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AGDG - Amateur Game Development General

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Thread replies: 792
Thread images: 169

File: halloween jam cover.png (540KB, 870x691px) Image search: [Google]
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2 days left for Halloween Jam edition

> Halloween Jam 2016 (Less than 3 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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What are you working on tonight, anon?
>>
>>158676478
My dick
>>
>>158676478
Can't think of anything. Give ideas.
>>
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>>158676478
Planning out boss attacks, then making the next attack after I finish.
>>
Anyone need music? Looking for a project, I'm well versed in alot of styles. Something I finished recently:
https://soundcloud.com/soravme/city-smirk
>>
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>>
>>158676478
Just finished my Halloween game. The only thing that makes it Halloween is its skellies.
Finished it in less than 48 hours but I'm sure some of you could have finished it in less than 10.
>>
>>158677079
Are you uploading it?
>>
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>want to dev
>need to study

>end up doing neither
>>
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What's your dev music tonite, boys?
https://clyp.it/2akno5zg
>158676478
Planning a level.
>>
>>158676478
I got a haircut and I may have gotten a part time job, not sure how the fuck that happened
Anyways I hope the pay is good because I have no fucking idea what that is or where I'm supposed to work or how many hours it is but if it is enough maybe I can buy some software and pay for more classes
>>
>>158676478
Writing more of my spooky story, hoping to have three chapters ready to go on Halloween

Maybe fucking around a little more with Blender
>>
>>158677350
Just did
>>
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>>158677409
Boss music, as it puts me in the mood for when I'm working on bosses.

https://clyp.it/34brat4l
https://clyp.it/m2ev32xm
>>
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Hey /gdg/. I was directed here form /v/. I 'm working on a crazy arcade style game mixing pinball and twin stick shooters. I"m using Gamesalad because I'm a scrub. Here's a gif of my latest progress. and if you want to play the pre-pre alpha demo it's here: http://arcade.gamesalad.com/games/139001

Let me know what you guys think. I could use the feedback! Especially on the art. I'm a terrible artist.
>>
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>>158676478
Working on some neat effects for lighting
>>
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>>158676478
Started working on a code input box.
I'm planning on using it to unlock some stuff, like opening a safe deposit box or something like that.
Still have to figure out exactly how to make the object and the UI interact but it should be trivial.
>>
>>158677409
https://www.youtube.com/user/Krelez/videos
Every random chiptune mix on this channel.
>>
>>158677961
Cool genre fusion my man
>>
>>158677961
I sat here watching this for about three minutes and occasionally saying "what the fuck"

This could be pretty rad, anon
>>
>>158677961

That's a novel genre mashup but holy shit the current control config you got going on is awful.
>>
>>158677961
Pretty neat idea.
It needs an absolute ton of juice though, once you finish all the mechanics of course.

https://www.youtube.com/watch?v=216_5nu4aVQ
https://youtu.be/AJdEqssNZ-U?t=420
https://www.youtube.com/watch?v=Fy0aCDmgnxg
>>
>>158678197
Thanks!

>>158678264
I do the same. I think "am I crazy"? but playing the preview build is a lot of fun.

>>158678396
Yeah I really need to map it to a gamepad. That's the best way to pay this, for sure.

>>158678674
Oh yeah. Screen shake, progressive sound, all that schtuff
>>
>>158676478
muh engine
>>
>have a pretty neat story idea for a game
>don't know how to do anything more advanced than Chonotrigger style combat or old school Zelda combat
>story is literally all about combat
i'll go kill myself then
>>
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>>
>>158679301
>don't know how to do anything more advanced than Chonotrigger style combat or old school Zelda combat

yes you do
>>
>>158679301
Story isn't game.
What kind of combat anon... let's figure out how to make your story playable and fun.
>>
>>158676478
Cleaning up and creating better previews for cards. Also gonna look at finishing up everything needed for the round system/state machine.
>>
>>158679320
Neat
>>
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Not gonna finish in time for Halloween jam
>>
>>158676478
It's getting really hard to work on my shit because I try to finish my schoolwork before doing anything else, but I procrastinate the schoolwork so hard that by the time I'm done, its too late to get any dev work done.
If I get this awful fucking assignment done, I'll be working on some animations tonight.
>>
>>158677961
If I was going to make something like this I would ditch the shooting, but it's a cool idea.
>>
>>158679740
Just do as much as possible. It doesn't need to be complete.
>>
>>158679301
Chrono Trigger combat is awesome though?
>>
>>158679740
What kind of game is it?
>>
>>158680085
I like the combat style of Chrono Trigger too but so few people would enjoy that style of game nowdays idk if its worth even trying to make
>>158679439
I do?
>>158679481
It's mostly sword based combat because it's supposed to take place in a super militaristic totalitarian government who won't allow anyone except super high officials to have guns.
>>
>>158678080
mousewheel to spin the numbers
>>
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>when you haven't worked on your game in weeks because you're trying to learn to draw
>>
>>158680340
>so few people would enjoy that style of game nowdays

fr*g you
>>
>>158680957
https://www.youtube.com/watch?v=J5FFDj7vH6E
>>
>>158676478
working on 3d models in blender
>>
>>158677961
>watching webm, thinking oh it's just split screen
>pinball machine fucking MOVES
whoa
>>
>>158680957
Am I wrong or did I miss the last big release of a game with somewhat close to that combat style? No one uses it anymore because not enough people like it I'd assume?
>>
>>158680932
That feel si just too familiar, anon. I really don't know how artists do it. I think it would be easier if I would have a passion for drawing right from childhood. Just think about it. As a kid, you can enjoy things without any self critique. You just love what you are doing. Even if you start to be judgemental at one point, you already have enough experience to work with. Starting it now, however. It's just painful. And it feels like gambling. I know that if I google hard enough, and read the article for some time, I'll understand the algorithm and I'll be able to implement it. But how does it work with art? I just don't see the light at the end of the tunnel, I can not measure the amount of work needed for getting some basic skills, thus I just get unmotivated just by looking at the pencil.
>>
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>>158675928
Uploaded my Halloween jam game. Check it out.
https://cowthing.itch.io/mushroom-towers

Thanks again to Dr.Doomsday for the music!
>>
>>158680932
>tfw draw half decent on pen/pencil and paper
>tfw can't draw for shit using a mouse on a computer
>tfw I know I'll have to buy either a scanner to scan my drawings to my computer or one of those expensive artist tablets that connects to the computer
>>
>>158681731
I did have a passion for drawing as a kid, I drew every day. That's not enough, I was only drawing for my own personal enjoyment and to express my imagination, I never once stopped to think how I could actually improve my art. I had the mindset of a person who drew just to draw, not a person who drew to be better at drawing. It's only now after examining myself in adulthood that I realize that I wasted my potential.
>>
>>158681731
Art is a form of problem solving as well, draw things in your head before you put them on paper/image.
>>
>>158682323
You have to buy a tablet, with a scanner you'll still have to do a bunch of editing that will also be ass on the mouse.
>>
>>158681352
I am Setsuna. Sold enough to warrant an indie doing it, but not a major studio.
>>
>>158680168
pixelshit
>>
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>>158676478
Finally starting to see results of putting hundreds of work into training.

>>158682323
Intuos Small is cheap. You don't need anything more expensive. Yet.
>>
>>158681731
No. You are wrong. All the shit I drew as a kid meant nothing when I actually cared how it looked and being an artist never gets easy. If anybody says it does they are a liar. You just have to want to do it.
>>
>>158682323
Just buy a small cheap tablet to start.
>>
>>158682908
Intous small is trash. I hate tablets, but the smaller ones are even more difficult than the larger ones. I cannot even use them though. I had to get a cintiq to make even decent drawings that were not just painting over scanned drawings.
>>
>buy My Summer Car
>Unity splash screen
>made with Unity: Personal Edition
>car colour picker oscillates if you select it below where it pops up to show it's been selected
>text input is completely broken
Thanks.
>>
>>158683098
You certainly get what you pay for. Then again, one has to start from somewhere - no point in getting expensive equipment when your skills aren't on par. Anon didn't sound like he was too confident in his art.
>>
>>158683414
Are you even allowed to sell Personal Edition games?
>>
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Added control indicators, changed the fall animation and found a weird bug
>>
>>158679320
I like this

>>158679740
>sidescroller with top down map?
Make it go

>>158681789
Cute son

>>158683098
Sounds like an excuse to me, anon
>>
>>158683893
Yes there is. Because using a intuous small, you might never get good. At least get a medium.

>>158684048
I make money for a living doing art, what excuse do I need? I've already paid back the price of the Cintiq with contract work. Some people just cannot use tablets effectively.
>>
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Some portraits, new NPC on right and rework on Liath (left).

I'll never learn to draw.
>>
>>158685014
These are actually really good anon keep it up
>>
>>158682579

You might be able to get away with using a digital camera (instead of a scanner), especially if you're only using the original piece as a rough sketch for the final artwork.
>>
>>158682323
Go for a 40$ no-name drawing tablet on which you can recover scanned drawings or buy an inexpensive cintiq rip-off (basically secondary touch screens on which you use a pen).
>>
>>158684018
yep
you only pay unity some money if you make over $100,000
>>
I once saw this documentary on this guy who had a major head injury and suddenly could draw and paint like an expert. So some of you might try that.

one thing though, the guy was also severly retarded as a result of said injury. so it's something to think about
>>
>>158685751
Thanks. Faces feels fucking impossible to draw. Takes forever to even make them look like faces.

Anyways, tweaked some colors on ice sword. Now it's less like absolutely disgusting cyan and more nice blue. Also fixed issue with player's projectiles not applying status effect when enemy dies (couldn't freeze enemy if it's hp went below 0).

I'm slightly drunk so can't code -> I just make assets and tweak small things to not fuck up anything.
>>
When is a fantasy race copywritted or trademarked?

For example, I'm sure my game could have elves and orcs, but what about Hobbits, Twileks, or Saiyans?
>>
>>158688194
elves are from mythologies. Those cannot be copyrighted. Orcs I'm not sure about.

100% sure Hobbits, Twileks and Saiyans are copyrighted.
>>
>>158688173
I think the animation framerate is too low for the kind of fast movement you got going on in your game. By which I mean it needs more frames.
>>
1-5-7 Code useless tools
2-4 Code useless games
6-8 Ideasmanning
3-9 "Art"
0 Autism
>>
>>158688173
Well it looks less saturated now. Color isn't a bad thing you know. Otherwise looks sweet.
>>
>>158676478
I've been working on stairs and then getting distracted and fixing up old shit and then going back to stairs. I'm done for tonight though, next up is dinner and then social stuff.
>>
>>158688469
I'm so sorry
>>
1-4 - keep working on combat
5-9 - play bioshock
0 - watch movie
>>
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>>158689464
>1-4 - keep working on combat
>>
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To do list for tonight
Hopefully posting it publicly will make me work on it more
>>
1-3 watch tv series
4-6 read book
7-9 dev
0 = fap
>>
1-3 keep on toiling away in blender
4-0 make a coffee and then go back to blender
>>
>>158689794
See you in forever
>>
>>158688173
Why does the sword disappear when he stops swinging it
>>
1-9 nodev
0 yesdev
>>
I'm making a command line text adventure for shits and giggles

Should I kill myself
0-5 yes
6-9 no
>>
>>158690106
No change there then
>>
>>158690214
Welp
>>
>>158688424
Hobbits are in like every traditional roguelike.
>>
>>158688469
I guess I'll roll on this too.
>>
>>158690352
Every traditional roguelike is also freeware, but yeah, even if the name Hobbit is copyrighted I'm sure you can get away with calling them halflings like everyone else that's not Tolkien does.
>>
>>158690010
This >>158690568
>>
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added acceleration on hills
>>
https://www.google.com/search?q=are+hobbits+copyrighted&ie=utf-8&oe=utf-8
durrr
>>
>>158690715
What if the cart decelerates too much on a hill? WHAT THEN, HUH?
>>
>>158690682

Did you fuck up in quoting or something because how does roguelikes and hobbit talk pertain to the sword vanishing when not attacking.

and to answer that guy, hammer space, duh, the protag has a pocket dimension in his pockets
>>
>>158690568
Yeah you're right, most games call them halflings, I forgot about that.
>>
>>158690852
it has a minimum speed cap
>>
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>>158690010
Well does this look good to you? I tried this before and looks kinda off.

And yeah he has like mystical pockets in his jackets where he carries other coats, weapons, all kinds of fucked up relics and stuff.
>>
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I think I'm doing something wrong, angle is always set to 90:

RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.forward, 10f);
Vector2 normal = hit.normal;
float angle = Vector2.Angle(body.velocity.normalized, normal.normalized)
>>
>>158691225 i think the magic pockets version is better
>>
>>158691225
I never even questioned it, personally, but maybe I've played too many post SoTN CV's.
>>
>>158691225
I think it would be better if he's just holding the sword. Make him grab ledges with one hand and pull himself up while still holding sword maybe?
>>
>>158691338
>>158691340
I agree the pockets version is better.

>>158691363
That could either work or not and not sure if worth redoing tons of animations for that.
>>
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>>158691225
This looks good, except he should strap it in a way the sword wouldn't be clipping through the floor like it is.
>>
Do you count thinking about / writing / designing / general self-ideaguying as progress

How long you should spend designing something before attempting to implement it
>>
Anyone know of any games like FF:Tactics/Disgaea that don't use a grid system?
>>
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How the hell does one install Visual Studio? It takes long as shit and it keeps hanging and crashing, I've literally been trying for nearly a week now. I hate Microsoft software so damn much.
>>
>>158691580
Implement first, then think what you've just done and redo it forever. This is only right way to do things.
>>
>>158691642
Arc the Lad 4.
>>
Making content is hard.

>>158691672
It's def a pain. You can do it anon. Go the library if you need better wifi.
>>
>>158691708
Thanks anon! Exactly the kinda shit I've been looking for. Have wanted to create a battle system kinda like this and wanted to see if it has been done before.
>>
>>158691672
It is a hefty thing, but its worth it
>>
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>>158676478
>>
>>158691265
hit.normal is always the same unless the surface rotates -- you probably want to use Vector2.Reflect to create a vector that would "bounce" off of the surface first?

Not really sure what your exact issue is.
>>
>>158690568
I think the hobbits were refered to as being halflings in the books once or twice. Hobbit is like a regional Halfling, like wood elf etc. Sméagol was a Halfling, but not a hobbit.
>>
>>158691580
Yes

From a couple of days to a couple of weeks
>>
>>158691225
Magic sword out of nowhere is much better.
>>
has anyone reverse engineered Street Fight V yet? would love to see how they handled input and hitboxes in unreal.
>>
>>158693473
why do you think it's anything special?
>>
>>158691672
VS2010 is the last good one
>>
>Your game will never reach a big number of people if it isn't played by literally retarded Let's-Players.
Do you think you'll be able to handle seeing your game abused by someone whose skilllevel is even below that of a Valve playtester?
>>
>>158694797
>below that of a Valve playtester
Easy now, lets not say things we can't take back.
>>
>>158694797
You don't watch their videos
You throw them the game and the money (assuming you're smart and do a paid promotion to get them to make multiple videos on your game and/or live stream it for a few hours) and then go back to nodev'ing while sales go up
>>
>>158694797
I'd love to see dummies playing my game
>>
>>158695048
what, your computer room doesn't have a mirror?

OH SICK BURN
>>
>>>/sci/8441211
Saw this game posted on /sci/, thought I'd check here for any progress or new information
>>
>>158694797
Upon hypothetical completion my game would be multiplayer and also have pretty tough PvP. Yeah I'd love to see them get destroyed by randoms.
>>
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>have cool, well fleshed out idea for story and gameplay
>better physics system than ever
>realize you have to turn ideas into actual content
>hit a wall

>>158693473
If you want some good analysis of Street Fighter, and fighting games in general, check out the Aztez devblog:
https://aztez.com/blog/
>>
>>158695786
He recently implemented traffic simulation with emergency service cars. And his dungeon builder is more advanced now. He's still alive and updating; he's still hated but somehow tolerated in this general. Probably because he constantly posts progress, for which many here envy him.
>>
>>158695786
That guy is literally insane but damn this is impressive. I'm pretty sure that guy is on some watch list.
>>
How do you animate shooting and moving like in megaman
>>
>>158695786
What's his endgame?
>>
>>158695524
I'd love to see you playing my game
>>
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>>158692482
I've got a thing to calculate damage based on the angle of impact and the target's armor. If the projectile doesn't impact correctly, it bounces off using reflect like you said, but I need to know the angle of impact to decide whether to reflect or not.
>>
>>158696748
calculate the difference in angle between the inverse of the reflection vector and the normal
>>
>>158675928
Would creating a company who ghost develops your games be a good idea?
Plenty of rich asshole hipsters trying to make it into the industry with 0 knowledge of anything, if I get two other people on board we could shit out those crappy indie platformers fast
>>
where do I find all the game programming gems books for download?

t. enginedev
>>
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>>158696748
>>158697380
>>
>>158697589
The same place as all those amazing blender books I guess
>>
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>>158697619
But then how do I get these angles?
>>
>>158697647
>amazing blender books
never occurred to me that these things might exist
any recommendations?
>>
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>>158697403
I could do that, do you have any clients? I've already registered a llc
>>
Is it ok to make extensive use of NVidia's GameWorks in Unreal? I want next-gen cloth and fluid physics badly but that will mean a big fuck you to all poor AMD users.
>>
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What should I work on next?
>>
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>>158699315
By using Gameworks you're hurting AMD users but Nvidia users without a card from the latest lineup even more. Planned obsolescence.
>>
>>158699315
Program cloth yourself.

Good luck with fluids.
>>
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>>158698126
I can only show you the path anon.
>>
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>>158699597
Using tech only for visuals and spending valuable dev time on fallbacks it is then. I'm getting webdev flashbacks.

>>158699908
I'll leave that to enginedevs, thanks.
>>
>I'd be really happy if some of you guys were willing to help me test out the first beta versions so I can iron out any issues.
>I'd be really happy if some of you guys were willing to pay me $5 a month before it's even done
FTFY
>>
>>158701174
I'll give it out here for free
>>
>>158691225
maybe the sword should be a little smaller?
>>
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>>158677361
You just described the past year of my life.
>>
>>158677361
Are you me
>>
>>158692197
getting low or no replies after posting progress is the worst
>>
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I dunno if it's fine to list the potion colors here if I should use the actual potion names. I still kinda want people to try it out and see what they get instead of only making certain things. On the other hand, the colors make it easier to understand which potions to mix together to make a new one.
>>
>>158688194
Games Workshop basically went and renamed all of their races when they moved on from the old Warhammer Fantasy Battles to the new Age of Sigmar just so that they could have copyrights on those race names.

Bethesda does a similar thing with TES.

Elves, Dwarfs, Orcs, Trolls and Halflings would probably work for your basic fantasy races. The more "special" ones that you find in only one franchise would be the ones you can't use because they are under copyright.

Though there are probably cases where the copyrights haven't been enforced and you could actually use them because of that.
>>
>>158688469
roll
>>
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When is Anno going to sue the hack that made hyper light drifter?
>>
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Not my greatest art for this game yet (dialogue is temp text I just drew) but at least the introduction sequence is coming along now. Got some more pics I'll post along with this one since it's been a while since I posted progress.
>>
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almost done, just need to create a nice diffuse texture.

also, does anyone want this when I'm done with it?
>>
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>>158677361
>tfw too tired to dev but not enough to sleep
>>
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>>158703902
This is from later in the game when the player's moving about town. Red eyes in window won't always be there and probably won't be prominently displayed. They're just a little accent.
>>
>>158704061
And this piece of bleh is from the earliest part of the introduction sequence. Really want to go back and polish this before I launch it - it works but it's not really that great. Her face reads less 'semi-solid flameish/decaying energy' and more 'red skull gets smashed into a vacuum sealer after his eyes got gouged out'.

Anyway, that's my progress dump.
>>
>people don't know the difference between trademark and copyright

baka
>>
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>>158704203
Forgot to attach image.
>>
>>158704291
nothing that a quick Google search won't fix
>>
I'm going to make a game tomorrow!
>>
>>158705010
No. You open whatever fuck you are using and start now.
>>
1-4 porn
4-5 player animations
7-9 boss designs
0 shitpost on agdg
>>
who's ready to collab
>>
>>158703912
How many tris are on that thing?
>>
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Bunny-hopping across desert
>>
>>158705847
You are going to make an animation for the bunny jumping right?
>>
>>158706040
there is an animation, his legs stretch out. but ill probably make it a little different over time
>>
>>158705838
Around 5k, so really low poly for a gun
>>
>i know how ik works, how hard could be to rig one up for some struts?
>never actually done IK before in any program
>how does anything work?
>now watching videos on trying to rig mechanical parts
Man I thought I could have this little thing done in like an hour tops but then I realized I have no idea what I'm doing.
>>
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Tomorrow is Blender day, what a shitty day.
>>
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Working on the sectors around planets generator and this looked kinda cool so here's a satisfying loop.

>screwed the last one up by 1 frame
>>
Shit, I just had my first skype call with someone I'm collaborating with. I was nervous as fuck. How do I not screw this up?
>>
>>158708042
Anon, you're not dating this person, chill out.
>>
>>158708042
ask him out for dinner
>>
>>158699918
Hmm how did you do this?

I can think of a few ways but none of them are very good unless you already know the target vector

I know how to find an angle ofc but against a thousand tris dunno how you would to that without a lot of computation
>>
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>>158708042

>collaborating with a girl
>she says "you sound shy"

fucking worst feel man
>>
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>>158708042
By using non-proprietary software.
>>
>>158708848
It's a raycast in Unity.
>>
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>>158706508
Hooray.
>>
>>158710009
Good work anon
>>
>>158710009
Looks good anon but I think the magenta part isn't averaged between the two arms, it seems to be lining up more with one arm than the other.
>>
>>158710257
Yeah it's not. It's just following the top arm movement. I'm not sure how to restrict it so that it doesn't do that.
>>
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Going to tackle generating planet sectors the same way I tackled generating the planetary system itself:

>generate too many objects
>delete some at random
>delete any too close to any single one
>delete any with too high of a neighbour count
>reduce the count until you get the target amount of sectors

Fingers crossed it works just as well.
>>
>>158709493
>s-sorry I don't usually talk to girls that I jack off to
>>
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>>158676478
I uhh... things...
>>
>>158711431
How can anyone enjoy that game for that long?
>>
>>158711324
That's usually how generation goes
>>
>>158705847
silicon valley clone?
>>
>>158705847
>resolution for ants
>what looks like ludicrously high bitrate
>still below size limit
...
>>
>>158711592
Oh yeah? I've never done much procedural generation so I just assumed you tried to get it mostly right the first time, then fudged it a bit from there if it needed. I didn't know the goal was always to over-generate and then make cuts. It definitely solved my Sins style map generator.
>>
>>158700668
>Engine devs are such fags and can't do anything!
>I don't know how to do it, I'm sure some engine dev will do it for me someday.
AGDG in a nutshell
>>
>>158711534
When I first bought it I only played for like, 8-10 hours and thought it was alright but really shallow. Then I tried it again and actually realized there is a lot you can do in regards to actually manipulating how you play to alter how successful you are. Like the scripted events are the same every single time. But there is actually a lot of depth in regards to how you spend your research points, what types of games you make, and who you decide to hire that alters the game a lot. Right now I'm trying to do an Everquest run where I release a PC MMO by 1999 and try and keep it running until the game ends. It might actually just be impossible though because some of the mechanics are very poorly/shoddily implemented.

For example if you make a console and you have like... 2 million sales of the console, and then you release a title ONLY for that console, it DOES increase the sales of the console, but only by an arbitrary equation, it doesn't actually seem to check or verify anything. So for example I'll sell 10 million copies of an RPG that I released for my console that only has 2 million sales, each person buying 5 copies because ITS JUST THAT GOOD.

Another problem is that it checks THE LAST game you made but it doesn't check anything past that in regards to lowering your score on your game for releasing repetitive games. This means you can release a fantasy RPG, then a Sci-fi RPG, then a fantasy RPG, then a Sci-fi RPG back and forth forever and have no penalties. Not that there should even be penalties, it doesn't really make sense that you can't just be a dedicated studio that does one thing.

I've been doing significantly better each playthrough so it isn't random rng bullshit that it first appeared to be.
>>
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>>158710009
Welp, for some reason I thought that Unity's wheel collider had hooks that allowed you to hook them up to animations for suspension. It doesn't. I'm kind of at a loss for how to do this now.
>>
>>158712614
Buy an asset :^)
>>
>>158712515
I also released a cconsole called the "GoyBox" which the only feature it had was 2D graphics from the 80's and the worst design quality possible. It was so bad when I released it that literally no one bought the console. Through sheer advertising campaigns and featuring the console at conference booths I got 300,000 people to buy the GoyBox, because they're good goys. The quality of the console was so bad that even with $3,000,000 a month going into my tech lab I couldnt replace the broken consoles fast enough.
>>
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>>158676478
Quadruped animations
>>
>>158703902
>>158704061
>>158704353
Good work :)
>>
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Here's a quick example of swapping between animals. The screen/particle FX let you know that you are in range, they are not final
>>158711635
best way to sum it up is silicon valley + mario 64 + banjo
there's a hub world, and the levels each have 6 main goals + 100 smaller collectables.
you can freely swap between animals in the Hub world or each level, but you will take the place of a specific animal once you enter the level from the HUB

>>158711934
yea, i suck at making webm's. ill figure it out soon
>>
>>158712614
There isn't even a clean way to get how far down the wheel has traveled on the suspension. At least if I had that I could extrapolate that into something useful. I have some thoughts on how to do this, but none of them are pretty.

Maybe a wheel is a bad way to do this.
>>
>>158712280
Definitely, generation almost always take multiple passes and culling. As long as it scales nicely or at least fits your purpose you should be just fine.
>>
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Well that was fairly harmless but the amount of sectors to generate appears linked to the scale I'm going to use for the planets, as you can see in the second half of the webm the same amount of sectors feels a lot more spacious.

I guess I'll have to tweak how I generate the planetary system first, and get that scale nailed down, before I tidy this up.

Good night AGDG. I love you all.
>>
Why do maintstream games have such lifeless characters and animations? Is it because they are that difficult to create or is it honestly the result of laziness and not needing to?
>>
>>158713406
That's very vague. Give examples?
>>
>>158713406
"Realistic" is the easiest way to translate money into a good product (if you're measuring by how realistic something is)

So you don't want to make a stylized animation, because no matter how much money you put into it, it might be bad. Its a risk-aversion thing.
>>
>>158713016
Now glue rockets and treads to those animals and give us the Spacestation Silicon Valley sequel that Rockstar will never make
>>
>>158684019
Too much bounce, they clip.
>>
>>158713406
Overwatch is a shit game imo, but one thing I honestly cant say is that the characters and animations are lifeless. Practically every character in that game comes to life just through their animations alone.
>>
Niggas wanna fuck me 'cause look like Mick Jagger
>>
>>158712962
add shadows, or ambient occlusion
>>
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>>
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>>158713852
You are right, how's this.
>>
>>158714298
A little too stiff, but better. Can you add JUST a little bounce?
>>
>>158714298
>left click moves it right
>right click moves it left

that feels off
>>
>>158714162
That'll come later. Not happy with the colors as is right now anyways.
>>
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>>158712515
>>158712862

you're fucking evil man
>>
>>158714368
Thanks, I'll keep testing it.
>>158714681
Left mouse rotating clockwise feels a lot better to me, but I'll give an option to switch controls
>>
Almost done with this.

Colours are hard, so I'll try redoing those tomorrow, before rigging.
>>
>>158715503
I feel like you potentially have a nice texturing style developing but at the same time you're failing at representing things with your textures. They seem to me like most of the texture is just noise. And it's not just this model but others too.
>>
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>trying Dwarf Fortress
>a giant capybara is terrorizing my fisherdwarfs
>make a militia squad to kill it
>go to equip them with weapons
>there are like a thousand pages and keys in the game regarding squad management
>check the wiki
>have to read a 10 page essay on how to give your dudes weapons

It's like the Blender of videogames. I hope your controls are a lot more intuitive, anon.
>>
What happened to the anon that was making the silly game where all movement and animation was exclusively physics? I remember some climbing and kicking the player could do and all the models were textureless humanoid boxes (i think. i don't remember too well).
>>
>>158715503
Is this a JoJo character?
>>
>>158716458
No. Is it the hat?
I've never seen any JoJo.
>>
>>158716519
the hat and coat. I haven't seen any JoJo either, but it reminds me of that. I think it looks pretty good tho.
>>
>>158717068
Oh, okay.
Thanks!
>>
>>158691225
Abstracting the sword away when not using it is better and perfectly acceptable. Now it's just distracting and I have to worry about the sword getting stuck on a platform or something.

Your game looks really great btw.
>>
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Started adding some sound effects and placeholder music, as you can obviously tell from this gif.
>>
Anybody know of a good way to make water gushing out of a fountain in Unreal 4? I was thinking of using the particle system but I'm not sure how to make that look the way i want it.
>>
>been learning make game for almost a year
>one man army
>so much time failing to art, the quality I want is years and years away and nothing even feels worthy of placeholder
>simply can't enjoy what I'm working on if it doesn't look good
>so many wasted small projects that I lose confidence in
>inability to art is crippling me
>so many days where I open sai, graphicsgale, or just a sketchbook and stare for hours or start something and delete it immediately

It hurts
>>
>>158715503
>>158716519
bro that's just straight up jotaro
>>
>>158718274
I don't really like platformers but I'm really digging the art style here.
>>
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>>158718351
art is a struggle for everyone anon, don't give up
>>
>>158718523
Normal people have this weird idea that some people are just born with their talents because nobody ever sees your huge pile of failure

I try to explain this over and over but there's always that "Yeah but some people are just naturally already good at things and I'm not good at anything"

It's maddening
>>
>>158703083
this
>>
>>158719348
getting 1 reply that only says
>unreal motion blur
is worse
>>
>>158677361
today i finally finished a report i had to do more than a month ago...
i can finally dev...
tomorrow
>>
>>158718274
Ever since I saw Konjak try it I've been wanting to do a thick outline style. Maybe I will.
>>
>>158712979
Thank you anon. It's nice to be noticed.
>>
>>158718274
I really love the look of how those enemies fight! Looks really fun. But why does the character slow down so much when going uphill? I feel like that'd be annoying and wouldn't really benefit the gameplay.

Also blog?
>>
>>158720145
When did he ever do thick outlines? I've only played the noito games.

>>158720320
The uphill thing is a glitch that im not 100% sure why it happens yet, just that it only happens when you are going slower when you start moving up the 45 degree slopes, like by stopping or running up the 20 degree slope first.

Blog is http://scarfdev.tumblr.com/
>>
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>>158712614
I honestly don't even understand half the things I did because I still find Unity's animation system confusing as hell and overly complicated for what I tend to use it for but God damn is that good shit. This made my Friday night.

You can get the suspension travel by finding the distance from the wheel collider to its transform node. Using that, and by carefully lining things up, you can determine the percentage of suspension travel and then play the appropriate frame of an animation to get the correct suspension travel.

Webm in slow motion because it's easier to see and looks cool.
>>
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>>158720796
More straightforward drop test.
>>
>>158720796
>>158721030
This is pretty fucking dope. Is it for that fighter plane game?
>>
https://clyp.it/u3jnbiix

where wud u see this in
>>
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>>158721424
The Ace Combat one? No, this something else. It's mostly just me trying something I've always wanted to try, but I do want to incorporate this into what I'm working on eventually.
>>
Fresh memes boiiiis
https://www.youtube.com/watch?v=mK0SJVUVMr0
>>
>>158688469
Rolling
>>
>finally try to fully playtest game
>so many little bugs
>slightly dizzying to stare at the screen in fullscreen
well shit. I tried with motion blur on and off. maybe it's just too bright or something
>>
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I just woke up and felt like doing something. Does this look aesthetic?? Also what kind of controls would be good for something like this?
>>
>>158723638
intro is too long. Start it at 0:05
>>
>>158694797
I have a secret concept that will help me promote my game in the correct way if it is played by an idiot.

During the tutorial where most of the controls are locked it will test them and if they fail the simple shit it will disable the contols completely
>>
I'm gonna be honest guys, I don't think my demo is very fun, but I'll do as much as I can before demo day. It's not very surprising since it was mostly a tech experiment. I'd probably need a full-on idea guy to make the full project while I just focus on implementing things.
>>
>>158724162
Be the idea guy yourself. Think up the most retarded ideas and make a list. After one day of idea guying you take a look at the list and just fucking do it.
>>
Guys does anyone have good pixel art tutorials?

Or just game maker tutorials in general?

I look and look and look and it's so much fucking garbage.
>>
>>158724236
I have tons of features, the problem is things like level design, balancing, user interaction, etc.
>>
>>158724369
just go apeshit. It always works. You're thinking too hard and trying too hard. Just do what makes you have a lil giggle m8.
>>
>>158724327
It's pretty hard to find good stuff. As far as I can tell the only way is to just try them and see for yourself what's good and what is not. Alternatively just googling the answer you need also sort of works.
>>
>add a material to the leg parts of my character in UE4
>the same material is also added to one piece of the hair
>wtf?
>try to remove it from the hair
>it also removes it from the legs

I can't even begin to imagine how this would be a feature.
>>
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>not reaping twitter followers from the trump train

these cucks are all over the site, easy to get eyes on your gayme as long as you retweet stuff from the news and alt right blogs

your real political affliation doesn't matter remember this is all for the money
>>
>>158724659
are you sure the the feature isn't an incorrectly-made model?
>>
>>158711635
>>158713792
Looks more like zoo race imo
https://www.youtube.com/watch?v=F1VTYiEs7EE
>>
>>158724723
Very possible. But I still don't understand why that would happen. It means the 2 parts would need to be linked somehow, but they weren't grouped together in blender. I just don't see a logical reason for it.
>>
>>158720705
That project he was working on with the black female protag. It was a side thing, but he stopped for now. You can find it on his tumblr.
>>
>Made some progress
>No idea how to make a webm

Kill me
>>
>>158724713
It's even easier to shill your shit on /b/ tbqh

All you gotta do is post a "post your favorite game" thread or something like that then samefag asking "what game is that" then post the link.
After that just post a porn roll and use airplane mode on your phone replying to it so it has a reason to get constantly get bumped.
>>
>>158725194
i dont know, that might come back to bite you later
>>
>>158725305
how so? it's anonymous
>>
>>158725305
samefagging to boost your popularity seems shitty and desperate imo.

I think ladybug dev was most notorious for same fagging the fuck out of his game.
>>
>>158725160
OBS for recording
WEBM converter for converting to webm
>>
>>158725412
I'm not obvious when I do it though. I'm a mobilefag dev so I usually start a "post your homescreen" thread then ask what the game is 5-20 posts in the thread.

After this I just post a porn roll. Nobody is really suspicious of a thread getting constantly bumped because of a porn roll because it's /b/. After that it snowballs until real users reply to the pornroll.
>>
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>>158720796
>>158721030
>>158722205
This is so cool man. I've been thinking of a system like this but its really far back in the backburner.

i need to get better trees and ground
>>
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Progress
>>
im so motivated to spend 4 years working on kusoge that no one will buy bros

what motivates you
>>
>>158725837
>what motivates you

Money, which is why i make shit games for normies
>>
>>158725837
The only time I really feel happy is when the things I make start to come together.

Everything else feels superficial. I just really like creating things.
>>
>>158725837
how much does someone have to hate game dev to make a post like this
>>
>>158725967
people who work on art themselves
>>
>>158725796
If you make the sprite for the nudiemon extend into the ground it will fill up the space if she's walking up slopes.
>>
>>158726352
otherwise, I came.
>>
>>158726352
Don't have to, actual levels will hide that with foreground elements. These are just test blocks I made.
>>
Daily reminder that art is NOT progress.
>>
>>158725837
Show me how your kusoge looks and I'll tell you if people would buy it.
>>
>>158726463
You mean you will put something in the foreground at every slope?
>>
>>158726549
No, not every slope, it will only be used in rooms where the angled walking of the characters bothers me.

Also, in some rooms I will make characters walk "in" slopes to minimize the effect.

In most rooms this slime girl thing will not even be present so I don't think it's an issue warranting more complexity beyond that.
>>
>>158726503
Daily reminder that some anons post shit like this in an attempt to overcome the regret they still feel over all those missed dev hours.

Get to work anon.
>>
>>158726763
p-pretty efficient anon. sorry i doubted you ;_;
>>
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I made a spooky ghost! I don't think I like animating the particles in manually though. Probably better of using a particle effect in the engine if at all.
>>
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>>158726503
Yes it is silly.
>>
>>158727156
you can't play art silly.
>>
>>158727221
you cant play progress
>>
>>158727058
what program you usin
>>
>>158727306
of course you can, a game without textures, art and sound might not be 100% playable but you can at least test it.
>>
>>158704353
>DIE DIE DIE

epiccccccccccc
>>
>>158727431

I tend to test my games more intensively when they have graphics, sound effects and things like that tho
>>
>>158727431
by all means post your webm of a black screen.
very playable progress.
>>
>>158727342
Using a program called Pyxel. Paid a couple of bucks for it, but I think there's a free version with limited features though.
>>
>>158727598
what are placeholders?
>>
>>158727342
>>158727971
*Pyxel Edit
>>
>>158728031
not progress since unlike doing art does not actually make the game any closer to the finished product.
>>
>>158728081
Sure, being able to practically finish a game leaving the art for last is totally not progress. Guess that's why this general has so little progress.
>>
>>158725007
Unreal assigns material per import. Linked or unlinked its all one mesh.

Just pick either the hair or leg and assign it to a new material.

Extra info:

If you want them separate you'll have to import each part individually, this will separate the material ids.

Just attach the parts together by making a socket on the part you consider the "core" mesh. This is the ideal way to do hair and clothing.

If it's a character, it will still animate correctly as long as they are using the same skeleton and you refer the separate meshes to the same anim instance.
>>
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>>158727156
>>
>>158728231
leaving the art for last is a good way to fuck up most games.
>>
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>>158728341
Not bad, close to how i use to topo all my character faces.

Also: my waifu can beat up your waifu.
>>
>>158728407
how so? all you'd have to do is tweak a few things and play around with juice since you've already finished the engine/game

no dev uses finalized art when the core game isnt even done
>>
>>158729217
>all you'd have to do
said like a true never finished a game nodev
>>
>>158729593
coming from someone who made a dating sim with flash tier vector art
>>
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Doing an intro thing
>>
>>158729042
not if she turns into a wolf!
>>
>>158729737
restricted-rps is not a dating sim
>>
>>158730206
It's not a game either
>>
>>158730271
nodev lashing out in the most typical way possible. sad.
>>
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>>158730206
i wasnt even talking about that poor excuse of a 'game'
>>
>>158730434
also not a dating sim, ive never made a dating sim you poor excuse of a 'dev'.
>>
>posts game they made in an attempt to prove they are a nodev
what the actual fuck?
>>
>>158730539
nodevs are as great at debate as they are at gamedev.
>>
>>158730539
>prove they are a nodev
who's trying to prove this?
>>
>>158730712
me
>>
>gogem is the only active poster right now
someone kill me
please
>>
>>158730802
does that.... does that mean you are gogem?
>>
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>>158728341
>>158729042
>>
>>158730802
>relying on other people to do everything for you
this is why you have no games
>>
>>158730856
wheres your waifu
>>
>>158729042
kyutee

>>158728341
that nose looks's a tad sharp
>>
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>>158730892
in real life somewhere nerd
>>
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>>158730939
its holo (the anime version)
>>
>>158730995
yes i could recognize her
that's good
>>
>>158729787
It's too high up.

Have it at the center and if you have a menu coming there move it up and reveal the menu after.
>>
>>158730995
>not naming it korbo.jpg
>>
the model is actually for a waifu simulator I've started working on. I can tell more about it if anyone is interested
>>
>>158730995
the anime version is horo u new fag
>>
>haven't dev'd in 4 years
>want to make my simple, 2d top down co-op dream project
>never learned networking or making not shit netcode

How fucked am I?
>>
>>158732217
You've piqued my interest. Go on.
>>
>>158732480
http://www.thewaifuproject.com/
>>
>>158730970
ugh thicc
>>
>>158730970
But that's my waifu bitch nigga. You best back the fuck up
>>
>>158732379
>haven't dev'd in 4 years
that's not good
>want to make simple, 2d top down co-op
>never learned networking or making not shit netcode
not that hard to learn
>dream project
completely fucked
>>
>>158732502
This sounds like dreams coming true. You just won a new fan, anon.
>>
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>tfw your engine is ready enough to start coding the actual game
Finally! I've spent three/four months on it, and now I'm ready to create my level editor.
>>
>>158732502
Looks like I've got some competition. All of your points are extremely close to what I had in my mind too. The problem is that after thinking deeper about a community-driven ecosystem I've realised that it is close to impossible of being accomplished. Steam workshop can be taken as an example. Generally, community-created content is of very low quality. This means that you will have to spend a lot of resources on creating a good portion of default content that could be used to attract new users (or even pay people to boost your community hub).

Godspeed anon.
>>
>>158732750
now show pics instead of shit reaction pictures or i'll penetrate your 3 mouth with my giant knot
>>
>>158732648
>completely fucked

Shit.
>>
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>>158732859
There is no need to compete; one makes waifu, the other -

husbando
>>
>>158732941
Nothing particular to show off yet. Placeholder GUI and a couple of 3D objects.
>>
>>158718523
Personal advice: the best way to learn how to draw art is to stop watching porn, and make your own. This is how I got half-decent at art.
Buy one of those small cheap magnetic whiteboards with the red and blue erasable markers attached, or buy a drawing pen for your tablet and download a painting app.
When you're alone, instead of jacking off at your desk or at the bathroom, jack off to what you will make. Grab the thing and start sketching a naked lady, the hottest possible, with the best curves ever.
Never stop drawing and if you aren't happy with a certain line or proportion, undo and redo it. Once you are satisfied with the outcome, you can start masturbating.
Do this everyday. When your naked ladies are so good looking they could fit on a Patreon page, start doing sex scenes and more complicated things. After a month or two, you're God and you can attempt everything else.
>>
>>158732379
Networking is pretty difficult to get right for fast paced action games. If you make your game deterministic which includes avoiding the standard floating point variables, you can simplify what you need to send over the network to just inputs. Dealing with shitty internet infrastructure can be handled with sending multiple frames of input per packet, frame delay and rollback. That's how most good modern fighters deal with it.
>>
>>158732859
You could have a paid content community. That's actually what I was thinking.
>>
>>158732859
What about Skyrim? There's a lot of high quality devs making content for it still. Also the steam workshop is significantly held back by the fact that whatever is uploaded must be able to be installed by a simple subscription checkbox by the end user

>no installers with selectable options
>no ini configs or manual editing
>no checking for prerequisite programs or using some sort of mod loader or database.

The steam workshop is a pile of shit that was doomed to fail as a method of actually sharing content. Any successful modding community I've ever seen
>minecraft
>elder scrolls
>Mount and Blade
>dwarf fortress
>World of Warcraft
>neverwinter nights

There was always a level of user competency that was expected by the end user to be able to at least google and try and troubleshoot their own shit. The process of troubleshooting shit is actually the main driving force behind new devs taking up the banner and creating new content. Either they get peaked interest in the hobby from simple curiosity or they receive help from someone and feel compelled to pay it forward by creating their own content.

Ultimately the end goal for retard-proof end user access is some sort of community launcher with distributed modpacks. The next best thing is having a two way access to modpacks by allowing users to upload their own modpacks into a database.

Also generally a more powerful/autistic launcher gets made.

>Nexus Launcer vs Mod Organizer
>Feed the Beast vs MultiMC
>>
will i be ridiculed if i make an rpg about being gay?
>>
>>158733331

By 4chan? Yes. But no more then the hipster RPG or Undertale.

You might cash in big with the SJW cucks though.
>>
>>158732379
>>never learned networking or making not shit netcode
I suggest getting familiar with Unity's relatively new networking system. It's very well suited for small scale multiplayer and will probably do just fine unless you're looking to do some really intensive shit.

Though Unity isn't the best choice for 2d.
>>
>>158733331
/v/ and half of reddit would want to carve you another asshole, but if you get in the right circles, you could be highly successful just thanks to the fact of making a game about being gay regardless of its actual quality
>>
>>158733167
>paid mods

Good luck with that jew, they still post the traitor list on Elder Scrolls General. Paid mods are an injustice that should not exist.
>>
>>158733331
>rpg about being gay
So where's the game? Being gay sounds like a shit game m8
>>
>>158733503
Roll for anal circumference.
>>
>>158733152
I don't really watch much porn
It's mind of an vocational thing for me
>>
>>158733417
It's top down shooter, co-op 4 player, with a maximum number of enemies on screen in the range of 20-30.

So I don't think it's super intensive, just, you know, if I want to get back into this... it's almost like starting over from scratch.
>>
>>158733152
I wanna see some proof of your art before I listen to you
>>
>>158733331
A lot, specially on 4chan.
Nobody will really take it seriously except some gay people and around 99% of the gay-poser people on tumblr, at least until they find some new trend to jump in.
So my advice is to fucking do it but don't spend years working on it. Make it a short game you can finish fast to get cash from it.
>>
>>158733331
Not if you have self awareness and a good sense of humor
Hell I wouldn't mind an rpg about being trans if that mental picture didnt involve preachy shit and a fat clown on a dress screaming about trans suicide
>>
>>158733684
Start small, divide and conquer.

Make a character that has a gun and can move around and shoot. Then make it so you can have 4 clients who can move and shoot. Then add an enemy that moves and attacks. Then make sure that enemy does that the same way across all clients. etc.
>>
Is it worth updating to photoshop CC or should i stay with CS6
>>
>>158733895
Thanks for the advice. That was the plan, as I will probably just have to spend months experimenting and relearning the basics.

But it's reassuring to hear this being echoed from a stranger
>>
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Yikes.
>>
>>158733331
>will i be ridiculed if i make an rpg
yes
>>
So how do you start /agdg/? It seems everybody has issues with just doing it and starting but there never seems to be that much support as to how to actually begin.

I tend to begin with the movement of the player before everything else, even if it's likely to change. Making a little man move around the screen makes what you're doing so much more real and it makes it hard to give up in the same way you can give up on an idea.

I'd say the first step that should be made -- whether the idea is refined or not -- is to make it real in that sense. That's what gives you the sense of progress that keeps you going.

Where do you guys start?
>>
>>158733326
Skyirm has a well-established brand and history behind it. Comparing that to an unknown indie title with a limited marketing budget is not a very good idea.

I do not agree with the concept of "make it hard to filter retards out". User should not have to sweat and tinker around with raw text files to get something running that will only bring him a fake sensation of achieving something. Steam Workshop has horrible UX and content filtering which is why it is such a failure. There are too many kids today spamming their worthless shit everywhere while being unaware of their content's quality. I was like that too back in Warcraft 3 days but there weren't as many of us.

The future is streamlining the interaction with your users, not making their lives more difficult.
>>
>>158734215
4 down 1 to the right looks like a butt scratch
>>
>>158733964
You won't get better at drawing if you do that. Stop wasting your brain resources and go back to making progress.
>>
>>158734376

Basic gameplay before anything else
>>
>>158734417
Okay, well in a realistic world you need to choose between power for your creators or ease of use for your users, there is no way to get both.

Use the most high budget example you can, the windows operating system. Anything powerful and customized for a user (the definition of what a modification is) is far more difficult to get working.

Its not making deliberate complications.

>Mod needs a script extender to be installed
>Mod has selections for different texture types and settings
>Mod modifies things that another mod also modifies and checks that during the install process so that the user can select his own choice
>Mod user uses another mod that alters a dependency for the other mod

Good luck dealing with this shit with a checkbox install like steam workshop has. The Mount and Blade Launcher gets around this by shoving everything on the mod pack creator, if the user wants to alter something he has to do it manually by altering the modpack itself. Elder Scrolls/Fallout uses load order and allows files to overrite other files which is actually a really great way of handling it, but it requires the mod user to be able to sort and maintain his own load order with community help from tools and documentation. Minecraft modding is a fucking clusterfuck thats similar to Mount and Blade.

You're game might not encounter the same problems if its just textures and models, I guess I'd look at how Artificial Academy does it. Warcraft 3 loads an entire map and not multiple mods together.

Also in all those examples a good game needs to come first. A game can't just be a toolkit or else people won't give a fuck. Well, idk I guess littlebigplanet is a thing but that's different. Also a common feature of games that have good modding communities is that every single one of them doesn't have some sort of retarded lowbrow editor. The creation kits are extremely powerful and require knowledge to use.
>>
Any OpenGL maestro want to make me their little twink pupil (twink part optional)
>>
>>158734417
Also
>Steam Workshop has horrible UX and content filtering which is why it is such a failure. There are too many kids today spamming their worthless shit everywhere while being unaware of their content's quality.

The best way of handling this is with community made modpacks. These allow retards a one click install option. It also allows intermediate people to contribute by patching mods together to get a gameplay "feel" and making a themed modpack maybe even incorporating their own textures and mini-mods.

Modding power-contributors generally maintain a single or branch of mods and don't fuck with an entire modpack. Generally their mods are the core dependency mods for other mods.
>>
>>158734376
I guess the main character is a good place to start
I mean it's one of the most important choices you are going to make and yes you can change it later on but still, without a main character there isn't really a game at all, everything else you can have more or you can have less
>>
I have been trying to write a code in c#, unity that loads a sprite from a resources folder and puts it in the sprite renderer on an object. Why doesn't this work? it's so simple

>gameObject.GetComponent<SpriteRenderer> ().sprite = Resources.Load ("sprite", typeof(Sprite)) as Sprite;
>>
>>158675928
Do you guys learn from your mistakes?
>>
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>>158735460
>main character

tfw literally every game I play lacks a main character.
>>
I've got some great ideas for videogames, I just need to get a team together. I can't tell you what my idea is because I don't want anyone to steal it. I've already got a lot of support, but I still need to get a few talented people on board. Here is what I need:

-5 C++ programmers (CS degree strongly preferred)
-4-6 3D Modelers (Blender ONLY)
-2-3 2D Artists (PS, good portfolio is a must or into the trash you go)
-2-3 Musicians (FLS, pls)

If you meet any of those criteria, please email me. SERIOUS APPLICANTS ONLY. I'm looking forward to your responses!

-Chad
>>
>>158735475
ask stackoverflow, agdg doesn't work with code
>>
>>158735740
> c++ programmers
> not excel programmers

i miss this pasta. It's missing the 420 email tho.
>>
>>158735740
How much does it pay?
>>
>>158735692
Well you could argue that borderlands has a main character you just get to choose him
Anyways what does million dollar budget yes have to do with agdg? You could at least have mentioned card games or something like that
>>
>>158735923
>MAV
>SancuaryRPG Black Edition
>Sins of a Solar Empire
>Mount and Blade Warband
>Legend of Grimrock
>Autistic Sports Sims
>>Game Dev Tycoon

There are far more than million dollar budget games on there anon. The entirety of the Roguelike genre lacks MC's. Well... At least refering to actual roguelikes like TOME, Stone Soup Angband etc and not shit like binding of issac. Also Strategy games and most open RPG's, card games, board games, dungeon crawlers, Gauntlet-Like games etc. The amount of games that have dedicated main characters is actually pretty small IMO.
>>
>>158718274
That's a cute MC
>>
>stay up until 8AM working on my game
>dad calls me lazy for sleeping late

:(
>>
>>158735054
Very valid points. Thanks for writing that up!

I absolutely agree that it will be impossible to completely simplify the modding pipeline - you will still need knowledge and skill to create models and other important pieces for your content. That being, said, that does not mean you can't have a good and simple editor for scripting events, packing everything together and publishing to end-users by limiting the degree of customization for your content creation. Game is not an operating system after all.

By providing Warcraft example I meant not just maps but models and other resources for mappers. Forums were filled with garbage and I still get shivers from thinking what I have posted in my youth.

Talking to you has reassured me yet again that modding is not to be taken lightly.

Back to making progress - game comes first!
>>
>>158736176
Welp I'm more of an artist than anything and to me character design is something that sells games since most covers exhibit the MC in the center and taking 2/3 of the space
I guess if you are going to make a ge with a main character the main character is a good place to start and I can't really narrow it down further because games is too big of a concept
>>
>>158736287
Anon get a jerb
>>
>>158736287
where is your game
oh wait, you don't want to associate your game with your shitpost
pardon me for asking dumb questions
>>
>>158736997
>tfw been NEET for years
>tfw have 0 skills
>tfw never gonna make it
gamedev is the only thing I have in life.
>>
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I just started making a gun that a friend drew for a game.
>>
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>>158735740
Sent ;)
>>
>>158735684
Nope just get better at nigger rigging everything. I got so much spaghetti code I could open an Italian restaurant.
>>
>>158737124
Just get a part time job nearby
Employers love part timers because they can exploit them and fire them easy
It's just spending 4-5 hours a day outside working wich clears your head and as long as you can become good enough to get some extra money with gamers. Or wathever it's livable
>>
>>158737076
Nah it's ok I don't make videogames at all
>>
>>158736403
Yeah thats definitely true.
> that does not mean you can't have a good and simple editor for scripting events
Yeah I mean most tools have that and its a good way for entry level modders to contribute. But when you think about fancy skyrim mods they all require the SKSE or skyrim script extender which is essentially a community created script library specifically for skyrim.

Dwarf Fortress is by far the most unique modding case I can think of. That's just because Toady literally uses wizard magicks for dwarf fortress so adding the [CIVILIZATION:PLAYABLE] tag magically makes goblins playable and even alters what items are purchasable on embark and shit. The entirety of dwarf fortress is basically loaded in and interpreted by the engine from text files. People make crazy mods for dwarf fortress by simply adding a few lines to a text file because the game knows how to interpret tags like [LEGS: 4] and [ARMS:4] into complex equipment management and movement, it automatically makes that thing harder to trip because it is quadrapedal and it automatically is able to use 4 functional arms because of decades of autism coding.
>>
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>>158737076
I've been working on this new game feature all night because apple is being stubborn and not acceping the OSX because it has "limited features" which i can kinda understand.

webm related is my progress so far, just gotta iron out a bug and i'll submit in a bit

here's ios version:
https://itunes.apple.com/app/id1151098647
>>
So I'm making an RPG where the player can enchant magical effects on magic items.

The question is, should the power of these effects be tied to the skill level of the player's Enchanting skill, the skill relevant to the magic effect, or a mixture of both?
>>
>>158738176
Both, and then have NPCs who are very good at enchanting OR magic who can supplement the side which the player is bad at, for a price.
>>
>>158735475
Does it spit out any kind of error?

Looking at the documentation I don't see any error in that line of code.
>>
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I just realised the alpha blending is not working properly
>>
>>158691672
I've actually had problems too. Try disabling your antivirus while you install it. Sometimes it blocks parts of the download that happens while installing
>>
>>158738616
yeah.
index out of bounds
>>
>>158739019
i don't use unity but if you're getting that error it's because whatever is being loaded cannot be found. So check for any misspellings in the sprite name
>>
>>158713016
i was hoping for animal based puzzle stuff from swapping like Silicon Valley
>>
As a followup to yesterdays quick question, another quick question:
>Anon, how long does it take you to complete one spritesheet / sprite / asset and what artform is it?
Thank you for your time
>>
>>158738873

Fucking sick.

>tfw can't make bouncy juicy thicc animations
>>
>>158739189
WTF I FUCKING TRIED APPLYING THE SCRIPT TO A DIFFRENT EMPTY OBJECT AND IT WORKED WHAT THE FUCK UNITY I WASTED ALL DAY ON THIS TRIVIAL SHIT REEEEEEEEE
>>
>>158733331
I was watching this thing about star trek some weeks ago, and the presentator was an actor I saw in another series and I enjoyed watching him immensely before. Now this guy was going about like a sperging nerd with no self control, and in my opinion was causing a disturbance by being obnoxious as fuck. When william shatner compared this actor's squeeling to that of a group of girls that once screamed at him because he pulled out one of the first nokia mobile phones, our actor simply sperged out: "it's called being gay!"

See this right here is where I draw the line between people being gay, and acting like a faggot and using your sexual orientation as an excuse for your lack of self awareness.
>>
>>158739957
My point is that you can make anything you want as long as you're not an obnoxious fag about it.
>>
holy hell these tweening scripts i downloaded should be built into GM by default, my life is so much easier now
>>
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Made some slight process with the eldritch bestiary, and yes that is a brainthing with a pussy for a face. Hope it looks aight.

>>158740962
Lookin' fun as fuck my dude. Is the red dude a placeholder graphic? Either way he's lookin' fuckin' cute.
>>
>>158740402
Downloading scripts?

Didn't you get the memo? You should be making your own engine, art, music, sfx, voice act all characters and of course write tools to create all these things. Otherwise you're a nodev and you should kys
>>
>>158740962
Oh shit I almost forgot about you. Finish your game my negro. I want to play it.
>>
>>158741142
from a distance it looks like you're using 2 shades, but if i look closely i see you're using a bunch that are way too close. it's a waste of effort and pixel art is better with more contrast to distinguish the details.
>>
hey /agdg/,
to preface, i have good coding experience but none with any game development engine.
so here's my question: what development enviroment is the best for a 2d rythm game akin to project diva?
>>
>>158740962
>no detail
>shitty weapon trails
>retarded mc
>pixelshit
>>
Can someone post that game that some anon posted earlier? It was on a beach and was a sidescroller. The main character was a girl i believe
>>
>>158741478
Visual studio, you're asking a stupid question.
>>
>>158741446
I'm trying to get that brain-y texture tbqh. Would you recommend that I work on contrast with the colors? Tell me how to improve if you don't mind, anon.
>>
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>>158735740

Although this is pizza, I've always thought that if AGDG actually got together as a large team it could churn out amazing games.

Not everyone on this thread has commercially viable games though, but if you separated the wheat from the chaff most of you could live off game development.
>>
>>158741353
I feel like if it's the sort of function that would improve GM for everyone then it's fair game. With the mindset that it may as well be part of GM itself. The sort of thing that you would feature request at yoyogames.

We're already cheating whenever we use built-in GM functions.
>>
>>158742202
Or you could just use whatever tools are at your disposal instead of doing mental gymnastics to justify why some scripts are acceptable to download off the internet.
>>
>>158733776
>rpg about being trans
I'm actually doing this and posted about here a couple times. Haven't posted any updates in a few weeks though
>>
>>158742315
No, I will continue those mental gymnastics. Because I want to claim that I made every aspect of my game.
I'm different from Unity faggots scraping together their monstrosities from an app store. I'm better than they are.
>>
>>158741504

something something depression something where's your game something something you're gay
>>
>>158742389
Will there be penis customization? I hope you'll be able to equip different types of buttplugs, chastity devices etc
>>
>>158742689
No there won't be a lot of sexual content, it won't be an ero game
>>
trying to finish this dumb spaceship design
>sketch a bit
>block it out in blender
>doesn't look right
>sketch something else
it's a never ending cycle
think i'm going insane
>>
>>158742776
Suddenly I lost all interest
>>
>>158742905
Persevere anon. Or maybe just scrap it and make a new space ship. I'm actually kinda in the same boat right now. I want to make a simple little space ship but nothing is coming out right.
>>
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>>158691783
>>158691958
>>158693834
>>158738876
I left it installing overnight and it finally worked like it should. Fuck this installer though, I wasted my entire day yesterday trying to get it to work.
>>
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>>158740962
was that a pan he was holding there for a second? (inbetween the unreadable smears of invisible weapons)
and what are those npcs supposed to be?
>>
>>158742512
I hope you're shitposting 'cause otherwise you're fucking pathetic. And that's coming from a fellow GM user.
>>
>>158691672
Just download the offline installer it's a 4GB iso
>>
>>158742389
I hope it's as successful as Aerannis :)
>>
>>158705847
Make that bunny sexier
>>
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Why's AGDG so slow?
>>
>>158743874
Nodevs left
>>
>>158743874

It's early in the morning, do you think gamedevs operate on normal hours?
>>
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I'm making an ascii shooting game with a lot of gore and setpieces that shouldn't be in an ascii game.

Webm killed quality a lot, but I couldn't find a good program for capturing footage in gif.
>>
>>158743990
I like the tentacles and the green splatter
>>
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>>158743874
eu hours
>>
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>>158743990

What the fuck, this looks awesome
>>
1MA is literally hell

the work just keeps piling up
>>
>>158743990
>gore
>shouldn't be in an ascii game
There is no game that gets worse with excessive gore.
>>
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Are there any feature you would want in this engine?
>>
>>158744456
A game.
>>
>>158744456
Immunity to lawsuits.
>>
What is most time you spent on one game?
>>
>>158743990
as long it's not fucking vim controls people will play it
>>
>>158743554
no u

I don't know what your problem is.
>>
>>158743874
It's going to pick up in a few hours and then quiet down around morning EU time.
>>
>>158744456
A little more startup on horizontal walking, needs to build momentum. Slightly more horizontal max speed might also be nice.

Oh, and if you could code in some kind of DMCA protection then that'd be nice.
>>
>>158743408
It's a mace. I need to work on it some more. I do think I need to redo the weapon trails since they don't really give off the hardlight effect I wanted.

The NPCs are enemies.
>>
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>>158744456

Can you add a feature that makes mouse cursors invisible?
>>
>>158743990
>with a lot of gore and setpieces that shouldn't be in an ascii game.
>what is Dwarf Fortress
>what is Cogmind
>>
>>158743990
This is really cool anon
>>
>>158744192
Same, but I think it's about scope. I have to start saying "no" until I actually have a game instead of 1000 poorly implemented features.
>>
>>158744794
Epic own the patent for that, it's why Unity games always have visible cursors
>>
>>158744192
The only hard part of 1MA is music. I've tried so many times to make music but it always sounds like something a 4 year old would make on some music toy.
>>
>>158744882
That's the dumbest thing. That should be challenged the shit out of.
>>
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>>158744882
>>
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>>158744456
why do you continue it?
>>
>>158744089
>>158744113
Thanks! I barely just started the octopus boss, so he'll change a good bit.


>>158744385
I agree. I just don't think I've played an ascii game where the player is a single '@' symbol that also has screen-filling bosses.

>>158744583
It's a directional shooter, so I have movement with either the arrow keys or numpad, and shooting in four directions with WASD.

There's no diagonal shooting by default, but the player's shot will power up and get pretty OP pretty quick with spreadshots and stuff.
>>
>>158744456
reported
>>
>>158744456
engine?
>>
>>158744882
>tfw Godot has an option to hide the cursor
God bless open source !
>>
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>>158744963
>>
>>158745360
>Godot
Eewww
>>
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Player's death animation.

>>158744832
Oh, totally. Bad phrasing on my part, I meant 'setpieces that don't belong.' DoomRL's ascii mode is really good too.

I've never heard of Cogmind though, I'll have to go check that out.

>>158744843
You're really cool, anon.
>>
>>158745498
>imblying gobot is bade
>>
>>158745591
allahu akbar?
>>
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>>158745591

>die so hard you explode, killing everything around you and dropping into the negatives of HP
>>
>>158745749
it doesn't kill bosses though, they need to stand there and look menacing.

Maybe I should give them a smug face instead.
>>
>>158745498
>being cucked by closed source engines
shaking my head
>>
>>158745591
>Cogmind
The dev focuses far too much on pleasing "The Community", your game seems fun, please have a direction.
>>
>>158745849

It should do a sizeable chunk of damage to bosses, I always loved the concept of a "If I'm going down I'm taking you with me" mindset in vidya and I've never seen it done before, where both you and the boss die spectacularly
>>
>>158745850
>engines
HAHAHAHA
>>
Why doesn't aggy daggy have a Discord? Or if it does, what is it?
>>
>>158742905
>>158743062
This is why you concept first, unless what you're doing now is concepting. If that's the case, the whole idea is to shit out a bunch of very low detail ideas that capture the basic form of what you want. Then look at the bunch of ships you have got, decide what you like from those and refine them.
>>
>>158745989
There is one, but it's nothing but nodevs spouting memes 24/7
It's so bad we don't even put it in the OP anymore.
>>
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New streetlights and sidewalk
>>
>>158728341
>>158729042

lol
>>
>>158746141
Why not make a new one then? One with less shitty memes and more progress, seems like it'd be more active and real-timey than a general.
>>
>>158745854
Thanks. This one will be fairly short, and I have most of the levels and bosses planned out already. Since it's not a diehard roguelike or anything, I don't have to worry about getting too deep into RPG mechanics.

>>158745935
Have you ever played Battle Garegga?
>>
>>158746253
Well that's the thing. There's actually two, maybe even 3. People keep making them but they keep going to shit.
>>
>>158746276

I haven't, I just googled it and I'm impressed with the music and the fact the player is shooting MASSIVE BULLETS

https://www.youtube.com/watch?v=Rq_3J2w8cAg

enlighten me because I have a hunch I won't see anything I mentioned here seeing as he beats the game
>>
>>158745989
It does, there is a fair bit of progress posted in there.

https://discord.gg/WV9CYhJ
>>
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Progress: new enemy, a target shooting area, and some other stuff
>>
>>158746490
Knytt?
>>
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>Have awesome game idea
>Could basically made millions of dollars out of it
>Can't make it alone becouse it's too much work
>Can't look for collabs becouse they'll probably steal the idea

What l am supposed to do?
>>
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>>158746490
And another devving montage since you liked it last time
>>
>>158746409
It's just that your ship's explosion deals damage to everything around you. A key feature is that you get life extends for every 1,000,000 points in the game. Then, it is actually possible to destroy so much shit around you in the death explosion of your final life that you get an extra life and get to keep playing.

The game also has some of the best music you'll ever hear.
>>
>>158746631
Start working on ti fag. But it is probably shitty idea anyways.
>>
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>>158746718
>Then, it is actually possible to destroy so much shit around you in the death explosion of your final life that you get an extra life and get to keep playing.

>die in such a spectacular fashion that you're given another chance to continue to kick ass

I love video games sometimes.
>>
>>158746631
If you can't make a prototype of the game by yourself then either the game is way too big, or you probably wont be able to contribute anything to a team anyways.
>>
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>>158746631

I got news for you, it's a shit idea and there is no way you will make a mil.

Post the idea, and I will tell you why it is shit.
>>
>>158746631
How about actually hiring people under contract?
If your idea is sooo great, then you don't have to be afraid to invest money. :^)
>>
Game Maker question: Is there a way to copy and paste multiple events from one object to another? I'd like to know before I try and duplicate my base object.
>>
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>in the middle of deving
>saving a cs file
>computer suddenly freezes
>restarts
>microsoft is literally raping my pc with an update
>after 10 minutes get back to dev work
>the cs file i was working on was completely wiped
t-thanks microsoft
>>
>>158746253
Why would you want this to be real-timey though? So you can't make any progress because you're checking the chat every 20 seconds?
>>
>>158747015
Nice try anon. l wouldn't share my game idea even if you paid me 1.000$ bucks

>>158747034
l'm broke and can't afford it
>>
>>158747076
Iunno. Game devving is fucking boring and tedious if you're a lonely cunt with no one to bounce ideas and banter with.
>>
>>158747056
cs?
>>
>>158747197
extension for c# file
>>
>>158747197

counterstrike
>>
I've added more to the level. I think I've messed up the lighting a bit but I have made decent progress recently.

https://youtu.be/ZXWaAA-YkXg

How do I make this look better?
>>
>>158747157
>l'm broke and can't afford it
Then get some funding.
Shouldn't be to hard with your idea.
>>
>>158747043
Right click on event -> copy/cut. Renaming the object might be a faster idea for multiple events.
>>
>>158747056
>allowing automatic updates
>no sourcecontrol
You brought this on yourself.
>>
>>158746830
Actually, look at around 2:30 in that video you linked. She does exactly what I'm talking about.
>>
>>158747425
I disabled the update service so I am not sure how it managed to force itself through. I do have source control at least but I lost today's work on that code file.
>>
>tfw just abuse the ever loving fuck out of C++ templates to deduplicate a fuck ton of code

damn girl, feels wizard
>>
>>158747609
>I am not sure how it managed to force itself through
If you have anything incriminating on your harddrive, you should probably get ready to flee the country.
>>
>>158748026
>le /g/ tier paranoia
Linuxfags are the worst.
>>
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>>158675928
Finally got some time to start deving again

Trying to make people with about 3k polys for the character and about 2k polys for an armour set is way harder then i thought it would be
>>
Give a noob something simple to model pls, would appreciate if you post with reference image. Chairs, props, shit like that.

>I won't give up senpai, I will become 3D master!
>>
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>>158748026
>abe is after my uncensored pornography collection
well it was nice knowing you guys
>>
>>158748351
>lizardpeople
>>
>>158748393
A teapot
>>
>>158748256
>>le /g/ tier paranoia
That's why people always get fucked in the ass by both the government and corporations, they managed to brainwash you so well that you actively defend their stupid shit. And then you complain about it much later when it can't be reversed and you've realized how much of a bad card you were dealt of your own volition.

The joke will always be on you anon, the future you to be more precise. You might give me an ironic reply now but you won't be laughing no more in a few years.
>>
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>>158748393
>>
>>158748491

stop it that's not funny
>>
>>158746170

watching your progress, like what i'm seeing

what is your game about anon
>>
>>158748624
Model a fucking teapot and I'll stop telling you to model one.
>>
>>158748564
Sure, but Windows is still better than Linux. Maybe when Linux actually catches up it will be worth switching to.
>>
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I tried this for fun, never realized it was so easy to do 3d sprite sheets, should have used the sprite shader on top but oh well.
>>
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>tfw too intelligent to dev without getting stuck for adding extremely complicated things to the game such as neural networks
>>
>>158748764

A teapot is too fucking hard I can't even model a pot or even tea
>>
>>158748929
Gotta put some points into wisdom.
>>
>>158748964
Well then modelling one will be a fantastic learning experience for you.
>>
>>158748773
nice is that your model
>>
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Apparently pbrt 3rd ed is already out. Libgen when?
>>
>>158749090

But anon, I think you just want to see me suffer, give up, and kill myself.
>>
>that good feel when this general and /v/ are the only demographics that don't like pixelshit and both are small enough that it will never, ever matter to your sales
kek
>>
To all of you wankers
Give money > receive monster girls & bois
https://www.kickstarter.com/projects/corintio/monster-prom
>>
>>158750050
I dislike you
>>
>>158750050
>5k yuros for this shit
Are lewd games the only way to make actual money deving? Where do l find lewd artists?
>>
>>158749983
I want you suffer, overcome your hurdles and grow as an artist. If you keep making shit that's below your skill level you'll never get better.
>>
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>>158748929
> choosing neural networks to solve anything
> being intelligent
>>
>monogame is so efficient and open source
>whoops you still have to rely on xnb files and clunky windows-based gui's to add any external content LOL

fuck this
>>
>>158748929
You've just described unintelligence. You've learned how to use a hammer, and now want to solve every problem with it.
>>
>>158750356
honestly ive used monogame 4 times

and each time it had different horrible crippling bugs or unfinished ends to code that just stopped me wanting to work with it
>>
Anyone know a good book on C#.

I really want to be a good programmer and make a game in unity. Currently, studying algorithms.

The problem is that I do not know what is good coding practice.

One person told to learn design patterns, anther told me to learn OOP, another told me to avoid OOP instead do stuff procedurally. I'm confused.
>>
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>>158750275
>>158750560
>tfw too intelligent to waste time explaining these monkeys the wonders of machine learning
>>
>>158750615
What do you use now?
>>
>>158750783
Not intelligent enough not to waste time shitposting though.
>>
>>158750783
> machine learning
> "gee i'll just plug in an ANN and let it solve it"
> intelligent
is this the level of trolling 4chan can achieve nowadays? it's pathetic
>>
>>158744456
An option to disable weapon switching pause, and a way to switch between them without having to look at an interface. So to switch something on/off you'd you'd just hold the switch button and press a direction. Less inputs, doesn't take the player's eyes off the gameplay, and more fun for advanced players.

Also think of a technical movement mechanic that ties in with the whole shinesparking thing. Maybe another way to build up speed, a variable speed mechanic, or a way to use the speed charge in an attack.
>>
>>158750936
nah, using unity3d, that's trolling.
>>
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>>158748393
Not a teapot. Make this and put the model on sketchfab for everyone to use.
>>
>>158750767
>One person told to learn design patterns, anther told me to learn OOP, another told me to avoid OOP instead do stuff procedurally. I'm confused.
That's a combination of elitism + shitposting + mount stupid. A dangerous combination.

Do whatever works for you, don't worry about what others think about your coding practices much unless you're going to be work on a team or a collaborative project.
>>
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>>158749309
It's from squarenix:

http://www.jp.square-enix.com/second/mmd-download.html

Useless download if you don't know how to work the file format.
>>
>>158750767
>Currently, studying algorithms.
Wasting your time.

>another told me to avoid OOP instead do stuff procedurally
He was trolling you.

Make a simple game like pong. Search for a tutorial. Then follow one of Unity's official tutorials to make a slightly less simple game. Then join small game jams to make small games. Keep incremeting until you get to the skill level you want.
>>
>>158750767
go over to /g/ and try to find the gentlemen library torrent floating around
>>
>>158750356
>Godot is so efficient and open source
>it actually is because it's made by competent people

love this
>>
>>158751793
>>it actually is
Godot is pretty bad, it's only selling point is being free and open source.
>>
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This placeholder is growing on me
>>
>>158751793
scene graph is for fags
>>
>>158751889
It's really not bad though. For 2D it's just as good if not better than Gamemaker.
>>
>>158751943
Ribbertdevs on suicide watch
>>
>>158751943
stay safe lil egg
>>
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>>158750796
im in between games atm

did a small and quick little mobile dungeon crawler for a competition in wave engine, finished early and boshed together the a little ski free clone in the last 2 days

Its basically sharpdx with an entity based component system?

And i prefer sharpdx to monogame :)
>>
>>158752161
>Ribbertdev kickstarting his game
>implying my shitty game will affect him at all

He did give me the idea to draw the arm with code, I've got such respect for Ribbertdev
>>
>>158751943
>fat_ristar.webm
>>
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Got map percentage work. Now you can check if you've explored all areas. Funny thing is that my system basically allows doing over 100% if you somehow manage to break the game and enter nonexistent areas like in SotN.
>>
>>158750050
Ew western art
>>
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>>158748624
dangit bobby, you should have just made the damn teapot.

I started this one like 10 minutes ago, a teapot is one of the most noob friendly things you can model.

Basically a sphere with a handle and extrusion point.
>>
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>it's a "your musicfag tries to hide the obvious truth that the money he's making from your commissions will go on to fund his cocaine addiction" episode
Not this time.
>>
>>158752205
I laughed too hard at this
>>158752901
I don't get it :(
>>
>>158753646
Dude, can you link me to some good 3D modelling tutorials? I don't trust Google to give me the best tutorials.
>>
>>158753802
blender guru
>>
>>158753720
I don't think I've seen that episode before
>>
Fuck it. I will just make endless runner and make million dollars
>>
>>158753934
Thanks my famalam.
>>
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Implemented the code input box.
I'm starting to lose the direction for this game. Not that I had big plans, but I'd like to add some more features and then move on to adding content and polishing.
>>
>>158753720
>eh
>kinda
heroin
>>
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>>158753646
>not using superior software to break sound barriers while making teapots
>>
>>158753646

Okay I will try and post results so you guys can humiliate me. Also I didn't know i'm Bobby.
>>
>>158754070
>not 911
>>
>>158754028
>>158753802
lol
>>
>>158754778
I don't get it.
>>
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What is happening here? How the fuck are faces like these even allowed in Blender? How do I prevent/fix it, because I don't think I should do it like this.
>>
>>158755307
You need to put an edge between those two middle points
>>
>>158755307
That's an n-gon, it's a 6 sided face that you're trying to bend into a non-2D shape so shit gets fucked up. If you select the two vertices in the middle and join them with J, you'll turn it into two quads you can manipulate.
>>
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Trying to strike a balance for how accurate missiles should be and how often the AI fires them. If they're too inaccurate it's frustrating for the player, but if they're too accurate it means every AI-on-AI engagement lasts like two seconds. Same deal with fire rate, if the AI fires too often it'll massacre other AIs but if it fires too rarely it won't pose a challenge to the player
>>
>>158755407
>>158755474
The maximum amount of verts per face should be 4? But even then I can make faces that Blender needs to handle as triangles.
>>
>>158754625
>not 420
>>
>>158755530
And it is capable of handling them as triangles since at most there will be two triangles per quad, and only two ways per quad they can be arranged, so it just picks one of those two ways and displays it. Sometimes you will need to manually split a quad into two tris if the shading isn't right, but that's fine.

Just don't work in n-gons.
>>
>>158755480
Holy shit, anon, I thought you've abandoned that project. I can not even remember the last time I saw you. Maybe DD9? I couldn't figure out how to play it, but I'm happy that you are still on it. Keep it up!
>>
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Finally solved this really annoying and persistent bug

The problem is that blender has this optimization that you can translate an entire object to any set of XYZ. I cannot read those coordinates, just like I cannot read scale multpliers. So when modeling I just have to be careful not to translate my level mesh and everything lines up perfectly.

Well at least I solved it, even if it took me like 2 days of painstakingly combing through my code looking for a nonexistent error
>>
>>158755747
I just encountered the n-gon problem because google said if I want spilt cut a single face I should use subdivide, so no idea what else to use, except joining the verts afterwards like the other anon said
>>
>>158755887
What are you making this in?
>>
>>158755995
XNA in C#
>>
>>158753291
It's a feature
I'm being totally serious. It feels fun to break intended limits.
>>
>>158755969
Loop Cut and Slide (Ctrl+R) will make a slice through the face (and those it's in line with). Use that and tidy up edges you don't need using dissolve/merge/join.

In >>158755307 for example, even after joining the two verts across the top the sides would be 5-sided objects, so you would need to join the middle vert on the top edge to one of the bottom ones to split it into 1tri+1quad.
>>
File: allaroundme.png (71KB, 653x500px) Image search: [Google]
allaroundme.png
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>>158754206
>>158753646
>>158750256

>tfw this took me 15 minutes
>don't even know how to do the handle

JUST
>>
>>158756542
Same way you made the spout. Make one out the top, one out the bottom and then join them up.
>>
How do I make eyelashes black in UE4?

I know it's a stupid question but for some reason any method I've found doesn't work.

When making their color black they become transparent because of how UE4 handles colors. I've tried increasing the color beyond black and then multiplying the color but that just gives it that color.

I've tried with a texture that has background as black, or totally transparent.
>>
>>158676525
they say you should start small afterall
>>
>>158756754
Have you tried plugging a constant into Opacity?
>>
>>158756889
No effect.
>>
>>158756754
That 'None' vector is red, so it becomes red, and then you multiply it by 500 so it's really red.
>>
>>158757191
If I make it totally black it's not visible. So I hoped if I multiply it it would multiply the opaque-ness and not the color.
>>
>>158757519
The alpha on None is 0, that's why it's transparent, should be 1
>>
>>158748628
thanks, you play as special investigator looking for jack the ripper.

the game will be about looking for clues and talking ith people to find the real killer, a bit like cluedo.
>>
File: DAY028 - B&HB - UE4 racist af.png (1MB, 1440x3600px) Image search: [Google]
DAY028 - B&HB - UE4 racist af.png
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>>158757674
Tried it. Bottom example.
>>
File: ScreenShot00008.png (2MB, 1613x808px) Image search: [Google]
ScreenShot00008.png
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Making hair not look like abysmal dogshit is hard.
>>
>>158755760
I've barely touched it for maybe two months. Hopefully I'll have something for DD11 since I missed 10
>>
File: familarfaces.png (60KB, 415x479px) Image search: [Google]
familarfaces.png
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>>158756664

I don't know how to connect them ;_; Alt+M just merges them at one point but I jus want to edges to kiss each other
>>
>>158756754
Your material blend mode is set to translucent or something, so the entire thing is being made see through.
>>
>>158758487
I've never done it your way before, looks funky.

When I have to work something like eyelashes my material blend mode is set to surface->masked.

The texture goes into opacity mask, which only appears when you set the the blend mode, your black color, which would be 0,0,0,0 goes into base color.
>>
>>158759001
select the two opposite edges that you want to connect and click F
>>
>>158758970
Use less individual shapes and more big shapes - that'll help you out a lot anon. For instance, turn all her bangs in the front into a single bending shape. Manga/anime does this often because, as you demonstrate here, realism does not often mix well with extremely exaggerated shapes/forms.
>>
>>158759001
https://www.blender.org/manual/modeling/meshes/editing/basics/creating_faces_and_edges.html
https://www.blender.org/manual/modeling/meshes/editing/edges.html#modeling-meshes-editing-bridge-edge-loops
>>
>>158756754
What the fuck are you doing. Pop that eyelash mask into opacity or mask (depending on blend mode) and constant vector color into base color.
>>
>>158759001
Bring up search with space bar
"Bridge edge loops"

Alternatively, select them in groups of 4 (forming a quad) and press f
>>
>>158756754
Don't use Additive. Additive treats black as an alpha. Use Masked/Opaque/Transluscent.
>>
>>158758970
looks nice, is there a way to remove the strong lines as hair tapers towards the top of the head?

Also are you drawing with a pad? I'm considering using one
>>
>>158759265
Bridge Edge Loops is on the W menu and the Edges menu (Ctrl+E, for controlling edges), quicker than searching for it.
>>
File: DAY028 - B&HB - UE4 racist af2.png (303KB, 1440x904px) Image search: [Google]
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>>158759018
its set to additive. I've tried other blend modes but admitedly not with all node setups.

>>158759064
Nothing. pic related.

Also for some reason sometimes red isn't red.
>>
File: Gamemaker.png (713B, 122x51px) Image search: [Google]
Gamemaker.png
713B, 122x51px
I accidentally pressed some shortcut and this "8" has shown in GM editor. Do you know what that means and how to turn it off?
>>
>>158759304
I've switched my settings over to surface and masked now.
>>
File: UE4Editor_2016-10-30_02-50-39.png (49KB, 587x438px) Image search: [Google]
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>>158759617
>>158759760
OK now you want to plug in the bottom value of your texture into the Opacity mask. That is the alpha channel of your texture which will determine which part of the texture will be transparent or not.

(Assuming your texture has an alpha channel otherwise you're gonna have to sort that out)
>>
>>158753291
oh wow, i left for over a year and i come back and this is still in development

im impressed

most team based projects crumble as some are more keen then others
>>
File: lalala.png (139KB, 892x542px) Image search: [Google]
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>>158759265

Thanks. I really fucked up the handle regardless but learned a thing or two I guess.
>>
>>158759243
I was hoping not to need a hair texture.

>>158759448
Like other anon said, I'll have to glue parts together.

Yeah, got a tablet but I'm still a babby-tier artist.
>>
So how hard is it to make a game feel 'snappy'? Or otherwise feel like your gameplay has real weight instead of being really slippery or slidey? How is this accomplished, because for the life of me it seems like every game should be super slippy nonsense but obviously not all of them are.
>>
>>158760320
Good work anon. The important thing is that you pushed yourself and got better because of it.
>>
File: Hexes5.webm (2MB, 995x620px) Image search: [Google]
Hexes5.webm
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Got matching to work, but it seems I need more color, cause the game practically plays itself.
>>
Made Clash Roayle clone now I am looking at my first my mili niga
>>
>>158760230
Still working on the game. It's just me and PHI (musicbro) who are working on this. I had artist for a while but he left. The game bas gone through pretty major overhaul and I hope people will like what they see on next demo day.
>>
>>158760353
You don't necessarily need one - it can be a solid color so long as the shapes are strong and well-formed.
>>
>>158760379
thats the difference between the big money and the hood money right there

you aint gona find a nig in here that cant tell you

gotta work your way up the foodchain fo that one boi
>>
>>158760437
You need to disable removal on first generation is all.
>>
>>158760437
Wtf is this? It looks nice but
>>
File: DAY028 - B&HB - UE4 no color.png (676KB, 1440x1812px) Image search: [Google]
DAY028 - B&HB - UE4 no color.png
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>>158759983
I've tried that same setup with another texture and now it sort of works, but it doesn't have color at all.

If i plug in the alpha value into the opacity mask i can't see anything at all.
>>
>>158760591
i think its match 3 with hexagons

which means match 3 but hella easy because you got two more sides to check
>>
>>158760609
Multiply Texture Sample top pin by the red and then plug in to base color
>>
>>158760609
Your 4th parameter on the Float4 is 0 which means its fully transparent. Try changing the alpha value to 1 for your "None" variable.

Post your texture here just so I can test it out myself. if you want
>>
>>158760609
nigger it aint hard

this is why people shouldnt learn to code with visual clutter

LashesTexture.R = 0
LashesTexture.G = 0
LashesTexture.B = 0
>>
>>158743990
is this turn based or real time?
>>
>>158760902
He should just change None to a Float3 and avoid the problem altogether
>>
File: rBr4i70.png (395KB, 1280x893px) Image search: [Google]
rBr4i70.png
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>>158760320
Ya did good bobby
>>
File: 2016-10-29 11-30-52.webm (3MB, 1006x1080px) Image search: [Google]
2016-10-29 11-30-52.webm
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Here's a pre-alpha capture of my VR mecha game.

Having trouble coming up with a name for it, any suggestions?
>>
>>158760980
boom black lashes and you didnt affect the alpha
>>
>>158761130
Motion Sickness Simulator: Mech Edition
>>
>>158761073
Didn't cross my mind at the time whoops.
>>
>>158756754
>>158758487

nigger what are you doing? put the mask into the opacity slot!
>>
File: agdg.jpg (1MB, 3834x2166px) Image search: [Google]
agdg.jpg
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>>158760609
How hard can it be? Please go read up on UE4 materials.
>>
>>158761270
this shit would work too

like why use unreal 4 when you cant even understand how a texture is comprised of colors
>>
>>158761189
It's actually tolerable now. Before, everything moved at AC:4A speeds and it was really nauseating to play.
>>
>>158761130
Still too bland to find something
>>
Redpill me on cel shading
>>
>>158762527
Looks shit 90% of the time
>>
File: potion_seller.png (114KB, 266x296px) Image search: [Google]
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How can you be too tired to dev?

Dev is not a sport and you can't get tired doing it.
>>
>>158762742
Show me the 10%
>>
>>158761104

Thanks dad! What should be my next challenge?
>>
File: guilty_gear_xrd_sign-2637571.jpg (269KB, 1920x1080px) Image search: [Google]
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>>158762804
>>
>>158761279
>materials
I always see this meme constantly, but what is it really about? Do you like, check the "wood" option and it shades light like wood? Right?
>>
>>158763059
It's basically shaders
>>
>>158762804
The Legend of Zelda: The Wind Waker and Zone of the Enders 2: The Second Runner.
>>
>>158763051
This is literally the only game to get cel-shading right.
>>
>>158763059
A "Material" is basically just a collection of shaders with default parameters. If you put a wood shader on a plastic object it won't make it look like 'wood' unless the texture is also generated in realtime or if the material has a texture assigned to it.

If a texture is assigned to the mat then, yes, if you put a 'Wood' material onto any object, it'll render it like Wood. Though, bear in mind, if UV Wrapping is involved at any step there it'll probably come out janked.
>>
File: materialref02[1].png (498KB, 1290x590px) Image search: [Google]
materialref02[1].png
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>>158763059
No, it's a set of properties (e.g. how metallic it is, how much specular there is) which you set in order to achieve the look of a certain surface.
>>
How could I make something like this with Unity?

https://play.google.com/store/apps/details?id=com.tigrido.dictator2.free
>>
>>158762768
i'll send you to a white-collar job to work 14 hours a day 6 days a week, then we'll talk, you dumb animeposting nigger
>>
>>158762768
>what is mental fatigue
>concentrating and thinking doesn't burn energy and sugar from your body
>>
>>158763474
#triggered
>>
File: okami.jpg (1MB, 1280x720px) Image search: [Google]
okami.jpg
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>>158762804

I really liked Okami. Better Zelda game than Skyward Sword.
>>
>>158763721
>i was only pretending to be retarded
>>
>>158763990
>Implying I'm even him
>>
>>158743643
Never even heard about that game until now. I don't think my game will be as heavy handed with the trans thing honestly
>>
>>158725796
That animation looks like it would get really annoying after a while
>>
>>158763780

The problem with this look is that every fucking object in the scene has an outline, the eyes can't distinguish foreground from background. Everything is clawing for attention.
>>
Thanks for helping everyone. Now I'm going to try making it look a bit better.

>>158760902
I've tried it with the starter materials that UE4 comes with and it also doesn't work.
The opacity for the vectorparameter doesn't matter. see pic related.

My mistake was assuming that just because the example is white because of the lighting the end result would also be white.

>>158761279
I used this as an example, which is the same as a few other instructions and examples you guys gave.
>>
>>158763417
Are those free?
>>
>>158758970
lol
>>
>>158761045
Real time!
>>
>>158764168
>>158763780
The advantage of the look, are if objects have different color, you can quickly separate the scenes into 2-3 layers quickly.
Simply put: The raw contrast from the outlines makes it almost impossible for objects to smear into each other
>>
>>158758970
Is that mirrored?
>>
>>158764396
I think it's also worth noting that I spent a good long time optimizing it, so it shouldn't dip below 60fps nor take up much processing power at all. Figures that even with an ascii game, 60fps just feels best (though to be honest, this only really has an effect on the player's shot speed, which moves at the game's max speed of one tile per frame).

However, it doesn't redraw any frame nor tile that's identical to previous frames, so it runs pretty fast. It's capped at (roughly) 60fps, but for the hell of it, I did a stress test with a screen full of animations and moving enemies and it handled just fine at 240FPS. I'm running on a toaster.

God bless ascii.
>>
File: DAY028 - B&HB - Finally.png (2MB, 1440x3824px) Image search: [Google]
DAY028 - B&HB - Finally.png
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>>158764229
Forgot pic
>>
>>158759001
Click on large tube vertex
Shift + left click second thing vertex
Merge at last
>>
File: hair wip.jpg (328KB, 1472x1558px) Image search: [Google]
hair wip.jpg
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>>158764887
Only on the sides. Middle is a single mesh.
>>
>>158764976
>>158764396
You inspired me to try making a game like this when I finish my current one. You should take a look at Cogmind, it has a really good looking art style that has the same idea as yours.
>>
>>158765929
korean jaw surgery game
>>
>>158675928
>Thread is 24 hours old

Are we ded?
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=788832866
>>
File: 2016-10-29_22-03-47.webm (827KB, 328x700px) Image search: [Google]
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>try going back to old abandoned game
>"hey, maybe with the knowledge I have now I can make it work"
>nope
>>
>>158766428
>Page 3
Not yet friendo
>>
>>158743990
in case you haven't seen:
http://store.steampowered.com/app/406920/
>>
File: 1477704431617.png (213KB, 600x393px) Image search: [Google]
1477704431617.png
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Have you guys trademark/copyrighted your games yet or can you even do that?

Or am I saying this right?
>>
>>158754070
mousewheel to change codes
>>
>>158766543
http://www.copyright.gov/help/faq/faq-general.html#register
>>
>>158766492
>1 dimensional matching
Well what did you expect?
>>
>>158766543
Copyright is automatic
>>
>>158766167
Wow, this game is gorgeous. Thanks for the link.

>>158766541
Hadn't seen this, had no idea it existed. I'll have to check it out, thanks. From the video I can tell it's different enough that I don't feel like I'm just making a copy of it or anything, though.
>>
>>158765929
I never thought of doing that
>>
>>158766747
>>158766994
Oh, okay, thanks for the info guys.

But have you registered your game then?
>>
>>158762768
You really need to study humans more before attempting to blend in with them.
>>
File: 1475718035649.jpg (724KB, 2988x3915px) Image search: [Google]
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>>158766492
It looks like you're not spawning any yellow
>>
>>158766428
We're not dead. The threads have been a bit slow, but we still have a bunch of yesdev progress.
>>
Should players be allowed to go into their inventory during a fight and use items/potions/spells, or should they have to somehow use them in a fight with a hotkey of some kind? Or maybe make all the menus real time?
>>
>>158768435
Maybe it's because we are getting close to the hollydays
>>
>>158768582
Real time is good as in not pause the game while you inventory
Also hotkeys are good for fast items, I would implement both
Letting you pause the ge to eat 6 pounds of cheese to recover health sucks
>>
>>158768428
How much is this original pepe worth?
>>
>>158768992
One million keks
>>
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What's the best way to go knowing C#? I've heard both bad and good things about Monogame and Unity, which is why I'm so conflicted.
>>
>>158769691
I can't see your webm man. I think someone took it.
>>
File: 1277390974502.jpg (173KB, 1600x1200px) Image search: [Google]
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>>158769691
WE HAVE A THIEF IN OUR MIDST. HOLD ON TO YOUR PROGRESS
>>
>>158770030
Unity is okay, it has its own way of doing things which can be dumb. However if you want to learn C#, windows forms is another way, you can make applications easier than games
>>
>>158770438
I already know C#. The standard drawing library for forms is awful and I doubt it's efficient for video games, I'd have to use DirectX or OpenGL or something like that.
>>
>>158770658
>What's the best way to go knowing C#?
Sorry, I misread that as whats the best way to go about knowing C#, as in whats a fun way to learn it
>>
>>158770030
Unity has it's own way of doing things. Monogame and SFML are easy enough to use. If you really want to get technical, you could try OpenTK.
>>
File: bricks.jpg (459KB, 1446x742px) Image search: [Google]
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more games should use textcoord nodes like in UE4, that way they won't ever have low res textures.
>>
>>158771234
Do you mean tiled textures, because those are pretty fucking common
>>
Where are the daily recaps archived now?
>>
>>158771138
>OpenTK.
>opengl with your hands held
>technical
>>
>>158771424
Weekly*
>>
>>158771334
not that common actually, most game make building as a whole instead of set pieces.
>>
File: Quest.jpg (261KB, 1163x798px) Image search: [Google]
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So originally I was going to make an open world RPG, similar to Morrowind or Oblivion.

But as I work more and more, the most I realize that this is a huge undertaking (obviously), and the different places in the world would probably be at least partially similar, and filled with unnecessary stock characters like 'X-Town Guard' or 'X-Town Citizen'

The question is, can you still have an interesting open world game that feels like you have a sense of exploration with only one town?
>>
>>158771604
Most games make buildings out of modular parts with tiling textures.
>>
>>158771776
I would surround it with lots of explorable wilderness
>>
>>158771776
just make hub like in darksouls
>>
>>158771776
If you're an engie and you get good at proc gen you can. Otherwise, open world games require tons of manpower.
>>
File: Swing Swing Swing.webm (2MB, 640x360px) Image search: [Google]
Swing Swing Swing.webm
2MB, 640x360px
Better placeholder animations, feels like he's really swing now

Fuck me I'm going to end up altering the placeholder instead of making a new final sprite, I just know it
>>
File: 1411001192462.jpg (9KB, 264x191px) Image search: [Google]
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>mfw I thought I try to use pointers to non static member functions of another class
>>
>>158771776
Make the town react and adapt to what you've been doing. It shouldn't feel boring to walk around it. So you can have a handful of actual characters that react realistically
>>
>>158771776
>The question is, can you still have an interesting open world game that feels like you have a sense of exploration with only one town?
Yes, if you do that one town really well and surround it with interesting stuff. It becomes a question of quality vs content. You want depth, not breadth. Majoras Mask would be my go-to example for a game with high quality content in a focused location with some stuff around it to support it.
>>
File: 324324.jpg (241KB, 1163x740px) Image search: [Google]
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also, another small update.

Removed motion blur and added som extra postprocessing effects and bloom.
Since a anon in old thread told me that every game should have it.
>>
File: internet.png (1KB, 329x18px) Image search: [Google]
internet.png
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>>158771424
Well there's homph.com/recap
pic unrelated

>>158772008
nod bad, could use more of a frame of reference while youre in the air but not able to see any land. The background parallax yeah, but its losing its sense of place, I guess, maybe because the nodes are disappearing
>>
>>158771776
I think so, yes. In fact if you manage to more accurately capture the scale of a town as well as of its surrounding wilderness than most fantasy games do (pretty much none of them) then it might be a very interesting game.

As a single-man project though, all I can say is good luck and a lot of patience.
>>
>>158772309
0/10 I can still see the environment
>>
>>158772008
how is that kind of background done?
>>
>>158772309
looks p good
>>
>>158771604
>most game make building as a whole instead of set pieces

Modular is pretty standard now actually. It takes too much time to create assets for them all to be unique and a modular set gives level designers more control. (so they're not reliant on the artists for changes)
>>
>>158772309
>dat chromatic aberration
>>
>>158772398
http://lmgtfy.com/?q=parallax
>>
>>158772008
Looks cool if you can use flying enemies as plataforms
>>
>>158772353
>could use more of a frame of reference while youre in the air

Yeah I've thought of that issue, it's exacerbated because the background doesn't parallax up or down (I might extend each layer by ~20 pixels to have a slight motion). I think my solution will just to have background objects that are close to the foreground, that should keep you ground better

>>158772398
I have an object in GM called Background_Controller. It automatically moves up to 6 background layers so that the farthest back moves slowest, and the closest moves with the player. Pretty basic
>>
>>158772654
>misusing lmgtfy
Wow we got a prick in here. Don't bother coming to the new thread.
>>
>>158772620
did you know that you can achive stereoscopic 3d if you turn up chromatic aberration high enough?
>>
>>158772736
Kill yourself
>>
>>158771776
Major as mask
>>
>>158772778
Wrong thread fag, don't get your panties up in a bunch.
>>
>>158772654
How is he supposed to know to google parallax if he doesn't know what the fuck parallax is?
>>
>>158772879
Kill yourself
>>
>>158772778
What was it?
>>
Is it a bad idea to make games that I personally find challenging?
>>
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LegendaryDoggo.jpg
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>>158772765
>>158772881
>my bait worked perfectly hahahaha
>I was only pretending the whole time
>can't believe you bit it haha ur so dumb

Ok I'm just tired actually my bad
>>
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I've added a dash movement with invincibility frames. Should I put the cooldown on the UI somewhere, make it part of a stamina system or just hide it?
>>
>>158773665
Show us. It's easier to give advice when we can visualize it.
>>
>>158773665
So your best options are
>have a meter that visibly depletes when dashing
>have a visual cue, like Luma opping out in super mario galaxy
>make it so you can immediately dash again after the animation is finished
>>
>>158773665
Videogames are looking good these days
>>
0-4 continue on with impossible project
5-9 switch to something more manageable
>>
File: dash.webm (2MB, 1200x900px) Image search: [Google]
dash.webm
2MB, 1200x900px
>>158774232
>>158774028
>>158773890
Everything is a placeholder.
>>
>>158774884
Oh- this game! I'd recommend some kind of organic feedback and can also convey invisibility frames.
The easiest solution would to make the player flash white or something as they're dashing and explain that means invulnerability. You could also have a puff of smoke when you dash that only disappears once the frames have worn off.
>>
>>158774884
Nice progress, bonus points for juice and chaika
>>
>>158774884
Just make him flicker another color while invincible.
>>
Any exceptionally good C++ frameworks for 2D? Or should I just choose a random one? What about 3D?
>>
Is there a limit I should set on triangles rendered at a time? I have no idea how many is an good ammount
>>
>>158775806
Bout 37.
>>
File: working1309.png (1MB, 1280x720px) Image search: [Google]
working1309.png
1MB, 1280x720px
>>
>>158775541
Frameworks? there's basically none, just basic libraries like sfml and sdl.
Pick one of those and make your own framework, it's really not hard for 2D games.
>>
>>158776030
This new season is a mistake
Where the fuck is my Poplar
>>
File: working1299c.png (1MB, 1280x720px) Image search: [Google]
working1299c.png
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>>158776357
This new season is better than the last one
>>
Help. Every ship I design ends up looking phallic.
>>
>>158776529
Make them vertical
Make them asymmetrical
>>
>>158776529
That's unavoidable if you go for generic human spacecraft #1479147. Take the pokemon route and just look at everyday objects around you and clad them in steel and laser weapons. Bam, bananasplit spaceship.
>>
What's a good number of frames for a smooth animation in character movement? About 20-25 right?
>>
>>158776993
Kinda depends on the time it takes for the animation to run
>>
>wake up
>suddenly want to make a Silent Hill game in the same vein as the original three
>never made a single thing in my life, no idea where to start, just have a rough idea of what I want the story to be

Where do I start?
>>
>>158777792

UNITY
N
I
T
Y
>>
>>158777965
As I was peeing I was thinking that is the only reasonable place to start. It's free for personal use, isn't it?
>>
>>158777792
Start by shelving that idea since you'll never make it if you try to do it as the first thing you try.
>>
>>158778112
>>158778112
>>158778112

New Thread
>>
Different thread pls
>>
>>158778130
>>158778302
>>158778112
>>158778112
>>158778112
>>
>>158778302

Non shit thread here
>>158778221
>>158778221
>>158778221
>>158778221
>>
>>158778536
There is already another thread created. Please do not create multiple threads in this board just because you do not agree with the OP. Thanks.

>>158778112
>>
>>158778716
Fuck off shill
Thread posts: 792
Thread images: 169


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