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/AGDG/ Amateur Gamedev General

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 768
Thread images: 160

File: 12482498592.png (29KB, 1218x560px) Image search: [Google]
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Shit logo 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
>>
>>157893549
Delete this OP right now.
>>
>>157893678
Fuck off cunt. Make the thread when you're fucking told if you want a proper OP image.
>>
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show me
>>
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>>157893767
>>
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>>157891889

(Posting again for new thread.)

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

Left is more fidel. Right is more INDY MEME.
Left is uglier for a 2016 audience, but I'd take it.
>>
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So how bad is this shield? I was trying to make a shield that looked made of white dragon scales.
>>
>>157894178
Right looks like a good art style, left looks like a bad asset flip
>>
>>157894178
If you want to nail the aesthetics go with right, its much better and it really looks ps1ish
>>
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repost of progress.
Trying to make an al-consuming void made of TV static.
>>
>>157894178
right looks like vomit, left is tolerable
>>
>>157894347
fucking millenials

>>157894178
also its really giving me a MGS 1 vibe, pls dont disappoint
>>
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I'm not sure what to work on now.

I mean there's a lot to be done, but some might take a while...

* Work on police AI (would need some pathfinding re-work I think to make non-traffic-abiding car pathing work, and also probably something that synchronized the on-foot + in-car pathing)

* Work on loli-looking-after post-kidnapping. Maybe some GUIs for some stats, adding in toilets (right now they just piss on the ground if they have a full bladder), other stuff like that?

* Work on more NPC-NPC interactions (maybe some quick-simulated things so I can simulate an entire day in like a few ms, so that I can simulate like 10 years of events to have 10yo lolis? - although this is a bit weird since those would be probably all-alone things, but how would I do npc-npc interactions? spawn them all then coordinate one big thing? might be weird if some lolis wouldn't be born when you're simulating others...)

* Maybe saivng/loading?

* Something else?


>>157878695

I started posting here in the last few weeks since I had a tiny bit of free time to work on the game.
>>
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I drastically decreased the rate at which cars spawn at the homes. I like it; it encourages the player to carefully allow the cars to share roads, etc., and in general makes the game progress better.

Still need to balance revenue/costs, though. I ran out of money way too early there.
>>
>>157894324
make sure your enemy of static is a static variable
>>
>>157894414
I thought pixelated blurry shit was the millenial thing?
>>
>>157894552
it is
>>
>>157894463
fuck off back to 8gdg
>>
>>157894552
no, millenials like minecraft cubes and bad pixel art , this is ps1 goodness
>>
>>157894687
pointlessly emulating outdated technology for the sake of aesthetics is most definitely a millenial thing
>>
>>157894178
I'm a fan of the low res. It fits betters with the textures of the trees and grass.
>>
>>157894769
>it looks bad on purpose :)
>>
>>157894450
i think you should ditch this poor excuse for a game and team up with someone to make an actual game.
>>
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I'm a musik maker trying to make a game.
Can't code, can't art, but I will get by (already started).

Is this shitty minimalist picture decent?
>>
>>157894875
If your name is Sean Murray, it's a great game name
>>
>>157894875
Sufficient.
>>
>>157894178
Right looks like PS1, left looks like a pc game from PS1 era.
>>
>>157894875
>I'm a musik maker trying to make a game.
>Can't code, can't art, but I will get by
Is that you Toby?
>>
>>157894676
What? I've never posted on that site.
>>
>>157894463
>>157895329
Your game is fine anon. I meant to reply to
>>157894450
>>
I'm planning to invest 8k on a project my wife's son wants to make, should I go for it?
>>
>>157895982
hell no nigga
>>
>>157895982
Nah dude
>>
>>157894450
The way I'd imagine you'd have time skipping is to have a simulation of that period that accounts for events that might happen. It would be simulated, hence random each time you'd run it, but it might simulate births in the population at large. Deaths too, if you're accounting for ages.

Then you could account for family-specific changes too. Relationship changes, if they have skills, maybe changes in them for simulation of time passed. If you did skip time, you should simulate it as much as you can. Do you think you'd go that far? Or just fudge it?
>>
>>157895982
no, set a deal where any money he makes from the project that year you'll double (assuming it's under 4k)
>>
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Hye so I know jack about shit is love a good engine for a 2d shootgame like metroid and how hart to use
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>>157894178
What's the technical difference between left and right? Is it just the resolution?

Pic unrelated, just general inspiration.
>>
>>157895982
>invest
sounds like he is competent, right? right?
>>
>>157895982
>wants to make
No. Wait until he has a proof of concept and can explain where and how he'll be using the funds clearly.
>>
>>157896448

Don't start with metroid as a first timer thing, small scope dunkass, work your way UP
>>
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I'm going to try and make a shitty CKII and Catan mixture. This will be my first attempt at a game and I need to know which engine I should learn/use. Also, any advice in general?
>>
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how does this look?

4chan logo will take you to a fictional video game imageboard where you're a janitor that has to clean up pony/anime posting
>>
>>157896840
Looks like a retard playing with a mouse.
>>
>>157896469
Yes, only difference is resolution.

>>157894302
>>157894314
>>157894347
>>157894414
>>157894552

Don't forget the "Power drill massacre" is quite popular and it is both high resolution and low res in textures and models. While it is a free game I think it is quite good.
>>
>>157896821
Please halp
>>
>>157897053
Out of curiosity, what's the resolution of the left image?
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>>157895982
fuck off cuck
>>
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>>157896972
*slurp noise*

wacky, annoying sound effects for every UI interaction, yes or no?
>>
>>157897142

Left one is the native resolution on my screen croped, right one is ps1 resolution.
>>
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first time poster, long time lurker here, gonna do a project for halloween jam so i thought it might be good to post some progress.
trying to make a worms-like game in GM8 so i started working on the movement. right now the walking works great but the jumps feels too fast, so i still have to play with the until it feels good to go i guess.
>>
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>>157896182

Yeah but basically how it is I was just spawning lolis in houses then simulating them alone until they're the age of which they should be...

but if I want there to be interactions between them, it might be kind of hard? Should I put them all in some simulation-queue, and only interact with ones who have positive ages?

Like once the game is up and running I plan on having actual interactions for the simulation, I'm jut not sure if I should have those for the initial town creation too?

>>157894867
>>157895597

no bully pls
>>
>>157896448
Love is fine, but you should also look at Gamemaker and Godot, I think they're better.
Also it's gonna take lots of practice to make your dream game.
>>
How do I stop an A* agent from slamming into things and slowly sliding off?
>>
>>157896821
Can anyone take like 1 - 2 minutes to help me out?
>>
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Bashed through a few of the UE4 tutorials and started playing around with the materials node thing and decided to import an old KSP mod asset just to see how it looked.

Now KSP has custom (very simple) shaders in Unity that basically only comes down to diffuse in RGB + specular in A. I bashed up a very simple copy of that but threw in some metallic highlights (since UE4 is PBR) using a multiplied version of the spec map.

Came out okay, looks just like a nicer version of the regular asset in Unity. So glad I decided to try UE4 out, seems a hell of a lot more user friendly in some respects than Unity does.
>>
https://twitter.com/gnomeslair/status/786175133270499328

looks better with the dead ends imo
>>
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Is it a hopeless attempt to try and make vidya without an engine like the ones in the OP if I absolutely can't figure out how to do things unless someone holds my hand through the entire process?
Honestly I've been trying for the past 2 years to get collision to work in Love
>>
What takes you faggots so long to make a game? Art is the only thing that takes long
>>
>>157897580
I disagree, imagine you're actually exploring that dungeon, going through winding passages just to end up at a dead end is really unfun, and doesn't really make sense.
If it's like a level for a Minotaur or something then maybe it will make sense because it lives in maze.

But to be honest this is a pretty generic and boring dungeon, even if it is cool to watch.
>>
>>157898083
>Art is the only thing that takes long
That's what takes us so long to make a game.
>>
>>157898046
>Honestly I've been trying for the past 2 years to get collision to work in Love
You will absolutely not be able to make an engine. There's absolutely no reason to. Love isn't even much of an engine. Just use an engine and make a game, you could have had a game by now.
>>
>>157898046
If you're having that much trouble with solving problems in code, you should probably team up with a programmer. That part is not going to get easier for you just by switching to an engine.
>>
>>157898046
I'd recommend using ue4 and blueprints if you understand the basics of programming such as loops, variables, and so on.
>>
>>157896821
>>157897078
>>157897425
Alright, I'm sincerely asking for help. Can anybody throw me a bone.
>>
>>157898146
I said it looked better not that it would play better. (dead ends could work without a shroud system i suppose)

I think creating pretty-looking level architecture is actually rather important when it comes to procedural, because procedural tends to generate levels which look like vomit.
>>
>tfw poorfag
>tfw missed the gamemaker bundle
>tfw i will never stop being nodev to make the fangame i've been planning out
>>
>>157898642
Fangame of what?
>>
>>157898545
Better looking levels don't look good in-game when they play poorly, it only looked good because the gif was pretty. And even the finished dungeon didn't look that pretty, like I said it was very generic.

There's lots of ways to make procedural generation that looks way better than that. One nice way is using hand-made parts that fit together in the generation.
Here's a talk that's pretty good when it comes to procedural games
https://www.youtube.com/watch?v=97O88IK_2bI
>>
>>157898805
twinbee
>>
>>157898502
if you don't know the answer, the answer is always game maker
>>
Just finished doing the landscape textures and shape for the demo. Now to fix a bit of the vegetation and add some manmade structures as targets.
>>
>>157898642
Use Godot, it's just as good as Gamemaker and it's completely free.
>>
>>157899059
I've looked at 20+ games made with game maker but it doesn't have any province based / 2d geographic games or anything of the like. Could a game like that viably be made on that application?
>>
>>157899215
well, there may not be anything you can directly copy but surely it's possible
>>
>>157894875
>Can't code, can't art, but I will get by (already started).
that's the spirit.
>>
>>157899215
>Could a game like that viably be made on that application?
Yes.

Get familiar with data structures.
>>
>>157894485
>>
Do high resolution game maker games even exist?

I don't think I've ever seen a non-pixel art game
>>
>>157899903
http://www.yoyogames.com/showcase
>>
where my /blenderbros/ at?
>>
>>157900204

*WWWWWHHHIIIIIIIIIIIIIIRRRRRRRRRRRRRR*
>>
>>157900204
Hi
>>
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forgot pic
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>>157893549
>+Put in some more somewhat appealing placeholder art (probably final art since I probably won't get a lot done before the jams over)
>+Fixed player movement and ducking
>+Health and Beastmode bar placeholders
>-Enemy spawning and actions are fucked and need to be fixed so I took them out completely
>-Can't figure out how to make a cool down period that you can visually see

Pls no bully, this is my only second project.
>>
>>157898302
>>157898371
I'll try to learn an engine then. And yeah I know the basics. Thank you for responding, that sounds insincere I'm sorry

>>157898347
Could I team up with you anon?
>>
>>157894262
it's not sord level but it's close
>>
>>157844268

How do you do the shadows here, are they baked into the texture, or do you have a special shader?
>>
>>157894178
left
reminds me of Half-Life
comfy
>>
>>157900979
You don't wanna team up with me, bro. I'm making an engine.
>>
>>157898046
Well shit, I thought I sucked for taking as long as I did (4-6 weeks? IDK) working on it and getting the detection and resolving working right. There are collision modules on the LOVE site and you can find more out there. I used the simplest one they had and then built on it.
If you want to build something from scratch, here's a tip: check the corners and their relation to each other, that's about all you really need.
>>
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>>157900204
retopo-ing
>>
>>157902183
I hate you. And by that I mean, how long did it take for you to get to where you are?
>>
>>157903292
like 3 days
>>
>>157903414
Ah. I hate you.
>>
>spent literally the entire day deving
>trying to solve 1 bug
>just now fixed it
>turns out, i had some old duplicate code conflicting with shit

i was supposed to knock out so much today
oh well
>>
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>>157903902
these things happen anon
>>
>>157902183
Why did you even bother to sculpt that?
>>
>>157903414
>>157902183

Shit nigga, it took you three days to from nothing to this? How'd you make progress?
>>
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I got my compiled .dll down to 3kb, took a few minutes of research to figure out how to get rid of the C runtime so I could link it.

That Molecular Engine blog is amazing.
>>
>>157906254
practice? zbrush pretty new to me
>>
>>157894769
i'd rather have a game with low quality assets and a low rendered resolution than a game with an HD resolution and sub-par assets. At least when the game is so low res it hides details, I can make shit up in my head like with older games. If the resolution is HD, what you see is what you get with no room for imagination.
>>
>>157894450
i legitimately and genuinely hope you kill yourself
>>
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>>157896448
i love 2d shootgames like metroid that are hart to play
>>
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Hows my mushroom?
>>
Anyone who uses Visual Studio have their auto-completion randomly stop working sometimes? The only way I can resolve it is to restart the IDE. I wish I knew what caused it
>>
>>157907909
>spots bulging out instead of just textures
good/10
>>
okay idea guys
drop your hot steamy ideas on me, preferably something i might be able to do in 48 hours
>>
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why does everyone in these threads focus on making a look with programming?

i found that making card and board games to be just as gratifying without the work associated with programming. you can focus on making good, fun game instead
>>
>>157909272
probably because this is an amateur video game development thread
>>
>>157896756
I'm starting right at the top, because that's just how I roll
>>
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>>157900360
hey that looks like one of my first models too. trippy.
>>
How much camera sway should I include in my first person games? I want to include a really powerful attack that includes some minor camera motion for emphasis, but will this make people sick?
>>
>>157910020
Probably not. Just try a few different intensities and figure out which works best.
>>
>>157910020

Don't. It's annoying.

Camera shake, camera sway, etc. is all a gimmick.
>>
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>wanted to make video games as a kid
>was poor so I couldn't stay on the cutting edge but could at least use the early stuff
>learned how to use early Forge/Anvil, Hammer, etc.

>seeing modern gaming audiences

>literally no one is ever happy with literally anything

Is it even worth it to try to make a video game anymore? It feels like any time you ever try to make anything, 100% of your potential audience will complain. No one will ever enjoy anything, ever. The most avid players of your game will be your biggest detractors.

Can you even name ONE game that you enjoy?
>>
>>157910678

You just tried this on /v/, shithead. And yes, I'm currently playing the original Shadow Warrior and I fucking love it.
>>
>>157910678
The best approach I've seen nowadays is to make a game for yourself, and like-minded people will end up flocking to it.
If you like what you've made, you're not the only one.
>>
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progress :)
>>
https://www.youtube.com/watch?v=ofJzavEH12A

Reminder your games will always be better than this.
>>
>>157910921
That is some quality progress.
>>
>>157910921
amazing
>>
>>157910921
Nipple fucking? I approve.
>>
>>157910921
i-is this
lewd?
>>
>>157910020
Use a multiplier that goes from 0 to 1 for the sway and have a setting where the player can choose on a bar 0-100% sway.

It really depends on what sort of things you use it for. First person melee without sway feels lifeless.
>>
>>157896840
You open desktop icons with a double click, right?
>>
>>157910921

Can you do a full 3D model getting... probed?

>>157911227

Anal.
>>
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>>157911459
That's a nipple.
>>
>>157893549
How do I get started on making a strictly text based RPG? I got a thing for those old typed input adventure games.
>>
Didnt make shit progress yesterday. At least i found out my next step: rigging bones to the model and figuring out to transfer that shit correctly to UE4.
>>
>>157911790
http://www.cplusplus.com/doc/tutorial/basic_io/
>>
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alright agdg, detailed clouds, or simple clouds for bokube?

top left is detailed, bottom right is simple.
>>
>>157912413
BR
>>
>>157912413
Simple clouds are less distracting.
>>
>>157912413
Shit is looking good anon. I like simple.
>>
>>157912413
Simple is roo blurry. Top left is best
>>
>>157912413
detailed is better and makes the level feel deeper, but right now they are a bit too noisy imo
>>
>>157912413
I like the detailed clouds much more because they feel much more lively. If you do go with simple please up the saturation a little bit.
>>
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>tfw started game deving 2 years ago when i entered uni, with a small hope that i will maybe make enough money with game dev to life off of and wont have to imprison myself in some shitty job
>tfw the clock is slowly running out, with only 5 months left and the hope is pretty much gone
>tfw i will probably end up as some cubicle slave for the next 50 years and then die old and filled with regret thinking back about all the things i wanted to do in my life but never did them
Why do i have to live in this shitty era damn it? If i was born 1000 years later all work would be done by robot slaves, i would be made immortal and be able to do anything i wanted along with everyone else ;_;
Aaaand now i'm depressed again, great
>>
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>>157912413
Im in the process of trying to tackle problems in bokube that people didn't like in the playtesting/agdg demos over the last 6 months
one of them being if you push your puzzle cube the wrong way you have to restart the entire level
iv made it now so if your puzzle cube dies, or you fuck up, it will respawn at its starting position
this makes it so you dont have to restart the entire level as well and if you've unlocked doors/killed enemies you get to keep that progress
not sure if the juice respawning PUFF is good enough however.
>>
>>157894875
It's literally just text
>>
>>157911278
>First person melee without sway feels lifeless.

That's the idea actually. I was thinking of making it a menu option, and that's an easy way to implement it. Thanks.
>>
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>>157913214

> /blog
> started game dev at university circa 2005
> life happened
> finished degrees - became cubicle slave but dev on the side
> said fuck it - moved to Japan and became a teacher but dev on the side
> said fuck it - moved back to Australia and became an author but dev on the side
> not making money - started teaching again but dev on the side
> said fuck it - joined the Navy (no time for dev)
> chronic seasickness - went back to university to study intelligence but dev on the side
> can't find job - start deving full time
> 2016 - 11 years later, 4 degrees, experience in multiple industries, ex-Naval Officer, living with parents and deving full time

Never give up on your dream anon. I know other people who just gave up and they are much less happy then I am... well, if I could feel happy...

> took prescription drugs in the Navy that knocked out my ability to feel emotions

Count your blessings.
>>
>>157913578
>living with parents
wow
>>
>>157913578
I agree that there is no such thing as "if you don't make it in x amount of time you won¨t make it" you could release 100 failed games over the course of 30 years and then suddenly release one that gains traction and you finally make it, game dev is a lottery like that.
the problem is that it is also likely that you won't ever make it, which is scary, but you can always retain it as a hobby and ride the lottery train to the maybe town
But if what you wrote is real then you had a great life.. some people just flip proverbial burgers and never do anything interesting their entire lives basically. If i could work as a teacher in japan for example that would be a great job. I am simply afraid of being stuck in some shit job forever and being too scared to try and change it, since change is risky
>>
>>157913769
If you don't have a gf or kids then why throw out $3k every month on rent if all you need is a small room to live and sleep in? like that you can simply give $500 to your parents as rent every month and save the rest to invest in hobbies and shit
out of all societies pretty much only amerifats fell for the "you should pernamently move out when you start uni" meme
>>
>>157913946
>start uni in 2005
>11 years later, still lives with his parents

wow
>>
>>157913578
so wheres your game?
>>
>>157913578
>chronic seasickness
That isn't actually a real thing. The body gets used to it. Why are you lying?
>>
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>>157894262
>>
>>157913998
>I am a weak minded sheep molded by the stereotypical societal propaganda
Sorry, I had no idea.
>>
>>157914125
>30 year old living with his parents

wow
>>
>>157914167
>I am a weak minded sheep molded by the stereotypical societal propaganda
Sorry, I had no idea.
>>
>>157914190
pls don't reply to obvious bait and post progress instead
>>
>>157914190
>I am so strong willed I let my mummy cook me tendies and hotpockets for dinner
>>
Anyone had contact with combination of android, unity and streamwriter or just android, unity and data saving?
I have weird problem, when there is no file, I can create it and write data in it with no problem, but when I try save something in file already created, it just clears everything in that file.
And weirdest thing, everything works fine on PC, so I kinda can't even debug it.
Unity.answers didn't help and everything on google is about not saving anything at all.
Or someone have other suggestion to save text file.
>>
>>157914236
I am currently sitting at work and I'm bored as fuck.
I will post some during the weeked, when I had the time to dev some more.
>>
I went from having a lil' dude that can run around, to a lil' dude that can run around and shoot eldritch monster things. They dont connect yet of course, because I'm a bad game dev.

Which rock looks better, left or right? It's supposed to look like it's popped out of the ground.
>>
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I added 500k pieces of grass and I don't care anymore if it looks good cause it's boring and I don't want to do it again. I will probably mess with the draw distance still though. Theoretically the popin will be less noticeable when I add trees and stuff back in. I was thinking of maybe adding fog too since it's near a lake, but we'll see. If I had any idea how to art or level design I would make the level in such a way that you couldn't see hundreds of meters ahead with no obstacles.
>>
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Started to model a character. Also texturing for the first time. It's actually fun.

It was supposed to be for the spoopy day jam, but I wont make it.
>>
>>157894178
Right. Left is too crispy for those shittygons
>>
>>157914450
HOLY SHIT NIGGER THAT'S CUTE AS FUCK
>>
>>157914324
Left.
Right looks like old chocolate.
>>
>>157914450
Thats super cute anon. Can you do a sideview shot? Keep working on it.

I really like the eyes.
>>
>>157914040

It's rare, but it does exist.

Even after 3 months at sea I was still queasy. No medication helped. First week aboard I was violently sick all the time, couldn't eat anything but white bread and couldn't keep liquids down.

It was unfortunate because I honestly loved the Navy.
>>
Well I got the idea doc for the spooky jam game done and now it's time to put it together during the next week.
I hope the jam gets at least some attention though, it feels bad working super hard and then having it all go to waste
>>
>>157914659
Then why not switch to working on submarines instead? Or to shooting sandniggers in one of the 'stans?
>>
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>>157914564
>>157914626

Thank you.
> Can you do a side view shot?
like this?
>>
>>157894262
it looks like a fucking bowl of oatmeal
>>
>>157914367
uh oh, this added like 80mb onto the filesize of my map
>>
>>157910749
this, unless you've made divine garbage or something
>>
>>157914732
Yes like that it looks great anon. Cant wait to see the finished model.
>>
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how much control do you have over a phone's vibrator? I'm interested in knowing if you could do something like a varying level of vibration based on where on the screen a touch was registered. Is different intensity vibration possible?
>>
>>157914842
or alternatively, the scary world of trying something totally new and different.

Not that anyone here will ever have that problem.
>>
>>157903414
>talent isn't real
I fall for the jewish tricks everytime.
>>
>>157912413
Both suck desu.
Detailed ones look weird and are distracting.
Simple ones are blurry blobs with no detail.
>>
>>157915461
>desu
Is animoot serious?
>>
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>>157915461
>>157912413
>>157912501
>>157912542
>>157912517
>>157912930
>>157912613

How about both? I mixed the two together.
>>
>>157915561
Doesn't look half bad.
>>
>>157915147
If you can already draw, 3D sculpting should only take as long to get good at as it takes to learn the software. It's really easy, I did a media course at community college and pretty much everyone picked it up immediately. Even bad artists; It's the software the lecturers whip out to prove everyone can model.
>>
>>157915618
>everyone can x
Once again, jewish tricks.
>>
>>157915561
Looks better but you can still see that weird crap.

Tilt your monitor back; what even is that?
>>
>>157915675
If 3D sculpting is something you're legitimately bad at, you're actively anti-talented and should probably kys to avoid a life of incompetence and disappointment.
>>
>>157915762
>anti-talented
So you're admitting talent is a real thing?
>>
>>157915856
No, I'm saying you're damaged in some way.
>>
How do I figure out how many different battle themes I need for a card game? A lot of old games, especially RPGs, only had 1-3 themes, with one reserved for bosses. In a game where you spend almost all of the time fighting though using so few tracks might be grating.
>>
>>157915906
I know right? No way a normal person would fuck your mom.
>>
wow my lewd game totaled with 290 downloads, i am pretty happy, i expected to get like 80 tops
motivation restored
>>
In gamemaker, I have a room with a view that follows the player character which is 500 x 375 in size. I have a background of the same size. How do I make it so that no matter how much the view moves, the background is "fixed" to it?

no bully, I'm obviously new to this
>>
>>157916320
If what you mean by "fixed" is that the background follows the view you will have to draw the background with code and use the position of the view as your x and y when drawing said background.
>>
Hi /agdg/. I'll try to be short.

I only know C# and I want to make a fast-paced 2D game, mostly for myself. What's the best language and framework to do this in? My priorities are syntax similar to what I know (or just C#) and a framework with GOOD documentation, not some bullshit like SDL, where you have docs for a completely different language and you're supposed to adapt them for your needs on your own.

I will look around on my own, but if you have suggestions, I'd certainly welcome them. Killing myself is not an option though.
>>
>>157915561
Beautiful! MUCH better than the others.
>>
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Worked on the HUD today. Doing 900 mockups to try to figure out what works well or >BEST is pretty damn tiring.
>>
>>157914732
Hnnng. Lovely.
>>
>>157916795
Monogame
>>
>>157916795
XNA or Monogame. Monogame especially if you want to port to linux or want to use the really nice Monogame.Extended library (which should actually work in XNA if you change the references on its source, but who can be fucked with that?)
>>
>>157916795
>2D game
GM:S
but GM:S 2 is coming out soon,
so i guess you can wait for it to come out first?
>>
>>157916795
You can use Monogame along with either Monogame or XNA docs because the docs on Monogame itself, aside from the class reference, are very sparse.

If you don't want to muck around making the game logic from the ground up, you can check out Nez, which is a component-based engine made on top of Monogame. Though it also doesn't have too much on docs, it's not hard to figure out.
>>
>>157916623
I looked around, you mean something like this?

draw_background(bck_Sky, view_xview[0], view_yview[0]);

The background doesn't show up at all, and I'm using view 0. Should I not place the code in the room's creation code?
>>
>>157917309
Code is perfect, but you have to place it at an object's draw event.
All "draw" functions always go in the draw event.
>>
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>use player's current speed to get scrolling speed
>want to set ground tile instantiation speed based on player's current speed as well, so that player can't outpace tiles
>tile generation is done at Start via InvokeRepeating

Should I switch to a coroutine instead? Or I could just make tiles longer I guess, the whole thing is still just a concept test anyway.

I could also go back to just looping a small set of tiles, but I'm interested in the ability to throw random sets of tiles out there and just make it work.

If I worked hard at it I could fake it all, just have some sidelines objects that blur by really quickly, and draw some road lines that animate scrolling faster and faster with player speed.

More importantly though, my attempt at writing my own speed/acceleration system is still pretty flawed, so maybe I'll work out kinks on it first and then go back to scrolling focus.
>>
>>157917048
>>157917224
OK, I'll see what Monogame looks like nowadays, the last time I checked it out was years ago.

>>157917143
No need to wait, I just want to kill time doing something more creative than browsing chans.
>>
>>157917545
>All "draw" functions always go in the draw event.
..of course. I feel dumb.

Works now, thanks.
>>
>>157917728
No prob. Glad I could help.
>>
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You thought you could headshot me?
>>
>>157919242
spoopy
>>
Why don't you write your own game from scratch ?
https://youtu.be/Ee3EtYb8d1o
>>
>>157919309
because that's stupid.
>>
>>157916795
SDL2 is your best choice. If you seriously can't figure out how to use it from the documentation you should stop programming and go for GMS
>>
Hello, my name is Tito Dick and I'm making video game.
>>
>>157919502
No it's not. You spend 30 hours writing a platform layer and then you can write your games, you refine along the way and when you're done you can reuse your refined engine for future games and keep on improving. In 5 years you'll have a very solid engine and experience that actually do what you want it to do.
>>
>>157920096
tell me, which enginedev on agdg ever completed their game?
>>
>>157920157
s-shut up
>>
>>157920157
I WILL be the first one. Mark my words, anons!
>>
>>157920157
Just because enginedev on agdg don't complete their game doesn't mean it's because they're making their own engine. It's rather because they're on agdg.
>>
give me some of your games to play between LoL games
>>
>>157920257
>multiple dev here that uses engines already released their game and gained success.
>enginedevs are still finding excuse
>I-it's /agdg/ , n-not the enginedevs f-fault!!
>>
>>157920864
>there's a handful of enginedev here
>none of them released their game
>it's because they're making their own engine.
>>
>>157920701
>play between LoL games
Don't talk to me or my game ever again.
>>
>>157920257
Sometimes you have to enginedev anyways. I've basically had to extend xna and monogame more than I can count. In fact, I should probably try to get some of those features into Monogame.Extended.
>>
>>157920984
>it's because they're making their own engine.
>since years ago
this is why enginedev is not gamedev.
because they never done working on their engines.

glad we had this talk.
can enginedevs leave in the morrow?
>>
>>157920864
>n-not the enginedevs f-fault!!
actually it is you're right. But it's in no way related to the fact that they're making their own engine.
>>
>>157919309
Because I don't have ridiculous amounts of free time, plus my hobbie is gamedev, not gameenginedev.
>>
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im making a pepe game
>>
>>157921038
>30 hours
>since years ago
>>
>>157921221
my god, this guy can't even tell time.
can someone teach this little boy over here how to calculate time?
>>
What's the best way of learning shaders? GLSL
>>
>>157921038
using an engine, ultimately bloated and having no way to improve on it (except for free engine, but it's still a problem if the fundation aren't suited for your needs)
vs
making your own engine and being able to improve on it and optimize it for the needs of your current game
>>
>>157921283
>he thinks making your own engine is about making the perfect engine before doing any gamedev and not building everything along the way of making the game.
>>
>>157914367

man, I told you about this back when you were making that labirynth by hand, start using procedural shit, make an actor that will shit grass over given area when spawned. Why are you making this hard for yourself
>>
>>157921465
5% chance to complete a game
vs
0% chance to complete a game
Durrr, of course 0% chance is better.

>>157921527
>he thinks that enginedev is doing anything else besides of fixing bugs on their features.
>features that other engines already made available

Hey, i'm not stopping faggots from enginedev.
But don't call yourself gamedev.
only thing worse than enginedev is nodevs and sourceposter.
>>
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https://www.youtube.com/watch?v=uGU2B-_Foy8
https://www.youtube.com/watch?v=hELte7HgL2Y

I have gotten to the conclusion, is fine I die alone, is fine if I die without recognition, is fine if I die poor.

In the end we all going to die, should I care in my dead bed that I got money and fame while doing shit I don't care for a bank or making shitty websites?

Should I be happy simply because I finished a lot of small games?

Isn't a small game, while small a proof that I was able to reach my dreams and be able to gave to the world, even if petty and insignificant, a small tear of beauty?

Isn't that enough?
>>
>>157913406
Question is, is that text pretty
>>
>>157921869
i'm not going to click your videos you namefag shill
>>
>>157921751
>5% chance to complete a game
>vs
>0% chance to complete a game

That's some nice stats you have here, probably based on the 7 enginedev on agdg vs the 50 others using engine. But in the real world almost every game has a dedicated engine for itself.
Hey, even the best indie games are using their own engine.
>>
>>157922089
>he doesn't have appchan
>he thinks I'm a newfag in this general
so new.
>>
>>157922146
>But in the real world almost every game has a dedicated engine for itself.
You've no idea what you're talking about.
>>
>>157922146
I would probably be convinced if any enginedev here ever made it.

unfortunately, your word is as powerful as sourcedev's samefagging.
>>
>>157922265
>I would probably be convinced if any enginedev here ever made it.
I see, i guess there's nothing i can do for you then. (you won't even understand the meaning of my reply)
>>
Engine devving and making a game from scratch are 2 different things.
>>
So if I wanted monsters to track noise\smell in game maker I would just need to create a sound\smell object for them to "see" like chasing the player when they get so close or is there a better way?
>>
>>157921869
ou don't need big house, wife, children, dog, car and job to be happy. We don't have some greater meaning of life. You can't win in life. Just use the time you have on this shit planet to do whatever feels good to you and don't give a fuck what others think because they will be as dead as you are once their time comes.
>>
>>157922146
we're not living in the 90's anymore, grandpa
since 00's there's a fuckload of titles developed in engines like renderware, source, cryengine or unity; some of the most renowned indie titles run on the engines and you probably don't know it. they are well made enough not to display the quirks of the engines they're running on
enginedevving is first and foremost a job for highly qualified codemonkeys who know what they're doing or really passionate nerds whose aim is more of programming masturbatory rather than making an actually playable title
it's not for an average anime-gobbling chan poster who decided to just like make game
>>
>>157922404
>(you won't even understand the meaning of my reply)
>"no enginedev on /agdg/ ever made it"
>"hurr durr, there's plenty of enginedev outside that made it! what are you gonna say about that?"
>"i said, no enginedev on /agdg/ will ever make it."
>"Durrrr, you don't understand what i meant!"
good job, you sure won the argument on a mongolean animated picture forum.
give us your address and name so we can send you your trophy by acting retarded.
>>
>>157921309
http://thebookofshaders.com/

Other than that, I think the same way as regexp: by trial and error.
>>
>>157922516
Pretty much this. All I want is a simple quiet life and just enough money to live comfortably.

Once you realize this you'll truly be happy.
>>
>>157914450
>thick eyebrows
FINALLY, someone makes a cute girl with thick eyebrows, those always look the best.
>>
>>157922489
Depends how elaborate you want it to be. Noise would just be a distance calculation, i.e. test the distance from sound to anyone who can hear it. You could make a raycast or a collision box or something to check for walls in the way and reduce the range of the noise, but that's not as simple.

For smell I'd have some kind of tile-based system that stores the smell in each tile, that way you could have smell that moves around and stays in place and spreads and can be erased locally and is blocked by walls.
>>
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my first house thingy did i do good boys
>>
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>>157922794
This guy gets it
>>
>>157919516
I'm just saying I'd rather learn a new language than deal with such bullshit. At least I'd be learning something new instead of doing someone else's work.
>>
>>157922950
The far chimney part could be 1 pixel higher.
>>
>>157923018
ur fat skank of a mom could have taken my dick one pixel deeper u dumb fucker
>>
>>157922950
The roof will merge with the snow background if you have no outlines, and why is everything pink/purple?.
>>
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>>157922794
You. I like you.
>>
>>157923161
because mono chrome atic is a static
>>
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>>157922794
here's your true love.
>>
>>157896840
Good start
>>
>>157922950
I think scale is a little off, door too small or window to high. Also walls are a bit bare, add something random
>>
>>157922603
>whose aim is more of programming masturbatory rather than making an actually playable title
Is it that hard to believable that for some of us game dev is just that? Games are artificial realities. It's a fun way to learn about physics, math and what not. Yes, I had to realize I don't have a single solid idea for a game, nor have any patience to get into art, so using an engine like GM or Unity would end the fun for me in a few days. Yes, I love to live in the delusion that one day my coding skills would make me a fine code monkey at an engine dev job. What will you do about it? Soon we will legalize weed, and no one will care what you'll put your dick in, yet I can not have my daily fun of writing parsers and collision detection systems? If it turns out to be a game which is fun for others, then it's fine for me, but I have come to the realization that I enjoy learning and experimenting rather than designing a game, so the journey is more important to me.
>>
>>157914937
at least on android, yes you can send the hardware a level of vibration you want, but hardware probably interpretation varies.
>>
>>157923504
there is completely nothing wrong with that approach
>>
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>>157921154

progress
>>
>>157923504
You're not allowed to enjoy yourself while learning, that's not what Amateur Gamedev General is about.
>>
>>157924231
will this game have memes
this is important
>>
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>>
>>157924623
rude
>>
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>>157924479

there will be memes
>>
Could gamemaker handle a daggerfall clone? Just smaller than daggerfall to start.
>>
>>157926194
easily
>>
https://www.engadget.com/2016/10/19/samsung-galaxy-note-7-gtav-bomb-mod/
>>
>>157926194
absolutely not. Gamemaker can only create 2D side scrolling pixel games.
>>
In game maker say I want to load images dynamically at runtime instead of importing them into the project. Where should I put those files?

I mean when using this function
https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sprites/sprite_add.html

What path should I give?
>>
>>157926786
same place as the .exe when it's compiled

or when you're testing it, some obscure directory in your appdata folder that you can find with one of the directory functions
>>
>>157926194
https://youtu.be/qja3FjgaZOM
>>
>>157923015
I don't think you can learn programming if you can't call functions from a library is what i'm saying.
>>
>>157927003
Alright thanks dawg.

And is 4chan ded again?
>>
>>157927175
The creator of this must be absolute madman.
>>
>>157929050
m-maybe everyone's just busy actually devving
>>
Is there gif recorder that can record in 60fps without frame skip or anything?
>>
>>157929395
shareX. Also does webm's super easily.
>>
>>157929395
Licecap
>>
Anyone have a link on the proper way to implement an inventory system.

For example, something that adds a new gun to my inventory when I pick it up amd keeps track of ammo for that gun.
>>
Making a game to cash in on the Red Dead hype. What games have good revolver gunplay? How do you make it more intricate?

I'm thinking something like having to tap reload for each shell you reload, and timing the pushes makes it faster to reload or something.

Also, tapping shoot while switching to your revolver will execute a quick shot from the hip, like in old western draws. It will be accurate , but you won't have a cross air to help you.
>>
>>157930082
I'm using licecap currently and it does frameskip in 60fps.
>>
>>157930673
Receiver
>>
Don't most browsers have trouble playing 60fps gifs?

iirc most won't go >50fps, the frame delay is too small and it defaults to something bigger.
>>
Trying to make movie sprites. Used FFMPEG and uploaded a bunch of pngs, got a webm with a green background.

Did I fuck up or is it transparent?
>>
>>157930851
Receiver but with not boring/shitty enemies would go a long ways towards being entertaining. The folks making Relock tried to rip the formula into a multiplayer shooter but haven't made a meaningful peep on their progress in years.
>>
>>157931042
webm doesn't support transparency, anon.
Why do you need a transparent video anyways?
Please tell me you're not planning to use a webm in your game.
>>
>>157930427
There isn't a single proper way because different games have different requirements for the inventory. But in a pretty basic form its a collection of data that looks like this
>pointer or identifier to flyweight data: item is a broadsword
>data specific to the item instance(s): +2 vs skeletons
>quantity
Depending on your needs you can cut some of those though. At some point you will also have to probably consider runtime vs save data formats.
>>
>>157931669
Making an Ace Attorney/Dangan Ronpa game on Renpy.

The animations are simple enough but Renpy can't handle them. Even if you upload each png separately it fucks up the animations half the time - beginning the animation in the middle of the loop and what-not.

Movie sprites do the trick just fine, though.
>>
>>157931928
As long as the ending is stronger than Aviary Attorney.
Aviary Attorney had sweet art, and a compelling story, but fell apart at the end.
>>
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>>157931928
You can't beat Danganronpa
>>
>>157932287
Can't say for sure about the ending, but I can promise you one hell of a middle act.
>>
>>157930427
my method is pretty simple,
>List<Item> inventory= new ArrayList<Item>()
>inventory.add(new Gun())
>>
>>157932370
Hahaha, but I'm animating the sprites with my BRAINWASH techniques, it works by stimulating the cortex of the eyes.
>>
>>157932437
If you can promise me a solid middle, PLEASE GIVE ME A SOLID END.

A story with an unsatisfying end leave you wanting something else. Sometimes a cop out end can work, "forget it Jake; it's chinatown." however very rarely is it satisfying.
>>
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>>157932518
>>
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Not much progress to report today. Passive skill tree is getting out of hand.

At about 500 nodes now, easily going to pass 800 by the time I finish.
>>
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NintendoSwitch.png
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>>
how do I make a particle that doesn't look like crap?
>>
>>157934204
No there is currently no workaround nor do we have plans to fix it any time soon as unfortunately it is a hard problem to fix given the current implementation of portals and vector field steering.
>>
>>157934154
Did Nintendo make that game? Cause it looks like shit.
>>
>>157934204
Put effort in.
>>
>>157934154
It looks real nice. I wanna make NX games.
>>
>>157934405
I did think it was beautiful until I know a racist shitlord mixed nip tranny made it.
>>
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Day 3

Bet you are not tough enough to call him a dildo now!!!
>>
>>157934703
>Blue penis menstruating

You are very kinky anon, not sure that has a market tho.
>>
>>157934703
Needs more dust particles
>>
>>157934703
How did you do the dust? I'm interested in this.
>>
>>157934841
I'm using Unreal dust system, it's literally just drag and drop.
>>
>>157934841
It's a sphere with a little black smudge on it that fades out over time, one burst, and goes from light brown to white. Also youngest first sorting.

>>157934791
Spawns the object every second frame already, any more and it becomes wonky looking. It's a one week project and I'm too lazy to actually write something that spawn them based on distance.
>>
>>157935303
I would assume Unity's particle system has an option to spawn more based on the speed of the emitter
>>
>>157935501
I don't feel like reading the docs.
>>
>>157934154
I can only imagine what's going on in /v/ right now.
>>
>>157935501
Not really, there is an option to set it up based on distance though, so I might rework it, but for now it will stay like this.
>>
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Basic lighting.
>>
>>157937309
are you a NEET?
how are you making progress so fast
>>
>>157937309
Nice. Lightning in 2D games is always awesome to watch.
>>
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>>
>>157937309
Spooky lighting
>>
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>>157938225
>>
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Added enemies, and a wave system. But no enemy graphics yet.
Towers will now shoot and damage enemies.
Added start and end graphics.
>>
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>>157938383
>>
>>157937867
Not a neet, I didn't implement anything complicated here. It's a basic shader and a render target/render texture.

>>157938209
>>157938236
Thanks
>>
>>157938225
>>157938383
>>157938587
What is this?
>>
>>157937309
Why is it so fucking dark?
>>
https://www.youtube.com/watch?v=h-Snv9o7Too

Another misserable day in my shit existance, another shit game that nobody will give a fuck.

Now with audio, even with placeholders is shit.

Pls rate.
>>
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Todays progress.

Added a random chance of a vulture spawning when you kill an enemy. The vulture will be players source of HP.

You kill enemy, which has a chance of spawning ammo.
Vulture comes and if you kill the vulture it has a chance of spawning HP. If you're too slow it will fly away.

It's a nice game loop imo.
>>
>>157939880
>anime basketball
>>
>>157940020
>not liking sport animes
>>
Any recommendations on learning gamemaker?
>>
http://hitboxteam.com/designing-game-narrative
>>
SDL 2.05 is out.
>>
>>157939929
Sounds slow as fuck.
>>
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Shhh, Zombro is trying to sleep.
>>
>>157940387
I've noticed the majority of reviews here are exclusively about Gogum (and mostly negative, as expected) but what these reviewers seem to be leaving out (or perhaps, didn't have the pleasure of experiencing) was the Nodevs aspect of this product. Everyone knows Gogum isn't known for having the best support (in fact they're known for having the WORST support), but Nodevs however is on the other end of that spectrum, and if you purchase this internet package through Nodevs, you don't actually have to deal with Gogum (at least during the setup process), making for a much more enjoyable support experience
>>
>>157940419
pls add option to tuck him in, poor guy looks chilly.
>>
let's say i have a long method

void shit(vector2 v,int i, float s, bool b)

you call it by doing

object.shit(v,i,s,b)

now lets say i use this method very often.im wondering is there any way to cache the parameters, so that i can just do

object.shit(cached_param);

the cached params will include the v,i,s,b already
>>
>>157937309
I can do better with Unity.
>>
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there must be more to life than this
>>
Is love2d performant enough to make a transport tycoon style game?

Looking to make a simple isometric city building game about real-estate and zoning. Wondering what engines to use I'd love2d doesn't fit the bill
>>
>>157940630
>UV mapping door details

Why?
>>
>>157940387
what do you mean slow?
>>
>>157940746
because I want more depth
>>
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>>157940458
>I've noticed the majority of reviews here are exclusively about Gogum (and mostly negative, as expected)
>>
>>157940879
I don't get it.
>>
>>157940757
My apologies for the blunt and somewhat rude statement, so I'll elaborate. While the idea of using vultures to regain health sounds interesting, the way it looks like it's implemented will slow down the gameplay and add a boring element to the gameplay loop. Having to wait for the vulture, or wait for the possibility of the vulture after every kill. It doesn't sound very fun.
>>
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>>157935626
DONT
>>
>>157941059
Dude the game is supposed to be "survive in a procedural infinite desert", slowness is good.
>>
>>157941010
More detail = more shadows from lightsource = more depth.

But you are right, I don't need to have window details on the door.
>>
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why do i always have such a hardon for games involving cute girls?
>>
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this is one of the moments that make me proud to be an enginedev!! actually no, CODEdev, because I created my own language!
I'm running some polygon tests with this buddy I made in blender. there's no textures yet but i implemented the dithering, (took me an entire day)
exciting...
>>
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is this photorealistic enough for you?
>>
>>157942037
>cute girl
>drill weapon
My two favorite things.
>>
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>>157942054
>because I created my own language
>>
>>157894178
Left by far, right looks like absolute trash and I don't understand why there's so many people recommending it.
>>
>>157942346
>I care about how others use their time
>>
>>157942397
some people like that shitty ps1 look.

obviously it looks fucking awful, but nostalgia convinces them otherwise.
>>
https://a.uguu.se/K0FhWV0NYudb_torpedoai-2016-10-20a.webm

These last levels are so big that i can't make 3mb webms anymore.

Need 13 more levels and the game is pretty much finished.
>>
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Damn sfx really help with the juiciness.
https://a.uguu.se/MBy0Ax2LNTzB.mp4
Disclaimer: I used random gunshot sounds so I don't know if they're appropriate for the gun models.
>>
>>157939880
that ball dropping sound man.
>>
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>>157942690
Your game is super fun but honestly it looks ugly.
I think a flat 'minimal' art style would suit it much better.
>>
>>157941059
ah now i get it, thanks for the feedback. You might be right. There is some sort of scavanging aspect so they wont be the source of rations/hp. But you might be right, im gonna take note of this and come back to it when the game is more fleshed out.
>>
>>157942690
>>157943112
This!
Also it would be sellable for mobiles
>>
>>157942690
Keep it up, man!
>>
>>157940667
Bump
>>
>>157943296
No problem. While what >>157941541 makes sense, any element in a game that can potentially make a player go, "Ugh, time to wait for this again," is not a good thing. It's often those little things which can make or break a game's feel.
>>
>>157942690
Looks like a fun game, but this level is incredibly tedious. The first 30 seconds are straight paths with a couple of corners, the cannons serve no purpose here as well since they're not going any faster than the player. I suggest making just one straight path like you have now, and another straight path in which you have to switch inbetween lanes of cannons which fly by you
>>
is there a mobile ad publisher that won't delete your account because you didnd't login after a while?

I got my admob account deleted by no reason after two years.
>>
>>157931669
Actually solved both problems.

I learned how to use FFMPEG, and got a movie sprite by making a mask of the webm.

Now Renpy isn't fucking things up any more.
>>
How do I like... "bridge"... the input with the rest of the game?

Like in a party based RPG, when you click a unit, you get some sort of notification that the unit is being controlled and the GUI updates and then when you issue commands, they go to that 1 single unit... but if you drag a box and select multiple units, then all of that logic changes.

It seems like this could get really messy.
>>
I'm gonna see my game tomorrow :D
>>
>>157943552
yup very true. I was thinking more of it being an "after battle reward" sort of like in bioshock infinite how Elizbeth threw you a HP pack to ease the damage.

It's not going to be procedually generated anyway lol.
>>
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>>157943338
>>157942690
DUDE:
>implement flat ui style or some light 3D stuff like crossy road
>make level progression go upwards for mobiles (procedurally generated?)
>the "points" are the meters you are able to run through the maze without exploding or crashing
>tap and swipe left/right to move while holding
>everytime you die there's a small ad on the bottom (first revenue point)
>you also have a TURN METER, a power bar that lets your missile turn faster
>you turn it on by pressing a button in the upper corner
>it slowly runs out, and when it's over, at the game over screen you can offer the players to "REFILL FUEL" (second revenue point)
Do it right and you can make the second Flappy Bird. Go for it and make those 50k$ a day from ads.
>>
How do I avoid diagonal lines being jagged REEEEEEEEE
>>
>>157944469
Antialiasing
>>
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>>157944469
They'll always be diagonal, you gotta anti-alias them my man. Or in other words color gradiant which create the apperance of straight lines
>>
>>157943856
>It seems like this could get really messy.
It always does. Now you know why GUI app developers hate their jobs.
>>
>>157937309
Do you hand draw your animations? How annoying is it?
>>
>>157944469
Develop a modern computer screen that renders with vectors instead of pixels.
>>
>>157943112
>>157943338
I agree, my game is really ugly.
After I finish the remaining levels I'll try to make it a little prettier.

>>157943430
thanks anon

>>157943561
yeah it's a kinda boring to watch, but it's completely different when you're playing it.

the webm is way slower than the actual game (my pc is shitty, can't run obs and the game at the same time)

it's hard to notice, but i'm using the boost button to stay ahead of the enemy torpedoes

it's impossible to make those curves if the player is too fast
>>
>>157939738
Because I made it dark, I'm just testing now.

>>157940603
That's fine.

>>157945825
Yes, and it's insanely annoying and difficult. I'm thinking of trying skeletal animation.
>>
Guys my mommy is going to start giving me extra 500 dollars to put on my project, I'm very happy.
>>
>>157946595
I hope this is not a joke about neetbux. A mother believing in his son and giving monetary support is cool.
>>
>>157934470
who?
>>
Will the big boys respect me if i told them i made my game with Unity?
>>
>>157946946
Only if your game is fun and doesn't have the unity splash screen.
>>
>>157944242
well, i plan on making a mobile version but i don't want to turn it in a completely different game.
>>
>>157942054
>v, because I created my own language!
Tell me more, I love hearing about languagedevs.
>>
>>157946946
who are the big boys? AAA devs? they dont give a fuck what a game is made with.

the only thing that matters is that you are motivated and passionate to make your game.
>>
How are your Nintendo Switch projects coming along? Will you be ready to ship when the console comes out?
>>
>>157947402
>>157942054

Then goto >>>/g/
This is the amateur GAME development general.
No need to clog the thread up with things unrelated to the development of GAMES.
>>
>>157947667
Yes let's not clog it up with progress and post the source meme for 500 posts instead.
>>
>>157943856
Anyone have some input on this?
>>
>>157947584
I would develop a game for it in a heartbeat as soon as Godot supports it
>>
>>157947584
no
and im not targeting nintendo because third parties get shit on. its also much harder to ship and ultimately not worth the investment unless I had a super smash hit.

>>157947741
atleast the source meme was game-related. talking about how some freshmen in college made his own babby language that will be dropped in 2 months is nothing related to games.
>>
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:C
>>
>>157947667
oh quit being a bitch, son.
>>
MY GAME IS CYOOT
>>
>>157937309
>tfw you will never be this good at vidyadeving
>>
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>>157948763
if you can't do that simple shit then maybe you should stick to kodu/scratch.
>>
I ate an entire pack of Doritos, now I feel bad :/
>>
>>157948967
>Simple

Where is your game then?
>>
>>157906785
Nice
>>
>>157948967
>Node based AI is for children

You realize that most AI used in games is made using it right? F.E.A.R devs even published documentation on how they made it.
>>
What's the good way for objects to notify other objects of things?

I heard messages / events are common but what do they offer besides GameObject.Find("Health UI").Register(me); ?
>>
>>157949247
Events/Messages is how all the big guys do it, register listener and do shit.
>>
PNGs for sprites is the standard, yes?
>>
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>>
>>157949415
no,bitmaps
>>
>>157949415
.tga is the standard, but PNG is still ok.
>>
>>157948967
That's not simple
>>
>>157948967
I will never be that good at vidyadeving by sticking to scratch
>>
>>157894178
Right looks like a zoomed-in corner of the screen from GTAIV
>>
>>157946595
>gets $500
>blows it on chaturbate and junk food
>still no progress
>>
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>>157949516
>>
>>157949516
Spooky.
>>
>>157946946
>game made with Unity

Probably not. It will be full of bugs and have shit performance. They'll write you off instantly.
>>
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suggest more food items
>>
>>157897330
memer, memer, booty-creamer
>>
>>157950064
It's funny how all Nodevs say shit about Unity, but can't make a game ;)
>>
>>157950123
Cinnamon pie
Butterscotch pie
>>
>>157950203
maybe they cant make a game because unity is so shit
>>
>>157947803
Waiting on the unity support myself. Unity was listed as one of their partners on the article so it should be coming soon.

>>157947854
>and im not targeting nintendo because third parties get shit on
WiiU and the 3ds have had much better third party support than in the past, especially for indies and the eshop.

>its also much harder to ship
eshop

>and ultimately not worth the investment unless I had a super smash hit
The amount of available games at launch could compensate for the rest. If it's good enough and there aren't that many launch titles then it will sell.
>>
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>>157950064
>>157950229
yep.
stay delusional.

sad really
>>
>>157948763
have a dark layer, add a subtract/add shader. add an object that is black/white. ta-dah
>>
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>>157950229
>Unity is the only engine that exists
>>
>>157950123
Jerky.
Mushroom.
Potato.
Shrimp.
>>
>>157950219
less pies
>>
>>157950310
It's not fair, they made a good game with Unity, if I make my game and it's bad it's Unity's fault.
>>
>>157950402
fewer pies, anon
>>
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>>157950310
hey i can make random screenshots too??
>>
>>157915856
>So you're admitting talent is a real thing?
of course it is, you mongoloid. Talent is a starting point that gives some people an advantage in a specific field or skill, but #D modelling and general graphic design is something you can learn and catch up to talented people. That's a field where you can cultivate and develop your own talent, versus some people having it fully formed.
Quit being a negative fuck and practice. It shouldn't take more than 40 hours of ACTIVE practice to develop real, tangible gains in something like 3D-rectangle bending.
>>
>>157950317
I at last I truly see. I just gotta draw the rest of the owl
>>
>>157950123
spaghetti and meatballs
>>
>>157950608
Are you mentally challenged? Ori was made with Unity, of course a little Troll like you is too dumb to understand context.
>>
>>157919268
fuck off Zoe Quinn. You are the ultimate nodev
>>
>>157950525
No, it's your fault if you make a bad game with Unity.

It's just that you making a bad game with Unity will further establish the idea that Unity is bad because "only bad games are made with it" even when it's not true.
>>
>>157950704
>here, let me put out a SINGLE example of a game

do you think there are like only 50 games ever created or something?
>>
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>>157950583
>>
>>157950608
>Random

It got 10/10 steam reviews.
It got a 90% meta-critic score.
More importantly, it was made in Unity.

How is any of that possible if these supposed 'big boys' wrote them off instantly? According to your logic, it should have done poorly due to the fact of it being made in Unity.

I hope this makes things more clear as to why I posted the screenshot.
>>
>>157950123
Banana pancakes
>>
>>157950001
why would you shop his model like so.
>>
>>157950847
>being this retarded
What's the point even trying to explain it to you.
>>
>finally decide to get back into gamedev
>finally decide I don't have to stick to tiny projects and can actually make something of some scale, something that, therefore, I give a shit about
>tfw totally overwhelmed by the blank slate of possibilities for things I could be making
It's a good feeling, kinda, like somebody's just handed you a present but it weighs 200 pounds and smothers you (but it's still a present).
>>
>>157950874
instead of not replying i just wanted to let you know i was shitposting and im too tired to reply further
>>
>>157950847
It's obvious that you aren't from here, so please go back to your shithole.
>>
>>157951007
Do you wanna be my slave?
>>
>>157951007
You should be writing down your ideas constantly so that you might be prepared for a moment like this.
>>
Is using Unity for 2D games a terrible idea?

Using a 3D engine to make a 2D game seems like using a tank to drive down the hallway to your own bathroom.

However, I've seen a lot of good 2D games made with Unity.
>>
>>157951203
Unity for 2D = okay
Unity for 2D pixel game = shit
>>
>Use SDL2
>Want to draw some fucking lines on the screen with hardware rendering
>Can't set line width for the line drawing function
JUST
>>
>>157951482
Time to start stacking lines.
>>
>>157951287
The big benefit of root motion for all/most animations and not just montages seems to be making the animations line up well. There is no skating when movement speeds dont align. There is definitely more overhead making inputs set variables which drive all animations in the animgraph with blendspaces. It does get tricky doing turns and subtle movements. You need to have good transition animations for those types of things to occur and look good doing so. I have found that there can be some weird glitching between blend spaces, but I use a layered blend on int between some of these with good results as you can control the transitions better. If you dont mind a little skating here and there it is definitely easier to only use root motion on special animations where you need the capsule to follow the animation, but for looks on my first project I prefer the look and feel of the root motion for most things.
>>
>>157951191
Building what kind of pyramid, Anon?
>>
>>157951554
I literally don't understand what's the issue. I can render sprites with hardware acceleration. I can render all kinds of geometric shapes with hardware acceleration. I can't draw lines more than ONE PIXEL WIDE using the GPU.
>>
>>157951007
what worries me the most is the time... then again I wasted 7 months last year worrying about the time. And another 4 months (so far) this year.
>>
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>>157951482
>Using SDL
>Not SFML
>Current year
>>
>>157951772
Maybe because SDL is supposed to be barebones
Write your own line funciton or use SFML instead
>>
>>157951772
If you can't draw a line with width then draw a square.
>>
SFML devs sure are taking their time before releasing those leak fixes
>>
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>>157951924
rectangle
fuck
whatever
>>
What do you guys think about RPGmaker? All of them are on sale on steam now and I'm kinda interested.
>>
>>157951850
Can SFML render arbitrary hardware-accelerated lines?

>>157951886
I can use the software renderer in order to draw lines. Very inefficient. Otherwise I need to talk directly with OpenGL/DirectX, bypassing SDL2.

>>157951924
Some of the lines I need to draw are diagonal. Hardware-accelerated rectangles are always aligned to the screen.
>>
>>157952009
Meanwhile I'm doing the finishing touches in my Unity game :-)
>>
>>157952009
just look at the smfl source and fix the leak yourself. its open source ;^)
>>
>>157952221
If you want to do that style of the game veryyyyyy easily it's ok, they even allow you to do scripting with Ruby, Gamemaker is a more intricate alternative if you actually want to be a gamedev.
>>
>>157952294
Nuh uh. They broke it they fix it.
>>
So which is better SDL2 or SMFL? Any differences?
>>
>>157952436
That's what you get for using "free" engines the cost is your time and sanity
>>
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finally got stairs to start properly. i am not good at scripting automatic movements that take control away from the player for a moment- so my code is absolute spaghetti. thank god i most like won't ever need to touch it again once i get this set up fully.
stair controls next

>>157950123
cheese sticks
>>
>>157952009
>>157952294
>>157952436
What happened?
>>
>>157952551
Unity/Unreal.
>>
>>157951025
you are very sad
>>
>>157950123
HUMAN HEARTS
>>
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>>157952551
Join the engine dev SDL experience™
>>
>>157952551
SDL2 guy here. Other than the whole CAN'T DRAW HARDWARE-ACCELERATED LINES MORE THAN A PIXEL WIDE thing it is a joy to work with if you're making a sprite-based game. Just.. if you try to include graphical things that are not sprites or text in your game it will be incredibly painful.
>>
Snail WIP, What does it need agdg?
>>
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>>157952607
Good job, I also like your style.
>>
>>157952613
Basically they released a stable version with leaks on major systems (i.e. you can't avoid them if you want your game to have graphics). This was over a month ago, the fixes are already available but they haven't released the next stable version with the fixes already.
>>
>all these people who are never gonna make it
I can only hope the majority of people here are hobbyists
>>
>>157951482
>>157951772
there's literally no graphics API function for drawing lines on a GPU other than 1 pixel lines, that's why
>>
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Do you know if there's a way to make this camera effect in UE4?

Or help finding the name of this type of view
>>
>>157952717
>"Hey, I'd like a small blade to chisel wood with"
>"Here take this 1 meter chainsaw enjoy"
I genuinely feel like it takes less effort to make really simple games with SDL than with Unity because it takes an afternoon to figure out everything important about the former while the latter is a behemoth it takes months to truly understand.
>>
>>157953061
My goal isn't to 'make it'.
I just enjoy the process of developing my dream game.

If it takes me 10 years then so be it. I mean retro games from 20 years ago are still popular. I doubt time will matter.
>>
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>>157952803
>People using Thinkpads to program games
>Literally /g/ the gathering
>>
>>157952747
im aware
>>
>>157953026
what

>>157953096
WHAT
why
>>
>>157953150
>is a behemoth it takes months to truly understand
Yes.
But once you understand it, then making a 'really simple' game with it takes a fraction of the time it would with SDL/SFML.

Basically, it pays off exponentially in the long run.
And really, it doesn't take that long to learn the API.

Unlike most low level frameworks, the documentation for Unity is phenomenal.
>>
>>157952869
a game
>>
>>157942125
that's creepy
>>
>>157953125
>Or help finding the name of this type of view
>name is literally in the filename

PANORAMIC
>>
>>157953336
because GPUs are for drawing triangles anon
>>
>>157952551
SDL2 is pretty good but has less features and has a C interface
SFML has more features and it's also pretty good and has a C++ interface

Use SDL2 if you want to do more stuff from scratch or use C, or SFML if you want some help
>>
>>157953349
I see. I guess it is a long term investment. This is my first game though, and I'll probably finish it in the same amount of time it would take me to really get Unity.
>>
>>157953336
>what
I don't know how to explain that better than "there are memory leaks in the latest stable SFML version's rendering system"
>>
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Help, agdg.
>>
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>>157953336
>doesn't understand whats going on
>is engine dev

baka
>>
>>157953569
Can't they include a function that draws a pair of triangles, one covering the entirety of the other beside the desired line? Or, if overdrawing is a big concern, a series of small triangles connected in such a fashion?
>>
>>157953767
A portray of the character which represents the current condition he/she is in.
>>
>>157954005
I was planning on adding that in the bottom right corner actually.
I could remove the dedicated map button and put a map in the pause menu though.
>>
>>157953702
No, I understood you. Whats, when unaccompanied by an actual question mark, represent shock. This is what the internet has wrought. We must accept it.

>>157953889
>Rendering sprites at a set rate
>"Engine deving"
8 simple animation functions don't make an "engine" Anon. Some of you sound like you're afraid of doing any actual programming.
>>
is gogem the karl pilkington of agdg?
>>
>>157954553
i didnt see gogem in a while sadly
wish hed come back already
>>
>>157954337
it's called engine dev'ing because youre setting up all the backend work(rendering/input/collision),"the engine", for your game, though its true i have no clue how much smfl/sdl abstracts or exposes to you.

whats interesting is that most devs using ue4/unity setup their own collision/rendering and input, so it makes you wonder just how different either is.
>>
>>157954637
he was here shitposting all yesterday m8
>>
>>157954637
sorry, sometimes i sleep
when i sleep i cant post
i'll figure something out
>>
>>157948763
This guy >>157950317
explained exactly how I did it, draw the lights to a render target, combine it with the final image in a shader with subtraction and voila.
>>
>>157955017
I'm not talking about the lights m8 I'm talking about everything
>>
>>157954681
>it's called engine dev'ing because youre setting up all the backend work(rendering/input/collision),"the engine", for your game
That sounds inaccurate though.

In order for it to be an "engine" it has to be general purpose. If you write your own game in C++ with just SDL and OpenGL but all of the code is very specific to your game, I wouldn't call that writing an engine. That's just developing a game with smaller dependencies.
>>
>>157952928
Thank you, anon.
>>
>>157950123
>a
>c
>no b
>>
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>>157955436
well, assuming b) is sword or another inedible item (not really but lets assume sword are inedible) then how else could this menu look (it lists only consumables, mind you)

second option looks pretty gay imo and i dont feel like rearranging letters in every menu is a good idea either
>>
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More adventures in multithreaded processing.
I divided the simulation grid into 4 quadrants, one thread per quadrant.
The threads shouldn't be bothering each other, they only read and write in their own area, and they even have non-interacting buffer zones.
Fixed-size arrays should be generally thread-safe, but something weird is definitely going on here.
I see stuck pixels, teleporting pixels and sometimes one of the threads just hangs.
>>
>>157955825
>it lists only consumables, mind you
Nvm then, I thought it was the complete inventory.
>>
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>>157952869
>>
>>157956070
no problem my friend
when i come around to remaking inventory by adding proper categories in complete inventory screen its gonna look better
>>
>>157956159
>>157952869
Bokudev stop your fucking fake progress.
>>
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>>157952869
>>
How many lights are typically visible on screen in a Rollercoaster Tycoon type of game at a given instant? Trying to determine whether to use forward rendering or deferred for my engine.
>>
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did a concept art for my Desert Dog. Nice for motivation doing something else than coding and 32x32 pixels
>>
>>157950376
>Environmental racism is a type of discrimination where people of low-income or minority communities are forced to live in close proximity of environmentally hazardous or degraded environments, such as toxic waste, pollution and urban decay.

Can we stop posting this stupid image? She is not retarded. She was appropriately using an established term. She was implying that the death toll should not be so high but economic factors forced them to be in dangerous environments that got them killed when the hurricane hit.
>>
>>157956573
zero since those games are 2d
>>
>>157952238
You should not be using SDL2 for rendering anyway because it has no sprite batching or instancing or anything to make the performance not shit.
>>
In GM:S when unplugging a controller and plugging it back in the running game can throw an error. I have controls implemented but I am calling slot 0 for the controller check. Is there a better way to do this? Is there a way to detect a newly plugged in controller and then assign it to be the slot of focus? I can only assume that when I unplug the controller then plug it back it that it reassigns itself to another slot other than 0 and that is what is fucking up.
>>
>>157956641
>It's the white man's fault that hurricane's cross tropical regions even though their entire GDP comes from tourism by those very same white man

I love this maymay
>>
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>>157956159
piranha plant with..blonde pigtails?
>>
>>157956696
Obviously, but what if they were 3D? The more I think about it, the more I plan on just doing a single directional for shadows' sake.
>>
>>157953920
>Can't they include a function that draws a pair of triangles,

Yes. They do. It's how you draw literally everything to the screen. Now just write a line rendering function that way. It's extremely simple. Stop being lazy.
>>
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>>157956627
>>
>>157957035
>extremely simple
anon...
>>
>>157957059
Your game reminds me of A Boy and His Dog. Kind of like it, and you really can't perform worse than that movie.
>>
>>157957035
I don't actually know OpenGL or DirectX
>>
>>157956536
me like
>>
>>157957135
Not him but what's the deal? I've written a few 3D games of my own, and that's a really simple thing to do.
>>
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>>157956159
>>157956306
Here fucker have some more progress. Trying to animate this crow enemy.

>>157956536
Wow I can fap to this.
>>
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this is the stupidest thing i've ever made
>>
>>157956767
>Peformance
Just what kind of a sprite-based game are you making Anon?
>>
>>157957403
of course it's "simple" after you've done it a few times
>>
>>157957135
It is extremely simple. You can do it in 2 hours. The entirety of the complexity comes from getting OpenGL started in a window and setting it up to render.

All of these programming things that are paraded around as difficult here are very simple problems. Everybody here has elevated them to a level of complexity that you just wont find making a 2D platformer game, regardless of making an entire engine or not.
>>
>>157957059
lmao u fixed it real good.

>>157957273
thanks! I dont know what thatmovie is about but if it's about a guy and a dog he finds it's similar lol
>>
>>157956536
What tools do I need to make my game have satanic hidden imagery like this?
>>
>>157957884
dude coordinate system are NOT simple. and opengl uses a completely different coordinate system than i used by literally everything else. i cant wrap my head around it
>>
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So, is there any benefit to learning UE4 over Unity for a small, one man dev team? After playing some Unity made games and researching about it, it does seem as though there is an inherent performance issue with Unity made games, or is that just bias talking and it is less on the engine and more on sub-par indie developers?

I already got game maker for my shitty 2D games and now I want to see which is better for my shitty 3D games.
>>
>>157957425
so the goal is to kill cop cars by vaping and breathing it out on their cars..?
>>
>>157957425
yes
>>
>>157957719
I don't think you understand how slow GPU's are if you switch content too much. I'm sorry you fell for the meme of "it's modern hardware, so we don't have to worry!" but that's not how reality works at all.

It's modern hardware designed to do a specific task. It is very, very good at rendering shit. What the modern hardware is not good at however is receiving commands and things like that. That operation is so insanely slow compared to almost any other operation, that it can take drawing a bunch of flat boxes from some insanely high fps to 20, if you are lucky.

Don't take my word for it though. Go profile it. You will quickly see how fast your performance falls with what should be small amounts of data for the GPU to handle.

The GPU is very fast and efficient, and you don't need a complex rendering pipeline trying to get the smallest amount of data packed into commands to get a 2D game to run okay, but you also still need to not be brain dead when making it for it to perform okay. This is why you can even google extending the SDL2 functionality to include batching, bceause in their 2D games that look like they were from the 90's, they were getting 90's PC FPS.
>>
>>157958105
ue4 is pretty good for 1ma because of blueprints and they also have powerful animation shit iirc but i haven't used it in a long time and i think that realistically 1ma 3d game is too hard unless you want to release subpar meme games
>>
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>>157957405
>>
>>157958126
yes
>>
>>157958105
using ue4 as a solo indie dev is like ordering family sized meal for yourself
youre only going to eat your part and realize you shouldnt have wasted your time and money unless youre a fucking fat neet fuck who does nothing but sit in front of his pc to make fake fucking progress to impress strangers on the internet so they give you the admiration that your parents never gave you fuck off you fucking cunt
>>
>>157957425
>vehicles rotate around the middle instead of their axles

triggered af
>>
>>157958045
Coordinate systems are simple, in so far as we are using them. We are not doing any amazing special coordinate systems.

We are using normal Cartesian coordinate systems pretty much all the way through.

The only thing you have to "wrap your head around" is that objects coordinates exist in different relative spaces, IE local space, world space, and screen space. Each one is a simple cnocept if you think of it in terms of the origin IE the origin in local space is the origin of the object, the origin in world space is the original of the world, and the origin in screen space is the top left of the screen, or something. I don't remember because I always change it to the center. What exactly is confusing here?
>>
>>157958105
To those people saying UE4 is too hard for one man, it's just that you really need to have a clear shema of your game elements, and not go over it.

You can make it but with a small concept yet varied one or addicting one.
>>
>>157958350
meme magic.
>>
>>157958105
If you're a 1 man team don't make a 3D game. You WILL fail. I'm sure you can find a concept for a 2D game that you like.
>>
>>157958478
Yeah, trying to figure out a way to fix that. Should the 'pivot' point be at the front or the back of the cars?
>>
>>157958226
I appreciate the sentiment but you'd need to do things really, really, poorly before performance becomes a thing in most cases.
>>
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>>
>>157958105
There is a bunch of inherent limitations with performance in Unity.

It's not multithreaded.
The api is also not thread safe.
C# doesn't compile to native code.
Even on the platforms it does, it's not optimized C++, which is what ends up getting then compiled.
>>
>>157958807
One of those things is if you have a draw call for every sprite, which is exactly what happens in SDL2's renderer.
>>
>>157956306
>fake progress.
what the fuck does that even mean
>>
>>157958771
>1 man team don't make a 3D game.
Stop falling for this meme. You can make a good 3D game as a solodev just keep the concept simple but have it clearly use 3D rightfully.

Also know that its longer than a 2D game clearly so your development time will be a bit longer.
Or use a simple 3D toon look like Bokudev.
>>
I like to imagine there is a round table of goons within agdg that try everyday to figure out how to get BokuDev to never post progress again.

>>157957405
Looks good senpai.
>>
>>157959293
>You can make a good 3D game as a solodev
I can't think of a single example of that ever happening.

>Minecraft
but you said "good" :^)
>>
>>157959203
it means progress i don't like
>>
What's the best way to get started with an arcade game?
>>
>>157947854
>ultimately not worth the investment unless I had a super smash hit
Nintendo systems are the only place left that's not over saturated with indies. It's the only place where a non-smash hit has a chance to shine through and maybe get enough of a following to expand on.
>>
>>157959423
You.

>>157959203
This.
>>
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>>157958409
>make fake fucking progress to impress strangers on the internet so they give you the admiration that your parents never gave you

Hey now, I try to believe I make real progress!

>>157958580
Out of the gate I know one man can never make a GTA or MMO without dedicating a lifetime and then some to it. I was thinking more along the lines of "faux" 3D games made in a 2D plane like modern Nintendo platformers or "3D" shmups.

>>157958923
That's insightful, thanks.
>>
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Started working on health. I plan to put a character portrait that will react to what happens to her (hurting face when taking damage, tired face when low HP etc).
I'll probably work a bit on inventory and item interaction tomorrow while also implementing some sort of enemy AI.
>>
>>157959552
Do you mean making a game that feels like arcade games?
Or making a real life arcade cabinet?
>>
>>157958771
what if I only intend to make a vertical slice to entice other talented people to work on the game with me?
>>
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>>157958873
>>
>>157960336
make the game already stop giving a fuck about the title
>>
>>157960336
W-whew
>>
>>157960586
But it's not me. I can't make any hard work this week so I try to do small stuff. I think I'm gonna keep this one.
>>
>>157959553
that's because the problem is that people who buy nintendo consoles only want 1st party games(mario/zelda/etc). unless your game really stands out like splatoon or something, you'll get completely overshadowed.
>>
>>157960762
>But it's not me.
Yes buddy I'm sure it was someone else :^)
>>
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>>157960882
>>
>>157960762
>But it's not me.
what is this nodev excuse? dissociative identity disorder?
>>
http://www.strawpoll.me/11470674
>>
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finally! Now the fun starts!
>>
>>157955160
Then learn! Use an engine if you want to focus on the gameplay aspects. I didn't become a dev overnight, you can do it too if you put in the time.
>>
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>>157959553
PSSH
you think your SHITTY little game can compete with THE legends of video gaming? How dare you even think it deserves to be on the same shelf as the worlds best titles. Do you think Shigeru Miyamoto will be impressed or even bat an eye at your shit?

Your game better have some SERIOUS balls if you want to be on NINTENDO™
>>
>>157960868
That is completely false. Of course people buy first party games, but what do you think they do after they beat those games? Sell their 3DS or WiiU? No, they buy indie games. Everyone I know who owns a Nintendo console has plenty of indie games on it.
>>
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>>157961162
>>
>>157961513
> but what do you think they do after they beat those games
keep playing them because they have high replay value, until the next 1st party game comes out
>>
Im gonna make a game for the Nintendo switch !!!
>>
>>157961513
My father doesn't like video games tho :/
>>
>>157961179
O-Okay
>>
>>157961526
DELET THIS!
>>
I GONNA PUT MY GAME ON THE NX
>>
>>157947584
nintendo is not very fond of pervy games
>>
>>157962003
NO U AINT BOI
HOW DARE YOU THINK YOUR GAME CAN BE ON SUCH SACRED GROUNDS
>>
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>>157961750
You can do it anon, coding isn't magic and anyone can learn. Art is harder but if you try hard you can do it.
>>
>>157962079
MY GAME IS THE CHOOSEN ONE
>>
>>157938761
Mortal Kombat Shinobi iirc. Fangame made in Mugen.
>>
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It's been a while since I've posted here. I added a minimap and enemies that move on the map which can catch you. you can also strafe now since people asked for it, I don't know what keys to set for strafe when using the arrow keys though. Here it is on a test map.
>>
>>157894178
I can only imagine the one on the right looks worse in motion
in this image they look pretty equal to me in terms of aesthetics
>>
>>157958794
I think the front since that's where the turning wheels are on a car.
>>
>>157952607
Damn is impressive the accuracy of your work with the real thing. I'll have to improve mine a lot to reach to your level.
>>
>>157894178
also i looked at your first post, the distance fog and fence trasparency weirdness seems unnecessary
i get that you're going for ps1 aesthetic but there was nothing nice-looking about those things, the colors, models, and textures with updated systems can allow for the ps1 aesthetic but BETTER
>>
>>157962569
Looking good. You should have the minimap be super basic, and have the player fill in the map themselves, like Etrian Odyssey
>>
>>157962569
what kind of game is this?
>>
>>157963007
Looks like a dungeon crawler, but lewd.
>>
>>157962569
cute style
UI textures look too basic (mostly the shading) for that style though, but nice shapes and design
>>
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Is stella no mahou more AGDG than new game?
>>
>>157962931
Yeah, I want to keep it simple, I was against adding a map to begin with but people were getting lost in the demo despite how linear I made it. I figured if i want to make more complicated maps I had to add it.
>>157963007
>>157963182
It's a lewd dungeon crawler, I released a very early demo for the lewd jam.
>>157963201
I struggled with that UI a lot, couldn't make something fancy so I went simple.
>>
>>157963586
the UI assets themselves look nice, it just clashes with the 3d environment
you could use cel shading or something, I don't know
>>
how important is it to follow naming conventions/coding styles when deving?

PascalCasing for class names and method names

camelCasing for method arguments and local variables

prefix interfaces with the letter I

declare all member variables at the top of a class, with static variables at the very top

singular names for enums

all references to private members should be prefixed with 'this.'

I just feel more like a professional when im following the rules.
>>
How do you actually go about implementing online into a gamemaker game? Are there any good sites or anything for it? I know about networking and sockets and everything but no idea how to implement it into a game.
>>
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Look at this sprite I made /agdg/. Its for my game that's in very early "development"
>>
>>157964528
it look like a ayy lmao skelengton
>>
>>157964179
1. Do you ever plan on working with people
2. Can you navigate and maintain your code-base without issue

Then there's no reason to follow autism conventions.
>>
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>>157964528
why would you post something that took 5 seconds to make in mspaint.
>>
>>157964179
Consistency is important as hell.

>>157964309
>? I know about networking and sockets and everything but no idea how to implement it into a game.
Try making a simple chat program that displays what the people say in bubbles.
>>
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Progress is progress I guess. Mapping input to UI and back again is going to become a huge fucking mess, I can just tell.
>>
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>Have model in blender consisting of multiple parts
>look up how to join them into one object and try it. Works
>Get scared because i might need to change some stuff later so don't save
>Need to do the same thing now, but the same shortcut doesn't work.
>google has a solution by converting curve to mesh with alt+C but it crashes blender when I do
>can't continue and have no idea what to do
And I'm totally fucked yet again. I just want to fucking make a game and here I am dicking around with a model for a week. jesus christ
>>
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Acorn Enemy Desu.
>>
>>157964837
that looks awful freddy.
>>
>>157964795
2D
>>
can i help you with your game
>>
>>157964795
>>Get scared because i might need to change some stuff later so don't save
Have you not learned to save new versions (MyModel1, MyModel2 etc.) as you go along yet? Blender automatically increments the number on the end if you do that, so you have no excuse not to.
>>
>>157964795
>but the same shortcut doesn't work
post blend file

>>157964837
how did an acorn become sentient
>>
>>157894262
find a lizard skin texture on google and tint it white
>>
>>157964895
You'll love it when its animated faggot.
>>
>>157964837
poly edges are clashing
fully smoothshaded flat colored diffuse things tend to look blobby and amateurish
put a texture on those things or make them more low poly style
>>
>>157964895
I spent 6 hours on this thing, asshole. Fuck off.

>>157964760
See my 3 replies, then check your zero. You're garbage! Sad!
>>
File: gayula.webm (2MB, 981x753px) Image search: [Google]
gayula.webm
2MB, 981x753px
>>157893549
>Random shitty art galore
>Vampires still won't attack me if randomly spawned
>Still no actually fighting mechanics
>beastmode is broken
>Wish I had more time


I'm blowing it
>>
@157965165
Why are you pretending to be him src schizo?
>>
>>157965228
>My game is shit
>I made it with gamemaker

I wonder why anon.
>>
>>157965320
>>157965165
Its tradition that if you dont have a game you pretend to be bokudev.
>>
>>157965320
thats just the spiciest new meme around here
>>
>>157965427
What a dumb tradition, sometimes I wonder why I still come here.
>>
Someone give me something to sprite
>>
>>157965410
desu I wanted to make it in monogame so I could learn the framework but by the time the jam started I knew I wasn't gonna be able to do it in time.

I don't mind gamemaker but it can be pretty fucking obnoxious have to open up a series of objects just to do something simple. Plus the debugging is ass.
>>
>>157965541
A sword
>>
>>157965541
a house.
>>
File: corn boyzz.webm (912KB, 640x360px) Image search: [Google]
corn boyzz.webm
912KB, 640x360px
What do you guys think?
>>
>>157894178
>we've entered the age of PS1 graphics nostalgia
how long until we get games with nostalgia for shitty specular highlights?
>>
>>157965742
I can't wait to play it on the Switch
>>
>>157965742
of a reposted webm of tjern's (not yours) shitty game?
It's shit.
>>
>>157964956
I have literally saves of every change I made except this one because who expects some function to suddenly not work?

>>157964986
https://dl.dropboxusercontent.com/u/28736905/Pizzabella%20v1.22%20Excess%20parts%20removed%20-%20model%20turned%20-%20standard%20size.blend
I hope you can tell me something


>>157965541
sprite a pot of boiling witchbrew with a still moving skeleton drowning in it
>>
>>157965742
frick off
>>
>>157965949
>taquito universe
>by tjern
>or shitty
>>
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1470502399743.png
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>>157965532
no one even got your joke.
>>
File: swordpixel.png (29KB, 406x978px) Image search: [Google]
swordpixel.png
29KB, 406x978px
>>157965680
>>
>>157965742
i swear this game has been being made for like 5 years or something

i kinda lost interest at this point
>>
>>157966068
we did it reddit!
>>
>>157965541
a sheet ghost
>>
File: enemy base pic.png (167KB, 1664x972px) Image search: [Google]
enemy base pic.png
167KB, 1664x972px
where my blender bros at?
>>
>>157965742
>912kb
You know the limit is 3mb, you could have maybe gotten some more quality in there.
Or just post a video.

Pretty cute though.
>>
>>157966695
Right here, make sure to use BGE as it's better than all these garbage engines.
>>
>>157966695
>nips
fug man why do you keep making him sexier and sexier?
>>
File: texturetest.jpg (549KB, 1920x1080px) Image search: [Google]
texturetest.jpg
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Enough progress for today I think.
>>
File: screenshot.1477003915.png (49KB, 327x606px) Image search: [Google]
screenshot.1477003915.png
49KB, 327x606px
>>157965975
>>look up how to join them into one object and try it.
so let me get this straight.
you're trying to combine all the meshes into a single object?
>>
File: disgunbgud.png (37KB, 866x581px) Image search: [Google]
disgunbgud.png
37KB, 866x581px
>>
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19255717.jpg
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>>157966780
>Right here, make sure to use BGE as it's better than all these garbage engines.
>>
>>157966856
Looks great.
Though the right wall looks like a Rorschach test, the mirroring is a little obvious.

Game?
>>
>>157966969
Yes. Only the meshes that are selected when you box select the entire character including clothes and hair. Some meshes aren't selected when you do. Not sure what those are but I don't think I need them.
>>
>>157967000
Yeah I will try to fix the mirroring.

Hm don't know yet, going to finnish the building and take it from there.
>>
File: 14770037177765.png (145KB, 1664x972px) Image search: [Google]
14770037177765.png
145KB, 1664x972px
>>157966695
>>
File: spook.gif (2KB, 66x75px) Image search: [Google]
spook.gif
2KB, 66x75px
>>157966553
>>
trivia game that generates trivia questions dynamically from a DB of sports statistics
>>
File: 013.jpg (79KB, 1024x576px) Image search: [Google]
013.jpg
79KB, 1024x576px
>>157967536
s-spoOooooOoooky
>>
>>157967592
>sports
fuck off normie
>>
>>157967592
>procedural generation
Ugh

Where are the hand crafted, well designed questions
>>
>>157967704
trivia minigame that generates trivia questions dynamically from a DB dump of the career mode of your sports game
>>
>>157967370
delete this
>>
>>157967368
>Making a game based on a unfinished house
>>
>>157966993
hey m8.
are those your own assets?

like, how did you make the particles and explosions?
>>
File: doom3.jpg (68KB, 1024x768px) Image search: [Google]
doom3.jpg
68KB, 1024x768px
>>157965751

I like Doom3 and FEAR graphics a lot, they have a very sharp feel to them, probably due to the dark shadows and shadow volume technique.
>>
Hey guys I'm taking free requests for music and SFX, as long as your game looks playable I will probably help you out, contact me [email protected]
>>
>>157968742
how bout you teach me how to do music sempai?

also, what software do you use for sfx?
>>
File: 1.png (160KB, 1141x739px) Image search: [Google]
1.png
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>>157967280
Well, I joined them. Don't know what issues you had.

https://my.mixtape.moe/qpdosh.7z
>>
>>157968742
Any examples?

Seems like lots of people only make bleep bloops
>>
>>157968824
I use FL studio, I don't think my english is good enough for teaching.
>>
>>157968935
Check my soundcloud, beware weeb content.
https://soundcloud.com/haru-16
>>
File: ps1 Res.jpg (70KB, 994x559px) Image search: [Google]
ps1 Res.jpg
70KB, 994x559px
>>157903101

>Right side is way, way too low res, it looks like shit and also doesn't look like a real PS1 game.

That screen you posted is actually a from an emulator with some kind of hd texture pack.

PS1 had a really shit resolution, I think you are remembering it wrong because nostalgia and that was what you were used to and it was acceptable back then and it didn't look as bad on an CRT screen.
>>
>>157968905
Actually that makes me wonder.

How exactly are you planning on rigging this model? I know I remember you mentioning it was ripped from HoneySelect, but it's not in a T-Pose.


I would say try to pose the model in-game as a T-pose, then rip it, because right now, it's going to be near impossible to rig it.(Unless somehow your rip came with bones and you accidentally deleted it)
>>
>>157969204
I'm no longer going to rig it myself, I got someone on Fiver to do it for 10 bucks, their problem now ;)
>>
File: sand2.webm (3MB, 757x513px) Image search: [Google]
sand2.webm
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Fuck, I can't believe this actually kinda works.
I still need to run additional stitching thread on the quadrant borders, but that should be pretty cheap.
It's fast, too, I can simulate a 1024x1024 grid of atoms with physics at 60fps.
>>
>>157969408
Are you going to open source it?
>>
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>>157968905
That looks very different than what I did the first time which just turned it into one object.
Here it looks like each part is still a separate entity, but there are far less of them.

This also solved the problem I had with the eyebrows being transparent for some reason.

What steps did you do exactly?

If I want to add a skeleton so I can animate it, would that be possible now?
>>
your game is flawed
>>
>>157969772
Where is your game?
>>
>>157969204
I was wondering this myself. I tried rigging it myself but I'm guessing it's supposed to be absolutely symetrical. I'm sure it's possible in some way, probably by tweaking it until the bones are placed perfectly. Then putting it in a T-pose and then rigging it again?

I'd prefer it to not have to start again because it took a lot of work putting the model together from the separate parts.
>>
>>157969408
Nice, sand games is the best.
Don't open source it, someone will just take it and sell it on the asset store.
>>
explain something to me, are cheap looking 3D, robotic limbs, shit cloth animations (not folding), proper squatch and strech, proper cartoonish (anime) renders, old school deformations, like something 3D animation isn't suitable for?

Is 3D animation better for realism than NPR animations?

Is 2D animation still supreme if your goal is to make a cartoon?

All toon 3D animated shit I see from pros look like crap, or too realistic (Pixar).

Is this an inherent problem with the medium (3D animation)?
>>
>>157968905
Hey, do you know how I can make the shadow of an object appear on another one? I tried the easy ways, but it didn't work. Just changing the light type and add the CastShadow parameter isn't working. Would I need to configure a shadow map or something?
>>
>>157969801
In the club, turbonerd
>>
>>157969493
I might at some point, once it's a bit less rough
>>157969979
The sand game is just for testing though, I have other plans for this thing.
It could be a pretty cool sand game too I guess, I didn't find any that supported multithreading
>>
File: screenshot.1477006467.png (621KB, 1885x943px) Image search: [Google]
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>>157969302
Pretty sure they'll reject it once they see the model

>>157969610
You really don't want a model being just 1 giant object. It's going to make UV'ing hell.

>What steps did you do exactly?
I actually was just fiddling around. I'd have to go back and see what I did.

>If I want to add a skeleton so I can animate it, would that be possible now?
Nope, though you can make a nice 3D print ;)

>>157969872
>it's supposed to be absolutely symetrical
Well, just a T-pose. You can't really put bones on the arms when they're folded like that. I guess it's possible, but I think it's faster to just re-rip it.
>>
>>157970381
would fug that model
>>
>>157968905
what is the point of this
>>
>>157957405
Why does it have a barnacle on its back?
>>
>>157970095
>Pixar looks like shit

maybe you're just retarded?
>>
>>157970095
>Is this an inherent problem with the medium
Japan didn't have 3D visionaries like Pixar to push 3D 'anime' technology and technique forward, consequently it is years behind the type we are used to because most studios just carried on doing it the traditional way.

It's getting better though.
>>
>>157939929
Aye, I'm diggin' the vulture idea, maybe speed him up a lil' though, the other anon was right. It'd be rad if he swooced right in the screen tbqh.
>>
>>157970551
>too realistic
Pixar doesn't look 2D, which is my point.
>>
>>157970095
these are stupid questions
>>
>>157970095
It's more to do with skeletal animation being easier and cheaper to do (and mocap) than an inherent problem with 3d animation. You could use vertex animation and get much more dynamic/expressive motions but it's a pain in the ass and isn't worth the effort in most cases.

Notice that 2d skeletal animation looks pretty shit compared to handdrawn stuff too.
>>
>>157970381
> You can't really put bones on the arms when they're folded like that
I looked at it again and it's not as bad as I thought. It'll just be a pain to manually select all the faces of the hand and weight them so that it's not fusing with the arm.

Shouldn't take more than 2 days I think

>>157970442
me2

>>157970482
I'm not that anon, but I think he wanted to use the model for his game

>>157970128
sorry i actually haven't worked with lighting at all in blender. i only know a little bit because i ported a few models into Source Filmmaker.
>>
>>157970381
>Well, just a T-pose. You can't really put bones on the arms when they're folded like that. I guess it's possible, but I think it's faster to just re-rip it.
Damn. But then I'd run into the same problems again and it took me so long to get here.

http://www.reallusion.com/iclone/help/3DXchange5/Pipeline/04_Modify_Page/Character_Section/Manually_Setting_T_Pose.htm

This sort of describes how to put a t-pose on a bear model. Looks like it is possible, but I can't say with certainty. I might have to re-rerip it, even though honey select doesn't have a t-pose. More like a /|\ pose. The arms pointing diagonally downward and the character bouncing up and down.
>>
>>157944789
I read that as negrito.jpg
>>
>>157970682
>something with depth doesn't look like something without depth

truly riveting stuff
>>
After I put my game on google play I started receiving weird porn on my email, by weird I mean that type of porn, what do I do?
>>
>>157971079
>More like a /|\ pose
that should be fine. the original purpose of a t-pose was to make weighting easier. any pose is fine really, long as the limbs aren't bent or going inside their body

i'd say give it a shot first and see how it turns out.
>>
>>157971514
>i'd say give it a shot first and see how it turns out.
Alright. You already placed an armature. Do I need to make my bones a part of that or should I made a new armature and work from that?

Thanks for the help either way.
>>
>>157971350
What, furry?
Porn is a compliment anyhow, assuming it's actually with your characters.
>>
>>157971350
Googem sent you his eroge art?
>>
>>157971680
My game is about "kids fighting evil", I'm getting porn with those characters, pretty sure it's illegal in Florida, I don't wanna go to jail.
>>
>>157962843
thank anon, i really appreciate it
>>
File: DAY21 - B&HB - Thanks anon.png (837KB, 660x1438px) Image search: [Google]
DAY21 - B&HB - Thanks anon.png
837KB, 660x1438px
>>157971514
>>
File: maya 2016-10-20 19-58-53-20.png (16KB, 1416x730px) Image search: [Google]
maya 2016-10-20 19-58-53-20.png
16KB, 1416x730px
3d is too fucking hard. I give up.
>>
File: screenshot.1477007939.png (211KB, 938x847px) Image search: [Google]
screenshot.1477007939.png
211KB, 938x847px
>>157971663
>Do I need to make my bones a part of that
Yes,but i'm telling you it's going to be a pain in the ass. you're going to have to try to select all the faces on the hand while its inside the arm, attach bone to those mesh, and slowly move it
>>
>>157972046
>Model looked sexy
>Now there is that abomination
>>
>>157971809
fairly certain there is no where in the USA where lolicon is illegal, mate. it's covered by the first amendment.
>>
>>157917628
SharpDX Toolkit is also a possibility, it was designed to offer a way to easily use SharpDX when you're coming from XNA, it uses similar classes.
>>
>>157972182
Gogum we all know u watch lolicon, no need to express that.
>>
>>157971809
I don't think you have a clue on how that works.
As long as you aren't making it, comissioning and/or distributing it I don't think you will be in troubles.
>>
>>157972313
ok, but the first amendment.
>>
File: 1444691463883.png (97KB, 240x227px) Image search: [Google]
1444691463883.png
97KB, 240x227px
>fall
>weather started getting cool
>unhooked a/c from window and stored it
>its back hot again
>88F
>melting
>cant dev
>>
>>157972395
Why didn't you release the President game on Steam? Aren't you a approved dev?
>>
>>157972128
I'd have to go inside the arm to find the faces I need. Sounds doable but slow.

But ripping the model again is a shitload of work too. it consisted of like 350 parts, 3/4th of which I removed, and the other 1/4th I manually had to set each one of to certain options, and edit their colors.

Then put the parts together, 20 hair parts, the head, the eyes, inside of the mouth, match the titty color to the normal skin color, the accessories. I could have made a model of that quality myself by now.
>>
File: endo.png (76KB, 991x991px) Image search: [Google]
endo.png
76KB, 991x991px
Cut the trailer down by quite a lot.

Opinions please.
Think this will get me through greenlight?

(the music is placeholder, I'm gonna pay a guy to make some decent music for it when the trailer is finished.)

https://youtu.be/_NiN7s804eo
>>
>>157972489
>Using imperial system in 2016
>Being so fat you melt at 22 celsius
>>
>>157972160
So the coloring and shading is what made it go from sexy to abomination? Sorry it's not pixelshit with accurate 8-bit color palette limitations.
>>
File: 20-nintendo-switch.jpg (464KB, 1352x1040px) Image search: [Google]
20-nintendo-switch.jpg
464KB, 1352x1040px
>>157893549
So who's developing their game for the Nintendo Switch?

How do I get a dev kit? Do I need to learn how to program to make games for it? OR is there some kind of Gamemaker but a Nintendo edition? I don't mind learning some scripting, but I don't need knowledge of something like C++ I hope? I heard Unreal 4 is compatible with it now so I can just use blueprints?

https://www.youtube.com/watch?v=f5uik5fgIaI
>>
>>157972489
>tfw I have fans on in the winter because I love igloos and absolutely despise any temperature over 60
>>157972635
Fuck off Yurop, this is an AMERICAN general.
>>
>>157972548
Nice private video.
>>
>>157972690
Nintendo don't give devkits out to nonames.
>>
>>157972548
make it public
>>
>>157972825
That's fine. I don't buy consoles with nogames
>>
File: StencilsAreCoolToo.webm (3MB, 1642x830px) Image search: [Google]
StencilsAreCoolToo.webm
3MB, 1642x830px
>>157894262
Similar to what >>157964990 said, you can also do this with textures as well.

The webm cut off, but you can adjust the color as well to tint the stencil.
>>
>>157972102
the secret to getting better is to not give up.
>>
>>157972690
>Do I need to learn how to program

Of course not anon just use Rpg Maker.
>>
File: asdf.png (32KB, 436x271px) Image search: [Google]
asdf.png
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how the hell do you track fps?
>>
>>157972750
>>157972884
Weird. thought i set it to unlisted. Should work now. Thanks for warning me.
>>
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>>157972717
No it's not. Es internacional, hermano
>>
>>157972961
Can't you auto uv map?

>>157973026
>>
How do I into lighting in space? Putting a point light as the star but then putting like a ship behind a planet makes it completely black but putting any sort of directional lights looks really stupid too because the shadows on the ship are coming at nonsensical angles.
>>
>>157970831
It is okay. Thank you, anyway. Lighting on Blender works fine, the problem happens when I export my models in other formats and try to use them on WebGL.
>>
File: screenshot.1477008915.png (578KB, 1209x942px) Image search: [Google]
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>>157972545
Did you also factor in the UV? It seems to be pretty screwed up for the body texture. I think it'll be better in the long run
>>
>>157973026
frames++

time += delta time

if(time >= 1.0)
{
gui.frames = "FPS: " + frames

frames = 0

time -= 1.0 // NOT = 0, THAT'S _WRONG_
}
>>
make a thread for my game
>>
>>157972102
It never gets any easier. It is just the results look a little better.
>>
>>157973142
what kind of setting are you working with where you can have a star, a planet, and a ship next to that planet all together?
anyway you could try having a moon that reflects the light or casts its own light or having some stars in the distance be weaker point lights, or if it's a really really developed planet you could use earthshine
failing all that you could just have the ship light itself, it makes sense because you wouldn't another ship to crash into it
>>
New thread

>>157973449

>>157973449
>>157973449
>>
>>157972508
you have to greenlight every game so i cant just pop it up on steam, no.
and steam devotee users who refuse to buy games on anything else are cornfed idiots so they wont appreciate a smart game like whip the vote in the first place so its not worth the effort.
>>
>>157973258
Too lewd
>>
>>157973134
What do you mean by auto UV map?

You can directly paint onto a mesh as well, (I was going to try to do that for the first time tonight following the set up laid out in this video ( https://www.youtube.com/watch?v=DXGkee_BWHo ))

I still believe that generate a uv map like on the left so adding seams and such beforehand isn't a bad idea, so I know what the areas are.
>>
>>157973258
I did not. I could not get confirmation if those were ripped along with the ripping. Also not sure about normal maps, bump maps and other sorts of maps.


This is how the model looks with meterials in blender. I figured this was because shading wasn't activated or some shit, and wanted to see what it looked like in UE4 before trying to make UVs or anything else I might not even need.

Also I'd prefer it if you don't expose mai waifu because it's lewd.
>>
>>157972160
That lipstick and glasses would kill any boner of mine
>>
I'm an artist who has a great idea for a game.
I wrote and made lots of notes on it and how it would work and the plot and characters.

I have me to do the art which i've already started
I have 3 music and sounds guys
I have 1 person who offered to model the characetrs and another who is intrested

and
no programer...
im i doomed?
I want to find a programmer rather than do it myself because i know just learning i wont be able to make the game i want.
>>
File: beloved_breasts.png (503KB, 816x742px) Image search: [Google]
beloved_breasts.png
503KB, 816x742px
>>157973258
>>
>>157974625
Show examples or piss off.
>>
>>157973473
you wouldn't see the star, just the planet and the ship, I just don't know how to make the dark side of the planet look good and the ship not to look like complete shit
>>
File: Typical_Ideaguy.jpg (74KB, 463x372px) Image search: [Google]
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>a puzzle platformer
>>
>>157974742
What do you want example of?
>>
>>157973142
A star would be a directional light from any human-sized point of view.
>>
>>157975213
>>157973142
work out the angle the directional light should be based on the position of your camera and the nearest star?
>>
Is unity or game maker easier? (for 2d obviously)
Which is better?
>>
>>157977919
>easier
for 2D? Game Maker
for 3D? Unity
Thread posts: 768
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