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/AGDG/ Amateur Gamedev General

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Thread replies: 793
Thread images: 141

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Unity is the best edition.

> Halloween Jam 2016 (Less than 5 days)
itch.io/jam/agdg-halloween-jam-2016

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

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

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

> Previous Demo Days
pastebin.com/X6fLvtzA

> Previous Jams
pastebin.com/qRHNpCbZ

> AGDG Chats
steamcommunity.com/groups/vgamedevcrew
webchat.freenode.net/?channels=vidyadev

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
Haxe: haxeflixel.com
LÖVE: love2d.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
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>>
>>158527765
You will get patent trolled.
>>
If anyone wants to try it

http://pastebin.com/Tj2pGmF7

Maybe you'll get faster compile times.
>>
>>158528313
Dare you nodev.
>>
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with SIT press bullshit mostly out of the way im gearing up to start work on my Whip the Vote sequel/spiritual successor. in this one you play as the president (and potentially any leader of a nation).
still havent decided on a title, been kicking around keeping Whip the Vote as part of it like
>Whip the Vote: Republic
>Whip the Vote, Mr. President
or a completely new title like
>For Which It Stands
ideas? opinions?
>>
>>158528473
>For Which It Stands

Really good name here. Memorable, evocative, relatively short. Conveys the political nature of the game with its title.
>>
Name 4 things that are still happening now that were happening this time last year.
>>
>>158527108
>> Engines
>GameMaker: yoyogames.com/gamemaker
>Godot: godotengine.org
>Haxe: haxeflixel.com
>LÖVE: love2d.org
>UE4: unrealengine.com
>Unity: unity3d.com
If someone is too retarded to google, they're too amateur for AGDG
>>
>>158528473
It's bad, you should go for something that fit an image macro.
>>
>>158529342
Where's your game engine?
>>
>>158528473
>Whip the Vote sequel/spiritual successor.
Please be an impersonator. This is RRPS all over again. Why must you always try to squeeze blood from a stone?
>>
>>158528852
yeah, one problem with it though is how american-centric it is.
the power of the title is that you have the speech burnt into you and know innately that those words are bordered by "republic" and "one nation".
probably less powerful to anyone who wasnt raised on shitty american education.
>>
>>158528473
>For Which It Stands
This is better

The president would be too busy to whip the congressmen into line
>>
>>158529454
>shitty american education.
You never even graduated high school you enormous faggot.
>>
>>158529309
The Earth is spinning
The Earth is orbiting the Sun
The Moon is spinning
The Moon is orbiting the Earth
>>
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Anyone got any interesting ideas for props to place around a game's town or village? Something to make the world feel more lived in an lively?
>>
>>158529309
recap
halloween jam
gogem being shit
shitposting
>>
>>158529597
I meant agdg related things. Like gogem being a retard.
>>
>>158529485
yeah thats not part of the players works.

>>158529569
i didnt even graduate middle school, surely that's proof of shitty american education.

>>158529597
>The Moon is spinning
more proof
>>
>>158529721
What, do you think the Moon is tidally locked or something?

The bitch precesses.
>>
>>158529721
>>158529828
Fuck, I meant that bitch librates. Still kind of applicable though since tidal locking would be a bit awkward with precession.

But you knew that since you're clearly smarter than me.
>>
>>158529679
poo
>>
>>158529828
i assume this is a joke but i dont get it
>>
>>158529679
you posted these like 3 days ago
>>
>>158529679
Gonna need some more info. What's the theme of the town? What sorts of people live there?
>>
>>158530227
>the year is 2016
>"educated" americans still prescribing to social darwinism
yet more proof
>>
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I'm fairly shit at anatomy.
Does this look very jarring to you guys?

Also, is 936 tris a reasonable amount for this?
>>
>>158530658
adequately modeled columbine shooter
>>
>>158530658
yare yare daze
>>
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>>158530658
>that hat
>>
>>158530780
>>158531134
>>158531235
Three comments and none of them were "It's shit"?
I'll take that as a "Yes, it's okay, now go kill yourself over UVs".
>>
>>158530658
I wouldn't worry about tri count unless you're targeting portable platforms. Modern characters easily have several hundred thousand. Just do what you're comfortable with and think looks good.
>>
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its my first time dealing with enemy spawning (ever) so things might be a little hectic until i figure out what the hell im doing.
but it works
>>
>>158531779
I'm trying to build a low-poly set, which would sort of kind of be on PS1 level.

But I worded the question badly - Does 936 look like too much, compared to the low level of detail?
Does it seem wasteful?

I spent a few extra edge-loops to ensure that animation won't break the model completely, but maybe it is overkill.
>>
>>158532004
God, the first Castlevanias were hideous.

Can't you at least steal art assets from the good ones?

If you must have very low res stuff, you should use the Castlevania II: Belmont's Revenge (GB) grapics.
>>
>>158532290
placeholders
game is gonna be its own ip once im done making it in 50 years
>>
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How har is it going to be for an absolute begginer to modeling to make a 3d model out of this?
>>
>>158532851
You won't / 10
>>
>>158532902
if i do i'll post results here.

Wish me luck
>>
>>158531563
It IS shit, but its britty gud for a first go around. Do it again. Then do the UVs.
>>
>>158532851
Rigging it to move with the radius and ulna might be hard if you have no idea what you're doing and the program you use doesn't hold your hand enough
>>
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>>158532851
>how hard
Yes.
>>
>>158527108
>full time job kills the dev
It's not a meme. Anyone who has been a gamedev while working full time or going to school is super human and deserves the utmost respect.
>>
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I literally cannot stop myself from making dumb space things when I start thinking too much about dumb space things. This isn't even going to go anywhere, it's just another screwing around project while trying random things that have been floating around my head for the past few months.

In the past 4 hours I ended up writing the absolute basics of space fighter physics and control. There’s no drag, so any straight flying is achieved by firing thrusters. There are more thrusters pointing up/down so it straightens out quicker in the vertical versus horizontal.

The flight control logic is at its most absolute basic right now. I’ll probably experiment later to get something that feels nicer and not as rigid. I’ve had a couple shower thoughts about how to make this kind of thing feel more natural. Especially when you fly backwards you get unintuitive movements that don’t feel like what you were expecting. I suspect that if you progressively relax the straightening behavior as the backwards component of your velocity vector increases, it’ll feel smoother.

Something else I’m very curious to experiment with is modeling suspension of landing struts/gear. I think I know how it’s done, but I’ve never actually done it myself.
>>
>>158534074
Looks nice and fluid anon
>>
>>158534074
In all my time here I have only ever seen creative devs work with Unity. It's simply the best engine for creative next gen devs.
>>
>>158529454
>literally rip off HoC
>complain a name is too "american"
you are so delusional googum.
>>
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>>158534074
But will it have building?
>>
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How do you get this kind of look? It looks so gentle and warm.
>>
>>158529454
>yeah, one problem with it though is how american-centric it is.
That's because Americans made it, which is why it's the best, kind of like this website, hint hint foreign fags get out.
>>
>>158534753
Excessive amounts of post-proc
>>
>>158534753
Color pallet, my dude.
>>
>>158534753
really powerful electron microscope
>>
>>158534783
>>158534685
>they want to shit on me so badly that they try to stop me from being self-critical
love yall too
>>
>>158534753
You can tweak shaders to achieve the effect, I think through Fresnel but I've never really looked to deep into it

And like
>>158534820
said, a good sense of color theory
>>
>>158532004

It's so weird to see classic Simon have a jump animation that isn't him just crouching in the air.
>>
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>>158534074

Will your game have realistic pregnancy?
>>
what to do first?

>body animation
>body modeling
>level modeling
>level physics (dealing with vertical slopes and sorting out the triangle optimization)

the last two I've done very roughly so that they are workable, the other two I haven't attempted

I'll need to do all of them eventually but they each take a few days
>>
>>158536601
Well

You shouldn't do body animation before body modeling
>>
>>158536686
well I'm just doing arms and legs so it'd be testing with just sticks first

The modeling part would be making the actual thing
>>
>>158534753
strong subsurface scattering
>>
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Really makes you think...
>>
>>158538384
Damn what is it even rendering?
>>
>>158538579
Nothing I was just importing a FBX file, worse part is that the memory won't get cleaned up when it finishes so I have to start the engine again

:')
>>
I'm writing a server for a multiplayer game.

Should I go with Node.JS (javascript), Java, or .NET Core (C#)
Keep in mind there will be plenty of socket usage and database interaction.
>>
>>158538384
hi Hitch
>>
>>158538623
well nothing is preventing you from writing your own importer
>>
>>158538643
>Keep in mind there will be plenty of socket usage and database interaction.
from my experience there wont actually be that much usage of anything. use what you feel comfortable with.
>>
>>158530658
You need to find a button that says recalculate normals and press it.
>>
>>158530658
You need to find a nice train track and lay over it.
>>
>>158538643
Go for java it's extremely decent when used server side and most of the tools you need are already in the api, .net core isn't mature yet on linux but MS is working hard at fixing the various problems so give it a bit more time.
However if you want to shit out a prototype fast consider node, it does a good enough job until you want to get serious.
>>
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I shouldn't have wasted this much time on modeling but at least now I can finally start animating. I'll make a proper texture some other time.
>>
>>158532004
Too many fps you stupid.
>>
>>158540220
threw up in my mouth, thanks a lot.
>>
>>158538643
don't listen to >>158540123, go either C# or NodeJS, Java fucking sucks
>>
>>158540360
>Java fucking sucks
>recommend node
Explain yourself.
>>
>>158540123
.NET Core isn't mature on Windows either. Q1-Q2 2017 will be the time when it takes the throne.

That being said I would take it over anything else any day after using it in a few projects.

>>158538643
Go with .NET Core, you won't regret it. Javascript sucks.
>>
>>158540220
Nice boobs.
Now tell me what the hell happened to that ass?
>>
Anyone know if this game has already been done (other than warioware)

https://www.youtube.com/watch?v=JW_vjGSZWv0
>>
>>158540360
>Java sucks
>Use NodeJS

Certifiable proof that you have absolutely no idea what you are talking about.
>>
>>158540797
a generic infinirunner?
Yeah m8, they were pretty popular a few years ago
>>
>>158541190
what's popular now
>>
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>>158540645
Thanks and yeah butts are really hard to rig! They deform so poorly when the thighs move around. I tweaked the correction bones a little, is this a better at all?
>>
>>158541326
go check the appstore.
>>
>>158532004
Makes me want to boot up my NES and play some Castlevania again.
>>
>>158541339
You are not getting any better than that, it's fine like that.
>>
>>158541339
Better. Butt I believe that anon meant it should be bigger.
I second his opinion.
>>
How do you viral a game on 4chan?
>>
>>158540220
Pharah clone?
>>
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Man
VR is pretty fun
>>
>>158538643
node for web games
java for not web games
>>
mfw every 'game' i ever make ends up being a simulation of some sort in which you are basically just a viewer
>>
>>158542231
Please be the first one to make it a real first-person game.
Work around the awkward arms and make a ridiculous protag or something.
hover arms are holding back VR games.
>>
>>158542605
This is a magic dueling game, I don't have the budget/time/skills to make a fullblown RPG.
>>
>>158542673
>a magic dueling game,
No one said a full RPG.
That sounds fun
>>
>>158542723
Ah, yeah. Thanks!
I'm considering having floating hands, or just using some sort of other thing to explain away the dual casting... objects, whatever they end up being.
>>
>>158542110
post in /v/ threads and hope people respond.
But don't spam.
>>
>>158542841
Any /v/ threads you recommend? Or just shotgun method
>>
>>158540220
JUSTICE RAINS FROM ABOVE
>>
>>158542970
the gamedev threads.
people might also ask for a way to follow you, so have that prepared as well.

Just treat /v/ like /agdg/ and keep up progress posts, become a friendly "face" so to speak and hope people care enough to follow and post about your game themselves.

/v/ still plays RoR, so that says something.
>>
>>158543076
>one person asks me for how to follow my game every thread
>I only post updates on /v/ and /vg/
oh well, maybe they will remember to check me out on demo day
>>
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Hmm, is this too hard to see? It's supposed to be a scavenger hunt thing so I want it to be kind-of hidden.

If you cast wizard's eye it will appear as a blue dot on the map so it should be easy to find that way.
>>
>>158543398
got some morrowind about it
>>
>>158543398
haha what the fuck, i would have never spotted that in a million years
>>
Is it possible to code a game using Unreal 4's blueprints or are you always going to need to go into the written code to optimize at some point?
>>
>>158543398
not much of a hunt if you have a map leading right to it
>>
>>158543834
You can absolutely just use blueprints
however, I have knowledge of C++ which makes blueprints a lot more straight forward
my suggestion is to get familiar with programming concepts, such as for-loobs, if statements, and so on
and then aply that to blueprints.
People may say it's not good enough biut I promise you it's a far better tool than people give credit
>>
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Hey guys, I'm the guy working on the retro zombie game, just made progress what do you guys think?
>>
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>>158543890
Here's what it looks like with wizard's eye. You know that there's an item somewhere around there, but you don't know it's the key and you don't know it's on top of that thing. Also, you need to be expert level air magic to see items with wizard's eye.
>>
>>158544084
pretty damn nice.
you sure this isn't a ps1 game?
>>
best gamedev framework?
I only know Python 3.

pygame = slow as a motherfuck
pyglet = looks ok i guess?
others = ????????????????
>>
>>158544230
>>158527108
>>
>>158544230
Not python.
>>
>>158544360
Why doesn't the OP list libgdx?
>>
>>158544360
doesn't mention anything about python
>>158544430
it's the only language i know dude
>>
>>158544230
well if you don't want to use those then you should consider learning a different language
>>
>>158544498
>it's the only language i know dude
Well you better learn a new one, or I guess there's godot which basically uses Not_Python
>>
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>>158542605
>hover arms are holding back VR games
Do you even have a VR headset? They don't break the immersion.

Also, arms have already been done - go watch Raw Data gameplay videos. That movement lag did not let me enjoy the game though (they need to implement late update).
>>
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Anon pointed out on a previous thread he wanted to see windows on my ships.

Here is an updated version of the model.
>>
>>158532851
if you drew that, then it's not completely impossible
>>
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Ok, so I'm trying to get the FPSController to work with Unity's networking features.
I searched for solutions online but I just found a single like minded person who got ignored.
https://forum.unity3d.com/threads/fpscontroller-enabling-for-network.382024/

Has anyone tried this?
I thought it was easy as well but it seems the isLocalPlayer variable doesn't really work with this script.
It's just giving me false everytime, for the local player and the incoming connections.

Help.
>>
>>158545629
Buy photon.
>>
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interesting agdg games are few and far between, and if they aren't dropped early, the devs move on to greener pastures
>>
>>158544084
Pretty great
>>
>>158545742
It's a uni project. I'm not gonna buy assets for that.
>>
>>158546024
You ever think that the cancerous nature of the userbase has something to do with that? Most people don't want to put up with the shit that goes on here. But not us, we're the cream of the crop.
>>
>>158546024
I blame the bullies
>>
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Haven't posted in a while, going with a more dank background than the ship outline. It has enough so the trailer could actually be made, but its so easy to get sidetracked
>>
I'm making my first adventure game!
But I've been asking myself what's make a good adventure game, and I basically have no ideas...
Can you help me?
>>
>>158547086
A main character,
a clear objective,
and a twist.
>>
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>>158547041
This is where the game was at about a year ago
>>
>>158547086
going fast
>>
>>158547204
Well thanks but I know this. I meant to ask what's makes the gameplay good?

>>158547229
Just that?
>>
>>158547086
Are you using an adventure game engine? Adventure like point and click?
>>
>>158547041

>>158528313
>>
>>158547329
Sort of a zelda-like.
I'm making the engine myself, but just imagine something close to Zelda for the basics of the gameplay (so 4-directionnal movement and attacks directly on the map).
>>
I'm learninggraphics programming and none of you can stop me!
>>
>>158547447
>I'm making the engine myself,
well you probably don't have to worry about what makes a good game since you'll never get to the point where you're actually making one
>>
>>158547491
Your spacebar seems to try to interrupt you.
>>
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>>158547447
>I'm making the engine myself
RIP
>>
>>158547516
>>158547550
That's not an answer...
If I decide to do the same with game maker, I would ask myself the exact same question...
>>
>>158547491
Shaders is the elephant in the room that I need to learn but its going to be a rabbit hole that will consume me for six months, i can tell
>>
>>158547041
Looks great. I was thinking about where you have been recently. I'm glad that you are back on it.
>>
>>158547582
>If I decide to do the same with game maker
but you're not.
you're making your own engine.
which mean you're gonna be like all the enginedevs here,
giving up half way before the game is barely started.
>>
>>158547582
Just don't make your own engine if you're not even clear on what exactly you want to make
>>
>>158547693
Well, I'm making it on game maker.
Happy?
Now I'm having the exact same problem.
How can I make an adventure game like zelda have a fun basic gameplay?
>>
>>158547640
Thanks, I'm hoping to do greenlight within a week or two.
>>
>>158543398

I think it's a great secret as long as you don't make it necessary to complete the game or anything.

Not only is it really well hidden and cool, but since I remember you having flying/jumping powers in your game those are easy ways to potential spot it if players fuck around. AND you have the air magic power to see it, which is a great bonus for anyone who specializes into the useful powers like that that usually aren't very useful in games.

I personally think it's really cool, but once again only if optional secret.
>>
why are game maker users so rabid?
>>
>>158547764
why are you here?
you don't seems to know what you wanted to make.

perhaps you should find an idea guy to help you.
>>
>>158547764
Why not start by remaking Zelda
only put a twist on it, like to be current you could make Zelda a girl this time
>>
>>158541441
>>158541482
Oh I get ya. Didn't want to go too big with this character, though.
>>158542119
>>158542974
Well I was going more for a Samus kind of character but I guess Pharah's also a Samus clone so yeah?
>>
>>158543398
Thats extremely barely noticeable.. but also how it got up there in the first place?
>>
>>158530207

So? I didn't get any interesting responses then either.

>>158530432

Any town really, trying to create Assets for my game world. I wasn't sure if I was gonna go with a different painted pot per town or just use multiple in each town.

Medieval fantasy is the idea though. Actually medieval though, not this capitalist progressive Americans but in fantasy world nonsense like Elder Scrolls.
>>
>>158547693
This is a weird thing to say. Most of the devs here give up on their games whether they're making the engine or not.
>>
>>158547726
>load png
>move it around the screen
>include Box2D if you can not get into physics
Damn, that was hard.
>>
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I went through and fixed up all the quests, including rewriting the dialog (which is still bad, but it's better than "kill the troll king"). Except I broke the Scavenger Hunt quests somehow so the "you finished" text is showing up no matter what. So now I'm trying to fix that.

>>158547847
Yeah, these keys are totally optional. Only the quest to inspect the angel statues is required to move on to the dungeon.
>>
>>158547869
I do know what I want to make.
My first adventure game.
I have a scenario ready, a universe, and I had a gameplay. But the basic gameplay doesn't feel fun, so I'm trying to ask people what do they like in the gameplay of zelda's.
Is it the smoothness?
Is it the speed?
Is it the feeling of being free?
Is it just that the music makes it feel good?
What part of the basis of gameplay makes an adventure game feels good?
>>
>>158547693
>all the enginedevs here
Ctesiphon seem pretty far along with gameplay
Coaldev hasn't given up and its been like two years?
>>
>>158548001
>Most of the devs here give up
yes, very very less of them but there's still devs that actually made it out of this shit hole.
but no enginedevs ever made it out. none.
1MA enginedevs is destined to fail miserably.
>>
>>158548038
Some wind that blew leaves/branches a little would be cool
>>
I love engine devs because they don't abandon AGDG
>>
>>158548136
aerannis used love2d and made it out. their game sold poorly but they finished it
>>
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>>158548038
also, 6 months as of today

it will be my 174th commit
>>
>>158548092
You really need to figure that out on your own, Anon. You need to study games and figure out why you like them, and then experiment. Nothing anyone tells you is going to click. Trust me.
>>158548136
Nah. Vagante started here and it's on early access on steam with a shit ton of content. It's made in C++ with SDL.
>>
redpill me on löve2D
>>
>>158548116
Add Tender Arms to the list along with Unnamed Pixel Platformer.
>>
>>158548280
Okay. Thanks.
Let's go back to those a-rpg...
Damn I just can't take it anymore, most of them are just dumb...
>>
>wake up with an itchy butthole
>scratch that shit
>get a finger full of pudding
>too lazy to go to the bathroom
>wipe asshole with underwear
>phunpost on 4chan
So how is everyone else's night?
>>
>>158548306
FuccboiGDX
>>
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>>158548310
>2D
>enginedev
>>
>>158548116
Chickendev here. I haven''t given up, although I doubt anyone remembers me anymore. I don't blame them. I haven't posted progress in months. But my engine is done and I'm working on content now. Just looks ugly as hell since I'm using placeholders to speed things along. After I remake player animations I'm going to return for real.
>>
>>158548306
Simplest way to make 2D games that doesn't involve a WYSIWYG editor.
>>
>>158548374
I still don't know why he choose such a stupid fucking name for his framework
>>
>>158548310
And the Maid game.
>>
>>158548306
It's okay. Two problems:
Lua isn't suited for gamedev, and AFAIK unless they made one, literally no debug tools
>>
>>158548524
lol give me a break. If your comment said "it's still a hostile environment for people who feel offended by the word fuccboi to get in to" you'd have a point, but now you're just treating women like they're children. That's literally what your comment did. Why don't you respect women like you respect men? Somehow women can't deal with the word "fuccboi" because they're women and therefore are more mentally fragile? That's demeaning as hell. You know what keeps women out of communities? When people keep treating us like children. You people are so shallow that you'll choose to focus so much on a simple name instead of the actual contribution and then you come complain about diversity and inclusion, give me a fucking break and spare me the always present guilt trip "why won't you think of the children/women?!?!?" bullshit
>>
>>158548413
You're remembered, its a catchy art style.
>>
>>158540645
>>158541482
>caring about size instead of shape
>>
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>>158540220
are you this dev?
>>
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Can we all just take a moment and acknowledge that we love each other? Yesdevs, nodevs, you're all beautiful and I'm so glad you're here and a part of this.
>>
>>158548306
It's basically enginedev on easy mode. Great if you don't want everything done for you like GM but still want a similar level of productivity.
>>
>>158549048
sounds alright, GM is shit
I don't feel exactly comfortable with lua though but I guess I'll learn. How's its performance?
>>
>>158549186
lua has shit performance so dont use it for things like physics and pathfinding
>>
>>158549238
well fuck
I just wanted to make a simple cave story-ish platformer and since there's going to be lots of shit flinging around all the time when you're in a battle/whatever, what choice do I have?
>>
>>158549374
if you just do aabb tests and forgo physics simulations or shapecasting you will probably still be fine
>>
>>158548850
Shape is perfect already. The size is the only thing that could have some improvement in my opinion.
>>
>>158549186
It uses LuaJIT so it's quite fast. The other anon is probably forgetting about LuaJIT. With smart programming you're very unlikely to meet its limits, especially given what you're describing here >>158549374 LOVE would be perfectly capable for a cave story-like.
>>
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>>158549025
You've said what I'm feeling, anon. I don't know, maybe I have been too obsessed with this place recently, but I think all of you are beautiful people. You dedicate your free time to create fun, you work so our life could be a little bit less miserable. This is a nice thing. Keep it up, and never let anyone let you down.
>>
>>158546024
name them
>>
>>158549025
what about insane source poster?
is he beautiful?
are you glad he's here and a part of this?

if yes, you should leave agdg before you shit this place like him.
>>
>>158551430
he is beautiful when he isn't shitposting
>>
>>158551505
so, never?
>>
>>158551678
is he shitposting now?
>>
>make all assets and build your game
>build your game with temp surfaces and then draw the assets and finally import all
which way
>>
>>158551776
we will never know.
i could be him.
you could be him.
he could be shitposting in /v/ again.
he might even be shitposting in his dream at this very moment.
we will never know.
>>
>>158551848
so we can't know whether he is shitposting or not, so the answer to >>158551678 is undefined
>>
>UI/minimal resolution constraints mean I need to fit card art in a 75x120 px space
How do you make something that looks good in such a small space? Jesus.
>>
>>158551910
Pixel art
>>
>>158548908
Yes >:(
>>
>find tutorial for turn based combat
>ui is done an extremely weird way
> trying to rebuild it without redoing all the code

i'm too new for this.
>>
>>158551905
it doesn't matter.
we have you here to replace him on shitposting.
isn't it wonderful?
>>
>>158552521
but who am i?
>>
I just want to finish a game. I just want to make one from start to finish
>>
>>158552635
S C O P E
C
O
P
E
>>
>>158540220
Any way to follow your progress, senpai ?
>>
>>158551905
>so we can't know whether he is shitposting
Thanks to 4chanX and filter's we can't.
>>
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What about a Jam... A random game jam...

Where you make the game that this generator will give you.

https://videogamena.me/
>>
>>158553127
>Magnetic Mummy Knights
You are tomb robber and you got inside a pyramid to steal shit, but you got trapped inside. Mummy Knights try to kill you and the only way you can defeat them is solving a puzzle that will activate an ancient junk magnet to catch the knigths and open the pyramid's door.
>>
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https://a.uguu.se/SczzDbkwiX3e_torpedoai-2016-10-27.webm

Only need 8 more. This level ended up being a lot shorter than the previous ones, but it is really fun.
>>
>>158553127
>World of Piano Connection
I can't even do this.
Can anybody help?

Rerolled to this
>Heavy Metal Bazooka Onslaught
2d pixels meme game.
you're a heavy metal guitarist.
and when you play the guitar, a giant note fly out like a bazooka and kill people.
the people will explode into bloods particles when hit.
>>
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>>
anyone use imgui?
>>
>>158553127
>Grimy Midget Wasteland

Isn't that just DF?
>>
>>158553676
>>World of Piano Connection
Multiplayer Piano guitar-hero clone.
One guy plays left hand, other guy plays right hand.
Score of the song is based on both of them, so there must be great teamwork there, but the one that played better has a higher rank.
Imagine the tournaments you could organize for this shit.
>>
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Hold unto your butts cause I'm about to ask a pretty retarded question.

Is this how collision is done in 2D games like Hyper Light Drifter and the such? There's a grid and only the bottom of the sprite has collision? How is this view point actually called, 'cause it can't be Top Down since that's more like Hotline Miami.
>>
>>158554091
It is top down.
>>
>>158554091
changing the collision of the sprite doesn't change what type of game it is. If he was only 1 block high instead of 2 its the same style of game, its just depending on how you do the art.
>>
>>158554091
Still top down. Just the way the sprites are drawn is different.
And yeah, it's done exactly like that. Only half of the sprite has a hitbox.
>>
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>>158554259
>>158554482
The last question was just a side mention, it wasn't anything important that I needed to know.

I was asking how exactly is collision done for this, is there a rule of thumb or do I just go with whatever? Like I couldn't figure out where the collision box is in this image just by looking at it.
>>
>>158553127
>Mechanized Sumo Rider
I'd play it.
>>
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>>158554685
Best way to understand it, is picturing everything as boxes on your head.
>>
what type of racing game is achievable by indie devs?
Do racing games have a small scope relative to a platformer for example?
>>
>>158555247
Mode7 and Lowpoly racing games are achievable. I hope you are planning to make arcade style racing game, because there's huge lack of them on market. Make something like Drift Stage.
>>
>>158534074
but that's from that guy making those tutorials
>>
>>158555361
I had forgotten about that game
I know a guy who has made cars in 3D before, so that's not a problem (the vehicle itself at least)
the problem is creating the circuits.

City-style circuits are not too great, require lots of assets probably.
Maybe in the long run it's better to create pieces of circuit, like trackmania, and let users create better circuits.

I'm still thinking of ideas that can make a racing game unique. But I think that the scope can be achievable
>>
>>158533413
Game dev at night invigorates me and gets me through the work day because it gives me something to look forward to when work is over.
>>
>>158555390
Link? That looks really cool.
>>
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Hey /agdg/ I 'm looking for a good book on c# any recommendations?
>>
>>158555390
Who making what? I'm actually curious to see how others might approach this if there are actually tutorials floating around.
>>
>>158555626
Make stages be touge stages. All assets you need are trees, some ground textures, sky texture and guardrails. Shit's easy yo and people want initial d game.
>>
>>158555758
www.nothingexistsyet.com

unless you meant trackmania?
http://store.steampowered.com/app/11020/
this is the free one, and it has "multiplayer"
I really recommend it if you haven't played it. Also try the single player/tutorial thing, to actually learn how to take turns that are efficient and don't make you lose speed. And try to get away from the super crazy multiplayer circuits
>>
>>158555847
https://www.youtube.com/watch?v=9tB4SKTy5mA

this guy is making literally that same "game" while teaching.
So I'm assuming you're just copying him

>>158555853
leave me alone, I have no idea what to do yet
>>
>>158553127
Holy shit yes please. This is golden! I'm gonna shill the fuck out of this Jam idea.
>>
How do you protect your ideas?

I'm currently working on a game right now, that I think would be quite fun for the audience who grew up at the same time as me, and played the same type of games that I did, but I'm afraid someone else will steal the idea if I post details here (or anywhere else for that matter).

I'm currently working on the engine (yup, I'm one of those), so I don't have anything to show on my website yet. Should I wait to reveal anything until alpha/beta, or should I post simple things, such as my level editor and whatnot during the process? If so, there's at least some sort of evidence that I'm the original creator (even though the idea isn't revolutionary).
>>
>>158556242
A lot of work goes into games you know, it's not really easy for someone to steal your idea. It does happen though. Personally, I decided to just not show small shit. It was mostly after it got little responses, but sometimes I have something cool and I don't want anyone to borrow the idea either. Big updates every once in a while are fine in my opinion.
>>
>>158555972
I just skimmed a few of his videos. Pretty funny that his placeholder happens to look almost identical to mine. He seems to be doing "physics" by just translating a thing and rotating it though, whereas I'm using a rigidbody with forces applied to it.

I did what's in that webm all last night with a handful of code snippets as reference from my previous projects.
>>
>>158544230
Try Godot. It's a proper engine, and the language is similar to Python.
>>
>>158556831
I'm betting a gorillion dollars that 90% of the people who got the GameMaker bundle will switch to Godot as soon as GMS2 comes out, with it either being monthly payment garbage or coming with an expensive upgrade fee.
>>
>>158556567
>A lot of work goes into games you know, it's not really easy for someone to steal your idea.
While that is true, a small indie team may implement my game in a few weeks, using an already finished engine, while it's going to take me a couple of months (already spent a few on the engine).

>Personally, I decided to just not show small shit. It was mostly after it got little responses, but sometimes I have something cool and I don't want anyone to borrow the idea either. Big updates every once in a while are fine in my opinion.
This is what I'm leaning against at the moment. My game isn't technically difficult to implement, even though there's not a single one out there that implements the concept. Probably going to postpone anouncing it until late alpha/early beta.
>>
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FINALLY made the dialogue system work with input axes. Put in a parallax scroller for backgrounds, combat system is done, stealth mechanics are done.

Just gotta put in my upgrade system and all the core gameplay mechanics are done.
>>
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>tfw 100% views to downloads ratio
fug this feels good, my dudes. I'm a real gamedev now.
>>
>>158543398
Your game mechanics and style don't seem to fit this kind of gameplay.
>>
Is it ever worth it to do the UI through gui scripts in unity over using the canvas ui element thing?

I have a script using gui codes atm but I'm thinking about changing it because the canvas system seems better.
>>
>>158534753
Loads of dof
>>
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>>158557337
Here is a screenshot of an area with art, in case anybody cares.
>>
>>158554853
Alright thanks.

For reference, should the damage hitbox also be the same as the movement one, or the whole sprite? What do players find more intuitive?
>>
Hi /agdg/

I'm a physics grad student, and I'm going to start working on a scientific visualization in project in Unreal 4. Am I allowed to post progress here, or will people get pissy because it technically isn't a game?
>>
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>>158552225
ok im glad to see you posting more
>>
>>158557817
Lul physics
>>
>>158557337
>NPC
>press E to talk
>displayed over dialogue box

This is shit.

Also
>press E to talk

Unless it changes for some reason, don't remind me what button to press constantly.
>>
>>158557739
The same as the movement. Since you would mess up up with the perspective if you don't. Don't forget the point of the half of the sprite hitbox is so things can hide behind other things before coliding to fake the perspective.
>>
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Did something with the water.
yay or may?

I'm somewhat split on it.
It's kinda nice, but in this are kills pixel perfectness.
>>
>>158557817
Sounds fascinating anon.
>>
>>158557739
There is no perfect solution but probably having hitboxes generally based on the position on the floor (shadows) would work out well.
>>
>>158558059
>yay or may?
I need to wake up first...
yay or *nay?
>>
>>158557118
>switch to Godot as soon as GMS2 comes out
What does he mean by this?
>>
>>158558059
>but in this are kills pixel perfectness
Then just render your shit at the correct resolution and then scale up at the end.
>>
>>158558059
Maybe some sort of ripple or splash effect where things cut through the water in the foregrounds to break up the hard line. Like your character, ramp, and blue crystal need some splashes or foam around them.
>>
>>158558059
I kinda dig it, but I'm not one of the people who complains about pixel perfection.

Would probably look better if you followed this guy's advice, though:
>>158558217
>>
>>158544084
Look amazing, except the those glare effects that dynamic and not baked. Watching the glare shift with the camera kills the nostalgia factor. Also, less shadows, more ambient occlusion.
>>
>>158558217
>Then just render your shit at the correct resolution and then scale up at the end.
I think it's quite difficult in this case with a distortion shader. (in my case using a normal map)
To have it move pixels around the right amount and also have a flow to it seems a nasty thing to figure out.

Maybe I'll find another solution some time.

>>158558396
>Maybe some sort of ripple or splash effect where things cut through the water in the foregrounds to break up the hard line.
hm yeah, will probably need to figure out somethign for that.

The level itself is just a debug room. It won't end up in the final game like this.
But thanks and will see what effects i can add to stuff underwater.

>>158558428
Thanks for your opinion on it! (unironically)
>>
What's the time period called between Medieval and Modern? I mean around ~1800.
>>
>>158557916
you got it. Just testing things. I might set it as a tutorial prompt on first use and then never have it appear again.
Thanks for the feedback hombre.
>>
Anyone using PhyreEngine? Opinions?
>>
>>158558696
Depends what country/style you want.

Industrial/Victorian I guess.
>>
>>158558858
> I might set it as a tutorial prompt on first use and then never have it appear again.

That works, but make sure to have it change it if you have keys rebindable. Nothing screams more amateur than hardwiring button prompts that end up wrong if the user changes the controls.
>>
>>158558957
I'm using the listener pattern and have confirm and cancel set up in the input manager, it should be as simple as passing the positive button for each into the string that displays in the prompt. Good shout!
>>
>>158558696
https://en.wikipedia.org/wiki/List_of_time_periods#Europe
>>
>>158558892
>>158559271
Industrial it is then, thanks.
>>
im on a progress spree
how long until depression sinks in again
>>
>>158559637
once u sleep
or
once u met a problem u can't solve in progress.

if u have depression,
this progress spree will probably backfire and causes u to be in a slump in the next few days.
>>
>>158559707

I know that feeling, I've been in a slump for weeks.
>>
>>158559707
>once u met a problem u can't solve in progress.
there's no such thing
stop procrastinating
>>
> want to practice drawing
> decide to draw MC in a style i'm not comfortable with
> give myself 30 min to quckly sketch some scene
> end up doing her being pinned down by an alien creature about to do lewd things to her


I'll never do any progress because I keep editing the concept art and sketches to be porn.

I know you will say post it http://i.imgur.com/7q4SLhL.png
>>
>>158560317
>there's no such thing
Yeah,
people that couldn't solve something at the moment but for some reason woke up to the solution is fairy tales.
am i right?
Am i cool yet?
>>
>>158560384
...well

KEEP GOING, THEN
>>
>>158560384
Oh baby

Why not make a hentai game?

If you practiced anatomy and perspective drawing for a couple months you could pull of some sick drawings.
>>
>>158560384
Why not..

..make a porn game?
>>
>>158560384
There are plenty mistakes in your drawing but if you actually bothered to study abit you could make porn games. Porn games are a very rich niche market if you put atleast some effort and quality into it.
>>
>>158560938
And also if you put no effort of quality into it
>>
im getting some deja vu in this thread
>>
>>158560384
oh my
>>
>>158561023
Well sure but if you put those two things your game will instantly stand out. Getting a porn game page kicking on patreon with some semi quality work is extremely profitable right now if youre into that kind of thing.
>>
>>158557337

>>158557916
^^^ Ignore this idiot ^^^

You need to keep the press E to talk overlay so that players know which NPCs can be talked to. However, the prompt should hover over the NPC's head, not be on the player .

>>158557691
Interesting artstyle and use of colour, but the player character is practically invisible on the background. You need to differentiate the character with sharper colours or make the colours less similar to your background ones or something.
>>
>>158560507
>>158560761
>>158560789
>>158560938

I don't normally draw in that style, I prefer to draw in a more cartoony and anime look.

Porn games sound bad. I dont have the talent to do 3d porn game, I don't like 2d platformers with porn backgrounds or snippets. Never played a good one. The lewd stuff always felt forced. And I don't have the talent for a VN.
>>
>>158561389
> I don't like 2d platformers with porn backgrounds or snippets

It doesn't have to be a platformer you know. RPGs, action games, rhythm games, clicker games, people aren't exactly picky about porn games gameplay, but they'll be pleasantly surprised when it's good.
>>
>>158561164
I'm thinking of different ways I can approach this. There should be some kind of indication, but I don't know if a recurring prompt is the way to go.

Thanks for the feedback re: the artwork, it's worth mentioning this is just a vista in the hub area (which consists of the player's apartment and the street right outside), it's somewhere you go back to after each level so I think we get away with being a bit more outlandish with the visuals. In the levels themselves the backgrounds are much more simple.
>>
>>158561616
>I'm thinking of different ways I can approach this. There should be some kind of indication, but I don't know if a recurring prompt is the way to go.

Why not give the NPC a thick outline when the player is over him?
>>
>>158561389
Bruhhh

There are so so so many different genres you can do thats not a platformer. Trust me on this. Draw every day and practice some ANATOMY and PERSPECTIVE. Its very easy to see you have a hard time with it, but it also looks like youve been drawing for awhile. Do it till january and you will be surprised. I can guarantee you will be able to do a porn game.

Make sure to do some research, there are many genres. Fuck any genre can be a porn game. Do a dungeon crawler. Rpg. Tetris. Anything.

People don't care in the end. A good simple FUNCTIONING porn game with good quality art can make you extremely successful.
>>
>>158560384
I know that feel. I can't remember the last time I made art without eventually making a lewd version of it
>>
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>>158561389
play this game and you will feel inspired i guarantee it
>>
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Need some advice from artist.
I wanna do a effect like pic related
but the light won't make sense if the sword behind have a light source that goes from right to left.

so, is there a way to do it so the symmetry looks good?

or is pic related's left/right side is good enough for the effect and won't look too weird?
>>
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>>158561971
I'm not an artist but here's how I'd do it, with yellow representing the shine.

Basically just follows along (on the edge) with the same direction as the other one.
>>
>>158561971
after the shine finishes on the first sword make it shine on the second and follow its own blade
>>
UNITY IS SHIT
>>
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>>158561971
The light on the right side should run around the edge of the blade on the back sword, not straight across. If you wanted it to go straight across the blade it should look like a fat bar of light that changes shape with the shape of the blade.
>>
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>>158562214
here's the result.
issit good?

>>158562291
but the second blade is mostly behind the first blade.
do i start the shine from the base like the first sword?
or do i only shine the top visible part of second sword?
>>
>>158562346
Depend on needs.
>>
>>158544230
python is poop sorry
>>
A shortcoming of my current moving platform code.
>>
>>158562409
Looks great mang, though you might want to make the shine of the second sword start when the first sword's shine is halfway through.

But it'd still be good either way.
>>
>>158562409
id just start it from the base but i dont think it matters as much as the timing
>>
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>>158561971
>>
>>158562485
The need to do anything without being jewed

Don't get me wrong fa m, I used to use and love Unity, but they've strayed
>>
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>>158562494
>dat reticle
i hope this is going to be a spiritual successor to the original dues ex
>>
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>>158562540
here it is.
i feel like having them both shine together would look better.

>>158562673
>You can use only the simple one if you want
and so i did.
>>
>>158562773
looks gay tbqh
>>
>>158562773
okay i think probably better if its from the intersection point instead since it looks kind of delayed this way
>>
>>158562729
Sadly no, but Deus Ex's focus reticle was actually on my mind when I made this one.
>>
>>158562718
what problem are you having, specifically
>>
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>>158562820
no, THIS look gay as fuck.
yeah, making them both shine together won't work.
the brain will tell you something is wrong with the lighting.

>>158562835
i will try it now.

I'm currently leaning towards
>>158562409
it looks decent enough.
>>
>>158562882
segmenting of features across different licences for unity
>>
>>158561971
you could do a quick mockup in blender to simulate the lighting
>>
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>>158562835
doesn't look too good to me.
the second flash looks slower due to the short distance.

i will uses
>>158562409
then
>>
>>158542506
Elaborate.
>>
>>158544726
>Do you even have a VR headset? They don't break the immersion.
what this guy said.

From my experience with the HTC Vive, mobility is the big hurdle, not hand perception. Stationary games like Job Simulator work very well, but anything with player movement like The Lab(via teleporting) or the Brookhaven zombie game where you stand in a field and wait for zombies to come at you show that player movement is a huge problem. Your hands are already occupied, the controllers don't have buttons to spare, you only have an 8 foot physical space to work with. I'm guessing first person movement is going to start with "on-rails" and step off with subtle head movements controlling strafe, forward motion, etc. Going to be tough for devs to make it intuitive, not exhausting, and fun.
>>
>>158563193
what about imitating the extra shine from >>158562673 but only on the second sword?
>>
>it's another artist spends 10 days iterating a single sprite episode
>>
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Main goal for today achieved.
Moving platforms that respawn when out of view.
>>
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>>158563450
i basically did that as a 1ma and then didnt even use the sprites yet
>>
>>158563508
are these animations rough? I can tell just from looking that some of your pivot points are fucked up.

Also the camera is a nightmare. I get the visual style you're going for but do you also have to carry over everything that made these games age poorly?
>>
>>158563508
is this actually 3D or 2D?
>>
>>158563508
Well done, nice DKC style.
>>
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>>158563379
was gonna call it a day.
but saw ur reply.
so i draw one last time just for you.

i think it doesn't look good.
>>
>>158563651
>are these animations rough? I can tell just from looking that some of your pivot points are fucked up.
huh? As far as i know the sprite stays inside it's collider all the time so the pivot should be correct.

>Also the camera is a nightmare.
how so?

>>158563769
These are pre rendered sprites.
So 3d models rendered into 2d sprites that are then used in the game.

>>158563787
thanks!
>>
>>158563508
Is camera setting final? Because he is out of the screen quite often. Gonna be annoying.
>>
>>158563886
yeah you are right
>>
>>158563934
you can jump enough to be outside the camera's field of view. It follows the player with some kinda delay which lends a really floaty feel. If this was the intention then forgive me but personally I think it looks bad to play.

maybe that's not my issue with the animations then, they're just kinda unappealing to me and I think the idle animation (the weird little dance) happens much too often.
>>
>>158563508
this game would be much more enjoyable with a cute female protagonist
>>
>out of ideas
>browsing google play store
>all these crap is making money
>>
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>>158563769
oh well, the water is actually 3d, but ground, platforms, objects are 2D.

>>158563998
Camera behaviour wuite final, but it has settings to make for each level.
It has a camera bounds system fo adjust vertical limits along the level to kinda guide the players view.
In this demo room i just slapped in the platforms without adjusting the upper limit in this place.

>>158564062
> It follows the player with some kinda delay which lends a really floaty feel
maybe i can tighten that a bit it's a relict from when i tried to fix the rope climbing camera issues.

>I think the idle animation (the weird little dance) happens much too often.
Yeah, i kinda think that too.
Haven't found the right balance for idle animations yet.
>>
>>158564387
>wuite final
>fo adjust

Oh god, I think i have to attend a typing course..
>>
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Second playable faction for Fleet Tactical Command, Al'Makhtar - the Chosen.

Al'Makhtar are like Genetically Engineered Arab Nazi Space Elves. The warriors and workers are grown in vats and are genderless. The maharib (warriors) are grown into their exosuits and live to fight and defend. The eamil, workers, live to serve and work. The malika (queens) take the female form and reproduce asexually to clones with genetic memory of the previous mother, handing down knowledge and experience (though they are able to give birth to eamil if necessary).

Al'Makhtar society functions like a bee hive or ant colony. Each malika governs a khalia which can range from a few hundred to thousands, and is responsible for the genetic evolution of her subjects.

In game terms a malika will captain a ship and maharib or eamil can act as officers, soldiers or crewman.
>>
>>158564387
why not just have the camera follow the player exactly at an anchor point? What's wrong with that? It's how every decent side scroller plays.
>>
>>158564559
>It's how every decent side scroller plays.
And that is where you are wrong.
That's how every bad platformer does it.
smw has it centered with offsets in each direction.
I analyzed DKC 2s' camera system.
And there are 3 settings.
For left to right stages
box stages where you move left right up down
and bottom to top stages.
each with different leading offsets.
>>
>>158564558
>zero gameplay
>hiring concept artists

what the fuck dude
>>
>>158564558
Malika porn when
>>
How to make aesthetic shit like this crew?

https://www.dots.co/
>>
>>158564730
>concept art
>after gameplay
you wot
>>
>>158564884
You can get all the gameplay done with placeholders.
>>
>>158564558
where's gameplay?
>>
I'd like to start working on a small project. It's a 2d anime style adventure game where you play as a morally strong protagonist that has somehow always failed at everything she has ever tried to do who lives in a world where technology or magic has made almost anything possible. Through an unlikely series of events she's thrown into the role of a mediator that solves philosophically themed problems for people and helping them out. It's a game heavily focused on characters helping each other rather than on big world plots. I could describe the game as being like Phoenix Wright meets Iain M Banks.

You walk around the backgrounds finding interesting information and collecting various clues and when you encounter someone in the world you argue with them, finding lies and identifying logical fallacies in their arguments. The arguments often involve Kaiji-style mini games and in a world where nearly anything can happen these arguments using logic alone can grow quite heated and even become life and death. Thematically it's heavily inspired by works like Kaiji and Liar Game.

The art style would be somewhat similar to the cutesy and pastel artwork from Humanity Has Declined, with anime character designs that need to be provided by the artist.

I'm searching for one or more artists to draw up designs for some of the characters and to be involved in making artwork for the game sprites and backgrounds etc. I myself am a programmer and fully capable of creating the engine that will drive the game (though, the game mechanics are simply enough- basically just object picking and text box selections).

Let me know if you're interested, post anime art, post contact.
>>
>>158564968
concept art is not the same as assets
normally you do concept art before prototyping
though its usually more gameplay oriented concepts
>>
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>>158564715
>>158564559
forgot image

>what are these connection errors i keep getting?!
>>
>>158565083
>The art style would be somewhat similar to the cutesy and pastel artwork from Humanity Has Decline
You have good taste.
Are you paying for the art? You won't have much luck otherwise


>>158565179
>>what are these connection errors i keep getting?!
Me too
>>
>>158565220
Yes I am paying but not great amounts. Maybe $30-60 per character design. Not sure how much for sprites yet, I've never done anything with sprites so I would need to see info about how much they cost at various qualities.
>>
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>>158565179

>>158564387
>>158564062
>maybe i can tighten that a bit
did that to make it match better again
>>
Alright I want to put curses in my game and Diablo 2 had the coolest ones ever. Would I be fucked if I attempted to copy the style of the particle effects and audio? Also I don't get why there aren't such badass effects anywhere else.
>>
HAHA OH BOY IT'S TIME ONCE AGAIN TO ADMIRE ANOTHER PIECE OF SHIT THAT GOT ON STEAM, BOYS.

http://store.steampowered.com/app/485750/

You know when one of your advertised modes makes the game deliberately shittier looking, you're in trouble
>>
>>158564715
>>158565179
Just link the shit

https://www.youtube.com/watch?v=TCIMPYM0AQg
>>
>>158564884
>have zero gameplay, not even the most basic prototype
>hiring other people to draw shit for the muh deep lore

never going to make it
>>
>>158565402
>mostly positive
What's the problem
>>
>>158565402
>bad/ugly games on steam
How is this news/worth mentioning?
>>
>>158563303
I find thumbstick to be a good enough solution for current iteration of our generation's VR. Good community's reaction to Onward affirms my point. Devs need to grow some balls and forsake weak whiny geezers that can't handle the tech.

What we need right now badly is going wireless and a good treadmill solution (like a tiltable 4x4m floor where you can do all the crazy shit and run infinitely in any direction). This combined with full-body tracking will get close to what I see as this tech's ceiling.

I still can't think of a possible solution for good feedback. What breaks immersion for me the most is when you hit things, the feeling of hitting empty space.
>>
>>158565438
oh there's an actual video about it..
I just saw this gif one time and dug it out using google.
>>
>>158565342
I'm happy that you are with us, anon.
>>
>>158565303
>Maybe $30-60 per character design.
Usually artists charge that much to draw a character with an existing design, when they have to create a design for you they can charge 100+.
You might still be able to find a good cheap asian artist if you search around DA/Tumblr, they're there if you look hard.
I don't know the pricing of sprites, many pixel artists offer to do pixel art for <10$ but it's more for a single gif or so,not for something long term like a game.
Good luck anon, I like the idea and art style you're aiming for.
>>
>>158565510
>>158565557

Sorry my ass just gets chapped when I see stuff like this pop up. The "glitch mode" is especially upsetting for me. That and they made the standard mega buster style weapon use ammo, it recharges, but it still has a cap on how many shots you can rattle off, that's just retarded
>>
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I added a simple flashlight and lights for the snowmobile.
>>
What's a good tutorial for SDL if im using C
>>
>>158565846
Lazyfoo and the SDL docs
Even though he's using C++ the API is C so you can follow the tutorials.
>>
>>158565809
>night ice fishing
I didn't think inland fishing could be made dangerous but apparently I'm not versed in its finer forms.
>>
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>>158565639
aww thanks anon <3
no homo
>>
>>158565809
Your game looks amazing anon. Are you making your own assets? Also which engine?
>>
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>>158565809

Holy shit, other than the smooth lightning you really nailed that old comfy PSone aesthetic
>>
>>158565809
I love this
>>
>>158565893
Will I be able to master SDL like it's RPGmaker after that
>>
>>158565740
2bh it doesn't even look that bad.
The protag is awful, and there's a lot of inconsistencies with his controls seeing as how it's a shameless mm clone.

But the musics good, as well as environments. And the level design looks interesting as well.

Nothing I'd pay for, but I'd spend 10 minutes looking for a torrent if my backlog wasn't large enough.
>>
>>158551430
>is he beautiful?
implying that it's a single shitposter
>>
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>>158564730
>>158565037

Posted a clip a few weeks ago, I got positive feedback.

>>158564779

Soon ;D
>>
>>158566001
2D isn't hard, draw an image at x and y and bam.
Regardless of language and library it's the same shit. Be sure to fix your timestep so your code doesn't break later on.
>>
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why is this condition not being satisfied? it never does thing.
>>
>>158565809
This looks really good. A little criticism

>an animated throttle texture on the dash would be neat. I doesn't need to be accurate to speed, but it differentiating between stop, slow, fast would be cool.
>the flashlight and head lights clash hard with the aesthetic. They way too smooth for the era.


And a few questions if you don't mind
>what engine
>how did you do those trees? They look like 2d sprites, but they don't follow the player.
>>
>>158566370
do thing;
>>
>>158566370
Because your point_distance always !=1?
>>
>>158566308
Well post some more gameplay
>>
>>158566319
What's a timestep and how will it break my code
>>
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>>158565083
SJW: The Game

It'll look something like this: https://www.youtube.com/watch?v=ZP3mSamRbYA

You'll band together with, and help out other SJWs in large protests. Everyone you argue with is lying and has logical fallacies.

-------- sry, dumb thought because the character description sounds similar to them and what they think they are doing, no malicious intent intended, i wish you gl
>>
>>158566701
Code will run too fast or too slow depending on the PC. Use a fixed timestep to prevent that and not have to multiply by delta time everywhere. Even if you want to use delta time, you need a fixed timestep for any physics simulations or it will blow up.
>>
>>158565402
>nodev bullying yesdev

kys my man
>>
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> tfw when everything is hardcoded because you were too stupid to make things correctly the first time
> now needing to deal with the aftermath
>>
>>158566770
I want to shag that Miku
>>
>get a decent mocap setup with dual kinects
>now only want to make a heavy rain/david cage game

hmmm
>>
>>158566370

you are trying to make the object move towards the player, right? why aren't you using distance_to_object?
>>
>>158566839

People need a good bullying sometimes to make sure shit like this doesn't become the norm.
>>
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>>158565930

thanks! Yes I am making my own assets. I am using Unity

>>158565941
>>158565946

thanks!

>>158566403

I thought about making some speedometer. It should be fairly easy adding it but I thought I should concentrate on more necessary gameplay features first.

I could try using a projector light with a texture to make it try look more pixaleted.

I am using Unity, the trees are just two planes like pic related.
>>
>>158566953
to be honest the only person deserving some bullying here is you
>>
>>158567113
Can you explain me your process of making assets. They look amazing.
>>
>>158567123

You can't bully someone with no motivation.
>>
>>158565809
>snow isn't illuminated by your lights

fucking unity
>>
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Here's some new stuff. Ice sword got special attack and fire sword's fireball attack got animation.

Added armors which changes the look of player. The armors will work similar to suits in Metroid and not be just DEF increasing stuff.

Finally fixed the grappling hook for good. There are no known issues (at least atm).

Spells will be removed and tied to the weapons. Spell switching will be changed to weapon switching.

Grappling hook may stay as it's own tool or be changed to whip sword's special. Since spells will be removed, HUD will get changed to better (gonna take less space).

I know I have issue with changing everything all the time, but this time I'm pretty confident in the system.
>>
>>158565402

>ugly

The aesthetics remind me of commander keen and the first 2d duke nukem game and I am fairly certain it's trying to immitate those and it's doing a good job at it, even though I think commander keen is an "ugly" game, but low poly is also "ugly". So I wouldn't say it's totally ugly and bad.
>>
>>158566806
Ohh I see, I was already thinking on how to make the game speed constant

I'm just starting out as well so all this stuff seems really complicated
>>
>>158566953
i've never seen that game here, developer of that game is not here, he is very likely completely unaware of this place's existence
it's like you ran out of /agdg/ devs to bully
>>
>>158567393
Pleeeease up the characters sprite res

Just the character sprites
>>
>>158565402
I was expecting an asset flip. This isn't even in the bottom 30% of steam.
>>
>>158567518
>actually asking for mixed pixel sizes
>>
>>158567518
The reason he can animate so much is because of the low res, increase that and the workload is going to be too much.
>>
>>158567393
>Added armors which changes the look of player.
Muh dick.
Always glad to see you posting, man.
>>
>>158567410

I think Muri did a better job at actually capturing the aesthetics of those old DOS platformers, the gameplay as well, it's just some of the intermission art is ugly as sin.

That Magnetta game is trying too hard to be NES themed but fucks it up with those noodle limbs and that glitch gimmick.

>>158567457
>>158567525

I'm guilty of getting triggered over shit on steam that tries to be "retro" like that rocket game with the "Brilliant pixel graphics" that popped up a few months ago here.

I don't bully anyone here, most of the /agdg/ people here do good
>>
>>158566486
but the point_direction is 1, which my object clears just fine.
>>158566947
same problem
>>
>>158567518
I can't change character resolution without changing everything else too. Mixels are cancer. The resolution will stay as it is.

>>158567639
Also this. PC has around 200 frames of animation. Imagine how much time the animations would take if PC was double the size, because I sure as fuck don't want to imagine that.
>>
>>158567428
>I'm just starting out as well so all this stuff seems really complicated
There's a lot of concepts to learn if you want to write a proper code base without using an engine, it's going to be complicated at first but you can learn it.
>>
>>158567393

>trimming and streamlining shit for a better, smoother gameplay experience

welcome to both the best and worst part of gameplay design. I wish you the best of luck and I look forward to seeing more of your progress here
>>
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>>158567631
i prefer that over the current res

>>158567639
Here's a very handy tool
>>
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>>158567846
>>
>>158567518
>>158567846

The character res is fine, he's got a nice Castlevania Aria of sorrow aesthetic going on here and changing the res would fuck it all up.
>>
>>158566953
>bullying so finishing games doesn't become the norm

Where is your game? kys nodev scum
>>
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>>158567235

I make a fairly low detail/poly model and then handpaint it with a fairly high res texture. You could also use photosource textures for this if you want. Then I reduce the texture size inside Unity to the resolution that feels right and set the texture Filter instead of billenar to point filter.

For the trees I used the tree generator inside Blender and rendered the tree in ortographic view.
>>
>>158567846
I'd prefer you stopped posting.
>>
>>158566308
post it again because I don't believe you - you had like 3 weeks of deciding on a logo and now you're just spamming all this irrelevent lore crap
>>
>>158567970
that looks good on a gba, stretched like that ruins it

>>158568001
we can't have everything we want you know
>>
>>158566370
Try using > instead of !=.
>>
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How do you guys get your passion back for dev after taking a break for longer than you should have?
>>
>>158568253
start a new project
>>
>>158568253
Play games similar to yours and get inspired.
>>
>>158567820
Feels like hell to me. It's like I'm constantly removing stuff and adding stuff and I feel like I'm not going towards anything. At least the system we are going towards now feels more solid than any other system we have had.

There's still some stuff we are not sure about but I guess we'll manage.

I'll try to add boss and some new enemies to new demo that will be released on DD11. It has been too long since Clarent had boss fight.

Also secret rooms are going to be added. Not sure if I should go with breakable walls or just have some fake walls (as in walls you can just walk through).

>>158568229
You don't need to play my game if the GBA resolution triggers you.
>>
>>158568291
I hope my New Game 29 makes it into greenlight.
>>
>>158567393
nice moonlight sword clone
>>
>>158568229

The character res is still fine, it shows everything that needs to be shown and I can clearly note every detail of the character.

>>158568253

Anger, consider getting mad and fired up to recapture that intensity again. That's not much of an option for me right now because we're getting ready to hit the holiday season and my shitty walmart job is the worst fucking thing.
>>
>>158568253
Look at all the mediocre games on Steam with positive reviews which you know you can easily do better than.

You literally just have to finish.
Those mediocre devs managed to finish.
>>
>>158568253
>How do you guys get your passion back
I don't
>>
>>158568406
>29

Try 936 kiddo
>>
>>158568350

Keep it up, making a smoother and faster gameplay experience is some of the best progress you can make, it's not adding new shit (not yet at least) but you're making your game better, and remember that anything removed can be just be added back in for another attack/ability down the road, that's what I've been doing in my project
>>
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>>158567846
>>
>>158568350
And now I just told you how I will buy it if it's not freeware

>>158568434
If it only needs to show everything that needs to be shown, throw away the graphics altogether and just keep it at the hitboxes and level tileborders
>>
>>158568735

There's actually a guy still working with art like that, and his game legitimately looks good.

You need to curb your autism a little, anon. You're pretty much demanding that dev to up the res of his character and fuck up everything else just because it's triggering you this fiercely.
>>
>>158568426
Yeah it's the starter weapon that has been recolored with shader. All weapons will be just recolors until I'm 100% sure the animations wont change.

>>158568551
I want to get the core gameplay done before adding other stuff. I've played too many indie games that have nice graphics and music but absolutely terrible gameplay and I don't want to end up like that. More stuff will be added once I'm confident in the combat I have right now.

I have pretty versatile enemy scripts so I can add new enemies very easily without breaking or having to copy-paste million lines.

I feel the faster gameplay was good decision. I need to focus more on environmental hazards like spike walls because I found kicking enemies into spikes surprisingly fun.

>>158568735
I hope you will like the next demo.
>>
>>158568735
Who cares about the art, gameplay > art resolution.
His game looks smooth and good.
>>
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Playing with scales and stuff. Might move away from a Sins style scale and go for something more Homeworld like but with multiple sectors up and running at the same time.

Sorry it's so choppy.
>>
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>>158568951

>being this dedicated to making an excellent gameplay experience

dats it mane. Don't you fucking dare lose that attitude either, I need to get my ass back in gear, and keep working on my project. I'm currently in the process of a major gameplay overhaul, and this is after I've already done multiple significant overhauls.
>>
>>158569145
I want to play this game (or mod?) so hard
>>
>>158569296

It's a doom mod. there's a playable build of it right now, but it's a pretty bad clusterfuck. I've been in the process of unfucking it the past few months but recently I just hit a complete slump and lost all motivation. Feels bad.
>>
>>158567741
>Imagine how much time the animations would take if PC was double the size
About as long since they aren't retards who animate by moving individual pixels around
>>
>>158568910
This projection is like no other

>>158569058
I refer you to the second reply of >>158568735
>>
>>158569436
>I have no idea how sprite animation works

back to flash gogem
>>
>>158565083
Here.

If anyone is interested I'm looking for art for a kickstarter. Character design stuff and random scenes etc.
>>
>>158569436
If you're not working at the level of individual pixels, you're not doing pixel art.
>>
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>>158569436
>>
>>158569436
Surely it would accelerate their workflow if they simply multiplied it by 255?
>>
>pixel art instead of vector graphics

Are you this much of an amateur
>>
>>158569921
Vector graphics give your game a cheap mobile phone look. Sad!
>>
How do I know what the right amount of challenge for a game is?
>>
>>158569984
Detected the amateur, maybe practice your drawing skills instead of shitposting online
>>
>>158569921
>>158570118
Name one indie title with vector graphics that doesn't look like 2006 newgrounds game
>>
Falco Girgis is biggest fucking scam ever. How to fuck did he raised 150k on crapstarter????
>>
>>158570106
By having play testers.
>>
>2d art instead of 3d

Are you this much of an amateur
>>
>>158570301
>I keep turning right but I can't seem to escape this rocky labyrinth?
>>
>>158570363
Hire only people who can beat Ninja Gaiden on NES.
>>
>not having a team of two dozen indians doing all the work for you

what, are you poor?
>>
>>158569496
You're asking for something unreasonable at this stage of his game's development, it'd be a stupid amount of work for no real benefit.
>>
>>158540220
>I'll make a proper texture some other time.
Thats the joke.
You shouldn't.
You should just Unwrap it, and then just bake materials.
>>
>>158569604
Not entirely true, but essentially correct.
>>
>>158570271
Shut up, LOSER! You fucking WISH you had the same STYLE, GENIUS and GRACE as his.

>4:31
https://www.youtube.com/watch?v=w5kwN9ejw9M
>>
>>158570598
>tfw I just want one other person who is incredibly talented in all fields like I am
>we would split the money 50/50 and live together in a lakehouse like carmack and romero did
>>
>>158571148
>game is not going to be finished before 2017
>10 years in development
>still no gameplay
>looks like shit
>>
>>158564968
You do the concept art very early in production you mong.
>>
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i have basic player damage in now.
of course i find a new bug only when recording as well lol

>>158567393
anon i just want to say that metroidvanias are one of my favorite types of games and i genuinely look forward to buying your game when it comes out.
>>
beware of premature optimization

do not neglect structure!
>>
>>158570598
>indians
>working
>indians
>being competent in anything computer related
All they do is lie on their resume and then take up 'diversity' hire slots that should have gone to a white man. Then they sit around for a year before they get fired when HR finally realizes they dont actually work.
>>
>>158568109
Fuck off. Concept is part of making a game. Lore is part of making a game. Maybe if the retards here considered making a game more than just programming a platformer in a shitty pre-built engine they could actually make a decent fucking video game.
>>
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by popular demand.
>>
>>158571930
>hiring deviantart artists to draw character abominations for a game with zero actual gameplay is part of making a game

wew lad, you need to get people to care about your actual GAME before they care about your meaningless fluff lore

stop masturbating to your own ideas and just like make game
>>
http://www.amistech.com/msc/
>>
>>158571930
yes, but if all your focus on is concept, art, basically anything that isnt gameplay, all you are is a glorofied idea guy.
>>
Musicguy here. Anyone have any requests for music?
>>
>>158572267
I'm not that guy, you are just a fucking retard. Hiring concept artist is part of making a game. You are so far up your own ass with how "right" you are about how to make a game when in reality you have created nothing. Show us your game. I'll wait to see what artistic masterpiece you craft with retarded "advice" like what you are giving.
>>
>>158572478
post soundcloud nigga
>>
>>158572263
How would a player know to do whatever you did to the wall?
>>
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Adding more assets and shit.
I should be working on gameplay features but I'm tired. Fuck writing essays t b h.
>>
>>158572531
https://soundcloud.com/soravme
>>
>>158572459
Tell that to the myriad of successful people who sold games solely off the appeal of art.

>Wah make games the way I want you to make them because I cannot draw

Some faggots could draw okay and drew a ton of animations for a game that barely existed and made over 20 grand a month. What have you done? Where is your marketable product?

Ignoring art is exactly why almost no game here will succeed.
>>
Daily reminder that your game should have no puzzles about equalizing pressure (or any other type of dial) by adjusting switches or knobs. Do not include puzzles that involve reconnecting the power, especially to an elevator. No sliding bookshelves with scratch marks on the floor. Avoid puzzles that involve pressing keys on a piano in a specific order. Do not require the player to collect paintings to reveal a secret image, or examine paintings to decode a correct sequence of buttons. No locked doors with an engraved symbol that also appears on the key. No important documents encrypted with stupid-simple substitution ciphers.

As you design, repeat this mantra to yourself: “I will have no keycard doors in my game.” No feeding fertilizer or poison to giant plants. Check yourself before adding puzzles about inserting crystals, gems, or figurines into some ornate locking mechanism. Reconsider any puzzle involving a four-digit number sequence, found elsewhere, that opens a lock.

Do not employ sliding block puzzles. Ever. That includes sliding statues! No!

If you do any of the above, your game is cliche shit and you will never make it.
>>
>>158572572
not him but that IS why its called a secret, no?
>>
>>158571930
So you are missing gameplay, which is the thing that makes games games and not books or movies.
>>
Do you seriously have to UV unwrap all the LOD meshes for Unity?
>>
>>158572572
I assume it's a bomb. The idea it looks like is you know because "nothing" is blocked off, though right now it feels kind of obtuse.
>>
>>158572482
>making a 3d space fleet tactics game
>needs 2d character concept art and faction lore

yep, you're a worthless nodev what a shocker

>I'm not that guy

hahaha yeah okay kiddo
>>
>>158572648
the thing is those people didnt try to sell a greenlight page with promotional art as a game.
they made it. they coded it.
if you do not focus on gameplay (read: make the fucking software) whatsoever and only develop lore and concept art, you have no game and are an idea guy. period. no rebuttal.
>>
>>158572786
that's just the quirk of that room's layout. secret rooms work straight off of BoI rules.
>>
>>158572671
Where is your game? Please show me your default Unity blocks doing a poor physics simulation. Your "real" game.

You are missing talent, which is what it takes to make anything of quality, which is why you negatively react the second you see something of quality posted.

>Person post shit art with terrible anatomy, probably with some lewd shit
>Oh my god anon this is so good! Keep up the hard work!
>Person post something with quality that can actually go somewhere and is not just degenerate porn trash
>OH MY GOD STOP DOING THAT JUST MAKE A SHITTY GAME JUST LIKE ME HOW CAN YOU ACTUALLY HAVE CONCEPT ART
>>
>>158573041
i hope you arent the dev pretending to defend himself.
because if you are, you are very sad and need a reality check.
if you cannot go and compile an executable right now and have SOMETHING happening, you need to change your priorities.
>>
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>>158573041
>being this salty just because you have no game
>>
>>158572678
They do all have to be uniquely uv mapped.

But usually you make LOD meshes through a combination of automatic and manual reduction in Maya/topogun/whatever. It should maintain the same UVs as the high res mesh if you do it properly.
>>
>>158572830
>You don't need 2D concept art for things because your game is in 3D

Anybody who has ever worked on a game knows you much of a joke you are.

I would love to see how souless and terrible the world somebody like you would create would be.

>Hurr if the ships are fighting why does it matter who pilots them durrrrrrf

That's why games like Endless Space has no 2D art involved in their creation process. Oh wait they do.

>You are a nodev because you are not making a shitty gamemaker platformer and doing something that takes more time!

This place is cancer.

>Yeah okay kiddo

I'm sorry to the actual dev that people will think this is you, but you honestly shouldn't even post in this shit hole. Go to Reddit or something.
>>
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Progress, you can transform objects now.
It's the same keys as Blender (R and S), you can also use arrow keys.
You can also limit scaling to X and Y like in blender.
Going to fix it so the transformation doesn't reset every time.
>>
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>>158573041
Here's my game.
>>
>>158571867
False, I work for a large tech company and Indians are some of the best alongside Chinese .
>>
How do I add the gamedev into my life without sacrificing the video games? CX
>>
>>158573273
Concept art is used in big games to establish an art style/concept for multiple artists to follow. If you're the only one working on the game then you're just wasting your time making it.
>>
>>158573251
I see. That sure helps, problem is I'm overlapping UV islands to create a repeating pattern so if I did reduce these polys the pattern would break. Gonna google if theres anything to do about it.
>>
>>158573481
Doesn't Unity have simplygon on the asset store?

https://www.assetstore.unity3d.com/en/#!/content/10144
>>
>>158572651
What's an example of a good puzzle?
>>
>>158572848
If all you ever do is program shitty prof of concepts that are not actual finished, quality products you are an idea guy. Period, No rebuttal.

>>158573225
>>158573237
I am not that dev. It's anonymous here, so nobody is going to believe me, but I'm somebody else.

It's just annoying here the attitude about different aspects of game devs. It's not even just that guy. I've myself posted art I've made for my game, or have seen others do it. The response to quality art always getting posted is negative, but if some retard post some shit he made in paint it becomes a hug box circle jerk telling him how he's going to make it because he's "making a game and that's what counts."

It isn't. You need quality and polish. Some guy post here some shitty 2D platformer that looks like he has never actually seen a fucking platformer in his life. His time would be better spent playing Mario than fucking programming his shitty game in Unity because he clearly doesn't have the "vocabulary" to be a game designer if he thinks there is any redeemable quality to the trash he's making.

Yet he is praised. Then this guy post, and actually cares about the shit in his game and wants it all to be quality. How does everybody respond anytime he post something that isn't a screenshot of gameplay?

>HURR UR NOT MAKING A GAME I DID A GAME JAM ONCE AND WE NEVER MADE A LOGO OR CONCEPT ART SO THAT'S NOT WHAT MAKING A GAME IS

This thread is full of delusional idiots and is cancerous to anybody who might stumble upon here because they desire to make games. You are all full of yourselves and yet very few people here actually have anything of quality to show for it. It's pathetic.
>>
>>158573408
I don't see it.
>>
>>158573408
anyone can inspect element > edit the numbers.
we want the game, not numbers.
>>
>>158573625
Someone show this to bokubedev
>>
>>158573625
Ooh shit it's free. I was seriously considering importing models into UDK just to use it. Will try it out now. Thanks anon
>>
>>158573460
No you fucking retard. Concept art is used to establish how a fucking game will look. The idea you have in your head right now of how your game looks does not exist. It's just imaginary shit in your head with no substance.

Everybody here talks shit about "idea guys," but what you are saying right now is the exact art equivalent. Until something is drawn, it doesn't look like anything.

Do you know a quick and easy way to establish the tone of a graphical style, and also design things in that world? Concept art. It's a lot quicker to run through concepts and design something than it is to just model a finished thing and hope you end up with something nice at the end.

I will say again, if you actually believe the dumb shit you say, post your examples. Please show me your own wonderfully created art that you did with no concept work involved. You can literally prove me wrong right now by posting your game.
>>
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>>158527108
Haha I fucking dying my dudes. I really need to get better at asset art.
>>
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Reminded.
>>
>>158573945
That's charming in it's own way.
Time to learn art anon, artists are expensive as hell and you can't rely on a free one.
>>
>>158573639
>The response to quality art always getting posted is negative
Have you ever thought that maybe the fault is not in everyone else, but in you? Maybe your art and everything else you do sucks ass?

You sound so full of yourself, yet you have nothing to show. Learn to take some criticism or go to reddit.

>Some guy post here some shitty 2D platformer that looks like he has never actually seen a fucking platformer in his life
At least he posts a game and not fucking concept art. This is Amateur Game Development General and not fucking /ic/
>>
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>>158573273
>>Hurr if the ships are fighting why does it matter who pilots them durrrrrrf

you think that's not a valid point? you have literally fucking no gameplay of the ships in your simply ebin tactical fleet command battle simulator 24 fully featured star systems and 600 upgrade node talent trees but it's okay because you have some shitty deviant art character concepts for an irrelevant element of your gameplay!

fucking kek you stupid idea guy with no idea how to actually make a game
>>
I can't wait for the next demo day. I think I finally have my Unity asset ripper debugged. I'm getting tons of good shit from this one.
>>
>>158574027
Funny thing is that I'm a semi-decent artist, I've been drawing goofy shit my whole life. But when it comes to digital art, I'm hopeless. Especially with animation.
>>
I need serious help with time management or else my game will never be made. Is anyone here good with that stuff?
>>
>>158574058
I never actually get a negative critique of any art I posted here, nor did I imply I'm salty because somebody called my art good. It's the opposite, becuase it was good, the discussion just turned into

>Hurr stop posting pictures of nice art assets your working on only post gameplay if it's not gameplay it's shit you never even made a game before I bet because you are spending more than 2 hours on art assets.

On the contrary, this guy

>>158573945

Post that trash and this guy

>>158574027

Says shit like this

>That's charming in it's own way.

When there is nothing valid about what that guy has done. He has reproduced the most basic of platforming bullshit. There is nothing there. It's as much making a "game" as drawing nice designs on a napkin.

In fact the only person here who doesn't do shit for art that actually is designing something worth while is the guy with the boxes that has the very action oriented combat. There is not a single other game here without a good art style that is anything beyond zero design trash.

>At least he posts a game and not fucking concept art. This is Amateur Game Development General and not fucking /ic/

Concept art is part of game development. You would know that if you had ever made a game more complicated than fucking this.

>>158573945
>>
>>158573625
>>158573854
Did some more research. It's "free" in the asset store since it's for non-commercial titles. An indie license says "2% upon your success" whatever that means. https://www.simplygon.com/games
>>
>>158574250
Do you have a tablet? They're basically required for anything that isn't pixel art or you'll have a hard time making digital art.
>>
>>158572478
>>158572646
Still interested in requests if anyone wants anything. Battle theme music, jazzy stuff, classical music, village, etc. Just give the word.
>>
>>158574417
It's probably the same as the new UE4 license which is 2% off your gross revenue.

Epic takes 5, simplygon takes 2, steam takes 30, taxes take 14.

Feels like I make nothing.
>>
>>158574447
Even if it's pixel art, drawing with a mouse is hella uncomfortable to work for longer periods of time.
>>
>>158573639
>If all you ever do is program shitty prof of concepts that are not actual finished, quality products you are an idea guy. Period, No rebuttal.
Except that's incorrect. An idea guy does not make a game. If you're actually developing something, you're not an idea guy as you are taking ideas and putting them into action. That is not the same as drawing on a paper and claiming that it is a game, but it fucking isn't and you're delusional if you think so.

>>158574058
>At least he posts a game and not fucking concept art. This is Amateur Game Development General and not fucking /ic/
This guy gets it. If you don't want to get mocked out of here, make a fucking GAME and not a CONCEPT. Even if it's a prototype, it's much better than being an annoying idea guy.

Put ideas into action or get the fuck out.
>>
>>158574414
Have you considered that if someone sees you post art and asks for gameplay, he's interested in your game and wants to see how the game plays instead of trying to shit on you?
>>
>>158573639
yeah, we're all so hurtful to successful, attractive looking games like that Ace Combat game that one anon is making

you're fucking delusional and it's so obvious you're the actual dev getting completely assblasted because you have no game and are wasting money hiring deviant art retards to make concepts for muh deep lore

it's entirely mastubatory and pathetic
>>
>>158574575
>taxes take 14.
>only 14
I'm pretty sure taxes take way more than that, especially if you're self employed.
>>
>>158574112
I don't even know what this image is because, as much as you don't want to believe it, I'm not the tactical fleet guy.
>>
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>>158573625
>You can rapidly create all the Level of Detail (LOD) models for your game and automatically generate optimized assets for mobile, any kind of platform like VR platforms or when porting a game (e.g. from PC to mobile), just by creating an account and uploading your content.
>>
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>>158574414
Why you gotta pull me into your argument anon?
>>
>>158574575
Think I'm gonna skip simplygon. It's just not worth it.
>>
>>158574414
Why are you so angry?
>>
>>158565809
Your game is very comfy, only thing that bothered me here was how much the snowmobile stuck out when flashlight was off.
>>
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>hold CTRL to run
>Z button to attack
>weird shit kept happening, like sprite being deleted or fucking up
>no clue why this was happening
>realize ctrl + Z was undoing actions in the editor
>>
>>158574617
>If you're actually developing something

Making the art of a video game is developing a video game.

The only argument you can make is that it will not alone give you a complete video game, just like what I said won't.

I am still here waiting though for you to show me your amazing game that totally justifies your point and isn't just some shitty Unity3D platformer trash.

Hell, making a memory allocator for your custom engine is more of making a game than that. Retards like you are exactly why things like Unity get a bad rep. You act like you are a special messiah beyond the realm of "idiots" who actually learn disciplines to make games and then turn out trash instead of designing, programming, or doing anything of value. Even fags like Jonathan Blow can actually program.

>>158574635
The context of things that happened in the past dissuade that from being what transpired.
>>
>>158574298
Make a dev journal!
>>
dev music?

https://www.youtube.com/watch?v=p9hoAyx3-0I
>>
>>158574298
The secret to efficient time management begins and ends with a daily list. Its the same for every field. You could go to 100 corporate time management seminars, and every single one of them basically boil it town to a daily list.

You're first task EVERY DAY is to make a daily list. No exceptions, ever. Keep it visible all day. Try to complete every task on that list. If something doesn't get done, move it to tomorrows list, but tomorrow, when you make your list, remember that you didn't finish your last one, and adjust your expectations accordingly. Your goal is to eventually be able to accurately predict exactly what can be done in a day, which you can usually do after a 3 or 4 weeks of daily lists.
>>
>>158566847
This is my greatest fear and is probably why I'll never have any progress.
>>
>>158574654
Post like these are largely irrelevant because instead of presenting a proper argument you just say "hurr your definitely that guy and so mad."

I'm still not that guy. Keep telling me I am though.
>>
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>>158574414
>On the contrary, this guy
>>158573945
>Post that trash

At least he's fucking trying. What do you have to show? That's right- nothing.
You have nothing. If you had a game, then we'd take your criticism seriously, but you don't. You're just another shitposter with no talent trying to bully others.
>>
>>158574941
https://www.youtube.com/watch?v=-UmX-3TK4YE

All of this guys stuff is soothing, and inspires good vision.
>>
>>158575052
>>158566847
Don't hardcode you dummies, you're just shooting yourself in the foot for the future.
>>
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>>158574895
>>
>>158575069
>post your game! DO IT FAGGOT SHOW ME YOUR STUPID GAME!
>can't post his own game after 6 weeks, just deviant art concepts

kys ideaguy
>>
>>158575132
>spend all day thinking about the best program structure for future proofing
>end up making no progress at all
>>
>>158574935
>Making the art of a video game is developing a video game.
It's not if you cant put it in action.

>I am still here waiting though for you to show me your amazing game that totally justifies your point and isn't just some shitty Unity3D platformer trash.
Not my game, but for example there's the Ace Combat rip-off that gets posted frequently on AGDG which looks really good.

Also
>>158572263
>>158569145
>>158567393
And Sorcerobe and Space Dementia and many others. Stop being newfag.
>>
>>158574776
Yes, it was dickish of me to put you on blast for no reason.

Just actually think about the design of the game you want to make and really ask yourself if what you are making is actually fun. In a platformer the controls are the most important aspect and your movement system itself looks very weak and unsatisfying. Before worrying about anything else that is the kind of stuff you need to fix and get down to a T.

Do not worry about drawing random werewolves and shit. Get that sorted out first and foremost.
>>
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>>158575132
HAH
I just hardcode everything and make hundreds of exceptions so things don't fall apart.
I want to either kill myself or nuke this project.[/spoiler
>>
>>158575203
Write stuff down, keeping it all in your head gets out of hand fast.
Make things modular and structure the individual components one at a time.
Take a break and go on a walk some times, it'll give you time to relax and think.
>>
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>>158574007
I think I'm finally ready. Spent the last day adding sound effects and some visual effects.
>>
>>158575330
Yeah, that's pretty fair. This is only my second game so I'm just learning as I go. Thanks for the advice!
>>
>>158574941
https://www.youtube.com/watch?v=dEFcpyy_vq8
>>
>>158575453
this looks like the comfiest shit
>>
>>158575330
LOL WHAT THE FUCK

>hey dude stop focusing on irrelevant elements like werewolf sprites and make sure your gameplay is perfect
>other 99% of posts talk about how important concept art is and not to worry about gameplay
>>
>>158575289
Ace Combat guy borderline modeled a f-22. He can get concept art from googling "f-22 model sheet."

>>158572263
Has a very simplistic art style that is very cohesive because of limited color palettes, and while it looks great it's scale means it can bypass any need for a concept art.

>>158569145
Literally a doom mod. His entire style was decided for him before he even started.

>>158567393
Has terrible colors which could probably have been prevented in art test.

Examples of random indie games that have concept art are games like BoI (which still has very strong game desgin) and that Fara game in development. So does that game Battle Chef Brigade. Lots of their post are entirely just animation test.
>>
>>158575561
>not to worry about gameplay
Man, that's some fucking good advice for gamedev. Worked for Gone Homo though.
>>
Ok anons, let's get real(istic).
Say:
>1 very good thing you're proud that your game has and other games don't have
>1 very shitty thing about your game, let it be a mechanic or an aspect that isn't a placeholder
>>
>>158575561
>other 99% of posts talk about how important concept art is and not to worry about gameplay

I literally never said that. I'll wait for the quote.
>>
>>158575686
>So does that game Battle Chef Brigade
A lot of the animations are stiff, and have you seen the combat system? It's not that great honestly, doesn't look satisfying at all compared to other action games.
Might still be fun and the art looks nice.
>>
>>158575686
>Examples of random indie games that have concept art are games like BoI (which still has very strong game desgin)
>flash game with vector art
>good

Stop shitting on games just because you are salty nodev.
>>
>>158575686
Post your game and show us your mighty game with the best art in entire agdg
You have game, right?
>>
>>158575893
>Stop shitting on games just because you are salty nodev.

There is a strong Irony here.

I will also point out I didn't "shit" on a single game in my post sans the Castlevania game, but even then it just has shit colors. That's it.

Ace Combat guys game looks fun.
I am going to buy the rougelike ship game when it comes out. I really enjoyed the demo.
Doom Mod is very high quality.
Castlevania game has good animations and it's combat system is shaping up.
>>
>>158575786
>1 very good thing you're proud that your game has and other games don't have
t. ideas guy
>>
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New since last progress:
-New enemy type, Popcorn Helicopter.
-Added secondary weapon, makes shit explode when you last hit with it.
-Runs on a cooldown. Cooldown reduced by grazing bullets.
-Explosions turn bullets in point pickups, which get vacuumed into your ship when you fly by but don't really give any points yet.
-Explosions damage enemies caught in it and cause more explosions if they die, leading to big, Twinkle Star Sprites style, chain reactions.
>>
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>>158575786
>infinite potential
>I can't get out of the room
>>
>>158576135
Where's your concept art? You are aware this is concept art general, right?
>>
>>158575786
>>1 very good thing you're proud that your game has and other games don't have
>other games don't have
Nothing
>>1 very shitty thing about your game, let it be a mechanic or an aspect that isn't a placeholder
The fact that it's not finished.
>>
>>158575786
Good: it has concept art
Shitty: no gameplay
>>
File: roomswitching.gif (1MB, 539x284px)
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Added rooms and room transitions. I fixed up a lot of the code from Charlotte's Dream so now it works much better. Don't mind the infinite jumping, that's just to show the vertical transitions: Eris doesn't jump very high or far so I'm gonna be using ladders/elevators for vertical transitions most likely.
>>
>>158575786
It looks, sounds and plays good.

It's a complete shameful ripoff of popular game series.
>>
>>158573945
anon, your game reminds me of when i was first starting
its objectively not very good, but damn it makes me feel nostalgic and root for you. keep pushing on man.
>>
Is something like "Heavy Bullets" in the realm of possibility for my first major project?

I've not yet worked in 3D, but I have a good idea for a first-person game fitting the same genre/style.
>>
>>158576286
Are you making game with fucking excel?
>>
>>158576332
Please draw Eris like you did Charlotte so we have an image reference.
>>
>>158576332
Transitions are too abrupt for my liking. Maybe a quick fade in and fade out ?
>>
>>158575786
It has some cool and unique systems
There is no gameplay
>>
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>>158576289
I'm sorry, here.
>>
>>158576135
>you're the last surviving jew collecting the stolen stars of david from the goyim oppressors

brilliant
>>
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>>158576286
i... thought this idea was a joke...
go on. tell me more.
>>
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>>158576442
I already did! Maybe I'll finish it one day don't bet on it
>>158576530
If I could figure out how to do it I'd have it scroll like Mega Man, but I might just add a little pause between rooms because I agree it's too abrupt. I think a fade would ruin the flow too much though
>>
>>158573945
Mate I love those arts. Don't change anything for this project.
>>
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>>158576385
Thanks my dude!
>>
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>>158576714
She's cute
>thick thighs
You haven't lost your touch
>>
I think I'm just about done with the groundwork on combat stuff.

- Added in cure script and test object to remove status ailments
- More item tests (pic related inflicts Burn on all enemies)
- Added enemy counter status and a bestiary variable that controls health visibility (the idea is that you'll collect cards or something to unlock more info about an enemy instead of just seeing their heart in combat).

I guess next is victory implementation and combat initiation from the overworld.
Then actually working out some demo-worthy enemies and their respective attack and simple animations.
Then a hud that doesn't look horrifying.

Not sure I'm gonna make it to demo day but I'll be close at this rate.
>>
>>158569145
It helps that he has a partner that will point out absolutely EVERYTHING that is wrong or could be better. ;)

Seriously, Arikado has been really awesome about this. I can't believe how hard he yesdevs.
>>
>>158576420
>>158576706
The problem with Excel is that if you are making an action game there will be a lot of flickering. Virtual Basic is not the best tool, but it's ok for a roguelike.
>>
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>>158576286
He's actually doing it, the fucking madman!
>>
>>158576714
What engine or language or whatever did you use to make it?

The basic idea of a scroll effect would just be to load the next scene in at an absolute position and then scroll the camera to it like in megaman. There is also a more complicate way I can think of doing it with OpenGL, but that would require shaders.
>>
>>158576739
I couldn't if I wanted to :p Halloween jam is almost over. Now that I've almost gotten a simple platformer and space shooter out of the way. I'm excited to really try to challenge myself to make something decent and more cohesive! and thanks!
>>
>>158576286
Is this the most ambitious project on AGDG?
>>
>>158576286
Is it hardware excelerated?
>>
>>158577008
I'm using Flixel/AS3.
I figured it was just something like that; I already have an idea of how I'd go about implementing it but I fear breaking everything. And since I want to finish this game quickly I don't wanna mess with what I have working fine already.
When I get back to Charlotte I'll give it a shot though, that's where the abrupt transitions really bug me.
>>
>>158575076
best game on agdg
>>
>>158544084
Please keep updating us on how this goes. Making a Survival horror like this is my ultimate goal game. I'm just building shitty tiny projects to skillbuild towards this ultimately.
>>
>>158576135
That's looking good. I like the chain reaction explosions.
>>
>>158576420
>>158576706
>>158576971
>>158577079
Have you guys seriously never made an excel game?

I cut my teeth on those in highschool computer classes.
>>
>>158567393
>>158568951
Hyped as hell for the new demo.
Making fan art for ya nerd.
>>
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http://www.strawpoll.me/11518060
http://www.strawpoll.me/11518060
http://www.strawpoll.me/11518060
>>
>>158578246
Add Excel jam
>>
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>>158578246
GAME NAME GENERATOR SURPRISE MOTHERFUCKERS
>>
>>158576286
is this dwarf fortress with excel support?
>>
>>158577962
I once dabbled in OOCalc Macro language. That turned me off any spreadsheeting forever.
>highschool computer class
The only time our school let us near a computer was when we had to research stuff for group projects in religion and arts classes. My station couldn't even finish booting before the teacher decided to lock all computers down because someone managed to look at porn through the super-duper-secure filter.
>>
>>158578246
Keep the winter for December
>>
>>158578246
>Lewd Jam II

Oh fuck off you cunts.
>>
>>158578638
No U
If you don't like simply don't vote for it
>>
>>158578638
Do you even realise how hard it is to find _porn_? On the _internet?! Clearly we must produce more low quality fapmaterial.
>>
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>>158578246
>Lewd Jam II
>>
>>158578765
a rare sight of a clever frogposter
>>
C jam
>>
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Finished this a few days back while learning how to model these kind of characters. Also did a run cycle and some another animation, but theyre on a different machine. Need to learn how to texture, but it wasn't the focus this time.

Finally understood that curves for animations are KING. It's amazing. I can finally start to manage those jittery movements. Dealing with them with just the animation keys was horrible.
>>
fuck off with this winter jam bullshit we are having stealth jam
>>
File: gogemjam.jpg (123KB, 507x349px)
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just play my FRIGGIN' cardgame already
>>
>>158579074
bunnydev, stop with the stupid cheek shit, it looks dumb.
>>
>>158579083
Stealth games are boring, famalam.
>>
>>158579074
just invest in motion capture
>>
>>158579135
I'm not bunnydev
>>
>>158579142
you're not supposed to be playing games you're supposed to be making them
>>
>>158579369
well then you should stop. You two have a very similar style.
>>
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>>158579259
Since you this rich, mind paying for my license too?
>>
>>158529342
I'll prove to you they should be there.

Google can't recommend you things.
Recommendations of engines are a big reason people initially come here.
Recommendations of engines can be hard to come by.
The presence of those engines in the OP is an implicit recommendation.
Somethings filling a need of someone coming makes that something useful to have in an OP.

All together now:
Since people will come in looking for recommendations, which are hard to get otherwise, and the presence of engines in the OP satisfies that need, their presence is warranted and useful.

QED

now kindly go fuck yourself
>>
>>158579074
/agdg/, please, stop. I had like 0 waifu before, yet now you keep giving me a new one each day.

In other words: I like it.

>while learning how to model these kind of characters
Any specific tutorials?

>>158579135
It's not him.
>>
ur game isn't as cute as my gf
>>
>>158579834
> Any specific tutorials?

Nope, nothing. Just trying to learn how to do it by trial and error. Each time redoing it and slowly getting better. I hope. Atleast I feel like I learn alot.

I'm now torn between drawing lewds and modeling cute things, but atleast i'm trying to do art everyday and i'm not hating it that much as before.

Also thanks.
>>
>>158580154
prove it
>>
>>158574575
Fuck this shit. In this shitty country and with steam i would only get 40%
>>
>>158580228
no
>>
>>158579135
I wish I was that good.
t. Bunnydev

>>158579074
Amazing job anon, looks super cute.
>>
>>158580230
corporations don't pay 30% tax mate, set up a holding company and have it buy assets like your cars, house, etc once you've made it
>>
>>158574575
> taxes only 14

m8..

After taxes, game engine taxation, steam and so on, you will be lucky to see ~3$ for every 10$ that you earn. I would't be surprised if you see less
>>
>>158580382
protip: you can't
>>
>>158580482
>>158580416
what can I expect for canada taxes?
>>
>>158544448
>Java
>>
>>158580402
> tfw praised by bunnydev

You are my inspiration if it's actually you.
>>
>>158580512
ok bro whatever u say ;)
>>
>>158544448
Because why the fuck would you enginedev if you're going to use a shitty language anyways?
>>
>>158544448
No reason to use Java when C# exists.
>>
>>158549238
>>158549374
The nice thing about Lua is it transpiles to C, and it has asm-like features to cut through that so you can directly write critical sections of your code in C to squeeze out more performance. (At least, that's what the docs claim, I haven't tried it so far.)
>>
>unironically paying someone else for code
wew lads
>>
>>158580887
You explained LuaJIT in a very terrible way Anon.
>>
>>158580626
It is me, and I'm really jelly because you're way better than me.

Keep up the great work. AGDG can't have enough cute games.
>>
>>158581065
I really want to learn how to texture now. But i've always been lost when it comes to doing texturing.

I keep getting jittery lines when drawing. Is it usually caused by shitty UV mapping or something else?
>>
>>158581241
What do you mean by jittery lines? Post a screenshot.
>>
>>158580887
JIT only removes the costs of interpreting. You still have dynamic typing, garbage collection, the fact that every aggregate is a hash table, etc.
>>
>>158580585
it varies by how much you make and what your expenses are, never heard of a tax bracket or are you a NEET who has no idea how the world works?
>>
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>>158581296
Like in pic.

Then again they're only noticable when zoomed in. Maybe i'm just autistic and it should be like this. There are these blocky lines everywhere where two different colors meet.
>>
>>158581481
I have no idea how the world works.

How much am I paying if my game makes $500,000?
>>
>>158581641
Those are called pixels anon. I don't mean to sound snarky but that's exactly what they are.

What are you using to paint with? Find if the brush settings have some anti-aliasing in to reduce the effect a little. But you can't see it in >>158579074 so it's probably not worth the effort.
>>
>>158581868
depends on if you're filing as an individual, a self-employed individual, a non-incorporated business or a corporation

talk to an accountant
>>
>>158560384
Muh fucking dick.

Have anything else to share This looks good? Color it and clean the lines and add the Nekopara animations. If you do that i'd pay.
>>
how do you call in blender, when you want to subdivide a face, but not with the subdivide tool, just along one axis only?
>>
>>158581969
Well I honestly remember it looking worse than it looks in the image. Maybe I just didn't sleep enough and i'm seeing things.

I texture directly in blender.
>>
>>158581868
about 85%
>>
>>158582016
http://imgur.com/a/wbJxK
Todays sketches.

I will want to clean the lines, color it and then maybe animate it with 2d bones.
>>
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Made some improvements to the rig and overall topology for the squid guy. Game's a TRPG. Any suggestion on the unit's gait?
>>
>>158582326
I can fap to the first one
>>
>>158582592
That looks bold and brash.
>>
>>158582326
Thanks for the fap material. Will you do a game with this?
>>
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>>158582120
Select the two opposite edges and then subdivide. In pic subdiving the two selected edges on the left produces the faces on the right. This does lead to n-gons on the top and bottom though so tidy those up.

You could also use Loop Cut and Slide (Ctrl+R) which will go along your edge loops and tidy up afterwards.
>>
>>158568241
this
you should be using the most specific condition that catches everything you need it to
>>
>>158582120
are you talking about the knife [K] or the loop cut [CTRL+R]
>>
story question. would people get mad if at certain points you can just say fuck it and the game is over?

so for example. you are the chosen one or whatever and you have to take the sword and fight the bad guys, but you add a dialogue option that says no I am not going to fight. then the credits roll. is there any point to do this?
>>
so the profile of my game:

Flat profile:

Each sample counts as 0.01 seconds.
% cumulative self
time seconds seconds name
12.33 1.92 1.92 operator-(b2Vec2 const&, b2Vec2 const&)
7.96 3.16 1.24 b2ContactSolver::SolveVelocityConstraints()
7.51 4.33 1.17 operator*(float, b2Vec2 const&)
5.62 5.21 0.88 b2Vec2::b2Vec2(float, float)
3.73 5.79 0.58 b2Cross(float, b2Vec2 const&)
3.47 6.33 0.54 b2World::Solve(b2TimeStep const&)
2.89 6.78 0.45 operator+(b2Vec2 const&, b2Vec2 const&)
2.89 7.23 0.45 b2Mul(b2Transform const&, b2Vec2 const&)

Can you recommend me any physics library not box2D?
>>
>>158583232
I've played plenty of games that did this and It and I didn't get mad. I just thought it was stupid/silly.
>>
>>158583232
As long as its clear what happens and/or the player can load to just before that choice I don't see a problem.

It's just a stupid idea for a quick laugh.
>>
>>158583232
little Easter egg

I would prob go all the way with it just to punish the ironic smartasses
>>
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>Be second year CS student
>Into gamedev as a hobby
>Have to make a game as a group project
>Grouped with normies who don't even play any vidya
>Have to hide my powerlevel while trying not to let group shit its pants
>They're all workshy
>One guy wanted to make the whole game in Swing because he didn't want to learn how to use a library
>I try steering the group to do something interesting
>Get outvoted
>We are making Asteroids as a year long project

Is it too much to ask that people take pride in their work?
>>
>>158583232
No point at all, reload and play again.
>>
>>158583232
It only works if the game uninstalls itself after giving up.
>>
>>158583247
game?
>>
>>158583404
Did you try asking your teacher to do something by yourself instead?
>>
>>158583404
>CS students
>not playing vidya
Do you really expect me to believe this?
>>
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Could someone, please, help me understand the plane equation?

n*(x-a)=0, where n is the normal perpendicular to the plane, and a is a point which the plain goes trough.

So, lets say, that n is (1,1,1) and the plane goes trough the origin so a is (0,0,0). As I see, it means that I'll have x+y+z=0. So If I want to find the missing x coordinate of this point, all I have to do is y+z=-x? So, for example, 1+1=-x, thus x=-2?
>>
>>158583232
I tried in some pokemon game but prof insisted to help him as long as i said no . It would be better for me if the game just ended there
>>
>>158583404
>year long asteroids
Atleast you'll have plenty of time to feature-bloat and possibly have a little fun.
>>
>>158583232
farcry 4: when you're supposed to escape from the bad guys house, you can sit around for a while until he comes back and you get a quick alternate ending.

Batman Arkham city: about half way in, when playing as catwoman and batman is captured you can walk away with the treasure and BM is presumed killed.
>>
>>158567682
>That Magnetta game is trying too hard to be NES themed but fucks it up with those noodle limbs
You could've done that on the NES, it would just be a slight waste of sprite space and processing.
>and that glitch gimmick.
Do you even know what that is? If you had a problem with an NES (usually the cartridge not making proper contact) that exact thing could happen, and it could go back and forth or switch up which sprites are swapped for each other. It's a very accurate recreation, it made me chuckle, and it would make the game significantly harder in a relatively organic way, fuckbrains.
>>
>>158583646
I almost couldn't believe it myself.
One guy was an autist for Street Fighter but recognised that we couldn't feasibly make that, so stuck with group opinion.
But other than that it was only flash games.

>>158583541
The point of the exercise is to teach us 'group skills'.
We even had a lecture on how not to be autistic
>>
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post spooky progress
>>
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>>
>>158583683
that is correct
>>
>>158583101
>>158582881
thanks, yes, the loop cut!
>>
>>158583646
You would be surprised, anon. Of course, many of them played vidya when the were young, but they mostly know some AAA titles (but this doesn't mean that they have actually played them) and that's it. Sometimes I saw a small group playing LoL or something, but that's it.

Where I work now I know that some people are familiar with stuff like Warcaft, and someone ordered No Man's Sky on the phone when it was out, but I haven't talked about vidya with anyone yet.

People are mostly here because they love technology or math, and only a very few because they are interested in games.
>>
>>158583998
>The point of the exercise is to teach us 'group skills'.
All my teachers let me do the project by myself even after saying that
I think having enough social skills to talk to the teacher exempts you from the test
>>
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>>158584161
Thank you!
>>
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>>158584274
Man am I glad to be protected from that experience by completely isolating myself from any verbal contact with actual people.
>>
>>158584507
which one will light my dick on fire?
>>
>>158584124
he's so chubby and cute!
>>
So are Roguelikes or Roguelites totally played out?
>>
>>158585567
Are first person shooters totally played out?
Are RPGs totally played out?
Are strategy games totally played out?
>>
>>158583232
Way of the Samurai has this, you can just say fuck everything and go away.
>>
>>158583232
If you break this idea down you're basically saying you want to put in something that lets the player stop playing. I don't think they need a special in game thing to do that beyond the pause menu with a quit option.
>>
>>158585567
>Roguelikes and Roguelites
This is like saying C/C++.
>>
>>158585893
It's more of an easter egg with the most drastic result a game has to offer (while still being benevolent).
>>
>>158583247
stop blaming your tools, I've used box2d in plenty of Flash games
>>
>>158586356
>profiling results show 3rd party code is a bottleneck
>A POOR WORKSMAN BLAMES HIS TOOLS XD
>>
>>158586581
>pretending to be retarded
>>
>>158583232
>Pagan Min tells you to wait while he attends to some things
>you're supposed to escape but you're not rude, so you wait and enjoy your crab or whatever
>Pagan comes back and the game ends

it's the best ending too, hilariously
>>
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@158586798
>>
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>>158575786
>its got vertex based building against a structural integrity system using physically modeled 6dof flight mechanics

>the artstyle isn't ever going to be comfy as I want it to be
>>
>>158585567
>are advertiser's buzzwords totally played out?
>>
>>158587046
It's like the original Tron but boring
>>
>>158587046
Shit, I miss Freelancer.
>>
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>>158587150
That's an older webm, when the AI wasn't fucked. Currently redoing the AI.
>>
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>>
>>158587238
I meant the art style. At least that second one has slightly bloomy colours on the blocks in the environment in that 2nd webm.

Why do you say its not as comfy as you want it to be?
>>
>>158587316
>My only regret is that I have boneitis.
>>
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>>158586581
>>158586356
I stress test it wit 4000+ circles
>>
>>158585903
>>158585567
this
>>
>>158587463
If all you're doing is circles and springs you can probably implement it yourself and do better than Box2D since you don't need to make it very generic.
>>
>>158587463
and when are you going to have 4000 active physically simulated objects in your scene exactly?

this is the kind of retarded benchmarking that shows you absolutely nothing
>>
>shilling box2d for free on a laotian claymation bbs
>>
>>158587635
>this is the kind of retarded benchmarking that shows you absolutely nothing
Not him, but testing subsystems for potential bottlenecks upon implementation stops hunting at a later stage when you have many systems in place and must pinpoint the one not quite doing its job efficiently enough.
>>
>>158587463
>falling for weak bait
>>
>>158587635
>>158587546
I want constant 40 000 active circles and springs
>>
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>>158587316
10/10 would watch more of
>>
>>158587825
>>158587546
>>
>>158587793
that makes literally no sense - you can break any and all systems by throwing enough shit at it, doesn't mean the system is flawed

you need to test in real world conditions, not extremes
>>
>>158587901
>missing the point this fucking hard
>>
>tfw dream game is 2d but I can't draw for shit and can only make 3d models with any degree of competency

Fuck.

I guess this is why people go with meme indie artstyles or pixels.
>>
>>158588010
Make 3D models and either use a filter to make them look 2D or render them down to sprites.
>>
How do games deal with NPCs that can walk between different scenes? For example I have a town, with doors that load a new indoors scene. How would I make it so an NPC can freely go in and out of that door?
>>
>>158587901
>alrighty, last system finished
>let's play
>2.1 fps
>lemme just disable the 94 systems i got one by one to find the bottleneck

sounds like a solid excuse to nodev
>>
>>158588010
I know that feel
>tfw not skilled enough to draw cute 2d girl
>>
>>158588116
>I have no idea what a profiler is the post
>>
>>158574895
kek
>>
>>158588010
orthographic 3D looks better than 2D and you can effectively make it as a 2D game.
But you're lying anyways so it doesn't matter.
>>
>>158588010
>people are artistically shit
>they turn to pixelart

HE CRACKED THE CODE! THE SECRET IS OUT!
>>
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>>158587414
Well one of the issues with what we have is that those plates are infinitely scaling, as well as the struts the player can build for their vessel. This leads to issues, since we've yet to figure out a way to tile a given texture onto either without making them look like garbage or putting dozens of hours into it. We're short on time as is. One way we might get around this is adding the ability to paste decals onto the mesh, like Robot Arena 2 did.

This anon's work gets me particularly horny, I might steal his method. >>158565809

But at the end of the day I just want something comfy and legible, I don't care too much about how it looks. I'm far more concerned with the gameplay.
>>
>>158588252
>3DPD
>better than 2D
>>
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>>158588406
Or I could just get lazy.

>all metal is scuffed and scratched the fuck up :^))))
>>
>>158588406
>>158588641
>dark theme with the personal edition

enjoy prison
>>
How do you make a skeleton who doesn't fly apart when simulating physics in UE4?
>>
>>158588723
>How do you
Why would you

FTFY


But seriously just tune the physical model of the skeleton to your needs.
>>
>>158588723
You need to improve your physics actor
>>
>>158588406
>>158588641
I like the look of your game and gameplay, buddy.
>>
>>158588406
>>158588641
http://gamedev.stackexchange.com/questions/111060/unity-tiling-of-a-material-independen-of-its-size

Is that kinda what you want?
>>
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Here's my proof of concept re: multiple sectors instead of each planet being its own sector.

A sort of Homeworld meets Sins mashup.
>>
File: UV_pv.jpg (404KB, 1919x1047px)
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Finally made it out of UV hell!

>>158581241
>jittery lines
You need to make your UVs as perfectly straight as you can to avoid that when you're working at low resolutions.
>>
What should I be using if I can't use C#?
>>
>>158590372
Something that doesn't use C#.
>>
>>158587316
>maidmarian.com
>>
what kind of collision do you prefer, the kind that stops you dead in your tracks when you try to walk into a tree, or the kind that gently pushes you around the tree?

tldr version: box or spherical movement collision?
>>
>>158590513
I want to know what has a good amount of tools for gamedev and resources. C# seemed to be a good option for this but it won't be possible for me to use it.
>>
>>158590687
Spherical
>>
>>158590730
>C# seemed to be a good option for this but it won't be possible for me to use it.
I'm expecting a good explanation for this.
>>
>>158590730
>. C# seemed to be a good option for this but it won't be possible for me to use it.
C# can do 2D with monogame and 3D with unity and it's cross platform with mono, what can't you do with it?
>>
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>>158588698
>editing one line of hex to save my eyes fatigue
>4chan partyv&'d

Sure, why not.

>>158589471
Thank you, I'll see if this is tenable.
>If the object moves through worldspace (eg. a moving platform), the texture will appear to crawl along it.

This worries me, however.

>>158589350
Thanks pal.
www.remproject.wordpress.com
if you feel horny enough to try it yourself. That version has the rudimentary AI still functioning. There should be enough information in the Readme to get you up to speed. Next version will have the AI actually pathfinding around the arena, and possibly have a goal while doing it.


>>158589930
I like the sense of scale, anon. Do you have intentions of module damage over vessels affecting how they perform (IE: reactor damage limiting speed and rate of fire), or just a plain ol health bar like SOASE?
>>
>>158590853
Visual Studio crashes the fuck out of my computer and I can't figure out why. This is the first IDE I've used which gave me this issue, and I've used some pretty resource heavy shit in the past.
>>
>>158569123
Woah this looks really cool. What is it?
>>
>>158591040
>Visual Studio crashes the fuck out of my computer and I can't figure out why.
I was kinda hoping for a super autismo reason. Shame.
>>158590991
>>
>>158591216
How is it super autismo? I can't fucking use, unless you're going to tell me how to fix this terrible piece of Microshit software.
>>
>>158591040
You don't need to use VS to use C#.
>>
>>158591603
What can I use then?
>>
>>158591373
>Anon in charge of reading comprehension.
I said I was hoping for super autismo, like "C# is the tone my mother used to play on her flute all day when she was down with Polio". My implication was that your reason was not nearly as autismo as I had hoped.

>I can't fucking use, unless you're going to tell me how to fix this terrible piece of Microshit software.
Really fighting with myself not to rile you up further.
>>
>>158591373
He said he was hoping for an autismo reason, but instead got a mundane reason.
>>
>>158591037
>Thank you, I'll see if this is tenable.
I think it's mainly intended for environment art that doesn't move around, there is a way to do something similar for mobile objects but I don't use Unity so can't say more beyond that.
>>
>>158591660
MonoDevelop, a text editor with the command line tools, etc.
>>
>>158591714
>>158591702
Oh, thanks post timer.

>>158591739
There's probably a way to anchor it onto a common point, such as the cockpit. I might end up doing the projection decals anyway, because they're never going to be perfect using scripts.
>>
>>158591702
>>158591714
Sorry, I misread that. My bad.
>>158591757
I'll look it up. Thanks.
>>
>square dev used the song you made for his minesweeper squeleton game
>"music by la extraña demente"
who the fuck is la extraña demente
>>
>>158591953
It's the skeleton who lives inside your body
>>
>>158592065
k thanks
>>
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Does this spook you /AGDG/?
https://soundcloud.com/headphoneninja/soundtrack-3-ghost-encounter
>>
>>158592383
Not on its own.
>>
>>158592383
it's pretty obnoxious to be honest
the collection is pretty good
>>
>>158591953
That should mean "demented stranger (female) in spanish.
>>
>>158592383
Spooked.

Game?
>>
I can't decide what game to work on.
>>
>>158592383
this >>158592727
>>
there's too many posters here. some of you need to move to 8ch
>>
>>158593056
Work on a halloween game for the jam. You have not enough time
>>
>>158593115
You first.
>>
>>158593115
I will when that site isn't an ugly clusterfuck feature bloat
>>
File: 1452206776090.png (417KB, 680x590px)
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>Game site: Skeleton Sweeper
>Compressed and folder: Zombie Sweeper
>Exe: Skeleton Sweeper
>Application name: Zombie Sweeper

Why do you do this?
>>
>>158592864
No game yet, this is just the first step I guess. Testing things out.
>>
>>158592771
yes it does, kind of, extraña doesn't exactly means 'stranger', it's more like 'weird' in that context, but i don't know what word could fit the most.
>>
reasons why I regert making 2d game in unreal:

only translucent sprites can be sorted without moving them in 3d space

the sprite sorting policy is integer based, while actual location is float

that means if one sprite is at y1.7 and another is at y1.81113, there's going to be z-fighting because they will both have a sort policy of 2

you can overcome this by using sort by axis instead of setting the sort policy explicitly, but that is based on the center point of the scene root, which you have to make twice as large as the actual sprite in order to have it's center point be in the correct place and not have the sprite disappear when the root moves out of view of the camera even thought the sprite should still be in view

oh, and in order for movement collision to work, a collision object must be the root so there goes that sprite sorting solution I just mentioned

thanks Epic and your now 2+ year old paper2d plugin.
>>
>>158593794
Why would you use the best 3D engine to make a 2D game
>>
>>158593794
>2d game in unreal
If only you had listened to the people that advised you to pick an engine dedicated to 2D instead of 3D,
>>
>>158593887
'cause he got memed on
>>
>>158593794
use game maker ya tool
>>
>>158593794
Unreal is for 3D
Godot is for 2D
>>
new thread when???????
>>
>>158594103
When you take some of your '??'-typing time and dedicate it to open a new thread.
>>
>>158594103
hold your horses.
>>
critique time
>>
>>158594103
When I stop feeling suicidal. Actually no, that will never happen but a new thread will happen soon.
>>
>>158593887
surely what's great for 3d must be super extra awesome great for 2d right? riiiiiiight?
>>
>>>/wsg/1366996
Lets see if I remember how to cross post. Is this good for a first pass main menu screen?

If that doesn't work https://i.4cdn.org/wsg/1477605704218.webm
>>
>>158594234
The only critique I have is that I'm not as good as you.
>>
>>158594371
We should have a /wsg/AGDG thread
>>
>>158594371
>first pass
Well it's functional, so sure
>>
new thread
>>158594497
>>158594497
>>158594497
new thread
>>
>>158587046
The tron look kind of sucks.
>>
>>158594085
I'm pretty sure that right now godot is for engine devs
>>
>>158594234
Not trying to nitpick but the uneven distance from the eyes to the nose (as in, one is further than the other) combined with the straightness of the nose looks odd.

Maybe the character is meant to have a crooked nose or uneven eyes, heck if I know. The head is shaped like there's some kind of foreshortening going on but not in the same direction as the face? I'unno, someone who arts better will tell you better.
>>
>>158591037
>I like the sense of scale, anon. Do you have intentions of module damage over vessels affecting how they perform (IE: reactor damage limiting speed and rate of fire), or just a plain ol health bar like SOASE?

Thanks anon. No plans for per module damage, but one of my favourite games (Star Wars Rebellion) does it in a semi-artificial way so maybe I'll poach that idea rather than having to shoot individual parts.
>>
>>158593351
Sorry. It was supposed to be zombie-themed and I forgot to rename some things.
>>
>>158594234
>forming patterns you don't recognize
what did he mean by this?
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