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/agdg/ - Amateur Game Dev General

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Thread replies: 783
Thread images: 141

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Bloated OP edition.

> 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
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
>>157842734
remove the cats from the op, they are both dead
>>
repost from previous bread.

>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?
>>
>>157842935
Depends. Are you the idea guy?
>>
>>157843050
>>working on a project now
so no.
i'm currently 1MA in my project.

I just want someone share the same passion as i do.
even if the game idea never left brain storming phase.
>>
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am I a meme king yet
>>
>>157843196
are those fucking ngons on the front bumper
>>
>>157842935

> implying you are sitting on the next facebook

I spent many years sitting on my ideas thinking they were going to make me a million dollars. I didn't share them or test them out.

Turns out they were all shit.

Ideas are only great in your head until someone tests them. Even Zuckerberg only developed Facebook through trial and error.

The biggest issue is you are the best expert on your idea, if someone steals it they are only shooting themselves in the foot.

Furthermore, there is literally nothing stopping you from rebranding and improving the idea and beating whoever stole it. In fact, someone stealing your idea is probably the best thing that could ever happen to you.

I put all my ideas down. You can read them all at fleettacticalcommand.com

Good luck making them work without me though - because even though I've put them out there - 90% of the implementation is in my head.

So stop sitting on your ideas, share them, throw them out there and let them get pressure tested.

It is the only way to success.
>>
>>157843169
What engine/language?

And share your idea with me friend, you can trust me not to steal it or my name is not Stein Goldberg.
>>
>>157843196
MDE reference?
>>
>>157843448
coincidence

could be cool to have a lowpoly sam come and fuck the cars
>>
>>157843448
we know so much about modeling, it's funny if we wreck it
>>
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where are the mecha games?
>>
>>157843567
How do you stop it just being about pressing the fire button after a lock on
>>
>>157843196
You'll never be a meme king until you become as cool as store.steampowered.com/app/343150
>>
>>157843327
when i mean mark zuckerberg me,
i don't mean making money then kicked me off.

I meant half way through the project, kicked me off the boat.
also, someone that won't just get bored half way and quit.

I just need someone that i can trust, passionate and can together sit through the project.
>>
>>157843691
Have you ever played the good Armored Core or Mech Warriors? Heavy Gear 2?
>>
Question: is anyone else out there tired of pixel art for amateur indie games? Is it just easier to work with for programmers?
>>
>>157843776
Yes and Yes
>>
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Does this seem like fun mechanic?
>>
>>157843746
>I just need someone that i can trust

Trust is something you build in time. You can't just advertise "looking for someone to trust". So remove that off your list. For starters just look for like-minded people. If after being together for some time you can trust them, great you succeeded. If not then just repeat until you do find someone.
>>
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>>157843567
>>157843691
my trump game has got you covered
>>
>>157843834
It'd be better if he got stuck on them Dark messiah style
>>
>>157843896
does it have a sexual predator mode
>>
>>157843931
Yeah I'm planning to do that.
>>
>>157843834
Seems cool to me.
>>
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>>157843980
you could call it that
>>
>>157843691
Add weapons that don't have lock on. Add counter-measures to lock on based weapons.
>>
>>157843896
Can you tell me how you achieved that camera embedded in the screen inside the mecha?
>>
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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.
>>
>>157843567
I just want a mecha game with lots of customization. I wanna be able to choose to make a mecha with humanoid legs, chicken legs, spider legs, wheels, tracks, propellers etc
>>
>>157844139
very simple

Make a new camera. In the "create" menu of unity, pick Render Texture. On the camera you just created, look in the camera or transform component for "render target" and select the render texture you created. This tells the render texture that whatever the camera sees is now its texture. You can then apply the render texture as a material on whatever you want.
>>
>>157844268
>I have dedicated my whole art-life to mastering this aesthetic and am having pretty good results so far.

Made any games with it?
>>
>>157844272
You're in luck, that's my dream game, so I'm gonna make it one day! I'll give you a free code in 10 years when it's done.
>>
>>157844324
Oh wow that really is simple. Thanks a lot man,
>>
>>157842935
>programmers friends are faggots that find excuses to not get involved.
Programmer here, I'll bite. What's your skillset? Don't forget that I too have ""awesome"" ideas so I hope you're not just an idea guy.
>>
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Here's the stats I ended up with. Now I have to figure out how to register an llc or an s-corp...
>>
>>157844396
you can also use them to make innacurate "it works fuck it" mirrors
>>
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>>157838840
>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.
Not at all. What I made looks absolutely nothing like the reference pictures you sent me (pic).
You asked me to make it look like Front Mission 3, which has low-key colours, flat gradients and little detail. And you asked me to do that after I was about half-way done with this.
I then said I'd do a second version after I was done with this, because I think the Front Mission style would be fairly easy to emulate (much easier than what I made).

I don't think I'll be doing that after all, though.
You don't seem to appreciate how much work this is, and the fact that you're not "working together with a stubborn artist" - I just made something for you, no strings attached.

Good luck with your project.
>>
not interested good luck though
>>
>>157844470
Jeez, people weren't joking about the attention drop off after the initial upload.
>>
>>157842935
>programmers friends are faggots that find excuses to not get involved.
Programmer here. I have "idea guy" friends who constantly want to "partner" with me. Let me tell you first-hand how annoying it is. I have my own projects I'd rather be doing, other than slaving away at someone else's "idea." I don't blame them for not wanting to get involved.
>>
>>157844353
Soon friend. Soon.
>>
>>157843834
Go full Bulletstorm and develop a combo mechanic involving environmental kills.
If you don't, at least make the enemy stick to the spikes if they were the killing blow damage dealer.
>>
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>>157844536
You only showed me it halfway done, you didn't ask for any input at all. I do appreciate how much work it is and that's why I told to take a look at front mission stuff (and its the kind of art I was imagining) because you were putting a tone of work into the front of the ship. You then dismissed my input and took the advise of another anon which also suggested that it was too busy. I also said that I liked what you were doing but it would be better if you found a compromise between the two.

You're right I wasn't going to use it in my game, not because it looks bad but because I'm looking for something slightly different. It looks better after you changed it and I was beginning to consider it.

I'm teaching myself to code after teaching my self to 3D model, rig and animate and the image I sent you with the texture is me teaching myself how to do low poly pixel art. I know how much work it is.

I didn't mean to offend you, learn to take a compliment. It's ok if you don't won't to work on it, I would still like you to though.
>>
>tax bs
Forgot about that shit.
What do I do as a Canadian if my game makes money?
>>
>>157845690
>A FUCKING LEAF
Move out
>>
>>157845690
Look into the tax situation for small businesses, make a company, check if there are any tax exemptions/relief for creative industries
>>
>>157844272
I'm working on one now. Although it might not be exactly what you're hoping for. It's a top down Bullet Hell MMO similar to Realm of the Mad God
>>
>>157843196
No because you can't finish a game
>>
>>157843834
nuh
>>
>>157843196
>>157843834
>>157843896
>>157844065
>>157844268
awful progress, just give up.
>>
>>157843834
You should either:
A) Have him get stuck
B) Have him bounce back towards you.

I don't like the flat drop down.
>>
>>157846693
Isn't that what the doctor told you mom when she was pregnant with you?
>>
>>157846716
>>157845327
I already told in >>157843989 that I'm going to do that.
>>
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>mfw i buy an asset once a week
it'll be worth it in the end..r-right
>>
>>157846832
Nah, that's what your mom said to your dad in bed.
>>
>>157846906
>buying assets
killyourself
>>
>>157846961
Maybe she would if she was still alive.
>>
>>157847128
it's not even related to my game.

it's just an editor extension that helps make managing custom inspectors easier. I could have spent a week doing it myself, but I really want to work on other stuff in my game and it was only like $10.

im pretty sure you spend $10 going out to eat
>>
Weapon swapping is in. Pretty happy with the result not being able to swap weapons while reloading is normal right?
I'm probably going to spend some time making models, I'm getting tired of these boxes.
>>
>>157847595
Depends on the game. CS:GO for example let's you switch weapon anytime although the reload won't finish.
>>
>>157845690
>What do I do as a Canadian
You're fucked, there's no LLCs in Canada. All the options are shit.
>>
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>>157847595
Shit I keep forgetting to attach the pics.
Disclaimer: I know nothing about guns
>>
>>157847142
Don't worry, you're dead to her too.
>>
I forgot that entity brushes still have baked lightmaps that don't also match when they move.

For a situation like this, I think I'll have two sets of pillars - one for each lighting environment - then swap them behind the scenes when the player isn't looking.
>>
>>157843834
Stealing this
>>
>>157847273

Assets make short work of complex problems.

My game is extremely AI heavy. I bought about $300 worth of assets, most of it scripts and modules that would have taken literally years to make myself.

Asset store is a great thing for fast prototyping.
>>
>>157847762
Terrible. What the fuck even is this awful shit?
>>
>>157848242
What are you making this in? Minecraft?
>>
>>157847762
Neat
>>
>>157848294
Thanks.
>>
>>157848429
I wasn't complimenting you dense little shithead, no wonder you can't tell your game is fucking shit.
>>
>>157847595

Ex-Naval Officer here.

If you are reloading and you need to draw a sidearm quickly, you just drop the gun and the mag and draw. Rifle is always slung and there is always more ammo, you can always pick up the mag later.

Nothing wrong with weapon swapping during reload.
>>
>>157847762
Your uzi should be holding more rounds.
It looks like 18. You should have 20 minimum, but 32 would be better.
>>
>>157844065
i feel bad for you trump meme devs, theres no way you can keep up with him.
if you released today it would be "where's the pussy grabbing?" by the time you get that feature in there will be some other meme.
>>
>>157848395
My own engine, but I load compiled Quake 3 maps.
>>
>>157848549
Not to mention that those games will be long-forgotten when he loses.

But I guess that's what it's like to make a meme game.
>>
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>>157848513
>>
>>157848549
>tfw if trump wins we'll have another era of shitty punk music and try-hard comedians ranting about republicans, and now meme games too
The Bush presidency tried to warn us...
>>
Can i get some opinions on this early dev trailer pls

the music is placeholder (it's from bomberman)
And youtube hasn't done processing yet so it's still stuck at 480p.

https://www.youtube.com/watch?v=GbALUfrwW1Y&feature=youtu.be
>>
I'm pretty disconnected from video games nowadays. Do tooltips follow the mouse cursor while hovering over the object's radius, or do they spawn in a place and stay there?

Windows seems to do the latter. Which do you think is better?
>>
>>157848647
well memes and dreams die, that's the process
but having your memes and dreams tied to a golden anchor that's about to have the rope cut cant be pleasant
>>
>>157845679
>You then dismissed my input and took the advise of another anon which also suggested that it was too busy
I didn't dismiss it. My reply to that email was "I see what you mean". I then redid it when I felt I had more surrounding stuff to match it with.

Good luck with the learning.
>>
>>157848707
I still interpret that title as a call to kill all rodents of unusual size.
>>
>>157848662
le smug anime girl

typical
>>
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Yes! Finally!
I ended up needing to set a variable that detects if the block is at the top of a list or not, and if it is you're able to jump over it.
Now I can finally work on gameplay now that collision is good.

>>157842218
I can't wait to play Feet Tactical Command!
jokes aside I'll buy it when it's released
>>
Can someone point me at a decent 32x32 blood splatter animations?

opengameart kinda-sorta failed me.
>>
>>157848931
he's not a girl
>>
>>157849046
Or, failing that, a nice sprite-making tutorial.
>>
>>157849173
You're not a man either, I don't judge.
>>
>unity asset store
>all those people buying assets coding scripts
I really should start selling shit over there.
>>
>>157849046
Why do you need an animation?
It's often just done with particles and decals.
>>
>>157849276
Neither does your mom
>>
>>157849324
Oh, is that right? Hmm.
Uh, got a good particle editor for Love2D?
>>
>>157848707
Pretty good job, but I'd fix some things: the starting text could last 5 seconds less and look better if it was the two sentences slowly fading into the screen like the logo at the end.
Some cuts are too long IMHO. Others should be taken out completely. Take 0:22 for example, it looks way anticlimatic, you could portray the scene as more active if you only put in the jump and backstab moment. And start mid-jump when he turns the fire on.
Overall for just visual impressions and monotonous music (even if placeholder) and no voice over, a trailer like this should last 45 seconds or barely 1 minute. Fast fade to black, Endorous logo, skull shakes two times, done.
Put yourself in the mind of the average Greenlight voter. Is he going to stand 1 minute and 30 seconds to look at somebody run and jump or much less while looking at something frenetic and more visually pleasant?
>>
>>157849402
You should be grateful, that's the only way pencildicked machildren like you can ever get laid.
>>
>>157848940
Hey anon, it's the dude that helped you earlier. There's something I forgot to mention. I was testing different collision cases when I was doing the debugging, and the code as you have it right now might not work correctly when Simon collides with the bottom of a block when jumping upwards at it from below. It shouldn't be a hard fix, but it's worth being aware of now, since it's probably an issue that'll crop up sooner or later. My bad for forgetting. Keep up the progress.
>>
>>157849453
Particle Designer is great, and it exports to GML, but I don't know about Love2D.
>>
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how do I overcome the feeling that I will die alone, being a failure with only shitty games and nobody giving a fuck about me.
>>
>>157848293
i just consider it like contracting a programmer to add a few things to my game. sometimes i dont even plan on using the asset. I just want to look at the code and re-purpose it for something else.

>>157849309
you should.
I believe someone on agdg made this, since i remember them posting mocks up and such.

https://www.assetstore.unity3d.com/en/#!/content/11786
>>
>>157848707
stream of conscious....
text writing out needs to be quicker (as text writing out needs to be). the music is shit, wheres the sound effects? that attack animation is terrible. something doesnt feel right about the dashing (might just be lack of sound effects or it needs a camera motion or something). alot of these shots hang around too long for the quick action trailer this is trying to be. these are playable character profile? enemies? too hard to parse what the profiles is about, shouldnt be in the trailer. the title at the end should be slowly zoomed toward with the skull zooming more than the rest of the word so it can overtake the screen.
and i meant to say this the other day but the title of your game is shit, endorous? enderous? it's neither a real word nor a cool word.
>>
>>157849904
Thankya, I think I'll manage.

Just so I'll know tho - any good sprite tutorials?
>>
>>157850047
For blood decals specifically?
There are gorillions of tutorials out there, but there's a huge difference between pixelart stuff and higher resolution sprites.
>>
>>157849906
Finish a game, and release it.
SOMEONE will like it.
And they might be your friend.

Otherwise, we're all your friend, as long as you're making a game.
>>
>>157848853
Thanks, its going to take a while but i'll persevere.

It would be a lot easier if I could get someone to do that stuff instead. Sure you're not interested?
>>
>>157850201
Nah, for 32x32 sprites in general.
>>
>>157844065
What are u going to do after he loses? Still release it?
>>
>>157849906
i come from the dg2 (the dota 2 general) and i can say that you get better with the years! The last biggest tournament, got some of the oldest players of the game in a good position, after playing the game for like 10 years they got a good position in the most important tournamet of the year ($20,000,000 dollars prizepool).

This art streamer is good to twitch dot tv slash visualjamie, she has been practicing art for 7 years and now she can do many things, currently doing watercolors. She was doing some spray art the other day and it looked pretty cool.

If you want to make good games, you need some years of practice (7~10).
>>
>>157850603
just name it "THE WALL: LEGACY"
>>
>>157850603
like Trump he can just say he was being sarcastic
>>
>>157850603
like Googum he can just say he was being sarcastic
>>
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>>157847273
>>157846906
>literally just found a much better alternative on github, for free
>is even more feature rich

REEEEEEEEEEEEEEEEEEE

https://github.com/vexe/VFW
>>
>find a nice library
>finding a binding for your language
>no instructions whatsoever
>figure out how to build it
>link it with my project
>crashes
>figure out i did something wrong
>looks like in the example the dev provided
>rebuild in debug mode
>find the issue (null pointer dereference)
>find out that nowhere the main lib "Init" function is called
>bind it myself
>same shit happens
>turns out a specific function that's not related to initialization (which is supposed to allocate that memory) needs to be called in a very specific place for it to work

i hate programming so much
>>
When animating in gimp you only put the images in layers when you're ready to animate, right? Until then you're pretty much working with six copies of the same image, tweaked to the animation
>>
>>157849813
thanks anon! Yeah, I haven't added any ceiling checks yet, but I'm sure that won't take much time to do since I have all of the other sides in check.
>>
>>157844470
did your game get greenlit just recently?
>>
>>157851854
>animating in gimp
Why are you doing this to yourself?
>>
>>157843834
It should not screen shake when it hits the ground, nor should that do damage in my opinion. Other than that I like it.
>>
>>157852154
GOTTA WORK

WITH WHAT I GOT
>>
>>157852289
Even then Krita is probably way more animation-friendly than GIMP for the same price.
>>
>>157851791
>Last updated 4 years ago

Yeah anon, I'm sure it works well.
>>
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>>157849690
Thanks, this all sounds like good advice.

>>157849949
You of all people can't talk shit about names gogem, your name is gogem. Other than i'll take your advice with a grain of salt.
>>
>>157852450
I used to use my original name until I got doxed by some nodevs.
>>
>>157848707
First 5 seconds of a trailer are most important. You spent 15 slowly scrolling text. If I wasn't on agdg, I would not even watch the rest. I didn't even read the text because I also don't care, nor does anybody else watching a trailer. Give me a reason to care and I'll read shit later if I do. I actually really want to stop already, but I'm continuing.

My advice to you is completely remove the text intro, and compress the entire thing to 30 or 40 seconds. It's redundant after a while.

Love the logo by the way. Don't do that shitty pixelated version.
>>
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>>157852420
>8 months ago
???
>>
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>>157852426
>>
>>157852516
Didn't you literally post your address here so we could mail you some dragon dildos? Why are you afraid now?
>>
Does anybody want to collaborate, to make a game?

Would need C++ programmers. Probably just one. Engine will be built on SDL2. Game will be a 6 month dev cycle. We could collaborate more if you are dedicated after that, and if we make money together.
>>
>>157852679
Mind you if you go to his website you can find all his info there.
>>
>>157852740
>Would need C++

GO AWAY
>>
>>157852740
Good luck not interested
>>
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Is this game a fucking meme?
>http://store.steampowered.com/app/470890/
>>
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>>157852740
>C++
>Make engine
>SDL2
>6 months
>>
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>>157852740
>SDL2
> 6 month dev cycle
>>
>>157852883
Where is your game?
>>
>>157852936
whats even happening with no mans sky now
>>
>>157852740
Why did you pick SDL2 over SFML?
I'm currently learning SFML, did I do wrong?
>>
>>157853051
Nothing
>>
>>157853052
Yes, you should be learning Unity/C#.
>>
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>>157848623
>My own engine
Hearing this is a music to my ears. Could you tell me more about it? OGL? DX? What do you use for model loading? Assimp or your own parser? How do you do collision detections? Will you have a demo out for DD 11?
>>
>>157853051
I priced it at my store yesterday, and it dropped for $80CAD to $60CAD

I had a hearty laugh, but at $20 it might start being worth it.
>>
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>>157843834
>yaranaika sandbag
>>
>>157852883
Well for 2 bucks, is not that bad. Now search for "Marcianito GO" in google play, thats a meme game.
>>
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>>157853169
I don't even know why I chuckled
>>
>>157852740
It's sad that you got memed, but your announcement is pretty vague. You say SDL2, which is ok, but it doesn't tell much. Would you use OpenGL? 2D or 3D? Why 6 months?
>>
>>157852936
>>157853043
Have any of you ever actually written a 2D game engine starting with something like SDL2? I already know the answer, but seriously, try stepping beyond your meme territory sometime.

>>157853052
You didn't really do anything wrong. If I recall correctly, SMFL is written in C++ and more object oriented. For libraries like this, it's better to have simple C libraries, especially if you plan on implementing parts of them on other operating systems that are not supported.

I could be remembering wrong, but SFML has a 2D library based on OpenGL too, does it not? If it does, that's better than SDL2's, which is software based, but the renderer will be written from scratch anyway. (A lot less impressive when you realize it's just a basic renderer though with no lighting at all and a simple "diffuse" shader with a color channel.)
>>
>>157853506
>Have any of you ever actually written a 2D game engine
Yes.
My reaction remains the same.

I'll see you in 5 years.
>>
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>>157843834
>those combos and new animations
>even a yaranaika punching bag
This game is becoming way more DMC and I love it.
God damn, you're making the exact type of game I want to make but can't because of animating.
You're making me want to git gud.
>>
>>157853203
fuck i can make more than that shit game for $20 every copy
>>
>>157853449
I could elaborate more if anybody is interested at all.

>Would you use OpenGL

Yes

>2D or 3D

2D. Very simple renderer. No lighting because I think lighting in pixel art games looks like shit, and it's better to just use detailed pixel art. Minnimal shader effects if any.

>Why 6 months

It will be a small game and the scope should be able to be finished in 6 months of work. Doing a 2 year project starting out with strangers and no promise of pay is a waste, but it would be good to make something more substantial than a time frame like a month would allow.

6 months allows for enough time to make a marketable product while remaining a reasonable deadline to work for nothing.
>>
When should I be using the different events in game maker? Could I just use step events the entire time if I wanted to?
>>
>>157853705
You can do it Hexun, I believe in you!
>>
>>157853786
Why make your own engine if you want money?
>>
>>157853675
Well I have also written a 2.5D engine professionally combined with tools, and I can assure you if it takes you 5 years to make a non general purpose engine for a game, especially with things like image loading libraries and SDL and the like in existence, you were either learning starting from zero or flat out retarded.
>>
>>157853705
I thought this was a beat-em up? is it a platformer now or does this beat-em up just have platforming elements
>>
>>157853675
>I'll see you in 5 years.
It doesn't take even a year to make a 2D engine.
>>
>>157854024
He said he wants parkour and Invese Kinematics in his game, yes it will take him 5 years.
>>
>>157854024
It takes less than 3 days to get a bare bones "2D Engine" going.

Yet somehow not a single engine dev on agdg is remotely close to being done.
>>
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Made a shitty bed. It was better in my mind.
Oh well.

Added reload text and fixed a couple of UI things.
>>
>>157853843
Thanks anon

>>157854009
It's not a platformer now, I just wanted levels that are more interesting since it was just flat ground before. Basically like Muramasa where you can jump around but the focus is still on combat.
>>
>>157854239
A bed for ants!
>>
everyone's an expert on how long something will take until they actually try to do it
>>
>>157853705
>can't because of animating
why not just go the spline route.
>>
>>157854284
Well I'm a professional developer myself, I have worked in big game like No Time to Explain, so I do have some decent idea of how much time he will take.
>>
>>157854127
What?

>>157853860
Because I want money. Game engines are not free.

Unity is not free and you do not get the source.
Game Maker is not free, you do not get the source, and it is poorly designed.
Unreal is not free, but you do get the source, but is not designed with 2D games in mind.

Then going and auditing random engines that are free is a waste of time when the task at hand is simply not that complex.

Let me ask you, and this is to all the people responding >hurr engine, what do you think an engine is?

Do you think I have to make a generic editor, a ECS, 5 rendering paths, navmesh editors and the like?

I don't need any of that. I will not be making any of that. Making the underlying system and tools, because they are specific, will be quick and easy. (not to mention the tools don't even have to be C++)

Please just write out every system you think it takes to make a 2D engine. It's not that many subsystems.
>>
>>157854284
loli sim dev
>4 years so far

that alien space game
>3 years so far

maid game
>3 years so far

now ask yourself are any of those games close to being done, or how feature rich they are. all of them can be easily replicated in an engine in have progress in half the time
>>
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Made steerable clouds
>>
>>157854415
No Time to Explain was originally built in flash and the developers were very inexperienced programmers, so I hope you at least worked on the remake.
>>
>>157853506
yes it is possible to use SFML as a minimalist window system in order to use OpenGL
>>
>>157854386
Fuck maybe I should just try that.
How would I do animations where body parts rotate a lot? Like say you were spinning or something, you can't really do that without redrawing.
>>
>>157854592
Most people here in general don't finish their game because they are lazy, so using a smaller sample size and saying "see, they aren't done!" isn't indicative of anything. I can even counter with games not affiliated with agdg, written in C++, that are all finished and did so in reasonable time, for multiple platforms.
>>
>>157854509
>Unity is not free
It is free up until you make 100k in sales, at which point you'll have to pay a measly fee.

>Because I want money
Then you're in the wrong field.
>>
>>157854727
yes, you can use SFML has an OpenGL context
>>
>>157854592
>maid game
>>3 years so far
Most of that time was spent getting better at art, using an engine would not have changed anything for me.
>>
>>157854727
What I meant was I thought SFML already had an optional 2D rendering system that was kind of okay, versus SDL2's which is not really good at all. I could be wrong, last time I looked at SFML was a very long time ago.
>>
>>157854509
If you are so "smart" you need Unity's source code to make a simple 2D game, then you might as well make your own engine alone.
>>
>>157854909
it's pretty ok. I've been maining SFML for a good while, and I'm pretty happy with it.
>>
>>157854851
did you study CS in college?
>>
>>157854627
who?
>>
>>157854790
>It's free up until 100k in sales at which point you pay a measly fee.

Are you high? It cost around 3 thousand dollars. 3 thousand dollar is 3% of 100k. Also, that's per seat, meaning its around 6%. Also, it's before taxes, which means you are realistically taking it against 60-70k, which means it's 8-10%.

Why am I going to give 10% of my earnings, assuming I only earned 100k to Unity?

>Because I want money

This might surprise you but you can make a decent living off of indie game development as long as you don't go in expected to be rich, which actually makes things like "3k per seat" matter a lot to you.

Unity's entire, actual business model is to appeal to mobile developers who are going to have 10-50 people on a team and make a good amount of money in the space. What is it offering me exactly that I couldn't make myself in a reasonable time frame? With a team of 5 people, it would cost 15 thousand dollars for it, and for 15 thousand dollars, I can easily make my own 2D engine that has all the functions necessary.

Not to mention if you actually use Unity rigorously you will know it's full of bugs ( that you cannot fix without source access) and fundamental design flaws you have to fix (like input) which means you are not even free from engine development.
>>
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Thoughts?
>>
>>157855223
No I'm self taught, started programming in high school.
>>
>>157855287
I'm not sure what's going on
>>
>>157855079
Yeah, then no reason to switch.
>>
>>157852450
my name isnt gogem
and you can do what you want with my advice i dont care, generic action platformer isnt going to make it no matter how good the advice is.
>>
>>157855273
You are completely delusional, you will never make money with that mindset, you are probably just an ideaguy gone mad.
>>
>>157855287
I don't know what the fuck I'm supposed to see.
>>
>>157855287
I can't tell what's happening, or what's supposed to be happening.
>>
>>157855287
I think what I see might be cool, but I can't tell for sure.
>>
>>157855415
I currently solely make money off of developing video games through contract work and indie development.

Sorry if knowing basic math and having actual experience makes me "delusional."
>>
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That fat n-gon. Do I even need to care though? It will literally never be subdivided. Could it produce strange lights maybe?
>>
>>157853175
>OGL? DX?
OpenGL.

>What do you use for model loading? Assimp or your own parser?

I wrote my own parser for the IQM format (http://sauerbraten.org/iqm/). It's used mainly for open-source games.

> How do you do collision detections?
Trace through convex geometry. For maps, I walk the BSP tree and collide against brush planes. For everything else, I calculate planes from either triangles or bounding boxes and do the same thing.

> Will you have a demo out for DD 11?
Probably, but you can see my demo for DD 10 here: https://itch.io/jam/agdg-demo-day-10/rate/84470
>>
>>157855587
What's wrong with it?
>>
>>157848242
>using baked lightmaps

Don't do this senpai, use dynamic GI
>>
>>157855530
This thread is for amateur game developers.
>>
>>157855587
Are u crazy anon?
>>
>>157855587
If it's totally static and flat then it doesn't matter at all.
>>
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pls rate.
>>
>>157855715
What's the point if his lights are static?
>>
>>157855845
Why does it stutter (:14)? Why does it barely react (:42)?
>>
>>157855697
It wasn't originally a bunch of triangles so I'm thinking maybe i should make it a bunch of long rectangles instead.
>>157855779
Not much, u?
>>157855837
Cool. I guess it's always possible to go back if something would turn out wrong anyway.
>>
>>157856156
Because he's using Unity to draw a square, a circle and a rectangle so he's paying a debt for all of the unused overhead.
>>
>>157856156
because you need to do it fast.

maybe I should clamp the value.
>>
>>157856265
>It wasn't originally a bunch of triangles
Yes, yes it was.
>>
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So this is version 1.0 of my game, you shoot bullets using a hammer and fight against spooky nightmares.
>>
Who else mmo here?
>>
>>157855257
They've posted before anon. More than once. Just isn't as frequent a poster as some of the more recognizable ones.
>>
>>157855273
Where are you getting 3% from?
Unity Plus is $35 a month($420 /yr) if revenue does not exceed 200k
Unity Pro doesn't have a revenue cap, but is $1500 a yr.

>per seat
Doesn't fucking mean anything if you're the only person programming the game.
>>
>test game
>game freezes
>immediately remember I didn't put i -= 1 at the end of a while loop

I wish I'd remember that beforehand. Guess I gotta condition myself to add that immediately whenever I initialise a while loop.
>>
>>157856445
me, writing a scalable chat backend in elixir atm
>>
>>157855905
Why make a game engine with static lights?

You might as well use the quake engine then.
>>
>>157856401
Fair enough
>>
>>157856550
>not just while (i--)
>>
>>157856413
is this a vr/vive game?
>>
>>157856550
Do you know about for loops?
>>
>>157856413
Are you having fun stealing progress from reddit?
>>
>>157856635
Unless you want to play around with engine source, sure.

>>157856650
Everything is triangles in 3D. Except the nurbs thing.
>>
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>>157856702
>while(i--)
>While it is possible to deincrement i, keep doing this thing
>do this thing until you get a stack over flow
>>
>>157856810
Can be played with or without VR.
>>
>>157856876
do this until the variable reaches 0* you memer
>>
>>157855665
Thanks for the detailed answer! I'll read about those.

Keep up the good work!
>>
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Can I start making money yet?
>>
>>157856702
I work in Godot. Its scripting language is so advanced it has cleaned itself of such ridiculous operators.

>>157856814
I do. I also know that the bigger my 2D array, the worse they perform compared to while loops for some reason I'm not CS-undergrad enough to know. I also really dislike their use in GDScript and try to avoid them where I can. Queue frustration about my inability to remember the i -= 1.
>>
>>157856943
If it goes subzero I get stackoverflow.
>>
>>157856943
>suggesting 0 means false in every language
while this would work in C/C++, many languages don't treat 0 as false, as such this isn't a very good practice.

It is a much better practice to put a boolean test for your loop, as it aids in readability.
If your loop is going for a set number of loops, a for loop is generally a more readable option.
>>
>>157857205
it cannot go below zero because the condition will terminate the loop when it reaches zero
unless you started with negative value to begin with then yeah
>>
>>157857205
Well it can't go subzero if you only decrement i in conditional expression.
>>
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>>157855587
Holy fuck, what the are you doing?
>>
>>157857205
>If it goes subzero I get stackoverflow.
It can't go below zero, that's the point
>>
>>157857313
the issue is signed ints can absolutely go below zero. while(i--) is not a one size fits all, or even a one size fits most piece of code.

It's just not a very good idea.
>>
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So are there any music making guides out there aimed at complete retards who want to make tracks for their own vidya and own one of pic related and FL Studio?

I feel like I'm kind of gimped having a keyboard that only has one octave on it but I can't possibly justify buying a better one right now. I do have an acoustic guitar though.

I swear to christ the Internet is full of these fucking dudebro faggots who wank their dicks over dubstep and house music, so that's the majority of shit I find. Fuck these people and anyone who likes that garbage.
>>
>>157857493
that has nothing to do with the variable being signed or unsigned
under no circumstances will that make the value go below zero IF it's not been below zero to begin with
>>
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>All these people using while loops
>90% of my loops are for each loops
>dat for(Object o : collection)
Feels good man.
>>
>>157857412
How do I make small meshes?
>>
Anyone need a programmer? I can code pretty well, but I've never made a game before.

Please reply
>>
Well, I told myself if I couldn't make pong in a month I'd kill myself
Today's the day I kill myself
>>
>>157857412
Well that's still an n-gon which will triangulate into pretty much what I have unless you change the topology.
>>
>>157857696
it absolutely can. Because it doesn't use a boolean test, and considering the scope of i can be anything in that example, it's not a safe bet. i can be changed in the loop itself, possibly skipping 0, a different thread might modify it, if it's signed it can start below 0, and depending on language, it might just not work at all.

It's stupid.
>>
>>157857904
Depending on your timezone you may be able to turn out 1 to 20 Pongs until the day has ended.
>>
>>157857762
>90% of my loops are for each loops
>using loops
>not using only recursion
>>
>not using gotos
>>
>>157857882
>but I've never made a game before
sorry, come back when you have a minimum 4 years experience.

I don't have time for you to spend learning the hundreds of algos, optimization techniques and theory of designing games.
>>
>>157857904
>couldn't make pong in a day
What are you trying to do?
Why couldn't you make pong?
What are you trying to do to make pong?

>>157858036
while recursion can be clever, it's usually less efficient. If it can be done with a loop, the loop is the better idea.
Also,
>iterating through a collection recursively
For what purpose?
>>
>>157856576
Interesting choice. What are you using for the frontend?
>>
>>157857656
>knobs and pads
noice
whats that nuke launching joystick on the topleft do?
>I feel like I'm kind of gimped having a keyboard that only has one octave on it
i wouldnt worry because A) you surely have some sorta octave slider on that thing and B) youre not playing live anyways right? shifting notes in post isnt a big issue or splitting up your takes.
>>
>>157858140
>sorry, come back when you have a minimum 4 years experience.
Ah, the catch 22!
>>
>>157857994
>a bool will automatically fix all that
k
>>
Could anyone tell me how to in game maker pick a random spot on a mp_grid for ai to move to? I'm creating a mp_grid at level start so all enemies can use the same one.
>>
>>157858178
c++/ogl for the game client
c++/lua for the game shards
electron for the launcher/updater/etc (just a simple prototype to test out the backend though, might throw it away and use qml instead because webdev a shit altho it allows for some fancy stuff)
elixir again for sessions and store
>>
>>157858348
actually yes.
>while(--i < 1)
is much safer. Still has issues, but for any given value it will eventually evaluate to false.
>>
>>157858030
>>157858169
Haha thanks for the (You)'s faggot, got u good
>>
>>157858574
Ok, then show us your pong game.
>>
>>157858483
Well hot damn. You're definitely a step above me in terms of implementation. Looking forward to some nice progress posts.
>>
>>157858647
I don't have one. I'm a nodev, just not a suicidal nodev :^)
>>
>>157858648
not really, it's mostly a side project that i put very little effort into and don't have much hopes for, i dont have much done either, a bunch of code here and there but nothing playable yet, more like basic foundations for what i want to do
>>
>>157848940
You making a classicvania? I love you.
Kinda makes me want to go back to the one I started but never finished.
>>
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>>157858809
Oh, that's fair then.
Why don't you try to make one though? It's actually pretty satisfying. :3
>>
>>157858809
Oh. In that case,
Kill yourself.
>>
>>157854627
This is really cool!

Have you ever played the lost vikings?
>>
>>157858874
Oldschool Castlevania is terribly under-represented these days.
If you can, I'd say do it!
>>
I'm so excited to hang out with my game this weekend you guys :)
>>
>>157858503
What if i is actually a 12 hour clock and not a integer? --i with i=1 would be 12 and you would never get out of that loop
>>
If your game doesn't satisfy muh dick, then what's even the point?
>>
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Fake 3D is best 3D.
>>
>>157859251
if it's a 12 hour clock object then you wouldn't be using it in that way anyway.
>>
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>GTX 1080
>2x 4k 30'' monitors @ 144hz
>$200 monitor mount
>$200 mech keyboard
>$1k wacom tablet
>32GB ram
>250GB M.2 SSD
>Large desk
>White board
>5TB + UPS

Is this maximum 1ma dev?
>>
>>157859348
Except you know that's actual 3D.
>>
>>157859348
what's fake about that?
>>
>>157859471
>>157859507

Those are flat sprites you silly.
>>
>>157858967
its kinda autistic to admit, but debugging/adding new features does feel pretty good

that rush of dopamine after fixing a major bug in the middle of the night
>>
>>157859441
Unless you're doing state of the art 3D, you don't really need that hardware.
>>
>>157859471
It's not actual 3D. It's several layers of 2D sprites that create a voxel look.
>>
>>157859557
>>157859602
Source?
>>
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>>157857337
>Well it can't go subzero
>>
>>157859576
im making a 2d pixel game
>>
>>157859441
>spending that much money and skimping on the SSD
>850 Watt
still jelly af
>>
>>157859628
No I'm using Unity.
>>
>>157859190
Totally agree.
Thanks I'll try to go back to it while resting from my main project.
>>
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>>157859557
the main characters and enemies? they're quite obviously not 3D to the point you couldnt say theyre faking it
>>
>>157859441
Solid choices. Got a 1080 and the same chassis. Never loved my PC so hard before.
>>
>>157859765
The level too, it's stacked images
>>
>>157859765
gogem you really are dumb aren't you? Look at the webm again, it's honestly really obvious.
>>
>>157859859
well the foliage obviously is, but thats not even weird for full 3D games. you trying to say those houses and telephone poles and cars and boxes arent modeled?
>>
>>157859996
That's correct, everything is sprites in that webm, there's no 3D models.
>>
>>157860087
Stop lying fag.
>>
>>157859348
>>157859727
I am absolutely in love with your game, if you need any help let me know.
my strenghts are in this order
sound effects
low poly
textures
writing
music
>>
>>157860198
Shut the fuck out nigger
>>
>>157860087
well that's either bullshit or so much z-sorting/redrawing effort that you're retarded for not just modeling it
so... bullshiter or retarded?
>>
>>157860173
It's pretty easy to create a pseudo 3d effect. I don't see why though when the same result can be achieved using shaders and such in 3D.

>>157860198
>being this dumb and thinking it's his game
>>
>>157860198
Hey contact me my dude, I need someone who can do music [email protected]
>>
>>157860173
>>157860293
https://www.youtube.com/watch?v=iAJ-tyiUVag&t=2410

>>157860198
sorry m8
>>
>>157860198
Hey my email is [email protected]
>>
>>157860426
>made in game maker

ENGINE DEVS BLOWN OUT YET AGAIN
>>
>>157860426
>gamemaker
retarded it is
>>
Daily reminder that you have to learn to draw to make your game look good.

Taking photosourced textures and chopping them up and scaling them down just looks like blurry shit. You should be handdrawing all your textures. As long you can hand draw textures and have good lighting, your game will look great despite low poly counts. Shit textures on a high poly model look like shit. Great hand-drawn textures on a low poly model never age.
>>
>>157860576
Where's your good games?
>>
>>157860745
>you have to learn to draw to make your game look good
False
Google Restricted RPS
>>
>>157860796
put my post name into your address bar

>>157860426
>"i still dont know what direction to take [this game] in"
being an enginedev in gamemaker is the most extreme retardation ive witnessed in a while and i feel sad for him
given this video is a few weeks old i assume his artist must have left him by now.
>>
>>157860989
i know people hate on googem but his art isnt necessarily bad. it definitely has a style to it that makes it unique

its much better than some of the pixel art games you see here thats for sure
>>
>>157860989
>Gogum art

I would rather kill myself.
>>
>>157861074
emphasis on
>good
>>
>>157859425
You don't know that
>>
>>157861074
>put my post name into your address bar
I said good games.
>>
>>157861093
His art is literally Tumblr art with less polygons.
>>
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>>157861135
no ones stopping you.
>>
File: belts.webm (2MB, 512x384px) Image search: [Google]
belts.webm
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Made more level

>>157859064
Nope
>>
>>157861275
Why don't you go back and finish your Trump game? ;)
>>
File: this nigga.jpg (86KB, 897x869px) Image search: [Google]
this nigga.jpg
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>>157860989
>>
>>157861519
youre thinking of someone else
>>
>>157859348
the enviorment is giving me day z feels

keep up the good work
>>
>>157861582
>I will just pretend I wasn't making art for my Trump game
>>
File: JvJcaptures (01).webm (3MB, 1920x1080px) Image search: [Google]
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So I've made some movement changes and added a special ability to Jetpack Surf.

Also my discord account got deleted somehow.

If anybody wanna playetest you can come to the new server.

https://discord.gg/ycd9Y
>>
>>157862010
are you talking about whip the vote? i finished that last year.
>>
>>157855587
Haha, oh shit, this is like that programming diploma-meme, but for graphics.
>>
>>157855587
yeah,it works but...
>>
You guys told me reddit was a terrible place, but they're way more helpful and knowledgeable. wtf.
>>
>>157862807
>but they're way more helpful and knowledgeable. wtf.
Sure if you're making bad mobile games
>>
File: OBEY TRAITOR -Small.jpg (776KB, 1048x1500px) Image search: [Google]
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>>157862807
>>
File: revision.png (217KB, 1033x1500px) Image search: [Google]
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Revisioned my debug command code. Before (top) was everything in a giant if elif else tree with the conditionals being command = "a_certain_string", resembling a switch case.

Now I made each command a function and simply check whether or not the debug object has a function called like that and execute it.

Makes the code more legible and maybe 4% shorter.
Why do I not want to code gameplay? I thought I was making a game?
>>
File: tenchu2f.jpg (23KB, 384x288px) Image search: [Google]
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Why do so many PS1 games look "wavy"? Look at the floor boards, or the wall borders. Why couldn't devs draw straight lines?
>>
>>157863070
It's a stylistic choice. They busy your eyes with flowing, more natural looking curves to distract you from the cold mathematical sharpness of polygon edges.
>>
File: dumb fucking queen meme.png (357KB, 368x471px) Image search: [Google]
dumb fucking queen meme.png
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>>157862807
>>
>>157863070

Its how it rendered by the PS1 engine.

If you look at the texture it is probably straight.
>>
>>157862807
i think you're in the wrong place then friendo.
>>
File: newTopology.jpg (22KB, 528x462px) Image search: [Google]
newTopology.jpg
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>>157862446
>>157862593
Would this be better then? It's the same as before just prettier edges and more vertices.
>>
>>157863070
PS1 was just shit at rendering 3D.
>>
>>157863070
The PS1 snapped vertexes to integers while rendering, so the rendering wasn't very precise.
>>
>>157863405
NO. NO.
STOP.

That whole flat face should be 500 vertices, nigguh
>>
>>157863405
No, do what >>157857412 says. You don't have to attach the big prism to the small ones.
>>
>>157863070
integer vertex positions
You can emulate that by clamping in a shader
>>
>>157863628
Oh I see, that makes more sense than the image.
>>
>>157863067
Use dictionaries.
>>
>>157861478
Your game reminded me of it
Something about the clouds and slow scrolling
But the spinning in the tubes and jumping from springs made me think of Sonic
>>
>>157857065
Make the flying saucers ignore the turntable.
>>
File: IMG_0723.jpg (254KB, 768x1024px) Image search: [Google]
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>>157842734
I'm somewhere between mediocre/decent at sketching doodle characters, and I have no scanner.

How do I turn doodles into cute game assets?

Also, is there any decent free animation software? If not I'll still with gimp but gimp can be obnoxious if you make mistakes with layers.
>>
>>157864197
Can you elaborate what advantage that would give me?
>>
File: blender-app_2016-10-19_22-08-01.png (90KB, 319x549px) Image search: [Google]
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Does this zombie look okay?
Guess why the head is a separate mesh
>>
>>157857656
Well you could learn some things from dudebros, fedora man
>>
A lot of you guys are still photosourcing textures.

Stop that. Hand drawn textures never age.
>>
>>157864510
It would eliminate all the functions and the if/else commands. It'd also make the code much shorter and look much nicer, letting you later modify it faster.
>>
>>157864669
Can you recommend a good program for drawing pixel textures in? Is there anything that will let me load my model in one window, and draw in the other so that I can see the real time changes?
>>
>>157863070
This is related to how emulators render textures and objects at high resolutions. I don't think it was like this on an actual system.
>>
I have a bunch of animals, easy.

Wrote some code to make them breed and produce offspring that has traits of both the parents, great.

Even wrote code to match genetically similar animals to make selective breeding easier, no problem.

But now I'm having trouble thinking of how to efficiently generate pedigree trees. Storing parents is easy, storing parents of parents is easy, but storing siblings doesn't have an immediate obvious answer to me. Obviously I could make a loop that checks for other siblings from each parent. But then to go father, I need to loop through each of those siblings to find nieces/nephews. Then I need to loop through the parent's siblings to find uncles/aunts. Then loop through THOSE to find cousins. Then loop through THOSE...etc, etc. On paper I can see what the code would look like and I don't like it. It seems horribly inelegant and a nightmare to debug.

So is there any secret to efficiently parsing out family trees? Or is it just a god awful set of loops and recursion until you reach every possible dead end?
>>
>>157864848
Blender has testure painting built-in. I used to paint the textures in PS but doing it in blender seeing the changes in real time is much much better.
>>
>>157864707
I'm sorry if I'm sounding daft, but I fail to see how a dictionary would make the text significantly shorter. The body of each function is as short as it can get to deliver the wanted effect.
And I don't think dicts can execute commands stored as value.
>>
File: Neato.jpg (28KB, 450x428px) Image search: [Google]
Neato.jpg
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>>
>>157863215
>>157864865
If you don't know the answer don't talk out of your ass to confuse the people that actually want to learn.
>>
>>157865009
You're calling the push_to_console command in each function. Same with that unnecesarry if at the beginning of every single one.

If you just create a dictionary with "responses" based on the parameters you can just call it once. That'd let you make the thing atleast 50% shorter.
>>
>>157864865
>I don't think it was like this on an actual system
You must be 18 or older to post here, anon.
>>
>>157864471
Your best bet is phototshop i'm pretty sure cs3 or 2 is available for free now.
>>
>>157865085
You might have some problems with the texturing doing that, but at least you'll get the people off your back for having a handful more tris than before.

:^)
>>
>>157865009
>>157865424
Even if you don't wanna use dictionaries atleast make the functions RETURN the data you wanna push to the console then write something like

push_to_console(function_name());
>>
>>157862807
From what I've seen, reddit cannot give you actual criticism because of their point system.

They will refuse to say anything that can be potentially hurt your feelings because they'll get negative points from others

here people aren't afraid to speak their minds about your game.
but you will get some shitposters though.
>>
how do I get a random float between two values in C#?
>>
>>157865534
I'm going to be instantiating a ton of these so lowering the tris is quite important I believe. But yeah texturing will be slightly more annoying. Will probably end up making like 3 steps and copy them for the other steps anyway.
>>
>>157865424
The depicted section is part of a group of commands that can only be executed if the corresponding flag has been set. Granted, I could remove that from each command and implement the check earlier in the chain.

The push_to_console function adds a message to a custom debug logfile. The message is only pushed if the command finishes execution and they all have a different message. To park this functionality somewhere else wouldn't save much space, because the exceptions get only more numerous.
>>
>>157864669
Rareware used photsourced textures for goldeneye and PD
>>
>>157843896
Probably not the game title or anything, but Punch Cockpit is a fucking excellent name.
>>
>>157865998
that was clearly the point, they aged like eggs
meanwhile autists and their own staff are remaking their cartoony works from the same era right now
>>
>>157855287
Get out of here Codeglue, you're drunk.
>>
>condensed a bunch of boilerplate code into 1 liners

feels gud
shakin n' bakin
>>
>>157866716
>>condensed a bunch of boilerplate code into 1 liners
inb4 ternary operator abuse
>>
>>157859348
the limited palette really makes the 2D main character blend in seamlessly with the 3D environment. Really consistent and good artistic vision.
>>
>>157865994
Can you post your entire source code? I wanna know how badly you fucked up functional programming to end up with that kind of code.

First off just add a if param != null at the beginning of the push_to_console command. Then make the functions return null if it's fucked up. It'd save you a ton of headaches later on and it'd make the code look much cleaner.

The purpose of functions with parametres is so they can be called at any time with different inputs that'd return different outputs. Having 5 different void functions with each of them calling another function with the output they're supposed to be returning is just wasting space.

Just write a code like this

if commandsallowed.has("debug"): push_to_console(function_name(param));

Then make the actual functions return something.
>>
>>157854509
Godot is free.
:B
>>
>>157866816
nah, i just made a genius method for tieing a bunch of similar code together. i also love ternary operators though and use them whenever i can.
>>
File: enemy base.png (174KB, 1680x988px) Image search: [Google]
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why the fuck does my UV look like this.
>>
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Going to have moving plants in the background to make the level feel more alive.
>>
>>157867351
Is that a seam around only one leg and is that intentional?
>>
Would it be feasable today, computational, to create a building brick-by-brick (each brick could be a simple rectangular cube), so that buildings could be 100% completely destructible. Each brick would need to be have physics, but they'd probably be static until enough force was applied to loosen them.
>>
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>>157866902
>post your entire source code
>>
shit never mind>>157867351
>>
>>157867485
Maybe if it was the only thing in your game.
>>
Post some 2d games with good HITSPARKS
and general good hit-effects are cool too
>>
>>157867485
If you want to have only one building, sure.
>>
>>157867485
I think you are abstracting too much. Just code some molecules to properly simulate bricks breaking apart.
>>
>>157867445
neat
but you could have been working more on your art if you had just used an engine ;^)
>>
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>>157865290
>>157865426
There is a plugin for pcsx-r that solves the problem apparently making lines look straight. webm related
>>
>>157867501
Just do it, noone cares about your shitty programing skills. I always distribute my game's demos with the .zip exporting so anyone with a copy already has the source code with it.

Besides you're using GODOT which uses the GPL license, I highly doubt you can actually distribute your game without making it free software.
>>
File: 1473406043624.jpg (98KB, 1024x768px) Image search: [Google]
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Progress. -_-
>>
>>157867445
It's Giving me a Disgaea vibe. I like it anon
>>
>>157867883
Cool grass effect but is it actually a fun game?
>>
>>157867445
Groovy.
>>
>>157867445
Please contact me [email protected]

I may have a good offer for you.
>>
>>157867987
That looks like shit. Never ever post here ever again.
>>
>>157867919
Neat, that's because modern computers can render with high precision. PS1 could not. I can guarantee it, I literally have a PS1 in my room and it does not have high precision rendering.
>>
>>157868102
I don't know. The guy has been working on it for almost 4 years, and this is considering he has a dedicated artist, and is using an engine.
>>
How can I make a game like nuclear throne without it being considered a cheap knock off?
>>
>>157868185
Really? Well I figured it was an emulator problem because that's what the author of the plugin said, but he might just have been referring to the wobbly effect you get with high resolutions.

Haven't played my ps1 in a long while. Lens is busted.
>>
>>157868247
Well he has a patreon and is full of money.
>>
>>157867929
>GODOT which uses the GPL license
Nope, Godot is MIT. You can sell Godot games and you don't have to pay the Godot devs a single penny.
>>
>>157860989
i wanna absolutely demolish that dog
>>
>>157867929
Whoops it actually uses the MIT engine, ignore the last sentence.
>>
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>tfw just discovering screen shake
>>
>>157868370
>I'm going to steal the devs
>>
File: well done my son.jpg (73KB, 584x246px) Image search: [Google]
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>>157867987
Wow this looks really good! What engine?
>>
>>157867919
That's neat, but totally missing the point.
>>
File: what have I done.gif (471KB, 500x281px) Image search: [Google]
what have I done.gif
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>>157868485
>mfw I implemented screen shake for the first time
>>
>>157868513
It's really up to you if you wanna support the devs or not. For what Godot offers, this is quite great. I think the only obligation is to include a copyright notice of the engine somewhere.
>>
>>157867883
But there's no fun in using an engine, I care more about having fun programming than making a game :^) Otherwise I'd have never made my own engine.

>>157868000
Disgaea? I only played that Prinny game, I was copying Odin Sphere.

>>157868115
Thanks

>>157868157
What kind of offer?
>>
>>157867987
Gross.
>>
>>157866902
http://pastebin.com/Ex1e7C2p
Please be gentle.
>>
>>157868157
I would only hope the devs you constantly do this to have lurked enough not to fall for it.
>>
Can I peepee in your moumou?
>>
>>157867987
>posting this same image again

why
>>
>>157867987
FUCKING DELETE THIS

MOOOOOOOOOOOODS
>>
>>157868787
Who is he? Never seen that name before and the archive shows nothing
>>
>>157869097
Shitposter that posts random contacts and tells devs to email them about whatever.
>>
>>157868621
ssssource
>>
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>>157867987
>>
File: 1475791752992.jpg (138KB, 426x550px) Image search: [Google]
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What do you guys do to promote your game
>>
>>157868718
>thinks he cant have fun programming in c#/unity

I have 60k lines of programming fun-goodness.
>>
File: Enemy_Demo_1.webm (2MB, 986x552px) Image search: [Google]
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so I'm working on a spoopy wall-of-noise / static monster meant to consume all in its path
here's what I've got so far.
Took me about 20 mins all in all.
>>
>>157869368
I put the demo on cds and hand them out at underground stations while dressed in potential drugdealer clothing.
>>
>>157869228
that's pretty messed up.
>>
>>157869368
pray to satan. offer my blood. social media.
the usual.
>>
>>157868718
wut you have loads of fun programming in unity.
>>
>>157867987
What kind of fucking madman would make this and then think it's a good idea to post?
>>
>>157869383
>I have 60k lines
Game? I don't remember any large scale Unity games in aggy.
C# is comfy but I'm not switching to Unity to a 2D game when I have all I need already, I'd try it to dick around with simple 3D games but not right now.
>>
File: geniusparty.jpg (3KB, 130x130px) Image search: [Google]
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>>157869368
Make a nice video for the game, ask around for feedback, and well

shill
>>
>>157867987
This is why nonwhites and eurocucks need to be BANNED from /agdg/
>>
>>157869576
I'm sure you can, but I like learning what goes on behind the scenes and Unity already abstracts all of it so you can jlmg quickly.
>>
>>157869837
like what
>>
>>157867987
This is fucking disgusting.
>>
>>157869368
So far nothing.
I only edit its tags on itch.io to change the ones that gave me 0 views for new ones to test. Eventually I'll get a good set of tags.
I have plans to make a blog and a twitter as soon as the game looks polished enought for it.
>>
>>157869952
Setting up the window, graphics, input and so on. I enjoy learning stuff like that. I already have a decent code base now for 2D games so there's not much Unity offers for me except being cross platform.
>>
>>157869837
>Unity already abstracts all of it
Unity provides lighting,object linking and optional Box2D physics.(If we're talking about 2D) The editor is the main reason I use it.

that's about it really.
it just feels like a lot because there's so many asset store items.

And don't even mention overhead. It runs on shitty mobile phones.
>>
>>157870208
>It runs on shitty mobile phones.
Is it actually that bad? I always figured it was devs not optimizing since it's pretty popular for mobile.
>>
>couple of jam games
>usually gets 4 or less downloads every day
>suddenly 40 downloads today
w-what is happening
>>
>>157857412
Isn't that bad for lighting?
>>
File: 1453546553418.gif (4MB, 500x281px) Image search: [Google]
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Why does it say printf is ambiguous?

PRINTF IS NOT FUCKING AMBIGUOUS. FUCK YOU VISUAL STUDIO!
>>
File: 19102016_dialogue.webm (286KB, 640x480px) Image search: [Google]
19102016_dialogue.webm
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>>
>>157864512
Has tiny legs but its ok if you're going cartoony
>>
>>157870010
How can you check how many clicks a tag gives you?
>>
>>157870489
I think you misread.
By shitty, I mean it can run on 4~5 year old phones, hence 'shitty phones', though I guess outdated phones would have been a better word choice.
>>
>>157870925
Yeah I did misread, never mind.
>>
>>157870829
whoa!

Funky functionalities
>>
How many people here are using game maker for their game?
>>
>>157871181
Every single good game here uses game maker.
>>
>>157871181
just me, nobody else
>>
>game maker deciding to register nearly every click in the ide as a double click

well fuck you too buddy, I'll just go do something else then.
>>
>>157857065
It's memey enough, play your cards right and you could.
>>
>>157871438
Maybe your input is fucked .
>>
File: houses.jpg (411KB, 1920x1080px) Image search: [Google]
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Almost done with my modulare buildings, time to start the fun process of uv unwrapping
>>
>>157867445
When I grow up, I want to be like you.
>>
>>157871564
it is. i tested it out for five minutes or so and only got that issue in game maker. only now is it doing it in general.

dunno if it's the mouse or windows though. I've had this exact problem before with other mice.
>>
File: Unite types.png (498KB, 1277x786px) Image search: [Google]
Unite types.png
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Hey guys, can you recommend me something to read about creating AI in strategy games? I'm making a disgaea/fftactics/shadowrun-like game, but I don't know shit about AI programming, and most of the online info I saw is about action game AI.
Pls help.
>>
>>157868763
So I've skimmed through it and here are some things you can do to improve

First off I thought you were doing some kind of debug log based on what's happening on the screen. Didn't think it was a development console.

You can use set_hidden(!object.is_hidden()) instead of show() and hide()

push_to_console function is generally ok. The typeof function should check for null IIRC but you can add an extra check if you want a console command to appear in case that happens.

Rewrite the _on_Commandline_text_entered function. Replace all the while loops with for loops. It have no idea why you haven't used them in the first place.You don't have to remove the first item on the split string array just set the [0] as the command then use a for loop to set the rest of the items as params*. Then instead of adding push_to_console at the end of each function just write it like I mentioned earlier. Writing push_to_console(call(command, params)); WILL CALL THE FUNCTION then it will send the returned output to be pushed to the console.

To be honest since it wasn't what I thought it was there actually is no reason to use dictionaries since the whole point of the commandline is to call functions.

I haven't read the individual functions so I can't comment on the.

If you need any help or have any questions feel free to ask.

*You can use for i in range(1,sliced.size()) to scroll through the array
>>
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When did you realize you were that guy? The one with the big plans who never amounts to nothing? The one who talks a lot more than he does? The one that tries to hide away his fears and insecurities but one day he just breaks?
>>
File: logowjic.gif (11KB, 702x388px) Image search: [Google]
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with sword or without?
>>
>>157872313
I'm reminded every day.
>>
>>157871593
normal map those windows anon
>>
>>157872410
With looks too much like "Endirous".
>>
>>157872410
Keep the sword!
>>
>>157872410
Flip the sword horizontal so the text overlaps it.
>>
>>157871593
>>157872641
At least the shallow ones.

>>157872410
This is great. Maybe just make sword a bit shorter...
>>
>>157872410
picture it on various media
unless you already have a seperate logo for your game besides this one which you can put over stuff, then you have to think about brand recognisability
>>
>>157872708
>>157872715
I'm getting conflicting opinions.
how do i tell who's right????
>>
>>157872410
Try making the sword angled
>>
Ugh... Why do blacks ruin EVERYTHING?
>>
>>157872410
If you're going to use the sword, then put it on an angle, so you don't have this off centered looking weirdness.
>>
>>157872410
put the swond on the U
>>
>>157872641
The totalt tri count for the largest building is 5k, wich is nothing.

The extra detail is worth it.
>>
>>157872410
Why does skull not have the goggles?
>>
>>157872410
i think an axe would look better there
>>
>>157873110
I second this.
>>
>>157872410
theres not even a sword in your game
>>
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HOA.png
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>>157873098
>5k,
dude thats what your high poly character should have
>>
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>>157859348
For the faggots that didn't believe this guy here's how the "models" are constructed.

It's all made out of a fuckload of layered sprites.
>>
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How do you stay motivated to work on the game of your dreams when you know that Goat simulator made 14 million usd and that Undertale made mulitple millions?

I get constantly pissed of and just think I should drop working seriously on my game and just start trying to do some meme shit game like Undertale or Goat simulator.
>>
>>157873318
looks more like it's made out of autism
>>
>>157873295
Now you're just fucking trolling.
>>
>>157873318
That really looks like way too much effort

>>157873390
Don't make games for money, or make a meme game and use the profit to work on your dream game.
>>
>>157873318
?????
you're clearly placing those sprites in the world using 3 dimensions???
>>
>>157873295
you're kidding right?

character models in games today are around 35k-50k tris.
>>
>>157871701
Is that drawing yours? Those dudes look fucking great.
>>
>>157873545
Guns in first person games are around that these days.
>>
>>157873510
>what is forced perspective
hint - just because it gets smaller as he drags it up the screen, doesn't mean it's getting further away!
>>
>>157873390
how do you know the game of your dreams isnt memeshit? like really, how do you know?
>>
>>157873390
Undertale might reference meme topics, but it's not a meme game. Stop being jealous of others' successes. Other than that, first, try to decide what your dream is after all. If it's to make your dream a reality, then money doesn't matter. If it's money, then you are right, just make a game which appeals to the most people possible.
>>
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>>157873287
go away ryan
we know about your prescription socks


>>157873110
>>157873171
Workin on it.
>>
>>157873505
>That really looks like way too much effort
They probably have some cool tools to make the process a lot more reasonable. Or they're simply crazy.

>>157873510
I'm fairly sure it's just parallax layers, something like a lot of 2d platformers do with back grounds that are layered and the layers move at different speeds in relation to the main layer/player.
>>
>>157873658
How did you know? Oh wait ;)
>>
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>>157873601
That's true, the original build of Ryse had the MC at 160k
>>
>>157873545
>35k-50k tris
That's fucking low for AAA games nowadays.
>>
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>>157873593
yeah, I did it. I'll be doing the 3d models as well, so I kept them pretty basic. It's great that you like them, I'm pretty nervous since this is my first big project.
>>
>>157873778
>busts out the freeze frame
THERE SEE IT. FOR A SINGLE FRAME A SWORD APPEARS OUT OF THIN AIR BEFORE EVAPORATING AS HE SWINGS NOT TO BE SEEN AGAIN UNTIL THE NEXT ATTACK!
spooky
>>
>>157874006
>I'm pretty nervous since this is my first big project.
baby steps
>>
>>157873987
>crysis MC at just over 20k
And here I was scared of going over 8k
Guess I can bring back those other details.
>>
File: woosh.webm (1MB, 1208x516px) Image search: [Google]
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Day 2

I finished the projectiles as well but mouse aiming is bugged please accept this visual fluff as an apology.
>>
>>157873987
>Too much shit going on so low poly
>Game looks like shit if you are close enough to anything
>IDK
>Game play at 1 fps
>Game zooms real hard on your character and maye a couple enemies, so having high poly works
>See above
>It's shit
>>
>>157874181
If you're working for PC, you can push more polys than your realise, if you're working for mobile you gotta be a bit more careful.
>>
>ue4
>delta time camera rotation
>with a controller it works correct
>with a mouse the rotation speed slows down as framerate increases
>remove delta time
>controller scales with framerate
>mouse is correct

????
>>
>>157874247
for a moment i thought it was a blue penis
>>
>>157874247
Why are you making a game about a vibrator?
>>
>>157874181
Half-life 2s characters were around 6k-8k tris
>>
>>157874026
who hurt you gogem?
>>
>>15787170
>strategy games
>disgaea/fftactics/shadowrun

Yeah, fuck off.
>>
>>157874247
finaly Dragon Dildo The Game
>>
>>157874367
It's a free country, I can do whatever I want.
>>
>>157873778
>mixels
>>
>>157874247
Lewd jam is over anon.
>>
>>157874416
whats with all the non-sequiturs?
>>
>>157874026
damn gogs, that's some serious butthurt you got there.
>>
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brains
>>
>>157874305
based on epic's samples I'm going to say that the mouse position values are already delta timed before you receive them
>>
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I'm making a game, what do you guys think?
>>
>>157874275
>>157874368
Looking at it now, I would go as high as 30K considering the rest of my environment is pretty simple but it becomes a case of balancing poly count versus what you can't see anyway.
You're right though, I would stay strict to around 8K if I were going for a mobile game but I'm not.
>>
anyone got any good info on mode 7 stuff?
I want to make a small racing game using the concept but the info wikipedia provides isn't helpful.
>>
>>157874663
this gives me a house of the dead feel
>>
>>157874603
how do you mean?

>>157874691
im breathing heavily
>>
>>157874782
>wants to implement mode 7 just be reading wikipedia

kek
>>
>>157874486
forgive me father, for i have sinned.
>>
>>157874857
Can you list your top 10 favorite video games (not made by you)?
>>
File: 1473408547463.jpg (235KB, 1024x768px) Image search: [Google]
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what do you think of this game I'm making, guys?
>>
>>157874782
Google Mode7 + [your language/library/engine]
There's been implementations in many languages so I'm sure you can find something
>>
>>157874947
>(not made by you)

That would be like listing the not so good games I played, you don't want that.
>>
>>157874691
why does that horse doesnt have any arms?
>>
>>157874863
no but it's often a great launching pad
>>
IT'S SO FUCKING CLOSE
I almost have scrolling working, it's just snapping around in weird ways now and not moving the player status for some reason
>>
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>>157874963
>>
>>157874963
someone needs to write a script that hides all hl2 posts
>>
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>>157874963
It looks cool.

And what engine are you using sir?
>>
>>157874963
why

why does this exist

why would someone make this
>>
>>157874981
>Google Mode7
wat is tis
>>
>>157859348
man, this is seriously making me moist
I fucking love this style and color scheme, reminds me of the upcoming Nier title. Wouldbuy/10
>>
>>157874947
>(not made by you)
what kind of ridiculous narcissist do you take me for? anyone who has their own stuff they made on a favorite list is fucking retarded.
anyways i probably cant come up with a top10 since i dont really like playing videogames that much.
>>
>>157875282
I guess you're in luck 'cause it's already out in a game pack on itch.io and wasn't made by anyone here.
>>
>>157873778
Like this maybe?
>>
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Finally figured out how to do basic threading in Unity.
The falling sand simulation is running on a background thread, leaving the UI thread unburdened and silky smooth.
Now, I'd like to partition the sand simulation into multiple parallel subthreads, but this seems pretty damn difficult.
I need to figure out a way to guarantee that their state is synchronized, otherwise weird things could happen at partition borders.
>>
File: xx.png (21KB, 1132x754px) Image search: [Google]
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Think i prefer it without the goggles.
>>
>>157874963
>shipping crates perfectly wedged into 2nd, 3rd, 4th, and 5th story floors of a brick building with glass railing

this is low even for source posters
>>
>>157875491
END::ROUS
>>
>>157875436
best
>>
>>157875263
*notices your mode 7*
OwO
>>
>>157862117

what the fuck are you even making, looks like shit
>>
>>157875467
How? Teach me
>>
>>157875374
>what kind of ridiculous narcissist do you take me for?
the kind of ridiculous narcissist who namefags and thinks his games are good when they're neither gamer OR good
the kind of ridiculous narcissist who keeps posting in this thread even though he never posts progress, asks for feedback or anything

> i dont really like playing videogames that much
That's pretty obvious considering you don't know what makes a game, or what makes a game fun.
>>
>>157875436
I like this. It doesn't feel off-balance and gives the impression the character carries the sword on his back.
Goggles look good too - >>157875491
They're a little hard to read here.
>>
>>157859348
>>157873318
I like the aesthetic this technique gives the game, I think if you fix up the whole in-out-in-out pixel thing it'll be solid gold.
>>
>>157875436
not half bad actually. Gonna try clean this up a little and see how it looks. Thanks.
>>
Working on a new enemy, a monkey-like fella that drops bombs from above.

Currently having some issues getting out of tight corners, do you guys think it would be unintuitive to have a double jump that comes before you swing?

Also haven't figured out how to avoid mixels when drawing the arm dynamically
>>
>>157875467
Mind open sourcing your progress?
>>
>>157873658
Because I focus on gameplay instead of pandering to reddit, tumblerinas, 15 years old, furryfags, etc.

>>157873703
The only reason it got popular is because of pandering, not because it's a good game.

It's 100% memetrash, it's not a fun game.

I have researched these types of games a lot and I will stop working on my real game and start working on some trash. Will post it here once I have some progress and you will all say it's a shit game, but because I'm pandering to groups of people and will pay some blog retards to post about it I will become successful and retire somewhere in the philiphines or Thailand to work on the game of my dreams.
>>
>>157859348
this is beautiful
>>
>>157875858
if you fixed that it would identical to models with a pixel shader
>>
>>157876036
>Because I focus on gameplay
that doesnt prove anything, most memegames have extremely focused gameplay.
>>
to all the faggots creaming themselves over nium:

https://juegosrancheros.itch.io/fantastic-arcade-2016
>>
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>>157875769
I just use the basic .NET Thread, which loops over the sand array. The main thing to remember is that Unity itself is not thread-safe, so I couldn't update a bunch of Rigidbodies like that for example. Basic processing and data manipulation works fine though.
>>
So Renpy needed me to upload animations frame by frame, which is fine, I'm a patient man.

But for whatever reason the animation sometimes starts halfway into the animation.

Here's what I'm using FYI

image Protag tongue = Animation("Tongue1.png", 1.25, "Tongue2.png", 1.25, "Tongue3.png", 1.25, "TongueEnd.png", 1.25)
>>
>>157876123
I've never seen 3D that looked like this. Maybe you could do it but that would probably be a similar level of work if not more work on top of starting over.
At the very least fake3Ddev should fix those plants, the in-out means they're a series of floating pairs of pixels on top of each other, I had to look at them a whole lot to figure out what they even were, and they way they're different and the way they move and probably the way they visually interact is very distracting.
>>
>>157873390
>>157876036
the best solution for you is quickly applying a sledgehammer to your head
>>
>>157876025
I can't be bothered to make this into a self-contained thing, but I can share code for parts you are interested in.
>>
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i didnt like how the original castlevania handled underside collisions so i made just it stop you.

stairs next which are a pain in the ass, then attacking
>>
>>157875187
This is bait
>>
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Is grid based pathfinding compatible with uneven terrain? Hopefully someone here knows, thanks.
>>
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>>157876004
And I forgot the fucking webm.

Basically I'd love to know:

>Would being forced to double jump before swinging be bad?

>How to avoid mixels at larger resolutions with dynamic arm swinging?
>>
>>157873390
Are you implying Undertale wasn't the game of Toby's dreams?

I get suggesting Goat Simulator was a cash grab but I don't think you can say the same for Undertale.
>>
>>157876604
https://www.youtube.com/watch?v=zUaO1TgQJl8
>>
>>157872235
>You can use set_hidden(!object.is_hidden()) instead of show() and hide()
There is newer code in the project where I have done that. Guess I didn't update it here.

>I have no idea why you haven't used them in the first place.
I've read several times that in GDScript while loops are generally faster than for loops. Granted, the difference in this context is negligible to non-existant.

>You don't have to remove the first item on the split string array just set the [0] as the command then use a for loop to set the rest of the items as params*. Then instead of adding push_to_console at the end of each function just write it like I mentioned earlier. Writing push_to_console(call(command, params)); WILL CALL THE FUNCTION then it will send the returned output to be pushed to the console.
I'll look into that. The split was because it was easier for me to wrap my head around it at the time; this is some of my earliest code in the project.

>To be honest since it wasn't what I thought it was there actually is no reason to use dictionaries since the whole point of the commandline is to call functions.
Yeah, that's why I was so perplexed by the suggestion.


Thanks for taking the time to take a look at this, I appreciate it.
>>
>>157876428
>I've never seen 3D that looked like this
literally how? theres even an AGDG dev making a 3D game, pixelated with a shader for the gameboy jam.
>>
File: 1474159189842.jpg (65KB, 1024x768px) Image search: [Google]
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progress :)
>>
>>157876694
I think the most important thing is to be consistent with whether you have to expend all your jumps before you're allowed to use aerial abilities. Personally I know I can relatively easily attune myself to either way.
>>
>>157875887
Actually, I ended up realizing I feel the lines and I think the goggles needed that outline a maybe some higlights. In don't know. Too busy now?
>>
>>157876759
what the fuck is this shit
i love it
>>
>>157876793
gogem put your name back on
>>
>>157875054
that's a lie googs and you know it.
>>
>>157874691
I think you come from a former Warsaw Pact country.
>>
has googs even finished a game this year?

he's getting kinda pathetic
>>
>>157876694
is that gish?
>>
>>157876793
what the FUCK
>>
>>157877360
I loved gish

I'm not even a fan of 2D platformers.
>>
>>157876775
I don't mean pixelated, I mean how it looks like what it is: a bunch of 2D stuff arranged to form a 3D appearance. The trees show it off best.
>>
>>157861478
Add a little gas of some kind being expelled from the exit of the pipes.
>>
>>157877561
holy shit, somebody else who liked gish?
that's almost as rare as finding people who liked zelda 2 or castlevania 2
>>
File: guessWiki.png (606KB, 1687x767px) Image search: [Google]
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I had about an hour to kill, so I made this "game" real quick :https://videogreg93.github.io/randomWikipediaGame/

It finds a random wikipedia article, and you have to give the title out of a multiple choice. Right now its ugly and very basic, but then I got thinking that maybe fleshed out a bit it could be a fun free mobile game.

1. Do you guys think it would be somewhat fun?

2. Would I be allowed to do this? You know, using Wikipedia stuff to make a game (monetized or not).
>>
>>157853705
that looks neato af
>>
>>157876793
I showed this to my wife's newborn son and it actually made him cry. I'll see you in court, asshole.
>>
>>157877684
I even played the local multiplayer with my brother, it was great.
>>
>>157877684
I think most people who've been around long enough to remember Gish probably enjoy Gish.
>>
>>157877146
>has googs even finished a game this year?
have you
>>
>>157876694
that nametag will always trigger slim shady for me

HI
MY NAME IS
>>
>>157877580
they're called billboards, how old are you?
>>
>>157855287
i like the art a lot
>>
>>157877724
Ta Cu mountain. Way too obvious.
>>
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>that feel when you spend all day playing your game instead of working on it

dunno if i should feel good or bad
>>
>>157878176
Good, as long as you made notes on things to change
>>
>>157843834
They Bleed Pixels did that
>>
>>157878176
Did you at least notice some bugs you can fix? Or things you can improve?
>>
>>157878176
If you are lolisimdev, you know the answer.
Otherwise it's a solid sign you are on the right track.
>>
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>>157876793
>>
>>157878176
You should feel good but a bit of shame.

Like when you're masturbating
>>
>>157878176
Are you me?
I just spent all day trying to improve best times after I added decimal places.
Made me want to figure out how to implement player ghosts, but I refuse to do anything that has to do with connecting online to get information.
>>
if you don't stop being a fuckhead I'm gonna find u Ryan lambourn
Yes, that is a threat
>>
>>157859348
dude, loving it

i could watch this all day
>>
>>157842734
Who's that character?
>>
>>157878292
>bringing up lolisimdev unprovoked when he hasnt even posted here in over 200 years
hello mothdan

where's your game, again?
>>
>>157878439
he's posted his address before
>>
>>157878695
He posted here yesterday
>>
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>>157878439
:)
>>
>>157862117
that looks hilarious and not in a good way

when i saw his feet moving i burst out laughing

the wide body, the jetpack, the feet, the gun, it just came together. a symphony of kek.
>>
>>157876963
Get rid of those dashes and it's great. They don't even read when it's small. It should read almost perfect from the thumbnail.
>>
Please turn off debug info if it's not part of your progress, thanks gentlemen
>>
>>157879165
Shut up nodev.
>>
>>157879220
Where is your game?
>>
>>157879165
put i like showing off all the cool calculations going on

makes me game feel DEEP
>>
>>157879272
At work. Have game though. I'll be sure to put in extra debug info next time I post just to piss you off.
>>
>>157878571
Pikachu
>>
>>157862117
???
Holy shit dude, how long have you been working on this? An hour?

it looks trash

>>157879165
this >>157879331
i love numbers
>>
>dev posts meme progress
>hahaha kek nice meme
>dev posts real progress
>LOOKS LIKE SHIT KYS
>>
>>157879372
>"i-i have no game. ._."
Ah, thanks for sharing.
>>
>>157877360
Haha no, but it certainly inspired the enemy

>>157877926
Sill planning on hopefully incorporating that into the greenlight trailer if it's not a licensing clusterfuck
>>
how do I name my studio?
>>
>>157870829
I like this katamari style text. I want that for my game, regardless if it really fits or not.
>>
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>>157876963
I tried the exact same thing with the dashes as you just a few mins ago. It looked kinda weird.
>>
>>157879734
Seriously?
>make a game
>along the way something crazy will happen
>studio name derived from this
>>
>>157879734
slap two random words togethor
>>
>>157852426
I'm just passing by to say this is excellent.
I lost it at the reinterpret_cast.
>>
>>157879734
You jump from the highest building in a 3 mile radius around you, then imitate a rorschach-test with your blood splatter.
>>
In game maker is a macro essentially the same thing as a global variable?
>>
>>157880229
If it's like C, then no it's not a global variable, it's essentially find-and-replace before your script is compiled
>>
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progress haha :)
>>
>>157880445
delete that post then delete your account
>>
>>157860745
You don't know anything about texturing.
>>
>feels like a great day
>go for a run, do some pullups at the park, extra hot outside today
>come back, eat a tangerine and drink some water, sit in front of the fan, feels great
>Ok, maybe I can work on my game now...
Shiiiiit. I'm too hot and tired to make progress. I just feel like eating all day and watching anime. fml
>>
>>157843896
Reminds me of the Impact battles in Mystical Ninja
>>
>>157880801
it was the main source of inspiration for it yeah
>>
>>157880445
looks better than my models. :/

I can't even avoid tris.
>>
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>>157880445
>source
>>
>>157874663
If i were you i'd give him some blood on him. Right now he look just like an angry green guy
>>
I'm learning UE4, seems pretty neat.
>>
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why can't I paint over the top? Also, tell me why my UV is shit.
>>
>>157876963
Thanks for the help by the way.
Add me on discord if you want.
spacebake#3748
>>
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>>157880445
>>
>>157881503
It is
>>
>>157881617
Just the fact that it has features included in it by default that you have to buy an asset for with Unity is nice.

This tutorial built into the engine itself is helpful as fuck as well.
>>
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>>157880445
>it's a source episode
>>
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i've updated it a bit since. realized it needed one of those small blinking "press button to advance" things.
>>
>>157880445
Why does this look so awful? It makes me sick...
>>
>>157881998
post full
>>
can someone post the OP image without the markings?
>>
I thought the source meme was finished.
>>
>>157880445
This is rubbish. Complete rubbish.
>>
>>157882757
>developer that can't reverse image search

pathetic
>>
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Finished my first game guys, going to publish it tomorrow.
>>
>>157883012
>unity splash screen
Dropped
>>
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Magic spellbooks
>>
>>157883048
I'm actually going to pay the 25 bucks just to get hid of it. I have the windows perpetual license from old times.
>>
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_.png
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>>
>>157883121
Where are the sex ones?
>>
>>157883241
As cringey as the community is I think it was a great game.
>>
>>157883241
I don't even know whether or not "indie smash hit" is meant sarcastically.
>>
>>157883481
As if anyone posting that image would be operating on less than two layers.
>>
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>tfw I realize I can literally make a pong/breakout clone and put juice as no more and people will still buy it
>tfw agdg are too stupid to realize this and waste years of hard work on something that people wont give a fuck
>>
>>157882778
It looks like sourcefam finally got out of prison...

>>157882929
Where is your game, nodev?
>>
>>157883624
>Where is your game, nodev?
>>157882303
>>
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I got a job interview next week at Avalanche Studios. Wish me luck, boys.
>>
>>157880445
Gross.
>>
>>157883797
Who are you?
>>
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>>157842935
I could be up for partnership, all I'm doing right now is random pieces of things I think are interesting to do. Give me a piece of your idea eh?
>>
>>157883797
PC technician right?
>>
>>157883905
I am (You)
>>
>>157883797
>one good game

wow
>>
>>157883012
dont know who the fuck you are, but good job man. you made it.

and jesus christ, it thought that webm would never end
>>
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>>157880445
>>
>>157883968
You never played Mad Max?
>>
>>157883970
Thank you kind anon!
>>
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>>157883797
>>157883914
why is this so disturbing
>>
>>157884087
>playing racist games
>>
>>157884123
now you know what hella jeff was doing in his youth
>>
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Anyone feel like fixing a sprite for me?

I need it to be 16 colors instead of like 21 and I'm fed up of staring at it.

Also, it's lewd
>>
File: PMP ONLINE 5.webm (983KB, 1920x1080px) Image search: [Google]
PMP ONLINE 5.webm
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IM BACK

bad news is that i did not actualy fix my monitor,

good news is that after i atached a laptop cooler to the back of it, the fucking piece of shit stoped turning off every 5 minutes,


SO PROGRESS TIME, after a entire day fighting to make the inventory hud and use work in the client, by using all the prety code and real programers shit

i just hardcoded 5 syncvars and ir worked flawlesly

Next step, online shooting, and i might have a demo before the weekend
>>
>>157883968
This implies either you didn't like Just Cause or you didn't like Mad Max, which means your opinions are trash and you shouldn't be involved with games.
>>
>>157883223
>>157883048
>>157883012
>UNITY IS THE ONLY WAY TO MAKE A GAME GUYS IF YOU DONT USE UNITY YOURE A NODEV

>bbbut you cant have the unity splash in ur game or its sh*t

lol
>>
>>157884250
>good news is that after i atached a laptop cooler to the back of it, the fucking piece of shit stoped turning off every 5 minutes,

I bet that looks wonderfully ghetto rigged.
>>
>>157884270
well one is racist and the other is open-world so that's a pretty easy 0-2 there
>>
>>157880445
This is fucking atrocious.
>>
>>157880445
>266x891

wooooooooooooooooooooooooooooooow

what kind of poorfag are you? lol. get a real computer. :)
>>
>>157884431
go home Patricia
>>
>>157884302
noone is saying unity is the only way to make a game? but yeah i agree with the splash screen comment people whining about that have assburgers.
>>
>>157884516
Damn, thanks senpai. You're a god.
>>
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>>157880445
>(118 KB, 266x891)
>>
>>157884302
well if you pay for it it stops having that anoying thing
>>
>>157884302
>>157884619
The reason the Unity splash looks bad is because it looks amateurish. Having your own splash that shows your own companies logo makes your game look far more professional so people will go into it with a better outlook.
>>
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>>157884219
>>
>>157885079
I want to create a shitty mspaint logo just to spite you
>>
>>157883012
Good luck, anon, but I've never seen you post progress here? Are you really from /agdg/?
>>
>you actually need to get permission from Epic to use their splash screen
This was a genius move
>>
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>>157885220
>>
>>157885354
shit man lay off that pedal we're going too fast
>>
>>157885431
You have no idea how fast I can go~
>>
>>157885354
>AGDG
>SHOIGS
what?
>>
>>157860426
>>157859348
This is fucking magic. You can't convince me otherwise. There is no science in this game, only magic.
>>
So I have four transparent PNG images of the same size height and width, I've installed ffmpeg. How do I turn the pictures into a webm?

I've put the pictures in the ffmpeg bin folder, is that where they're supposed to be?
>>
>>157885778
https://github.com/nixxquality/WebMConverter/releases
>>
>>157885778
>is that where they're supposed to be?
You can put them anywhere.
ffmpeg is a command line program, learn the command line options to turn a sequence of images into a video, there's probably already command examples for that case if you google.
>>
File: nemk_.jpg (32KB, 400x400px) Image search: [Google]
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>>157860426
>>157859348
The artist is actually cute tbqh. And Japanese. And a pixel artist.

I know you weebs love cute Japanese grils, but I bet you'd love her even more since she is an amateur indie game developer pixel artist as well.
>>
>>157883746
you're not me, senpai.
>>
>>157885876
Huh, thanks. Since I AM retarded, how do I input all the pictures at the same time?
>>
>>157881509
You should always go a bit over the UV lines with the color you want for that part because the UV lines and the pixel resolution may not be 1:1.
>>
>>157886438
Inb4 it's actually a boy
I don't trust pictures of asians
>>
>>157883012
asset store game/10

also who the fuk?
>>
>>157886607
https://trac.ffmpeg.org/wiki/Create%20a%20video%20slideshow%20from%20images
>>
>>157886438
I have those same sneakers.
>>
>>157886607
ffmpeg -y -i "%%06d.png" -an -c:v libvpx -pix_fmt yuv420p -threads 8 -slices 4 -lag-in-frames 16 -auto-alt-ref 1 -qmin 0 -crf 0 -qmax 0 -qcomp 1 -b:v 0 -vf fps=25 "output.webm"

this is assuming the images are named,
000000.png
000001.png
000002.png
000003.png

etc
>>
Do you guys think bleeding can increase my gamedev concentration?
>>
you watching the debate m8s?
>>
>>157887335
Well, it's almost bloodletting, I've heard it was popular some time ago. Did you try leeches?
>>
>>157887414
8 minuts my friend
>>
>>157886438
Picture with no face can only mean that she looks like a dog.
>>
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>>157886607
>is programmer
>developing a game
>cant use ffmpeg

pathetic
>>
File: example.jpg (140KB, 1920x716px) Image search: [Google]
example.jpg
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>>157887047
>>157887239
I meant with the GUI I was linked, but I'll give it a shot
>>
>>157886717
is there a limit to how many UV lines i can mark or scale down?
>>
>>157887964
What?
>>
>>157888198
I'm using A* to make UV lines, how do I scale them down?
>>
I mean, is there such a thing as too many UV lines? Also, does it matter if I scale down a UV cut section by a lot.
>>
>>157879901
I like this one the best.
>>
File: TwinHills.png (893KB, 1335x630px) Image search: [Google]
TwinHills.png
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Painted a new texture for the main char and a new model for the police state patrol on the right.
>>
>>157883241
>"indie smash hit" Cavern Kings
>still in Early Access
>Duck Game/Spelunky hybrid
Why am I not surprised they are too dumb to realize why it was successful.
>>
File: blenderuvs.png (171KB, 1920x1080px) Image search: [Google]
blenderuvs.png
171KB, 1920x1080px
>>157888662
This is the only way I know how to edit UVs on blender. you can select vertices you want on the UV and edit them like you were editing a mesh.
>>
>>157889174
Check the reviews too, of course that shithead is also a terrible dev.
>>
How do I into walljumping? I tried enabling jumps when colliding horizontally, but then the player can just hug the wall and continue to jump forever.
>>
why do /agdg/ act like making money with your game is not important?
though you can make your first and main priority making your game, you can't entirely ignore that one of your checklist should be making money.

for me,
if i made money with my game.
Not millions,
but selling around thousands of copies with the price of $10 each.

if i made this much money,
i can convince my parents that game dev is not a meme.
i can also quit my job and focus on game dev, because a wageslave job tire you and slowly kill your dream,hopes and life.
able to sell my game is also a sign that i'm doing something correctly.

I din't made game for the money,
if i wanted money, i would do something else to make money easier and less risky.
I wanted to make money with my game because i wanted to keep making game until i'm old and retired.
>>
>>157889584
>, but then the player can just hug the wall and continue to jump forever.
Isn't that how megaman does it?
If you don't want him to jump on the side side of the wall prevent them from moving in the direction the let from.
Like if you jump from a left wall, don't let the player press left to go back and keep jumping off of it.
>>
File: 3.gif (965KB, 717x401px) Image search: [Google]
3.gif
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>>
>>157889584
1. Give some air control
2. Detect if player is near a wall
3. If he is near it long enough "stick him to it", decreasing his speed the longer he is "stickied", with a negative miniumum, so he can slide down a wall. Maybe increase the stick time linearly with his vertical speed, with a minimum on 0 and lower.
4. If he is stickied, jumping will give him some up velocity as well as some velocity in the direction opposite of the wall, this way he can increase his momentum in vertical shafts if his timing is tight, jumping as soon as he sticks

Plus you can add that a percentage of his horizontal velocity is transformed into vertical if he hits a wall and his vertical velocity is non-zero. So very fast to right and a little jump will result in a substantial up movement.
>>
>>157870902
In the analitycs page
>>
>>157889634
It's because most of /agdg/ isn't anywhere near finishing their first actual game or making money out of that. For most people their first finished game won't be of high enough quality to sell and a lot of people here haven't even gotten to that point.

Most of /agdg/ is at a stage where it's more important to focus on improving their skills in gamedev instead of trying to make money out of it.
>>
>>157890267
What are some popular tags to use?
>>
>>157890147
What's with all of these skullhead/skeleton MCs?
>>
File: gamu.webm (2MB, 720x1280px) Image search: [Google]
gamu.webm
2MB, 720x1280px
pls rate.

what should I add?
coins?
>>
File: skelly1.png (57KB, 344x428px) Image search: [Google]
skelly1.png
57KB, 344x428px
>>157890424
I wonder why anon :^)
>>
>>157890424
skeletons are cool
>>
>>157890424
theres only that and endorous
>>
>>157890519
>anime pops out

for real
>>
>>157890346
survival, procedural generation, zombies, minecraft, mining, building, fps, shooter, unity, anime, simulator, casual, hardcore, vr, trump

But you probably don't wanna use any of theese
>>
>>157890624
It's for the Halloween jam.
>>
>>157890689
>only two of them apply
I see.
>>
>>157886438
>her
>she
>>
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progress
>>
>>157891051
????
>>
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>>157891051
>>
>>157891051
l-lewd
>>
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>>157891161
>>
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>>157891334
>>
>>157891164
Hi Tcwicks,

Thanks for your post.

I see that you have contacted us through all means possible within the last 12 hours. I will answer you here so others can see the answer as well.
>>
>>157891640
who is tcwicks, i'm just a nodev trying to learn how to dev
>>
>>157888897
Is this PS1 era joints aesthetic or you don't know how to rig and model properly?
>>
>no one talks about your progress ever, even when you've been gone for quite some time and felt back fromt he dead
>>
>>157888897
what's your game about? what's it called?
>>
>>157892074
The Utility AI works by selecting one option from a range of options based on the usefulness or “utility” of each option. The Utility AI then executes the selected option. This allows the Utility AI to select between options that can be very different, in a manner that is simple to implement.
>>
>>157891051
>>
Guys I'm developing a new sysytem.
>>
>>157889584
Don't. I hate walljumping in all games.
>>
>>157892520
Good luck on your sysytem bro
>>
>>157892760
I love walljumping in all games.
>>
Page 8, hurry with that new thread cunts.
>>
>>157893017
meh
>>
>>157891980
if i compliment someones progress and they dont acknowledge my compliment, then i never respond to their progress again.
>>
File: endo.png (76KB, 991x991px) Image search: [Google]
endo.png
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>>
>>157893017
我的中文名字是波斯听
我知道怎么样筷子。
>>
>>157893226
Looks like a female.
>>
>>157889584
- Give jumping a short cooldown.
- Use a raytrace to detect whether the player's feet are on the ground.
- Switch jumping off after a number of jumps are done while the feet are not on the ground.
- Turn jumping back on when they hit the ground again.
>>
>>157893439
Looks like a female in-game, too.
>>
>>157893549
>>157893549
>>157893549

New bread
>>
>>157893398
good for you, so does anyone who's been to an asian restaurant a couple of times.
>>
File: Police.png (1MB, 1718x852px) Image search: [Google]
Police.png
1MB, 1718x852px
>>157891889

Yes, it's supposed to be ps1 meme resolution. Do you prefer left or right?

(I just painted the textures for the police men in a hurry to get an idea.)
>>
>>157894021
Buy a CRT and take a pic of how it looks on there.
>>
>>157893554
>>157893439
endo's gender is unconfirmed.
if he did have a dick, it rotted away long ago.
>>
>>157893398
aren't you supposed to use 用 for being able to use stuff? instead of saying you 'know' chopsticks? i think it is different for english. like you could say 我可以用chopsticks(i forget the pinyin)
>>
>>157894190
I'm on my first semester still, so probably
>>
>>157894179
>uncomfirmed
>he
: ^ )
>>
>>157894268
HAHAHA faggot

FAGGOT
>>
>>157894487
w-what?
>>
>>157894487
https://www.youtube.com/watch?v=2wZITBsejys
>>
File: wall jumping 2.gif (3MB, 640x360px) Image search: [Google]
wall jumping 2.gif
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>>157889584
The way I do it is probably way simpler than a lot of other people would do it, since there's no stickiness or anything. It's just if you're not on the ground, it shows you with animations and particles that you're pressed against the wall. Then hitting space gives you horizontal momentum away from the wall, as well as vertical momentum. But then you can't touch walls coming from the direction you jumped from, ensuring you won't just wall jump up forever, (not that the momentum would really let you anyway, but still.)
>>
>>157896493
make your own engine
>>
>>157877940
I know what the fuck a billboard is
you are not fucking getting it
there is no 3D game made completely out of billboards and because of that this does look like any existing 3D game
>>
>>157894021
he's talking about how the models are put together, not the resolution
>>
>>157844268
How do you get the shadow for this model, are they baked in the texture, or do you have a special shader???
>>
File: pc-44345-61337931236.jpg (40KB, 431x333px) Image search: [Google]
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>>157894021
Right side is way, way too low res, it looks like shit and also doesn't look like a real PS1 game.
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