>
>>157798961
I sometimes spend an entire with my bugs.
>>
>>157798961
Only when you accidentally the whole game.
>>
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I might need to dial back on my games spookiness.
>>
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who /blender/ here?
>>
>>157799156
typical halloween jam game right here folks
>>
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How does a code monkey retard into model making?
I'm just trying to make some simple low poly assets for practice, but no matter how much time I spend on tutorials and websites nothing sticks.
>>
>>157799628
Time, anon. Time, always.
>>
>>157799628
More practice, and try to keep yourself right on the edge of what's comfortable so you're always having to learn something new.
>>
>>157799521
Me
And those tris are unnecessary there.
>>
>>157799741
>>157799747
Either of you have any recommended tutorials to go through? Most of what I find is shit, and then I just give up entirely for the day. Pretty much where I'm at right now.
>>
>>157799934
https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS

This is more for learning Blender though, so not much use unless you're using that.
>>
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>>157799591
Why you gotta bully?
>>
>>157799521
>dem hips
she's hot!
>>
>>157800061
Yeah, thanks, I'm using blender. Really not sure if it matters, just decided to go with that one.
>>
https://www.youtube.com/watch?v=KEHNAHPUEOc
>>
>>157799156
Is the player a werebear?
>>
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>tfw you accidentally modeled a downs syndrome kid
>>
>>157800279
It's placeholder werewolf art, but a bear would be neater.
>>
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>>157800230
That guy is annoying and talks for way too long.
But that game looks nice, the sprites are real good. Here's an animation I saved from their blog, cause it's pretty nice.
>>
>>157800416
How inclusive of you anon.
>>
What tutorials should I be reading or watching for game maker? It seems like everything I find is for some completely unrelated genre
>>
>>157797654
Too short and simple.
>>
>>157800512
Sorcerobe?
>>
>>157800416
This is in orthographic mode though, right?
Right?
>>
I was learning unreal then i discovered it can't do orthographic cameras right, holy shit im losing my time. Sadly i'll need to go back to unity, unless one of you anons have a workaround
>>
>>157800416
god damn thats creepy
>>
>>157800545
Without knowing your genre we don't have much ability to give you tutorials specific to it, but I'll give you my catch-all "getting started" GM tutorial that I always post:
https://www.youtube.com/watch?v=DN6dZWXUEzA&list=PLUtKzyIe0aB2HjpmBhnsHpK7ig0z7ohWw
From the Gunpoint guy, who sucks at programming but made a pretty damn decent game IMO.
>>
>>157800512
Why?
They don't even make sense?
Why is his body flubber?
>>
>>157800545
Stop looking for tutorials that specifically cater to your game.

You learn how to use the engine and then you can make game
>>
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i just lost $4.50 playing poker

>>157797145
Blender is free but it's not that great
>>
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>>157800609
Oh yeah that's right
Perspective mode doesn't look too much better though. I'll just call it practice and start over. My topology is apparently not very good anyway.
>>
>>157800783
i think hes just really bouncy or happy
>>
>>157800783
Because it's supposed to be cute. And bouncy stuff is cute.
>>
>>157800512
Yeah, I just stumbled upon the game and played the arcade mode for a while. I thought I would share it with you guys, because it looks and plays really nice.
>>
>>157773371
https://www.youtube.com/watch?v=siwpn14IE7E
>>
Should I just give up now or keep pushing?

https://www.youtube.com/watch?v=r30CIneO534&ab_channel=GDC
>>
>>157800958
Make a good game and people will buy it
>>
>dev time so far
>6 weeks
>New ideas count
>14
Christ, stop giving me interesting new idea to distract me from my current project!!
>>
>>157800958
If you're making games to make money you're doing it wrong.

You should make games because you want to make games.
>>
>>157800958
>bad games made by lazy uneducated people or literal modern artists aren't economically sustainable after the gimmick bubble has popped
at last
>>
>>157800804
This is stacked 2D right?
Can you tell me why you're using this method instead of real 3D? I feel like you're doing way more work for the same result
>>
>he wants to 3D model AND program
each takes an entire career to be good at, why do both if you will be shit a both when you can choose one and be decent at it?
>>
is it okay to do art before code?
>>
>>157795654

What should I do? Average the car's speed over like 30 frames and use that as the offset it should drift to? Or median? Or max?

>>157797654

Pretty sure it's against their ToC.
>>
>>157797332

Status Effects that are actually useful.
>>
>>157801523
Final art? Only if you are experienced enough to 100% predict what size and framenumber you need for absolutely everything in your game.
Programmer sketches? Make them as you go along with your code.
>>
>>157801442
>you can only learn one skill
It worked for monster girl island dev.
ZUN knows how to program, design and make music, just not so good at art.
3D or not, it all depends on scope.
You can make a small game on your own, just not an AAA 3D game.
>>
>want to make a game based on/heavily inspired by my favorite game and the reason I love it so much
>the game would get killed by critics and players because it's technically a ripoff
fug
>>
>>157801442
>an entire career to be good at
no, it takes an entire career to reach master tier.

I did art from 14~19
then did programming from 19~23

It's now very easy for me to 1ma dev.
>>
>>157800880
it's not cute, it just looks bad.
>>
>>157802034
Hey are you me
>>
>>157802034
>>157802163
show game or never happened

heres mine
https://www.youtube.com/watch?v=z5El-yYNUwU
>>
>>157800787
That's why I'm just looking for the best tutorials and stuff right now so I can do shit without having to rely on specific ones.
>>157800697
Thanks I'll look into them.
>>
>>157801210
>You should make games because you want to make games.
enough of this shitty meme.

believe it or not, you can actually do both at the same time.
Everybody have to make money to live anyway,
so if i wanted to make money by making games because i wanted to make games, it's not wrong.
>>
>>157802034
Game?
There's not 1ma's on agdg that can do both decently
>>
>>157802010
Remember that time a good game got crucified because it was a clone

Me neither
>>
>>157802010
>Spiritual successors
>Ripped apart
I don't know what genre you are looking at, but the scenes around SimCity, RollerCoasterTycoon and DungeonKeeper were so fucking relieved someone made a competent copy+minor features after they were hit by cashgrab mobile idle games.
>>
>>157801552
>Pretty sure it's against their ToC.
who's ToC?
steam?
on what?
games that's too short?
but there's already those.
game's that's incomplete?
early access exists.
>>
>>157802306
>i wanted to make money by making games because i wanted to make games
That's fine, but >>157800958 was sounding like he wouldn't bother trying if there wasn't going to be a boatload of cash in it for him, which would be a bad way of going about it.
>>
>>157802446
that's lolidev you're replying to anon
do you think steam would like his game
>>
>>157802480
>do you think steam would like his game
If he took out all the pedo content he'd make a hit 2D GTA driving sim.
>>
>>157802660
>took out all the pedo content
That's the point though. It is after all a loli abduction and rape simulator. To remove the lolis would mean to disintegrate everything. It is the core mechanic.
>>
>>157802285
If that tutorial series ends up working for you then great, but I just wanna say that the approach that was most successful for me was simply looking up examples on the GMC for any ol' thing I couldn't manage on my own. This was when I didn't know shit, so it'd just do a site-specific search on google throughout the game maker community for something like "2D topdown collision code" or "finding the nearest instance in a cone" or whatever, 'cause that community has an example for pretty much anything. After downloading it, I wouldn't put it in my game until I understood it, and in that way I organically absorbed knowledge as I needed it, which worked way better for me than some series that might be making an entirely different game from what I was interested in making at the time. Do that for long enough and you'll gradually be able to apply your preexisting knowledge in novel ways, and you'll stop needing examples as frequently, and then you'll be on your way.

Just my two cents. Don't underestimate the GMC, it's a valuable resource if you're willing to tap into it. The old GMC, which should still be archived, has so much info that I've never had to ask a question myself; I was always able to get what I needed by finding something similar to what I was looking for and apply it myself.
>>
>>157800615
>unreal can't do orthographic cameras right
I've never had any problems with them. What can't they do?
>>
>>157803262
Are you using ortho cameras? for a 3d game? The preview don't work and i got some strange artifacts
>>
>>157802660
Maybe: Instead of Lolis he is stealing Santa Clause's dwarfs and holds them as prisoner so they make toys for him.

And Santa Clause is a man working at the super market, and the dwarfs are midgets who volunteers from the midget community who organized themselves to collect donations for a good cause.
>>
>>157803489
*volunteer
>>
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>>157803392
I just use one for my minimap. The water material I found online is weird but everything else is good.
>>
Is there any way I can express my hatred of cis white people in my game without saying "I hate cis white people"?
>>
>>157797767
http://store.steampowered.com/app/459550/

Unless you're lolisimdev I think you're fine.
>>
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blinddev here,

im too lazy to learn javascript
but i need to learn it to work on my game

send help
btw the pic is some unused sprite art
>>
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>>157803635
>>157803392
that wasn't the picture I wanted
>>
>>157803671
I don't think steam is that open to allow orc rape and violent semen infernos.
>>
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>>157803392
>>157803635
>>157803808
other than fixing the clipping planes which I didn't adjust it seems to more or less work, though it doesn't really make sense in this context so it looks weird
>>
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>>157803808
Im asking because i was doing webm related in unity but i wanted to move to unreal ,i got some weird graphical glitches but maybe if i try a newer version of unreal it'll be fixed?
>>
>>157803974
I think you're seeing it like that because the actual camera is positioned at that point - you can't observe the world from behind your head, only from what's in front of your eyes.
It needs to be not so close to the player.
>>
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I added a new power-up: the vacuum tube. This used to be what restored your power, but since I replaced those with blue music notes now it instead increases your max power. To compensate you now have a tiny ass starting power meter, which I had always intended but never got around to changing. Right now it's not very juicy but I'll make picking it up a lot flashier later.
Also, if you go backwards from the start of a level you leave the level and go back to the world map. That's what happened at the end there: I'll probably add a transition screen since it's a bit jarring.
>>
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who /slowlybutsurelylearningblender/ here?
>>
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>Momodora, over 50,000 copies sold
>Aviary Attorney, roughly 20,000 copies sold
>Vagante, roughly 50,000 copies sold
>Dreaming Sarah, roughly 80,000 copies sold
>mfw

Holy shit, the source to success is being bullied out of AGDG. You can check steamspy if you don't believe me. I might stop posting here after seeing this, tbqh.
>>
>>157801249
>literal modern artists aren't economically sustainable after the gimmick bubble has popped
not sure what you mean, but judging by his presentation, that seems the opposite.

The guy put MORE effort into his sequel and made significantly less money.

The goat dev mentioned that people only care about trying new concepts(let's play youtube audience)

good thing im a hobbyist and not doing this for the money. i just want to make a pretty game that runs well.
>>
>>157804014
I dunno if this helps but it seems to be like what you want

https://www.youtube.com/watch?v=hEn7USk54p4
>>
>>157804271
really interesting anon, i'll try that! thanks!
>>
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I done did the thing.
>>
>>157804181
>Dreaming Sarah
>80k sold
>Release date: Mar 12, 2015

>Aerannis
>only 18k sold
>Release date: Sep 15, 2015

Damn, how did it do so bad?
But I thought engine dev was superior to GameMaker?
>>
>>157804181
If you leave voluntarily it won't work. You have to trick people into bullying you off /agdg/ if you want your game to succeed.
>>
>>157804608
It was construct 2 btw
>>
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>>157804669
Ok, still.

The art for dreaming sarah is objectively worse.
The OST is objectively worse.

How the fuck did it do so much better?
>>
>>157804608
Because he wasn't bullied off. The meme magic is real. Good things happen to those we hate. If Aerannis was bullied off AGDG, he would have sold at least 100k and been heralded by the gaming media for featuring a trans protagonist.

>>157804621
I'm going to be a total cunt the next time I post progress.
>>
>>157804808
marketing?
>>
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>>157804171
Looking good anon, are you gonna try one of the other ones after you finish that guy?
>>
>>157804540
nice congrats
don't you dare let us down
>>
>>157801442
Getting good at game programming only takes a couple of years from complete beginner to good indie game. If you're using an engine, which you should.
If you're using frameworks or making something from complete scratch, then yeah it will take a very long time to get good at. But there's very few people that actually do that.

3D modeling really depends on what style you're going for
>>
>>157804835
but dreaming sarah dev wasn't bullied off.
they left because of loli sim dev being a pedo. I was here when it happened.

>>157804862
Seems to be the only explanation, though I never saw any major marketing from it. Aerannis had a press kit and etc too.
>>
>>157804540
Congrats!
>>
https://www.youtube.com/watch?v=r30CIneO534
new indiepocalypse video.
>>
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>>157804608
>the one engine dev game released from agdg does the worst
>>
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Yep, unreal wasn't made for isometric games, i'll use unity ffs.
>>
>>157805127
>>157800958
>>
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Added the first new feature in two or three weeks: now when setting up levels, you can initialize entities as squadrons, so the game automatically creates multiple entities from some shared parameters and offsets them. Small change, but way easier than writing out properties for four planes and manually offsetting their coordinates

Not sure where to take it from here. Probably won't be in the next demo day since I've barely changed anything and broken a ton. Think I might go back to squadron mechanics, since I haven't touched those since I had to scrap them before DD7. I've been talking to some artist friends about getting their help to make it look better but haven't made any real progress on that
>>
>>157805180
>engine dev
It was love2D, hardly counts as enginedev
>>
>>157804540
Good luck, Yesdev.
>>
>>157800804
yeah, it's stacked 2d. I don't have any 3d modeling experience and I think once I get actual art assets in the style could be pretty cool. Hope so, at least.

>>157804913
it looks like the dude 2nd from the bottom on the right literally has cancer.
>>
>>157804621
>>157804181

It's because they just made their game, no mater what.

People here always want a pad on their shoulder, and with all the input from other people, it's hardly their own game anymore is it? Everyone says something, make this, do this. This looks stupid do it like this.

It's like many games are designed collectivly by all the /agdg/ posters. This is why the games are going to miss some edge in the end.

It has been washed through by this community too much.
>>
>>157805241
>It was love2D, hardly counts as enginedev
Frameworks such as Love/XNA/SFML count as engine dev.

anyone not even using a framework to make a game is completely irrelevant.
>>
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Im so mad right now, the shaders are completely fucked up on the ortho camera, i just lost 3 weeks of study , should have tried this before :^(
>>
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>tfw to intelligent for art
>will never know how to draw
>>
>>157805425
>It's like many games are designed collectivly by all the /agdg/ posters. This is why the games are going to miss some edge in the end.
youre saying they shouldnt accept input or something?

>post progress
>anons offer helpful input
>completely ignore them and keep posting progress

not going to turn out good.
>>
>>157801442
It might take a career to be great at each of those, but you can git gud at either of those with practice.

Programming is solving a problem using your languages' way of interpreting information. It just takes a willingness to enjoy the struggle at each step and the joy of writing the explicit instructions that the computer executes and give you the desired result.

As for art, there are fundamentals that get iterated upon but for the most part it is just another method of problem solving using the tools at hand. Once you understand how simple it can be to draw a thing, then pick a direction the light is coming from, and shade appropriately or not depending on what you are going for.

Just do a little each day, and you'll be good at both in no time, then you can choose to put in the effort to get great at one before the other.
>>
>>157803720
>javascript
Man, that's not even that bad.

I'm trying to code a macro for OpenOffice Calc. Fuck me for wanting a negation operator, that's bullshit luxury. And because I need to learn humility, the whole program crashes when I delete an empty line.

Truly glorious days we live in.
>>
>>157805632
hardly anyone here offers good advice, and progress isn't the type of thing to really give advice on regardless. when I ask design questions I usually get like 1 response which may or may not be good
>>
>>157804913
yeah, right after I watch some more of dem pigart vids.
>>
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>>157804946
>>157805054
>>157805259
Thanks
I've been nervous over the past couple weeks about never getting in.
>>
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Do you like seeing damage numbers when hitting enemies?
>>
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Ok, maybe i can use a very low FOV camera , the effect is almost the same
>>
>>157806643
depends on the game
>>
>>157806643

Holy shit, this right here. I have no idea if my RPG will feel stupider or better if it has big fucking numbers flying everywhere after hitting enemies. Maybe it will encourage players to use special moves and debuffs if they actually see how much damage they are doing, then again the mystery of why isn't this new monster dying is good too, plus the visual clutter. I just can't decide.
>>
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I never see people use 3D renders as sprites for their 2D game. Is there a good reason for that?
>>157800863
this is me
>>
>>157806731
It looks good, and it has a very small amount of parallax, which can look nice.
>>
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I roughed out a day night cycle(sped up 10 times in webm), stars are a particle system that gets instantiated and attached to a game object that rotates as a function of time.

To finish it up I need to change the angle of the sun/moon cycle by a half a degree each day to simulate the seasons more accurately over the 160 day year.

I'd like to also eventually have the size of the sun change over the course of the day so that sunsets would be more dramatic, and I need to draw up some sprites for the moon phases.

Ultimate autism mode would be to eventually select a certain seed for the stars particles system, and do out the math for how much it should move each night, and set up lore for constellations.

>>157806243
I really enjoy his workflow. I also enjoy watching sculpting timelapses because it helps to better understand why we build up certain areas of a mesh to follow muscle attachment locations and can help with better edgeloop placements.
>>
>>157807053
Because technology allows us to just use the 3D models instead. That technique was developed because the 3D couldn't be rendered in real time.
>>
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Wooden Sign arrow that is supposed to help you navigate between towns and villages. Later versions will have writing on them.
>>
>>157807053
because nowadays if you model it in 3D you better use the 3d because even toasters can handle good graphics ( see wii's donkey kongs )

>>157807096
Yeah, i really liked it, i'll stick with that and see how it plays, now just need to port everything to UE4
>>
>>157804913
What is this artwork?
>>
>>157805891
>OpenOffice Calc
only the dead may know peace from this evil.

My one piece of advice about spreadsheet programming:

when in doubt, the answer is probably vlookup.
>>
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>>157807030
>then again the mystery of why isn't this new monster dying is good too
If there's one thing people love in games, it's not knowing whether their actions are having any effect. Definitely not a major catalyst of frustration.
>>
>>157807229
I found it from a guy on youtube who was using it as a reference, this is the artists site on Dribble https://dribbble.com/Belinco
>>
>>157807053
Because it's mostly pointless now-a-days. If you have the 3D models already you might as well just make the game 3D, you can still render it at a low resolution if you really want to.
There's also the fact that you get no 3D benefits, such as 3D lighting, or 3D parallax if you're using prerendered sprites. And that also contributes to it often looking like crap. It's better to just have the real 3D models in the game with in game lighting.
>>
>>157807030
Depends if it fits with the tone of the game.

Skyrim with damage numbers would be stupid, because it's supposed to be "immersive". Skyrim gets around this by having the obvious health bar, but also things like different animations, and the kill moves (slow motion 3rd person "cinematic" kills).

Borderlands 2 without numbers would be stupid, because the entire game is built around seeing the numbers on items, building around obvious stats and such. World of Warcraft is the same, these days its built around adding numbers on top of other numbers to do the most DPS (for example).

It's a presentation thing, if it fits the tone of your game (it's more "gamey", another nebulous term) then go for it, shove numbers spewing out all over the place, add BIG crit numbers in flashy text. If your game is more serious then you can provide that player feedback with different effects, through animations, maybe having gorey gibs if you happen to do a big hit, stuff like that.
>>
>>157807164
>Ultimate autism mode
Well now I can't wait to see that end result senpai. I wish you all the luck when you start doing that for how many hundreds of thousands of stars. Why not just make a skybox for the stars though? Even in real life, stars/Milky Way looks like it's just one big painting that moves across the sky.

Looks great so far.
>>
>>157801552
If youre trying to have it move slightly ahead of the car to give you more field of view, I think a good way of doing that would be to have a max value it can be ahead of the car, and as the car approaches max speed the camera linearly drifts towards its max distance away from the car.
>>
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>>157807335
I have conquered the fickle beast that is OpenOffice BASIC. A crash whenever I interacted with a linebreak. How in the fuck does a program focussed (in part) on writing fail at such elementary shit?!

I know it has been only five hours, but I feel at least twelve years older.
And I need to brush up on my google-fu.
>>
>>157807030
When you hit a monster and it does 0 damage, or very tiny damage, there should be some sort of indication whether you have damage numbers or not. Even just change the weapon sound from a meaty hit to a wimpy tink will make it clear, it's not fun thinking you're doing damage when you're not.

And adding damage numbers isn't really that difficult, you could just test it out.
>>
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Why aren't more aggies creating and sharing tools and resources for one another? Literally every engine is modular.
>>
>>157807030
>RPG will feel stupider or better if it has big fucking numbers flying everywhere after hitting enemies.
YES
People love ridiculous damage numbers in RPGs, I don't know about other genres.
>>
>>157807951
we had an FTP just for agdg.

not sure what happened to it.
>>
fuck, I got scrolling almost working but my character moves extra fast and yet somehow covers less ground when scrolling is actually happening
>>
>>157807951
k
You start
>>
>>157807951
Because I can't code to save my life and anyone with half a brain could do what I do but 9x more efficient.
>>
>>157808159
I'm an idea guy though (hence the good idea).
>>
>>157808153
Does your character cover less ground or merely appear to cover less ground? Your camera control shouldn't have any effect on an object unless you've mixed up GUI positions with world positions, right?
>>
>>157807951

I would assume it's because

A) Most people here are of very different (mostly very low to intermediate) skill levels, so the tools won't always be useful

and B) Many people here actually WANT to make their own engine. I believe that poll done said something like 40% were making their own fucking engine for some reason? It's stupid.
>>
>>157806731
>Boxhead 4d: Spherehead
>>
>>157807951
>creating and sharing tools
I do have selfmade tools, but they are ultraspecific. One was made to rip colorcodes from a website's sourcecode, the other is fed strings of hexadecimal values (#a1b2c3) seperated by any other character and puts out a list of RGB values that one can paste into a gpl file to get a colorpalette for GIMP/Krita.

If anyone can find use in that...
>>
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>>157807178
>>157807214
Is there really no aesthetic to using pre-rendered 3D? I always thought DKC and the backgrounds in FF games looked cool. Anyway, I'm actually making a 2D game and I really have no drawing skill. This is how my game looks right now and is basically my alternative.
>>
Is it possible to create a large open-world game in Unity engine? Do I need to split the world into chunks and load them in when needed or is there some other method?
>>
>>157808383
I think the prerender backgrounds were great too

for characters I'm having trouble pulling this off myself, but for backgrounds its not a bad idea since most things are static anyway, you can draw on top of it later if you need
>>
>>157808283
There's no way 40%. Haven't seen an engine dev here in a long time.
>>
>>157808509
>large open-world
>large
Nah man, just keep everything loaded. Gotta render dem epic candlelights on the other side of the globe.
>>
>>157803720
>Javascript
GO FROM THIS PLACE AND DO NOT RETURN, EVIL ETERNAL LIES BEYOND THESE GATES
I suggest a game dev program, or at least a game-dev-centric framework
if you have one and it uses JS, well, what is it?
>>
>>157808383
Well if your objective is aesthetics then whats stopping you? It can look very nice but you need to study a good setup for the renders before doing anything so things doesn't look different
>>
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>>157808383
>no aesthetic to using pre-rendered 3D
i'll fite u irl
>>
>>157808509
You're going to need to use chunks and plenty of LODs. Also I hope you've got a small team to make this game with because large open-world as a one man army is the most common cause of gamedev suicide.
>>
Jesus Christ, good making good collision is a fucking nightmare.

I've been doing hobbyist gamedev for a year or so but getting good collisions still gives me headaches.
>>
>>157807951
I made a simple collision detection module that I've been meaning to share with the LOVE forums. I guess after I get around to that I'll link it here.
>>
>>157808921
2D or 3D?
>>
>>157808838
Looks like ass. The gameplay compensates, since that's what's important.
>>
>>157807609
Thanks! In the end, I might end up hand painting pieces of the sky as constellations with lore attached, and then filling in the difference with a random(or set) particle system.

That way, I could have a character point out a constellation, then animate or apply shader effects to it's texture regardless of where it is in the night sky or what season it is.

I wrote down to add in shooting stars too, I will also need to tackle some kind of clouds system at some point.
>>
>>157807951
Because I don't want you losers using my hard work for your shitty rape simulator games for free.
>>
>>157809104
For you it won't be simulated.
>>
>>157809035
2D.

Yes, I know, I'm a scrub. There's just some things I'm terrible at that I should be better at
>>
>>157808262
I can see it's visually moving faster
>unless you've mixed up GUI positions with world positions
uh, about that
I'm translating the visual coordinate system for everything but the player, status, and menus, to shift it over visually and keep one coordinate system for everything
... and I just figured out/remembered what I need to do to make that work
>>
>>157809059
wher u at, i'll be dere in 10 minutes
>>
>>157809381
Your mom's house.
>>
>>157809181
What language/engine?
>>
>>157809181
Nah man, if it were 3D I'd have said "good luck and enjoy the clank", but 2D is managable.
Wanna elaborate on your problem?
>>
>>157807951
Because I don't want to make GM or Unity shit?
And all the actual devs would want to roll their own stuff.
>>
>>157809425
alrite gimme five minutes i'll come upstairs
>>
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>>157808518
Me too actually, as you can see in >>157800863
I could maybe draw character sprites by hand and pre-render the backgrounds. It would mean these sprites wouldn't be drawn in vain.
>>
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BOO!

October week 3 recap complete. My only request is you keep makin progress!
>>
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>>157808838
>>157809059
Factorio would look ok if they didn't use a circus color scheme and had a better ground texture.
>>
>>157809854
S-so that's it? You're done with this?
>>
>>157784241
third party person here, iterative is better for decreasing overhead, which is the problem the person was running into in the first place
>>
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>he doesn't use a huge blackboard to plan his game development
>>
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>>157809484
If this isn't the "not interested good luck" meme, it's Game Maker.

>>157809491
My biggest problems are I'm working low resolution with sub pixel movement which is causing a lot of problems with pixel perfect collision and I'm not really used to platformer collision at all so I'm making a lot of dumb little mistakes. After a long time I finally got it so that I was able to correct float coordinates when the player lands, but there's a noticable flicker where the player's coordinate is rounded. Plus I was getting really annoying bugs where the player wasn't able to jump after landing, loop crashes that I stupidly didn't realize was caused by my while statement improper use, corners still are buggy, and overall the movement feels jerky.

I eventually just scrapped my whole movement system and used a tutorial as a guideline to get back on track, but I'm still having a lot of the same issues. I mean- it works now but it's still visibly jerky.

This is my disgusting code. It's a classic castlevania clone so you can't move when you jump and you fall really fast if you walk off a ledge. It's really messy and unoptimized because I fell down the rabbithole of messing with shit aimlessly hoping it'll work.
>>
>>157809854
This is the prettiest recap theme
We'll miss ya

>>157810156
All the recap guys die at one point, it's a curse
>>
:D
>>
>>157809997
>you will never put all your country's resources towards building a cyborg super soldier that can single-handedly fight armies and obliterate bases with a particle gun
>>
>>157773137
The concept?

200 - 500 dollars.

The model itself?

200-500 dollars.

The model rigged?

200-500 dollars.
>>
>>157808874
Not that anon but is there any good way to assemble a talented small team even if I live in a podunk piece of shit town? I've got all the game mechanics figured out, I've done all the art and know exactly how I'd like to do the sound. My game is basically a large 3D metroidvania, very Dark Souls meets Metroid Prime (with Majora's Mask and Pathologic for good measure in the themes and story). I'd estimate I have about as much content planned as Dark Souls + AotA dlc. Roughly how much time could that possibly take to complete with a small team given I'm already the writer, artist, have done some animation work, VA, and sound design?
>>
>>157810305
I'm so out of practice that I can't fix this just from looking at a picture, but I need the practice to get back into shape, so if you have the nuts to export to .gmz and upload it somewhere for me, I can tinker with it and make some suggestions.

[email protected]
"legit" guerillamail address in case you don't wanna post it here on agdg.
>>
>>157809854
thnx anon we'll keep it going
>>
>>157810305
Yeah, using subpixel stuff does create some problems. You could try to hide the jittering with animation frames. When the character is moving, it won't be as obvious.
Collision on corners is usually the second part in a 2D collision tutorial. Which one are you following?
>>
>>157778529
He's right though.
>>
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Got dem sweet floor 4 teasers for you
>>
>>157810306
>All the recap guys die at one point, it's a curse
How much of the work is done by an human and how much by the script? We should try to get it as automatic as possible at this point.
>>
>>157811207
Those coins at the end seem very muted and non-obvious. Is there a nice clear sound effect that goes with them to make up for that, so the player knows they've been rewarded? You've got the nice UI thing at the top but I feel like you could do more.
>>
>>157811207
so what floor does your game get hard?
>>
>>157808874
>because large open-world as a one man army is the most common cause of gamedev suicide.

Why? Is it just the amount of content or?
>>
>>157811717
floor 1
>>
>>157811918
Yeah amount of content. If the world is mostly empty then it might be doable for a one man army. But then there's the problem of the game being mostly empty.
>>
>>157811051
Sure- thanks Anon! It's pretty much nothing but copyrighted placeholder assets and movement code (started the project today) so no reason not to just post it here.
https://mega.nz/#!dY1ARAoZ!Ls-LaIK9tNLfRrScZTHc5zcInBT-aEZK0Gdg1u1aDK8

>>157811156
Yeah, but the movement jitter isn't really the problem. It's hard to notice with vertical movement and horizontal movement is half a pixel so it's not that jittery. The issue is that sometimes when landing from a jump, you end up inside the object and when I correct that and set the player's height to the object's position, there's a jitter from that.
>>
>>157811918
Unless you want your open world to be empty, it'll take a lot of effort to put stuff into it. You can either take on all that effort by yourself (and lose the will to live in the process), or hire a bunch of people to do it. Skyrim took ~100 people 3 years (or 5 if you include preproduction) to make, and people consider it as having a big shallow world. GTA V took 6 years and 1000 people.

That's ignoring the effort it can take to actually create the open world in the first place, which these days can be alleviated somewhat by better tools that can automate a shitload of the effort.

Now that automation can be taken to the extreme with random generation as seen in No Mans Sky, but that came at the price of having no compelling gameplay, they relied on the world to keep people interested but since the world ended up being very samey (since they only had a small team to fill it with assets), it just ended up being boring.

TL;DR: Don't do open world unless it is SMALL.
>>
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A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.
-Antoine de Saint-Exupery

So how complex is your game?
>>
>>157810607
>You know realize that NOD are basically a competent ISIS with less strict religious beliefs.
>>
>>157812534
That quote doesn't mean "only minimalism is good."

In fact some games are more fun purely by virtue of the fact that they have a lot of stuff crammed into them and not good design (see SotN).
>>
>>157811321
>How much of the work is done by an human and how much by the script? We should try to get it as automatic as possible at this point.
You can read the source code for yourself here:
https://github.com/HowDoGameDev/AgdgRecap

You'll notice that while the scraper knows how to parse each post in the thread and extract data about the game, there's still some manual work involved in adding thread IDs to the search list.
>>
>>157812480
Right on. Don't get your hopes up, but I'll see if I've got any simple fixes.
>>
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Sketching up a bunch of chests, do these look adequately stylish to you guys?
>>
>>157813160
wear a bra
>>
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>>157811918
>>157812215
Large open world is shit game design anyway. Even AAAs end up having to rely on filler content and empty spaces to make the world feasible.

If you want open world, you're better off going for a small map with high density, high quality content and then design the environment so that there are paths and impassible areas (e.g. cliffs or steep hills) that break up the content and make the world seem larger. If the player can walk in a straight line from one area of the map to another, either your map will feel small or empty.
>>
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Am I a bad person if I give up the action rpg route because I can't get the AI to work in this random level generation and instead use a final fantasy/pokemon walk around till encounter turned based rpg?
>>
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>>157812679
>(see SotN)
Sins of the Nigger?
>>
>>157813160
The size of the wings, axes and horns seem a bit OTT, but I guess it depends on your intended art style.
>>
>>157812935
Thanks anon- I really appreciate it. I'm probably gonna go to bed in like half an hour. The solution will most likely make itself known to me when it's morning and my brain is not mush.

If you have any tips or advice, shoot me at my email since I probably won't stay up much longer.
[email protected]

Also I'm very sorry for my spaghetti code.
>>
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>>157813383
No you stupid fucking idiot it's "Shadow of the Nigger"
>>
>>157802450
It's not feasible to do something as time consuming as making games, especially good ones, and also work a "day job." Some people do it, but they are usually very small games that take them 5 or more years.

It's reasonable to expect reasonable pay for making games.
>>
>>157812785
>here's still some manual work involved in adding thread IDs to the search list.
Didn't the last version just search from a range of dates and the threads itself? That could lead to a easier automatization.
>>
>>157813237
>Large open world is shit game design anyway. Even AAAs end up having to rely on filler content and empty spaces to make the world feasible.
I feel that the witcher 3 was one of the only times I felt like the open world was done properly. it was massive but it didn't go over it's head in scope and a lot of the filler content was genuinely well done and didn't feel like filler.
that and gta, but gta isn't really well done world wise, it's just all the traffic makes it seem less empty and more impressive.
>>
>>157813532
No problemo. If I come up with anything worth a damn that isn't "you need to redo the whole thing" I'll hit you back up with an email tonight or tomorrow.
>>
>>157813695
Maybe, but I didn't see that version. I've only seen this one.

I'm sure future generations of recap guys would appreciate automatic thread discovery. C# isn't really my bag so I won't add it myself. It's up to you now, anon.
>>
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Only mildly related, but I couldn't think of anywhere else to ask.
How do you guys make music for your games? Are there any recommended free programs to do it in?

It's very relevant to my interests.
>>
>>157814367
I've grown fond of Audiotool over the years. There's probably "better" alternatives though, so take it with a grain of salt
>>
>>157811954
>>157814367
>How do you guys make music for your games?
Found Fl in like sixth grade after listening to too much trance.

Been fucking around ever since, and still not finished anything I'd publish online. Goodluck m8.
>>
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I forgot to add in defense checks, so I added that.

Working on Counter Attack status next.

Also this morning I doodled up this secondary villain that I've had in my mind for a while, reoccurring spooky butler snakebearman(?????) enemy.
>>
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>>157770105
I'm trying to start drawing again on paper and actually think of designs before implementing them, but it's hard.

Considering if I want to go for a 2d sidescroller or try my best at 3d. I did draw out the front and side view.
>>
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>>157813536
A stealth game where you're a nigger acting as people's shadows while trying to rob them from behind.
>>
I went to a qt's party today and I gave her a birthday card. Her birthday is in January. It was just a house party.
Hold me agdg
I'm embarrassed to exist
>>
>>157814980
At least she'll remember you.
>>
>>157814980
>I gave her a birthday card. Her birthday is in January.
wew lad, how'd she react?
>>
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Guys. I'm being an idiot and mindblanking on some simple as fuck math. Anybody want to help me out?

The first time an orb reaches a certain point it splits into 3 orbs.

Once each of these orbs reaches this time they also split into 3 orbs but share two orbs of those orbs with each other.

So N = 1, becomes 4, becomes 10

What formula would I use to work out what N is about Y number of splits?

>>157814367
Fruityloops is probably pretty babby tier comparatively but it has a good amount of tutorials if it's you're first time working with something like this. Even starting from the very very basics of music.

This shit gets expensive though so you may wanna pirate it.
>>
>>157814947
>Tyrone Simulator 2016
>>
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>>157814494
>>157814806
>>157815068
I'll have to try them all out then, thanks guys.

To be completely honest it's not going to turn into any big project, but I do have a few ideas to try out.
>>
>>157815427
Just remember not to pirate terabytes of samples/vsts . Use what you have until you feel you've outgrown them.
>>
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alright,
I need some artists' advice~

does the game logo looks good enough?
does it fit with the title screen's background?

p/s : the background is not done yet. I'm gonna add more varieties of clouds and trees.
I just need advice on the game logo.
>>
>>157813160
>>157813184

That would honestly make for an amusing one off gag, have a big chest somewhere in a game with a bra on it, rather than using a key to open it, you need to learn the proper technique for unclasping the bra
>>
>>157815542
>>does the game logo looks good enough?
Absolutely not, that font is horrendous.
>>
>>157815542
The font is awkward. It's not that hard to read, but it's uncomfortable.

The colors and everything else is fine.
>>
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>>157815540
>samples/vsts
Not sure what you mean by that, but I couldn't pirate anywhere near a terabyte worth of anything even if I wanted to.

Thank you kindly though.
>>
>>157814367
I mostly record real instruments in audacity. If I want a tracker, I use OpenMPT.
>>
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>saving project
>get BSOD
>project got corrupted
Thank God I made a backup a few minutes before that.
Always remember to backup your shit, agdg.
>>
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>have a badass voice, sounds somewhere between Ron Perlman and James Earl Jones
>decide to offer my talents to help devs in need of quality voice acting
>do a test run, record myself saying some video game lines
>play back the recording
>"Haha, what is this?!?! It sounds like Steve Urkle after inhaling helium"
>"...wait a second, is that me?"
>"...the audio levels must be messed up, I'd better check it out"
>"this can't be right..."
>ask people if the awful voice on the recording is how I sound in real life
>"Yeah, pretty much"
>mfw I've been walking around with the voice of a Jim Henson character my whole life without realizing it

Lads, this is the one thing I thought I had going for myself...
>>
>>157815068
Wouldn't the next step be 11, not 10?
>>
>>157814875
Cute.

Always go 2d. Use skeletal anims, hand drawn or pixel art. 3d will just look awkward.
>>
>>157815887
When people get into music production, the most common thing they do is open up the stock vsts (virtual synths so to speak), play around with all the stock sounds and decide it's not good enough and go pirate something like Toxic Biohazard (real popular with FL Studio) which has "ready to ship" presets.

Or on the flip-side, they'll download sample packs from <insert famous producer here> which are a collection of drum sounds/loops, or sound packs in general and think they can throw them all in and magically make a track.

But what happens is you get overwhelmed with all you have, disappointed with your shitty track, close out and bitch on /agdg/ or /prod/ about production being 2hard.

It's like putting someone who's never drawn beyond a stick figure in a room with all the prestigious art supplies and expecting them to be able to make a masterpiece with them.

>tldr
>>
>>157816116
You really didn't know your voice sounds different in your head because your skull works like an acoustic box?
That's exactly why profressional singers use an earpiece at live shows to hear how they sound.
>>
>>157816267
>That's exactly why profressional singers use an earpiece at live shows to hear how they sound.
Holy fuck is that really the reason? I always thought it was just for timing or cues or other various communication with backstage stuff.
>>
>>157816267
I just didn't think it would be that different from the silky smooth voice I heard in my head everyday. I'm never recording anything again. I might not even speak over the phone anymore.
>>
>>157816596
Nearly everyone hates hearing their recorded voice, lad. You just gotta numb yourself to it.
Post-processing is a magical thing though.
>>
>>157816087
time for a new computer
>>
>>157816250
You always want to go 3d if you can, especially with simple characters. It's hard to get your game to look good with 2d.
>>
>>157816253
Oh, that makes sense. Sort of.
I'm not planning on making a career out of this or anything so I don't believe that'll be an issue.
It's simply to cross something off my Bucket List, well sort of anyway.
More like a step towards it really, but that's not important.

>bitch on /agdg/ or /prod/ about production being 2hard.
This, at the very least I can guarantee won't be a problem.

>>157815983
I appreciate the help anon.
>>
>>157816764
Well I love talking music-dev, so any questions you have, I should be here.
>>
>>157816527
Of course it helps a lot with timing and what not but obviously they need to hear how they sound to the audience.
>>
>>157814367
>free
I've been using LMMS to notate and... instrumentate? the tunes I come up with
you can use or create tons of effects with it and use sound fonts and VSTs to get better instruments, and quite a few are also free
I'll probably get my sister to do some of the songs or some sections, she plays a few instruments
ganbate!
>>
test
>>
>>157816527
>>157816116
Good thing you can practice having a deep and sexy voice, I did it and I constantly get compliments by men and women. Women love the dirty talk as well.

It's kind of weird for the first month or two but it's surprising how fast you get used to your "new" voice.
>>
>>157816253
what this anon said
I'd just use a decent set of piano samples or half-decent flute samples or even simple waves (sine, triangle, square, sawtooth), and notate what you want and tweak it until it sounds decent, *then* try to find a virtual instrument to make it sound better
>>
>>157813840
thanks again anon
>>
>>157807164
>Ultimate autism mode would be to eventually select a certain seed for the stars particles system, and do out the math for how much it should move each night, and set up lore for constellations.
fuck yeah, please do this that is so based
>>
>>157816116
nigga you got it easy, I've been confused for a woman on the phone my entire life
>>
>>157817563
How do you do that? How do you know what sounds good and how much you need to change your voice?
>>
>>157816863
I don't think I'll be much of a conversation partner, but if I really get stuck I might take you up on that offer.

Not right this minute though. My head is killing me, so I'm gonna go lie down in a very dark and very quiet room.

>>157817278
>>157817603
I appreciate the kind words and ideas.
You guys have really helped me out.
>>
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Been at it all day, "finished" the first sprite, I will probably touch back up on the hair in 6 months or whatever when I have more practice with other characters.
>>
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First one that jumps out at you.

Alternatively, roll 5 dice.

> It's the last one, I swear on me mum
>>
>>157817714


You just do singing practice and voice practice and go slowly lower and lower and stop once you sound good (either record yourself, post on vocaroo threads for feedback or even ask a person IRL but my family ridiculed me for doing it), you can overdo it and sound like a tryhard; you don't need to sound like a radio host in everyday life. It's mostly just doing a bunch of Ummmmms and ahhhhhhs etc. and getting more comfortable with your voice and then forcing a lower voice to everyday life until you get used to it, it's a little bit uncomfortable at the beginning but it's not that bad. Just google voice exercises and singing exercises, would be best if you had a piano or keyboard but it's not needed.

Of course I'm not saying that everybody can get a voice like the guy from Bastion or The darkest dungeon but with enough practice you can get a really nice and smooth sounding voice.

You're kind of a reverse trap (except that you aren't mentally ill), just that you're built by nature to have a deep voice.
>>
>>157818262
E or F look like safe choices, I like z though.
>>
>>157818262
I like C the most
>>
>>157818262
i think 4
>>
>>157818262
S or Z, it depends on how stylized you want it I guess.
A lot of the others feel like something you'd see on a blog design or some shit, which is the problem I had with it originally
>>
>>157818262
O
T is also neat.
>>
>>157818262
C, Y, F in that order.

Also I commend you for making so many. I took a commercial arts class, and too many students would just make one logo and stick with it, instead of making lots of thumbnails to pick the best one.
>>
>>157818262
I think B gives a nice impression.
>>
>>157787272
I'm looking forward to it!
>>
>>157818262
Designbro here, I like C the most however you really need to work on the letterspacing. Perhaps find a slightly thinner weight of that font, reduce the size by 2, and track the characters out more. There's a ton of tension around the L in Tactical, and the A in Command. You need to pull the arc out of that a bit and give the logo some breathing room. You might also do well with using one of the other arrow angles, like in D.
>>
>>157818193
This is a very nice animation and sprite anon. Looks like you put alot of effort into it. Can't really give any critique, it just looks nice and functional. Will need to see all other walk cycles.

It's too bad the anon who keeps posting the same logos for a week now got more attention on his "progress" than you did.
>>
>>157818546
>I took a commercial arts class, and too many students would just make one logo and stick with it, instead of making lots of thumbnails to pick the best one.

In all my graphic design classes we needed to produce 100+ thumbnails every week for each project, meaning throughout any given semester I probably made upwards of 8000 thumbnails. You really do get SO MUCH more well designed stuff while constantly iterating and thumbnailing new ideas. It's a lesson most people in here could use too - thumbnail over and over and over, nothing is sacred, don't be afraid to scrap what isn't working in favor of something better. Yeah it's a ton of work and planning but it really pays off.
>>
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Edited from an open game art sprite called blooble. For a goofy metroidvania.
>>
>>157818840
Thanks man, but makes sense he needed some votes.

>>157818262
I think I'm with that one anon with C.
>>
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Finally completed the shit out of this little fuck

Thoughts/comments?
Anything very jarring?
>>
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>>157818769

That was helpful, thanks.

To all the other respondees, thanks for your input.


Here is some of my progress.

Created a warp in script that can be activated by a trigger (button, opening scene, and so on). Not sure if I want an orbiting camera. Players are going to do a GREAT deal of warping, so I might just keep it as quick as possible.

Working on warp out now, there's some issues with re-using the same warpIn FX, but I want to optimize so I'll figure something out.
>>
>>157819465
Beautiful! I want to play as Ship_8 so get to work on that game.
>>
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>>157818193

I love your walk cycle, the swinging hips really sell it. I think the breasts are a bit too bouncy though.

>>157818840

Come on, it's been 4 days.

>>157819465

Looks excellent.

Only comment I would make is about the bit before the glass that looks cracked? What is that?

I remember another anon mentioning the nose being too busy and you fixed that up, that cracked bit still puts me off.
>>
>>157818262
C is by far the best. It has the best balance between the text and the orbital thing with the ships. Y and W are not balanced really at all. There are various decent other ones, but the balancing of C is, as I said, the best, so the other style doesn't even need to be considered. It also feels like the logo that would balance best on promotional material.

The shape is really what makes it. I would say C.
>>
>>157818840
It's design work. It doesn't happen over night. I'm not that guy too, so don't shit post at him. I am, funnily enough, an animator.
>>
>>157819934
Not sure what you're trying to say
>>
>>157818193
You already know judging from your comment, but the movement of the hair is flat and wrong. Also, the breast movement is also wrong. I also cannot say I agree with the overall motion of the walk. This is a very feminine walk. Any time you walk with your shoulders, it will look feminine. (A man is not going to rotate them like you have here.) The issue is, her feet do not create anything near a straight line. Even her hips are trying to move in front of each other, but the legs just come out forward. Walking like this, a woman's feet are going to create a line, not be separated apart.

In other words, she is walking like a runway model but has this weird neutral feet position. It's jarring.
>>
>>157819738
>I love your walk cycle, the swinging hips really sell it. I think the breasts are a bit too bouncy though.
Thanks, I'm really glad it worked out like I wanted with the hips. You might be right about the breasts but I'm going to hold off on changing them for now. I'll have to think about it a lot, but the reason they're a little much is I figured at 240px I might have to exaggerate a bit without going too ridiculous.

That said I have some errors I just remembered. I totally fucking forgot to do the medium tones on the arms and boots, I was in such a hurry it slipped my mind. So back to work for me!

As for that shield that looks pretty good. You might see if you can mix in a bit more sky-blue with the violet as a separate effect, but maybe that's just me. One thing I do like is that you made the shield only appear in places where it's hit. That's a really good touch. One other thing I might recommend from my personal taste, I love it when space ships have those hundreds of of small horizontal slit glowy windows. Might also help with visibility of the ship itself when it's not being shot up. Anyway, that's just my thoughts. Take care man, and thanks for the critique I'll think it over.
>>
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>>157819639
Thanks a lot!

It's not my mesh, though. I just did this texture for some Anon as practice.
He says he wants to make a Starfox clone, but he didn't seem very pleased with my work (only said "looks alright"), so I'm not sure he's even going to use it.
Kind of made me a bit bitter that I spent so much time and effort on it, intended as a random act of kindness.

Would like to do more of this stuff in the future, though. Low-poly low-res texturing turned out to be pretty fun.

>>157819738
>Looks excellent.
Thanks!

>Only comment I would make is about the bit before the glass that looks cracked? What is that?
Was intended as a sort of "shine" reflection, but I think I lost track of it at some point.
Will try to fix it up - Thanks for pointing it out.

>I remember another anon mentioning the nose being too busy and you fixed that up
Yeah, it really did become a lot better after I cleaned up that stuff. Sometimes it's nice to post outside of the hugbox!
>>
>>157820074
The guy who keeps posting logos is making legitimate progress because he is aiming for something of quality, which means criticizing him for doing so calling it "progress" while trying to put him down compared to something more flashy is misguided.
>>
>>157820178
> he didn't like it

He has shit taste then.

I'd use your texture work in my game in a heartbeat. Loved the chest you did a couple days ago aswell, if that was you.
>>
>>157820109
Thanks, I'll mark down your comment and look into it with some other artists I know and see what I need to do.
>>
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>>157820229
Thanks, man!

>Loved the chest you did a couple days ago aswell, if that was you.
It was - I made that for another guy. It was my first attempt at texturing, but I think it went surprisingly well well, and it got me pretty hyped to try some more.
(Made two textures for that chest - this is the second one)

>I'd use your texture work in my game in a heartbeat
If you've got a low-poly thing you want me to texture, I'd be happy to give it a go.
Just try to get the UVs as square as you can and send me the meshes + UV outlines (as low-resolution image files).

Email in name field
>>
>>157820109
Dude, I think he traced it from that marching robot gif.
>>
>>157820548
He's criticizing the animation itself which is an animation I set up.
>>
>>157820548
So what?
>>
would you play a game like cave story with a keyboard or with a controller
>>
>>157820641
https://www.youtube.com/watch?v=9-P1x0oDb8o
>>
>>157820698
Just do bindings for both my dude
>>
>>157820750
Oh duh, completely misunderstood.
>>
Is it wrong to take code from all over the internet and use it in my game? Essentially not redeveloping any of my own but having a fully working game?
>>
>>157820851
No, what do you think libraries are?
The most important thing is reading the license of whatever you take and UNDERSTANDING it, otherwise good luck fixing bugs when what you made is a combination of 30 copy-pastes.
>>
>>157820851
nah, in fact it's recommended

just make sure you're not just blindly copy pasting and actually spending the time to learn what the code does so you can do it yourself eventually.
>>
>>157821016
What if there is no mention of licenses or anything like that? Like it's just on some video or someone posted it on a forum?
>>
>>157820851
It's not wrong if it's not illegal, so as long as you can legally do that with the code, no.
>>
>>157820851
Perfectly fine.
In fact, if the programmer didn't want you to use their code, then it'd be proprietary/closed source.

As the other anon said, Do read the license agreement. Some may not want you to use it for commercial purposes. Some simply ask that you credit them.

I use other people's shader code all the damn time. The only problem I found is that you lose that sense of accomplishment, and if something goes wrong, then you're going to have to read every line of their code.

I usually spend a few hours browsing github for code to steal.
>>
>>157820698
I prefer using a controller for sidescroller games.
>>
>>157821090
If it's just snippets and such then it's not illegal, especially if there's no mention of a license. Plus nobody will know unless it's some ultra unique rendering technique or whatever (unless you're releasing your source, in which case it'll only matter if people play your game, which is unlikely because you're posting here)
>>
if we finish our game is not worrying that nobody see and play the game

I mean there are a lot of games coming every day
>>
>>157821662
what
>>
I like UE4 now.
>>
>>157821789
why is it that only 1 dev on agdg has managed to get pass the default assets when using ue4.
>>
>>157821849
Who's that?
>>
>>157821757
don't respond to spics.
>>
>>157821849
Well I sure hope you're not referring to me because the model is just a few flat squares.
I'm going to have to reseach some stuff before I can import it properly.
>>
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>>157818769

Is that what you meant?
>>
>>157806731
This looks pretty good though I might lower the angle just a bit and zoom out a bit more.

Also a neat thing you can do if you go with a lower angle is "center" the character just a bit above the actual center of the screen. It compensates for having less vision towards the bottom of the screen.
>>
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Caught on a little character design hangup, I'm having way too much fun making "bad" guys and realized they're already pretty close to embodying the seven deadly sins.

Not sure how to do Sloth and Gluttony, I'm thinking a husband/wife duo. Suggestions?

Also I'd love to hear any thoughts on the current characters
>>
>>157807053
>>157808383
It still has it's own niche aesthetic but if you want to actually go with high res renders like with Pillars of Eternity then you need to also be good at art. With a lower res you can sort of skimp on the detail of the models and it can still look nice but most people don't bother.

A lot of mobile games still do it. Good example would be Supercell's games like Clash of Clans and Clash Royale.
>>
hey guys give me a feature to add to my game, it's a jpg.
>>
>>157813237
>Even AAAs end up having to rely on filler content and empty spaces to make the world feasible.
Future of open world games is in simulated worlds where you won't have to hand design every little detail but instead the world "lives" based on rules defined by the developer.
>>
>>157822484
Do something original like the seven deadly sins did.
I really liked their take on them instead of fma's literala.
>>
>>157822484

> wrath is a green haired loli with a teddy
> not a mild mannered gentlemen who goes apeshit after being pushed too far

I can't tell whether your characters are male or female. Is this intended?
>>
>>157819738
I think the shield would be way cooler if it wouldn't scroll the texture but instead revealed itself and faded away from the point of impact. So I suppose kinda like you already have it but without the scrolling.
>>
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Added Riposte status effect.

Its a little slow right now, but whatever, its 12:30 am and my eyelids are closed while I'm typing this, I hope the text doesn't nredsome jaed tp teaf
>>
>>157822656
Compression simulator.
>>
Why do my 3d models have so much problem with texturing? It seems like some faces just share or 'smear' each others UVs a lot. Should I be doing UV unwrap manually instead of using the quick UV unwrap that blender has?
>>
>>157822754
Definitely trying to turn it on its head a little bit, to where the characters have their sin as an attribute, but it's not their core characteristic.

>>157822780
Wrath and Envy are girls, Lust is a femboy, Pride is a dude, Greed is androgynous/tomboyish.

The other characters are definitely more defined in their masculinity/femininity
>>
>>157822972
>I hope the text doesn't nredsome jaed tp teaf
The what now?

It looks pretty good though I'd really like to see some attack animations beyond tackling.
>>
>>157821789
Got the model imported at least, and going to my pleb tier job with a satisfied feeling.

good luck deving bois
>>
>>157823153
> It seems like some faces just share or 'smear' each others UVs a lot
Sounds like your UVs are overlapping or the islands are too close to each other so that they actually share pixels even if it doesn't look like they do. This can happen quite easily if you use a lowres texture.

>Should I be doing UV unwrap manually instead of using the quick UV unwrap that blender has?
Gee I wonder. Unwrapping is probably the most difficult part about 3d modeling. Or at least its right there with the actual texturing.
>>
>>157823180

There will be some. Nothing super complicated though.

Its probably gonna be a while until I make any though, still got inventory, player death states, battle victory, bestiary, some kinda like overworld implementation, the eekspdk mcx,lxccvx xvcxzzzzzzzzzzzzzzzzzzz
>>
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Working on my first game in gamemaker. It's nothing much but I think I'm doing pretty well for a first project.

The gameplay is pretty simple. Rocks fall from random points at the top of the screen, and the player must avoid them. They can be hit by three rocks before dying. Blue energy pickups also fall from the sky, along with the rocks, and these give the player a significant speed boost. As the levels progress, the rocks get bigger and fall faster.

The player's score goes up for every second survived. Once the player earns 35 points on a level, they go to the next level. Also, as a level progresses, a larger quantity of rocks fall from the sky.

I'll upload a video when I can. I'm not much of an artist, so the art is placeholder stuff I slapped together in photoshop.
>>
>>157822972
Looks cute
The max hp being underneath the current hp gives me the shits, though. The standard "hp / max hp" layout would probably work better
>>
>>157822484
Pride stands out mainly because the others are fairly generic looking western-anime faire.
There's nothing particularly standout in their design.

I would also advise against using a gimmick like representations of sins, stages of grief anything aping dante's-inferno-esque stages. Unless it's subtle to the point of being a clever fan theory one day, it's gonna feel insulting and unoriginal to the player expected to invest in the characters.
>>
>>157822484
>male lust
dropped
>>
>>157824280
>a green flaming skull
>not generic as fuck
>>
>>157823598
Congrats
>>
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Foliage settings are in now. I really wanted foliage to be a slider but for whatever reason if you want to use Scalability Settings, you're forced to only have 4 discrete values to choose from. I actually put 11 values (0.1 increments) in the config file and when I tried to set it past 4 nothing would happen. Oh well. It's a combo box now. I'll do it properly in round 2. I think I'm gonna default foliage to medium or high instead of epic and just add a lot of foliage, so if you have a 1080 you can turn it up and just have a billion flowers if you want.
>>
>>157815542
The logo honestly isn't bad, but the rest of the screen is lacking.

I don't know what the other anons are smoking.
>>
>>157815068
>Fruityloops is probably pretty babby tier comparatively
Compared to what? FL is powerful as həck. Best piano roll and automation on the market.
>>
>>157825615
FL has the stigma, just let it go.
let mt stupids say silly things
>>
>>157819517
That's jooooooooocey but I think the vortex bits pop in too suddenly.

>>157825656
Why?
>>
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Does anyone have a New Game! version of pic-related?

>>157825615
Try LMMS. It's free and open source.
>>
>>157824280
Yeah, it's not like I'm going to put them all together in one large council, I just figured with five thematically similar characters, why not make two more do be able to draw that connection? Also any input on improving the appeal of the current designs?

>>157824925
I'll convert you yet

>>157824946
I was a little sad when someone showed me pugna from LoL or Dota, motherfuckers taking all the cool ideas.
>>
>>157819517
It looks a little weird to me how the first huge swirly thing just instantly pops in.
You could maybe make it fade in with that transparency over like 2 frames?
Don't know if you already have a bunch of plans and this is just a placeholder
>>
>>157823275
I'm not him, but I'm a beginner at 3D, and this is all very helpful. Thank you!
>>
>>157823275
>This can happen quite easily if you use a lowres texture

What's considered lowrez? I think blender defaults to 1080? I use really simple textures though, I wonder of there is a way to make it easier?
>>
>>157826741
4-8k is probably good as a raw texture and then scaled down for a game engine
1024 might be used in a game but it's a bit low for the source file
>>
>>157826857

So is there a way to just use a lower texture size in blender and just have the faces of the model use a smaller surface area? Or is that kind of what the file size is for?
>>
>>157826040
Is there any point? It's basically the same
Project Lead > Lead Programmer > Programmer > Disposable Pawns
>>
what's a good means of creating an image that looks like old tv static? I'm guessing it'd be a random/noise filter but I can't find one that looks right.
>>
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>>157826487

This is what I want to do.
>>
>>157827881
A-list ideaguy > Project Lead
??
>>
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Making shit in blender is really quite easy.
Shame no one in the industry actually uses it and you shoot yourself in the leg by limiting yourself to it holding your hand for you.
Are there any other folks here that do 3d work?
>>
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>>
>>157826040
Why are voice actors so overpaid? They put in the least amount of time for the project.

The only situation where a voice actor might be worth a lot is open world AAA games like Fallout 4 where they have 8 trillion spoken lines.
>>
>>157808578
hi there
>>
Curious because I don't have a smartphone, are there any mobile games with virtual joysticks that are particularly good?

I'm not even sure what would make a 'good' virtual stick, the games I've tried in the past felt like they were forced to dumb down the game for the controls. Not that I haven't seen mobile games with 'good' controls, it's just none of them involved anything beyond hitting an 'activation' button.
>>
>>157829028
entertainment tax, hardest to find people for the position, etc.

VAs are basically pointless expense beyond background noise IMO, if the game wants atmosphere as you play an involved segment then having something like radio chatter can be good (Freelancer, Kid Icarus Uprising), and it's expected in cinematics, but as far as I'm concerned, dialogue is better delivered by text in most any other situation. You can read it at your own pace (instead of waiting for slow dialogue to finish), you can attach your own voice/perceptions to the character (increasing your connection to the game world), and if you want to make changes to dialogue (or just make a fuckton amount of dialogue) then you're not held back by the cost of recording/the stuff you already paid for and can't afford to throw out.
>>
>>157829318
Hi post you're engine
>>
So what's the best way to implement first person melee combat? Hit boxes or something like hitscan/raycasting?
>>
>>157829981
probably raycast with really short draw

that's about how doom did it, yeah?
>>
>>157829912
my engine has revolutionary design and mechanics, I'm not going to let you steal it.
>>
node v hhahahhaahh nooodev! :)) nodev
wheres your game nodev?? you dooont have a game nodv?? hahahaaaa!!
nodev has no game... :))))) no game nodev!!! lol
wheres your game! noooodeeeev!!
nodev hahhahaha :)))))))
>>
>>157830069
sure thing john, how's facebook cock taste?
>>
>>157830164
>facebook
LOL

My engine would make mark zuckerberg shit his pants and sell facebook so he could buy my engine.
>>
>>157829981
probably depends on what kind of melee is happening. Stabs and punches could be hitscan, swings should probably be hitboxes, but could maybe just be multiple raycasts?
>>
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Still need to do something for the header and background, but it's 100% functional and ready for Monday. Any thoughts/suggestions regarding the design? I'll make more themes when I have time but this will be the default one.

With this theme in particular I also made it so that you can define a custom accent color in your recap post which will replace the color of the bar under your game's title. I thought it might be a cool addition, but if people don't like it I can easily remove it in the future.
>>
>>157830935
Looking great, anon!
>>
>>157828217
yep
i retired from gamedev temporarily and came back for Halloween jam.
id love to collab with someone that actually knows 3d animation
>>
>>157830935
Do people actually read the recap?
I only read the posts of the recaps,
but i never bothered to read the image's recap.
>>
>>157830935
recap is cancer, delete it.
>>
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>his game doesn't arbitrarily support meme resolutions
>>
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>>157831367
>blueprint
>>
>>157831367
>he likes bloating his game with unnecessary things
Well I guess that's to be expected with engine babies.
>>
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>>157800958
If the reason you're making indie games is not at least 90% for fun, then you should stop. I mean sure, everyone hopes their project will be the next Super Meat Boy or Undertale, but keep in mind that those games succeeded because they we're labors of love. Not for the sake of financial benefit.
>>
>>157822476
Thanks! My game will actually have levels that fit on the screen like Zelda 1 and you progress from room to room
>>
>>157831759
I do too. Why don't you? Do you not like fun?

This is how I imagine you to make games:
>ONLY GUN
>ONLY ONE BULLET
>BULLET CAN NO BE PRETTY
>ONE FEATURE IS ENOUGH, IT WILL BE STRONG FEATURE
>>
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>>157769984
>Want to make game with young female protagonist
>Do want people sexualizing her

Is there anyway to avoid this?
>>
>>157815542
The kerning between R and PG is whacked. I'd say find a new font altogether.
>>
>>157832114
Don't* god dammit.
>>
>>157832114
Post her I will draw some porn of her for you
>>
>>157832182
>>Do want people sexualizing her
>>Do want
i agree with this; having a fanbase that would be devoted to your game far enough to make porn of it is one of my biggest dreams and one of the reasons why i got into hobbyist gamedev
>>
>>157815649
>>157815654
>>157832147
Alright, that's it, i'm gonna change the font then.
Is there any place i can find free fonts for any uses so i don't have to worry about copyrights?
>>
>>157831759
>large support base
>unnecesarry
>>
>>157831367
If your game doesn't automatically scale to any window/screen size, it belongs in the trash and you should start over.
>>
>>157832182
>Don't want people sexualizing her.
I don't understand people with that mindset.
If people easily sexualize your character it means it has an appealing design, so you made a good job on it.
Is something bound to happen as soon as you get even a diminute fanbase going on. The only way to avoid it is not having a fanbase at all, wich totally kills the idea of having a successfull game.
>>
>>157832671

This,

Look anon, >>157832114 if people like your character, they're gonna draw porn of her, the most you can do is ask nicely that if they're gonna draw porn, do it tastefully or make sure she's on top or whatever. Kamiya said that when people started drawing porn of Bayonetta, he said if you're gonna do it, make sure she's on top.
>>
>>157832114
What about making her uglo? Uglo and very lame so that people just don't treat her like a girl? That might work. Good luck with your sales though.
>>
>>157832671
>>157832787
Don't listen to this faggots that think with their penis.

Nobody sexualize the boss because she's a honored strong woman.

you just have to make a progressive character and nobody will sexualize her.
>>
>>157832819
>What about making her uglo?
There is porn of Steven's Universe, so I don't think that would work.

>>157832850
>Nobody sexualize the boss
Do you live under a rock?
>>
>>157832850

Then it's not a matter of being progressive, just a matter of making a character you respect.

and like that would stop anyone ever, I'm sure there's plenty of porn of the boss
>>
>>157822484
>Lust is male

where do I subscribe? Is Greed a dude or chick?
>>
>>157830935
Looks good. Thank you for taking this task.
>>
>>157832114
make her frumpy and that will ward off most people
Or pull and Integra Hellsing and make her essentially a dude

My one prominent female character is going to be a seaslug just to avoid that mess
>>
>>157832114
>Is there any REASON to avoid this?
FTFY
>>
>>157832114
You can make your main character a cube and people will sexualize it.

Don't worry about it at all, just make her whatever you want and ignore when the porn happens.

all my characters are children in a style that has very little detail and there's still porn of them, I just try to ignore the images though I am flattered they exist
>>
>>157833478
Hey hey, now you have to post them either the original art or the lewd fan art
>>
>>157832114

Why do you fucking care? Literally, why do you care?
>>
People get so heated about the lack of fap material

that's kind of sad
>>
>>157832114
You should be proud.
Nobody even sexualize my character.
>>
>>157832550
and for those that don't automatically want fullscreen?
>>
>>157833529
I don't really want to encourage anyone to go looking for the lewds.
>>
>>157833805
You make the game automatically scale to any size. This literally has no downside, except it'll take you extra minutes to design a UI that isn't a rigid piece of shit. It's the same as making a resolution setting for every single possible in impossible resolution, because it'll scale to anything.

If you want a fixed width/height ratio, you do what Nuclear Throne does. It scales to the window, and adds decorative/black bars to the sides if the window ratio doesn't match the game ratio.
>>
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Redid the lore for my first race.

Waiting on artist to finish images.
>>
>>157829912
SFML. I don't feel like an engine dev, tho
>>
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>arguing about politics instead of posting progress
>>
what does /agdg/ think about https://twitter.com/grynsoft
>>
>>157834654
we don't take kindly of shills here.
Now leave before we do things to you.
>>
>>157801040
you should add, "maybe"
>>
>>157834654

I remember this faggot, I wanna be the Boshy is a hard bastard.

>>157834756

Anon I hate to tell you this, but at some point, if you sincerely want to sell the games you make, you have to shill.
>>
>>157834848
Not here though.
>>
>>157834848
>if you sincerely want to sell the games you make, you have to shill.
I'm not saying that you shouldn't shill.
But it's easier for you to dig a grave than shilling here on /agdg/
>>
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>>157835024
>>157835057

Fair point, have a lizard
>>
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>>
>>157835256
that is some nice shit
>>
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Progress!
>started working on having multiple guns (though I only have one for now)
>finite bullets and reloading are working properly
>juicy muzzle flash and gun icon are in
>running (needs work)

What guns should I have? Also what stats does a gun need? So far I have
>bullet damage
>number of bullets per cartridge/clip
>fire rate
>automatic/non-automatic
>reload speed
>different crosshairs
>>
>>157835256
>you've come to the wrong neighborhood motherfucker, we about to fuck you up
>>
>>157834756
>>157835024
>>157835057

>post in the threads and post progress of your game
>But don't actually FINISH any of the games you are making, you fucking shill!
>>
>>157835432

I see where they're coming from though, Soulgryn isn't an /agdg/ regular, so to just pop in and posting twitter pages and shit is most likely going to be frowned upon.
>>
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>submissions are due in 12 days

i have a character from last year good to go but i don't know how to make games
>>
>>157835704
Make pong except the paddles are bones and the ball is a skull. You can make that from scratch with on previous knowledge in an afternoon.
>>
>>157835760
you go do that, ill work something out
>>
>>157835870
fuck you then
>>
>>157835432
>thread is about posting progress
>no need to post here if you don't have new progress ( game is finished )

I don't see where the problem lies?
>>
>>157835896
im not one of the "just like make game" cult. i actually have something in mind i want to finish but the only programmer i know can't bring himself to write 10 lines of code
>>
>>157836182
>the only programmer i know can't bring himself to write 10 lines of code
Are you sure he is a programmer?
>>
>>157836182
So learn to program.
>>
>>157836298
that's his job
>>
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>>157836182

So you just ousted yourself as a confirmed nodev, what are you then, artist? Musician? A fucking idea guy?
>>
>>157822752
>you won't have to hand design every little detail but instead the world "lives" based on rules defined by the developer.

Most AAA open world games already randomly generate their terrain and forests and whatnot. Oblivion did it a decade ago.
Machine generation is specifically why most large open world games feel bland and empty and why Devs try to compensate by seeding their worlds with animals and harvestable bushes every five feet.

Random generation is a long, long way off being able to have the sorts of unique, planned features that human built environments can have.
>>
>tell torrent client to move 16GB anime to a different directory
>for some mysterious reason it deletes it instead
Reminder to back up your anime. And your game.
>>
>>157836665
>Oblivion did it a decade ago.
?
>>
>>157836493
i said i already have a character done from last year.

its not the best thing out there in terms of graphics but it can move and jump
>>
>>157836754
Bethesda generated Oblivion's terrain and forests with a random generation tool, which is why the wilderness in Oblivion seems so samey and bland compared to that of Morrowind.
>>
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I don't think I'm going to bother much with textures for a while. I need to get animating.
>>
>>157837772
Will you be animating the exaggerated bounce of her breasts?
>>
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>>157837772
>>
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>group project
>programmer bails because his mom died
>have to learn C# and write basic scripts for movement, shooting a gun, ammo
>mfw i can't even code a 'hello world'

where the fuck do I even start?
>>
>>157838172
>where the fuck do I even start?
Hello world
>>
>>157832671
It's like... A character is an idea. When you make a pure a character it is actually the idea of a pure character. When someone draws porn of the pure character, the idea of the pure character gets replaced by the new character which is not the character you created, only similar. It's the all-in-one psycho-fictional equivalent to murder and identity theft.
>>
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>>157838247
I need working scripts by FRIDAY
>>
>>157837772
What is this, blender? Is that the default grid down there - what are the benefits to making characters at this scale?
>>
>>157838265
>the idea of the pure character gets replaced by the new character which is not the character you created

No it does not. Don't be a faggot. No character in a story suddenly lost her virginity in that story because someone made porn of her.

If I draw you saying you are a dumb motherfucker did you get replaced by that character?
>>
>>157838307
Scale is irrelevant.
>>
>>157837354
I found Oblivion very natural back in the days. I'm not ok with what you say
>>
>>157838307
Not him but I like to make my character giants and use the walk mode to walk over their tits
>>
>>157838172
>>157838303

What engine?
>>
>>157836710
file recovery software exists
>>
>>157838460
Unity and C#.
>>
>>157838569

Bam, watch this shit.

https://www.youtube.com/watch?v=mbm9lPB5GPw

Excellent tutorial, he explains each process and also WHY each process is done. Some parts may be irrelevant for you (the modelling), but the actual unit and scripting is really good. Could not recommend it more.
>>
>>157838397
>No character in a story suddenly lost her virginity in that story because someone made porn of her.
A character is not limited to a story. It's very possible for porn to change the idea of a character entirely. It's even more likely the bigger the fanbase is. And those changes might propagate to retelling of the story or future stories "featuring the character" or rather, what people think the character is.

>If I draw you saying you are a dumb motherfucker did you get replaced by that character?
No, because I am not a fictional being. Can you see the difference?
>>
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>>157820178
>>157820229

That anon here, I did like it but I want it to look a little different. You didn't seem to want to compromise at the time and it's hard to work with stubborn artists. Instead of doing what I asked you went and took a different anons advice which ended up being the exact same advice I gave you.

Sorry about making you bitter, it has nothing to do with your skill. It's about how I want my game to look. Still interested in working with you if you are.
>>
>>157834075
>This literally has no downside,
unless the player doens't want it scaling to their entire monitor size automatically that is
>>
>>157838767
You're already letting the fear of the depiction of your character in pornographic content change your character, before your character has even been made. Abandon all delusions of control.
>>
>>157838767
>A character is not limited to a story. It's very possible for porn to change the idea of a character entirely. It's even more likely the bigger the fanbase is. And those changes might propagate to retelling of the story or future stories "featuring the character" or rather, what people think the character is.

Yeah, just like how normies view princess peach as Queen Fart huh?

Porn doesn't matter at all, do you get it?
if you have a famous fictional characters, people with different fetishes will try to put that character into their fetish.

Now, stop being retarded and get a reality check.
>>
>>157838658
Does that work for 2D aswell?
>>
>>157839014
>unity for 2D
>>
>>157838965
I'm not. I'm not that guy.
>>
>>157838767
>A character is not limited to a story.

Yes it is. Canonical wise, it is only ever limited to YOUR stories, the stories YOU publicly accept. Klonoa has more gay shota porn images than women you've ever talked to in your entire life, that doesn't mean the series itself isn't child friendly and that the character actually loves dick. Anyone claiming otherwise will be scoffed at and ridiculed.

>No, because I am not a fictional being. Can you see the difference?

Oh right. So if I dress up like you and claim to be you and act like a big fucking faggot, people will think you are one?

Trick question, people already think you are one.
>>
>>157838427
>I found Oblivion very natural back in the days.
Probably because nature is random. The difference between hand built and random generation is that random generation creates landscapes that are generic and boring, while hand made ones are more likely to be built with purpose and art in mind.
>>
>>157837919
Yeah for sure! Tit physics can look pretty shitty allot of the time, I reckon.
>>157837948
Thanks. This is the reaction I'm striving for.
>>157838307
Yeah it's Blender. She's huge because that's the best way I find to get her to be scaled properly in ue4.
>>
>>157839134
Character are also not limited to cannon. This isn't about protecting the series. It's about preserving the character.

>Oh right. So if I dress up like you and claim to be you and act like a big fucking faggot, people will think you are one?
Maybe, but that's beside the point as I am not fictional. Thoguh that seem already to be affection the idea of me you have on your head as we can see in

>Trick question, people already think you are one.
>>
>>157839192
>ue4
Oh, got it. Im a unityfag, so a model of that size would absolutely need to be scaled way down.
>>
>>157839382
Ah yeah sounds about right, because Unity actually supports Blender!
>>
>>157839348
>Maybe, but that's beside the point as I am not fictional
How is it any different? Seriously?

I mean look here, I already think of you as a huge bitch, this is the image you created for me through your wimpy and whiny posts. Are you actually one though? Do you care that you look like a pussy to me right now?

So why care that your character looks like a slut to someone who is not relevant to you or your game?
>>
>>157836665
>Random generation is a long, long way off being able to have the sorts of unique, planned features that human built environments can have.
Toady's done it brilliantly. When done right, random generation is far more interesting than playing through the same "hand-crafted" levels each time.
>>
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To the kind anon who corrected my collision problems last night:
Thank you so much! I wasn't aware of the instance_place function and I will definitely remember that as it's better than trying to rely on collision_ function returns and other. The page you sent on differences in collision functions was extremely useful, and I genuinely appreciate all the explanation you put into it. I learned a lot from it all along with having a working solution now, and I thank you very very much for that.
Also the horizontal collision bug should be a cinch for me to fix now that I'm aware it's caused by the x rounding on release (I couldn't figure out the cause when everything else was going wrong as well before).
>>
>>157839994

I think you guys are talking about different methods of generation here.

The original topic, on the topic of making a large open RPG world, would probably not be randomly generated each time. Randomly generated each time/level/experience is a pretty good trick and useful for creating tons of replayability. But in an RPG world you'd use the generation tools once to make the world and then keep it static.

They are two totally different forms of procedural generation.
>>
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>>157840062
Cheers anon. Glad I could help.
>>
>>157839727
Because the image of the character is basically all the character is since it's an abstract object. Changes to the image of the character might change the purpose of the character or have effects you did not intend and affect the overall result you tried to achieve with your work, even when the effect is limited to a few people.

>this is the image you created for me through your wimpy and whiny posts

I am not whining
>>
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Someone once said "if you find yourself having a lot of "if" coding, you probably doing something wrong".

I'm a shit programmer and doing almost everything with "if" statements.

Is it that bad?
>>
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>>157837772
>>
>>157840435
Someone post Toby's code for this guy
>>
>>157840151
>But in an RPG world you'd use the generation tools once to make the world and then keep it static.
I think that if you built the tools to do this, then it's a huge let-down to the player to make them play the same levels each time (unless story plays a huge role in the game, and you are deliberately adding lots of elements after randomly generating). Still, it feels like a cop-out. It says:
1. I'm too lazy to hand-craft levels
2. I'm too lazy to allow my "story" to work with my random generation (or vice-versa).

Though, I do see it somewhat working, in the case you have an extremely hard-lined story/plot/balance that simply can't work with newly generated levels each time. Randomly generate the level, then adjust and tailor to your needs. That would work, because one issue that hand-crafted levels has is that they don't feel random enough.
>>
>>157838767
>>If I draw you saying you are a dumb motherfucker did you get replaced by that character?
>No, because I am not a fictional being. Can you see the difference?

What if someone lies about you, and a lot of people believe it and repeat it. Until you actually believe it and become what they say. It kind of can happen in real life.
>>
>>157838978
>Yeah, just like how normies view princess peach as Queen Fart huh?
Some might. The extent of it is not what this is about. See >>157840409
>>
>>157818262
"I" looks great
>>
>>157839994
That's a different sort of random generation. Games with huge worlds such as elder scrolls games and just cause use one time random generation to do stuff like creating the initial terrain mesh, placing trees and bushes and (in the case of just cause) even generating towns and roads.
Using the random generation tools means that they can create a terrain that would otherwise take months or years to plan and build in a much shorter amount of time.
The down side is that randomly generated landscapes lack the human touch (e.g. points of interest, planned layouts and aesthetics) and the difference between the randomly generated areas and the handbuilt towns and whatnot can be very stark.
This is why many open worlds get called "empty" or "barren" even when they have lots of randomly generated forests and rivers and so on; purposely built locations are generally more engaging then machine built ones.

(For a few more decades anyway).
>>
Single player card game guy here. I think I need to create some sort of a transition between matches. Jumping from one match to the deck editing screen to the next match feels abrupt and strange.

How do I into transitions? Is a fighting game style "X VERSUS Y" screen a good way to go about it?
>>
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>tfw my progress didn't get any replies
Is this good?
>>
>>157840693
They can at most induce changes to your psyche but they can never replace you in the same context.
>>
>>157840435
It's a meme
Yes branching is slower than non branching but you're gonna need ifs in your game for anything . Not having ifs is important in shaders.
>>
>>157841181
Depends on whether you inteded to get replies or not
>>
>>157840435
Look up Delegates and how to use them. Might be of some help.
>>
>>157841258
You can never replace the original character in the original work either. At most you can change people's perception about the character.
>>
>>157841352
I did
>>
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>>157830935
>>
>>157841181
It means there was nothing glaringly wrong with it
>>
>>157841485
But the character is but the perception as it is abstract
>>
In GM what's the go-to way of having different text sizes for my various menu buttons? Scaling the text or using fonts of different size? (Or something else?)
>>
>>157841537
Then it's bad. Try looking at people that get lots of replies and do what they do
>>
>>157841663
Guess I'll start making porn games.
>>
>>157841585
Is it not any more abstract than dead people are. There is an original work defining that character. That work is not abstract, it is physical, it can be stored, it can be given to others and seen by others. A second party making other works of that character will not physically affect in any way the original work.
>>
>>157831228
I always read the recap, way easier than picking through 300 posts on a monday.
>>
>>157841553
Please put an end to this meme
>>
>>157841606
Scale that shit unless the font looks bad scaled, in which case pick another font and scale that shit.
>>
>>157773371

This video shows jumps and alternate routes. Would it be pleasant for a racing game to have different start/finish lines for different players, and you aren't capable of interacting with them but see them racing nearby on a separate field? Would there be any value in that? Reminds me of the MMO primciple where people want to know there's other people around, but don't want to be forced to directly interact with them, only their ambient presence.

Would a racing game work where half the players are only racing, and the other half are twisted-metal-style car hunters who can't win a race, but try to destroy/impede the racers? Would people be interested in playing uneven roles like this? It seems to work in Evolve.
>>
>>157834425
>ENGLISH (REVISED)
I'm sorry anon but that's not quite how it works

It's closer to "the pronunciation inexplicably changes over hundreds of years and also any population of people speaking the language randomly develops new memes about what kind of sentences can be constructed and nobody can stop it or control it except by murdering people to completely destroy the language"

t. linguist
>>
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>>157841181

It's probably because what you posted is boring, uninspiring or unworthy of comment.

This is subjective mind you. There are a great deal of anons in these threads who have no idea how much effort it is just to do little things code wise.

If you want to demonstrate gameplay make a webm, if you want share design ideas make an image, if you want feedback ask for it.

Ironically, the most replies I got was for my logo designs - which is progress I guess, but I should be working on my gameplay.
>>
>>157826040
>college student
>not having negative income
>>
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>>157840490
>Don't have a game
>Already getting troll edits
Is this a good thing?
>>
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>>157842512
Of course it is.
>>
>>157842512
I thought the modeler himself posted that
>>
>working on a project now
>have so many awesome ideas
>nobody to discuss those or start a project with
>programmers friends are faggots that find excuses to not get involved.
where do i find dev buddy that won't mark zuckerberg me?
>>
I'm planning to release my game on steam with zero marketing. Should I expect zero sales?
>>
>>157842630
What do you want to work on, bro? As partners. Business partners.
>>
>>157842703
Yes
>>
>>157842703
No
>>
>>157842703
Maybe
>>
>>157842734
>>157842734
>>157842734

New thread
>>
>>157842703
If you made the game expecting money, don't be surprised if or when it fails due to zero marketing.

But if you made your game for the sake of making games and that's what you want to play, then who cares. The money will be a bonus.
>>
>>157842703
u shud get about hundreds of sales on the first day,
then nothing since then.
>>
>>157842703
Depends on how thirsty your audience is. I check certain tags on steam weekly to see if any new games have been released in that genre, and I don't even buy shit on steam. Some marketing would be better, but I doubt you'll go completely ignored.
>>
>>157842703
You'd be surprised how many people buy games just to increase their "review count" portfolio, or for trading cards. So expect at least 10.

>>157842630
What's your skill? And shoot an idea. Or at least half of it so we can figure if it's 2D or 3D.
>>
>>157838172
#include <iostream>

using namespace std;

int main()

{
cout << "Hello, world!" << endl;

return 0;
}

I know the above code is C++ but anon I memorized this in a day. You can do it, I believe in you.
>>
>>157835308
So what the heck are your controls? It looks really weird how when you aim, you move the cursor around the screen like a light gun game.

Looking pretty interesting, and yeah I can't really think of any other gun stats unless you're going to add grenade/rocket launchers.
Going to have zooming? Zoom distance could be a stat and the time it takes to aim down the sights.
>>
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>>157808383
>>157822616
>>157809802
Quite a bit late but whatever lmao. I just wanted to say that I can't draw at all and I really enjoy the pre-rendered look games have had. I have dedicated my whole art-life to mastering this aesthetic and am having pretty good results so far.
>>
>>157842889
>It looks really weird how when you aim, you move the cursor around the screen like a light gun game.
That's exactly how it works.
Tank controls for moving, and mouse to aim and shoot. I took inspiration from Resident Evil Survivor. It took me some time to get the shooting to work as I intended but I'm pretty happy with the result.
I thought about controlling the aim with WASD but it wasn't really viable since you'd have to use the arrow keys to move and at the same time press other keys to shoot, reload and use items etc.
>>
>>157843146
Ah okay that sounds really cool. Different controls are always fun, I reckon.
>>
I want to make a game in C++ but setting up SDL2 is confusing and all i can do is a hello world and a variables. help please.
>>
>>157843352
Torrent "Jumping into C++".
Read it.
Afterwards use SFML instead if you want to make a 2D game. Do their tutorials and you should be golden.
>>
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>>157828217
yeah i mainly use blender for all my modelling and animating.

going to have to learn maya at some point to get into the industry
>>
>>157843507
thanks anon, will do
>>
>>157841170
You could do that. Alternatively, only show the portrait of the opponent with their name under it, maybe a quote. I assume the player is never going to see a match that he does not partake in, so why include him in every transition?
>>
>>157800958
"we dont actually believe in using the word indiepocalpyse we're just going to call our panel that because its super clickbaity"
>>
>>157841737
I'd say what you refer to as dead people is very different from what actual people are. And the work is not the character, and we are talking about the character here. Furthermore I believe changing how a character is perceived also has an impact on the significance of the work, even though the concrete work itself is not altered.
>>
>>157820178
>>157838840
it sucks to have something you're proud of critiqued hard but you have to accept that if you're working as a team. You also have to accept that your vision might not be the most important.

that's why I 1MA
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