[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

AGDG - Amateur Game Development General

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

Thread replies: 774
Thread images: 133

File: agdg boat.jpg (1MB, 3456x2304px) Image search: [Google]
agdg boat.jpg
1MB, 3456x2304px
Set sail for gamedev edition

> Halloween Jam 2016 (1 day left)
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
>>
>>158778573
Fuck off shill
>>
>>158778573
The OP of the other is against the rules, might get deleted
>>
>>158779019
The other thread was made by a faggot advertising his game. Report it and move here.
>>
File: ExometriC.png (373KB, 1054x586px) Image search: [Google]
ExometriC.png
373KB, 1054x586px
Started on a shoot-em-thangs game after playing a Neo Geo shooter called Viewpoint. It's too hard for me, but the music and visuals are pretty dope.

I'll call this thing Exometric for now. I already thought of a gimmick, but I'll have to see if it works out.
>>
>>158779897
It's like a shmup?

Looks funky.
Does that game do something interesting with the perspective? Do things fly upwards or anything.
>>
>>158780084
that was a little hars don't you think?
>>
>>158779897
Is it controlled by up+down or left+right?
>>
>>158780157
Just the looks are isometric, actually flying up and down to dodge or hit is annoying as hell I think. There was another old arcade game that did that.
>>
the absolute state of janny
>>
>>158780469
OP was advertising his game

Janny did good
>>
>>158780523
oh i didn't even notice
>>
>>158780523
Why are people such cunts?
>>
File: ExometriC2.png (370KB, 1054x586px) Image search: [Google]
ExometriC2.png
370KB, 1054x586px
>>158780393
Pressing up goes in the camera up direction, right is camera-right, if that is what you mean.
>>
>>158780946
Kind of, it was a bit of a stupid question that assumed movement was only in one dimension.
>>
Ok, well since the other thread got deleted:

I'm working on an oldschool-style pure text adventure.

Basically what I have so far is this:
You are locked in a medieval-style church complex, starting in the narthex. There is a courtyard in the center, which leads to an altar, chapel, and hallway going further into the building. Behind the altar is a false wall, which conceals the holy-of-holies, within which is a golden Idol as well as a stairway leading to a natural hot-spring. The idol is what kicks off the central mystery of the game.
It's more of an atmospheric deal than anything else, focused on exploration and learning about the history of this spooky abandoned church. Lots of my inspiration comes from old Babylonian and Sumerian religious ceremonies.

The commands I have implemented right now are take, drop, use (x) on (y), look/look at, read, and go (for movement), but I'm working on full sensory information as well (taste, smell, touch, etc.)

Do you think this kind of thing would be recieved well? I'm trying to make a text adventure that side-steps the usual level frustration associated with the genre, but I'm not sure if anyone would even want to look at a barebones text-only experience in 2016.
>>
>>158780946
please change the POV before you do anything else with your game

The Wonderful 101 had a shoot em up section with an isometric viewpoint too and it was GODAWFUL.
>>
>>158781336
Like I was saying in the other thread, it has to be a really good interactive story that is on the same level as novels while also being incredibly interactive. Have to be able to do ANYTHING I want.
>>
File: devenv.png (218KB, 1920x1013px) Image search: [Google]
devenv.png
218KB, 1920x1013px
The start of a new adventure.
>>
How hard is making good hack and slash combat in Gamemaker? I'm still a babby and if it's not worth it I don't want to go down that road.
>>
File: Small town.jpg (154KB, 1024x646px) Image search: [Google]
Small town.jpg
154KB, 1024x646px
Well it's been decided. Thanks to the people last thread, I have decided to reduce my open world game in scope to a single town with wilderness abound.

Thanks.
>>
>>158781538
Game development looks overwhelming!
>>
>>158781356
Disagree, that POV is refreshing and new
>>
>>158778221
boat jam 2 when?
>>
>>158781592
Nice, reducing scope is a good thing I believe.
>>
>>158781546
read the aztez devblog first before your pleb ass gets to work on anything beat em up related. very informative stuff
>>
>>158781538
emacs splits, tmux and tiling window managers are a godsend.
>>
>>158781845
Thank you onii-chan
>>
Hey guys. Check out my game, Spook 2: The Lords of Spook on the Halloween game jam page. Lemme know what you think!
>>
>>158781448
So how many verbs do you think I should have handling for? To what extent can I trust the player to give the interpreter the benefit of the doubt?

ie should I bother implementing obscure things like "climb," "throw," or "kick?" because that's a lot of work and I don't wanna ; _;
>>
>tfw no sailing game
>>
>>158782640
AGDG had 20 seafarers and they're all dead
>>
>>158782163
Pretty good, camera controls are bad, but fuck the spookinatti.
>>
>>158781845
how is a 3d game going to help in anyway with his 2d game maker game?
>>
Does posting art count as progress or should I wait a few years when it's presentable
>>
>>158782917
aztez is played in a 2D plane and his tips on beat em up animations and player mindset are invaluable for any game designer
>>
How do you guys come up with ideas for visuals? I know what kind of object I need to make but wha t should it look like?
>>
>>158783223
It counts
>>
>>158782792
agdg has had 20 projects about everything that are all dead
>>
>>158783328
look at art and paintings

or just go pixelshit for 2D/cel shading and low poly for 3D like everyone else
>>
File: nrhlt7.png (3MB, 2131x2674px) Image search: [Google]
nrhlt7.png
3MB, 2131x2674px
>>
>>158780414
Zaxxon
>>
File: re1.jpg (19KB, 400x300px) Image search: [Google]
re1.jpg
19KB, 400x300px
how long would it take to make this as a 1MA?
>>
File: 1456600593672.jpg (201KB, 470x595px) Image search: [Google]
1456600593672.jpg
201KB, 470x595px
>>158782640
>tfw used to sail dinghies on the international circuit and have a great deal of high performance yacht racing as well
>tfw have gamedev experience
>tfw no interest in making a sailing game
>>
>>158784013
years,

make a polished section of the game
then go all in if your ducks are lined up, and bring others on

otherwise you may need to drop
>>
>>158783841
>Chatrooms are cancer
>Water actually wet
What else can we expect at 11'?
>>
>>158784035
DELET THIS
E
L
E
T
>>
File: 1181242188191[1].png (6KB, 224x256px) Image search: [Google]
1181242188191[1].png
6KB, 224x256px
>>158781630
>refreshing and new
>>
>>158784035
>implying people want a realistic sailing game
>>
>>158784169
Compared to the amount of zombie survival games in 'existence', WWII shooters are refreshing and new.
>>
>>158784013
Nobody could answer how long, but you could do it if you're good at modelling. Half the work would be just modelling the environments. The gameplay is essentially 2D.
>>
For moving on stairs, should I just move diagonally and make sure all my steps are square, or make it more complicated to account for wider or taller steps?
>>
Has there been a single promising game from AGDG this past year?
>>
>>158784252
Farming Simulator and Euro Trucker sales show that there is definitely a market for "zen"-games.
>>
>>158784659
Yours
>>
>>158784659
gogem's dead detective game sounded cool

infinite evidence
>>
>>158784659
Yeah mine
>>
>>158784659
Whateverthefuck bartender game, maybe?
>>
>>158784659
everytime I visit agdg I ctrl + F my "game name". if i get 0 results i leave.
>>
>>158784013
I'm trying the same sort of concept to make my levels in a 2D game.

I got all the assets, but even with them it's taking fucking forever.
>>
>>158784912
what is taking so long?
>>
File: Untitled.jpg (627KB, 1920x1041px) Image search: [Google]
Untitled.jpg
627KB, 1920x1041px
>>158706668
Looking moderately dope if I do say so myself. Still need to make the guns though.
>>
>Google for advice in Godot
>Even combining it with engine and so forth still includes some obscure article about a farming community putting on a caricature of Beckett's work.
>>
File: really makes you think.png (18KB, 120x120px) Image search: [Google]
really makes you think.png
18KB, 120x120px
To 1MA yesdevs who've finished a game here, how long did it take you?
>>
>>158785267
6 years
>>
>>158784906
And we will continue to never know what it is.
>>
>>158784678
Exactly, I don't think Euro truck is such an accurate reflection of trucker life that it requires a real trucker to develop the game.

People want to sail about doing the vague actions they are aware are involved in sailing a boat, checking the wind, hoisting stuff, not [insert actual parts of sailing which I don't know about because I don't sail, and neither do they]
>>
>>158785323
wat gaem?
>>
>>158785181
you'll be waiting for tutorials for forever
>>
>>158785267
current year + 5
>>
>>158784158
I actually would be interested in a sailing game but I'm more interested in other ideas right now.

>>158784252
People seem to like realistic car games.

>>158784678
>implying it would be "zen"
>>
File: 1474436884889.png (344KB, 3607x4043px) Image search: [Google]
1474436884889.png
344KB, 3607x4043px
Are there no good Monogame tutorials? All I could find were either incomplete/abandoned or very outdated.
>>
>>158783497
AGDG is dead
>>
>>158785412
I'd look to Train Simulator. I haven't played it but running a train is more complicated than running a truck or a tractor, and I know some of the players would point out any little inconsistency between the models and their real-life inspiration.
>>
File: 1458500215313.jpg (263KB, 1934x2103px) Image search: [Google]
1458500215313.jpg
263KB, 1934x2103px
>can't stop chicken scratch
>can't stop symbol drawing
>need more loomis
>need more everything
>can't use tablet for shit
But at least I drew today
>>
>>158785459
I'm not really looking at tutorials, the demos and documentation are - most of the time - sufficient. It just annoys me that when looking for a bug and workaround or some semi-obscure practice, you find one and only one entry on godotengine.fart, the rest is "Was Samuel Beckett sucking his mummies tits at 37?".
>>
soo is unity free or what?
>>
>>158784735
Its too bad he's so shit at making games that look like games instead of UI (other than RRPS)
>>
>>158784912
Instead of making a level directly usable, you actually build the level, and then still need to make it compatible in your RE type of game. It all depends on however you want to treat the light effects and shit.

I'm only speaking on the typical way of making RE type of backgrounds. Making a RE clone directly in a 3D motor and not exporting it for "2D" will be faster.
>>
>>158785782
nothing to be done
>>
>>158785886
"yes"™
>>
>>158785412
I guess most players would want to bring a girl or two, you know, because of the implication...
>>
>>158785886
Yes, but you need to have a splash in your game and send them your fiscal earnings and they'll come to check for themselves.
>>
File: hmmm.png (28KB, 504x366px) Image search: [Google]
hmmm.png
28KB, 504x366px
someone tell me what to put in my game next so i have an obligation to a random stranger on the internet rather than having only personal goals which i never meet
>>
>>158785886
Affirmative*
>>
>>158786035
A dragoness you can romance
>>
>>158786208
disgusting
>>
>>158786243
You looking at a mirror, m8?
>>
>>158786393
no im looking at your post
>>
>>158786035
well what's in it already?
>>
>>158785886
yeah but the game will run and look like shit, but hey it's free right?
>>
>>158786572
Did you see yourself in it?
>>
>>158786621
pretty much only that you can see
>>
>>158786861
no i just thought the idea of romancing a dragoness is disgusting
>>
>>158787146
Does that idea remind you of yourself on any level?
>>
>>158785886
it's free up until you make 100k in profits, in which case you'll have to use unity Plus, which is a subscription based payment of $35 a month or $420 a year.

after 200k profits, you have to use unity pro, which is $125 a month or $1500 a year. there is no revenue cap for this.

reminder, this is per seat, meaning each individual computer that uses unity is $125. so if you have two computers with unity, then its $250 a month for pro.

no, don't try to pirate/cheat. they will audit your shit and fuck you over.
>>
File: witch.jpg (29KB, 409x424px) Image search: [Google]
witch.jpg
29KB, 409x424px
Give me halloween jam ideas lol
>>
>>158787270
not really i dont have much in common with romance let alone dragoness
>>
>>158787343
Combine ingredients to create a procedurally generated potion
Literally billions of combinations!
>>
>>158787529
Your subconscious knows better than you do.
>>
>>158787594
why do you defend romancing dragoness so much
>>
>>158786890
so... add more rooms, more buildings?
what does [2] [4] mean? maybe make that more clear
>>
>>158787673
Because I love you, anon.
>>
>>158787327
I just read their plans.

Unity is open source for pro/enterprise plans? interesting.
>>
>>158787723
rooms and """buildings""" are randomly generated so theres hardly anything to add
[2] [4] is an awesome table used for debugging
>>
>>158787795
at least someone does
>>
>>158787914
what are the controls like?
>>158787529
>>158787594
>>158787673
>>158787795
this is like a bad anime
>>
>>158787343
cute witch girl letting me tickle and suck her feet
>>
File: Blue1.gif (554KB, 448x400px) Image search: [Google]
Blue1.gif
554KB, 448x400px
Yet another day in blender hell.

Could someone explain why all my weight paint is blue (automatic weight parenting)?
It's clearly affecting my mesh, but I can't see where.

Please send help
>>
>>158788356
blue means 0 weight
red means full weight
>>
>>158788498
Yes?
So why is my paint all blue?
>>
>>158788560
because by default the armature has no weights assigned. I think you should read a tutorial on weight painting before starting.
>>
>>158783841
roflmao
>>
>>158788063
the fuck you mean controls
ever played a roguelike?
>>
>>158788685
It clearly does, though.
Have a look at the gif I posted.
>>
Phew. The entire day of messing around with textures and materials. doing research, etc. Made little progress besides gaining some exp. It's hard to get the results I want for some reason, even with lots of tutorials and explanations online. Guess I'll have to follow them to the letter when making my own textures.

For fun I'll reward myself with making some fun cloth physics thing by tutorial. Cloth physics on your character make it automatically better right?
>>
>>158788796
https://www.youtube.com/watch?v=m40S0W5ugJo
>>
>>158789251
Please stop being an idiot any time, Anon.

I assigned automatic weight painting, and the bones do deform the model - However, switching to weight painting mode shows everything in blue, so I can't see where the automatic paint has ended up.

I need to see where it is, so I can subtract the areas I don't want affected (such as the shoulder being affected by the upper arm bone).
>>
File: view.php.jpg (12KB, 320x225px) Image search: [Google]
view.php.jpg
12KB, 320x225px
I think it should be easy, I mean I can do it with pen and paper, but I'm not sure about the C++ method.

I would like to "trim" any number to a floating point one starting with 0. So 9 becomes 0.9, 10 becomes 1.0 and so on. It's basically just dividing by 10, but I'm not sure how to do it. Basic division lets you have an integer, and the remainder division (%) lets you have, well, the remainder if there's any.
>>
In SFML is there any difference between drawing a bunch of stuff to the window individually and drawing a bunch of stuff to a texture then just putting that texture on a square and drawing that square to the window?
>>
File: timer.png (5KB, 588x42px) Image search: [Google]
timer.png
5KB, 588x42px
Question: In Godot using GDScript, I want to utilise a Timer, which I create dynamically. Timers emit a 'timeout' signal when finished. I want to extend that signal to pass the Timer's wait time variable to connected nodes.
My approach is to create a class ER_Timer that extends Timer.

How do I modify the signal emitting part of the native Timer to include a variable as argument?
>>
>>158789598
That has nothing to do with sfml specifically.
You normally draw to textures for post processing or any other effects.
Otherwise you can draw directly to the backbuffer (window).
>>
is there anyone who would like help with art assets?

Id like to see how someone goes about using them in their code
>>
>>158789528
>and the bones do deform the model - However, switching to weight painting mode shows everything in blue
This is beginner shit.
It's explained in the video. Watch >>158789251

When you select a bone in weight paint mode, it will show the weights assigned to it. It's as simple as that. Guess you'll learn the hard way.
>>
>>158788356
you can show the topology too there may be issues with your model just from looking at the deformation
>>
>dragonesses
>cute witch girls
>skellies censoring tittays
I'm trying to dev here, anons

>>158779897
>>158781356
>>158780946
I think the viewpoint is potentially really good, I'm making an isometric shmup-style game myself. It is harder to sync the input to the action in a way that has the right weight, reaction etc but it's possible.

One thing I will say, I think the scale of your units vs. the size of the screen is off, there's very little room to react unless the speeds you move at are quite slow (aka boring).

But overall I'll try to keep an eye on this.

>>158784169
Looks cool to me.

>>158788356
Don't know sh!t about blender but I like your model

>>158789567
float trimmed = (float)yourInt / 10.0f
do I get a prize?
>>
>>158789567
https://stackoverflow.com/questions/12447325/dividing-two-integers-to-produce-a-float-result
>>
>>158790317
>Id like to see how someone goes about using them in their code
drawImage(x,y)
>>
>>158790501
The problem is that it does not.

7:20 is the point in the video that deals with it.
He can select bones and have them show the corresponding weight paint. Mine is all blue.

>This is beginner shit.
Oh really. Maybe that's because I'm a beginner?
You're a cunt, Anon.

>>158790848
Possibly. I'll try looking around on my own a bit.

>>158790878
Thanks!
>>
Is art the ultimate bottleneck for one man army?

Every feature I want to implement is stalled by the need for art assets
>>
File: no.jpg (10KB, 458x288px) Image search: [Google]
no.jpg
10KB, 458x288px
>>158789759
I'm taking that back. As is often the case, I found a suitable answer shortly after posting this. Wouldn't occur to me after an hour of research though, nah, that'd be too helpful.
>>
lets talk about identifying items

do you prefer games (roguelikes especially if not only) where scrolls and potions have to be identified by risky usage or games where all items are always identified and you know what youre doing
>>
>>158785782

When I used Godot, the IRC was the best source for help. It was pretty active and I'm sure it has grown a lot since last year. The main dev was also a big help there as well, his name was reduz.
>>
File: 1466303556735.jpg (65KB, 600x1125px) Image search: [Google]
1466303556735.jpg
65KB, 600x1125px
>>158790878
>>158790961
Thanks!
Do you accept best mage as payment for your services?
>>
File: 1477700975648.jpg (12KB, 240x240px) Image search: [Google]
1477700975648.jpg
12KB, 240x240px
>>158785550
It's been long enough, bumping this question because I really need help.
>>
>>158791059
Generally yeah but depends on your project of course, I'm sure art isn't the bottleneck of Dwarf Fortress, both because the art is "simple" and because the code is a fukken monster.
>>
>>158791585
Yes that's adorable
>>
>>158791059
pick one
1: simple art style
2: placeholder art
>>
File: 1437098305495.jpg (157KB, 494x546px) Image search: [Google]
1437098305495.jpg
157KB, 494x546px
>>158791585
>>
>>158791585
>ass fangs
muh
>>
>>158791595
Dude, monogame is xna.
Any tutorials for xna should apply.
>>
>>158791585
>those thighs
Hnngh
>>
File: keys.webm (796KB, 1280x720px) Image search: [Google]
keys.webm
796KB, 1280x720px
Screen flash when you pick up items like keys. Also, show keys that the player has in the HUD.

What do people think of the flash? Should the fade speed or starting brightness be changed?
>>
Anyone here used Jenkins with Unity for CI?
>>
>>158791883
Oh... OK.
>>
>>158791943
>not have the flash emanate from where the keys are located in the UI
When the whole screen flashes it's confusing to know what happened unless you know to look in the bottom left.
>>
File: 1.png (128KB, 689x367px) Image search: [Google]
1.png
128KB, 689x367px
>>158791049
>The problem is that it does not.
For starters, you don't weight paint in texture mode. Second, the weights are clearly there, else the arm wouldn't deform at all. If it's not showing, then you're not selecting something correctly. Can't help a complete dumbass.

>You're a cunt
I'm not the one calling others idiots. Now fuck off with your shit model.
>>
>>158791943
Why is the flash this cyan color? I prefer white, or if you really want to have it a color, let it be the color of the key. Also, flash is not enough for me usually: I love it when there's some sweet sound effect when I pick up things.
>>
>>158792192
>For starters, you don't weight paint in texture mode.
That's why I am in weight paint mode.

>Second, the weights are clearly there, else the arm wouldn't deform at all.
That's what I've been saying all along.

>then you're not selecting something correctly
Obviously.
>>
>>158792173
I'm thinking of having the key start in the center and then move to the bottom left.

>>158792213
I might do white, or Quake's yellow. Doing the color of the key isn't good because players might think they got hurt after getting the red key.

And yes, there is a sound effect when getting a key.
>>
>>158792061
Good luck
>>
>>158792464
>That's why I am in weight paint mode.
You're in texture display mode, hence the 'texture' being visible.

>Obviously.
Then you should obviously know the solution.
>>
File: IceFishing.webm (517KB, 768x432px) Image search: [Google]
IceFishing.webm
517KB, 768x432px
Made a fishing rod model and some basic mechanics, still I need twi tweak the values and look how actual fishing works and stuff.

Also I am not sure how set up where the fish are in the lake and where not and what kinds of fish and make it change over time.
>>
File: 1477786527996.jpg (218KB, 900x675px) Image search: [Google]
1477786527996.jpg
218KB, 900x675px
>>158792628
Thanks. You too.
>>
>>158792850
>You're in texture display mode, hence the 'texture' being visible.
The texture being visible in object mode has nothing to do with it, m8
I switch from object mode to weight paint mode, like you're supposed to.

>Then you should obviously know the solution.
Why the fuck would I ask if I knew the solution?

I figured it out, by the way, so I'll be ending this conversation here.
Your smug attitude makes you seem like a dumbass when you don't actually know the answer to a question.
>>
>>158793204
You seem kinda mad my dude. Maybe you should go for a walk.
>>
File: testnoaudio.webm (872KB, 1280x640px) Image search: [Google]
testnoaudio.webm
872KB, 1280x640px
Working on overworld stuffs now that combat foundation is finished.
Testing some sounds, squishy effects, dialog system changes.

Audio: https://a.uguu.se/btLTnS3piDuh.webm
>>
>>158793773
Maybe I should!! >:(
>>
>>158793204
>The texture being visible in object mode
It can make it difficult to see the weights. You don't paint in texture display mode. I never said it was the solution. Read.

>Then you should obviously know the solution.
>I figured it out

Wow, What a fucking surprise.

>Your smug attitude
>is ignorant and doesn't want to watch/read basic instructions on how to weight paint or select things correctly
>gets butthurt when called out on it

Right. Good day
>>
>>158793831
BRING BACK DICKBUTT
>>
File: 32434.jpg (308KB, 1255x797px) Image search: [Google]
32434.jpg
308KB, 1255x797px
you can't have a game without barrels
>>
>>158793831
I can't even feel excited anymore, you drop promising stuff too often
>>
>>158794431
I don't like their shape
>>
>>158794431
I like this drastically more now that it has barrels.

Does it still have motion blur?
>>
>>158793831
Those jumps look awful satisfying

>>158792983
I don't like fishing, I don't like ice/snow-themed environments, and this is still the coolest thing ever to me. You're onto something special here.

>>158794431
Why is everything so shiny? Is this the Doom 3 engine or something?
>>
>>158794704
>Why is everything so shiny? Is this the Doom 3 engine or something?
It's your mom's greasy ass.
>>
>>158794538
what's wrong with them?

>>158794553
Thanks, motion blur has been removed

>>158794704
it's london, everything is wet.
>>
>>158794431
Do they explore?
>>
File: ThisWebmIsACallForHelp.webm (631KB, 1025x557px) Image search: [Google]
ThisWebmIsACallForHelp.webm
631KB, 1025x557px
>Can't even make simple dungeon crawler controls work with a state machine
I want to stab myself to death with a spoon
>>
>>158789567
Can't you just typecast it and multiply by 0.1?
>>
>>158794932
Maybe ditch unity and build your own engine.
>>
File: hairwip2.jpg (683KB, 1133x1133px) Image search: [Google]
hairwip2.jpg
683KB, 1133x1133px
Thanks for the tip anons. Still needs some tweaking but am very happy with the result.
>>
>>158794932
Sorry you have to hear this, but Unity makes developing games with non-trivial timing (e.g. turn based) a nightmare, as you're not allowed to touch the main loop.
>>
>>158784013
>>158784138
>>158784325
>>158784912
din't an anon here made a similar thing only in days?
pretty sure u can 1MA it if u work full time on the game and u will be done about 6 months to 9 months later.
>>
File: serveimage.jpg (20KB, 450x300px) Image search: [Google]
serveimage.jpg
20KB, 450x300px
I want to make a game but I'm creatively bankrupt.

I guess I'll just clone things and steal ideas.
>>
>>158795901
There is literally nothing wrong with well made 'clones' for under-saturated genres
>>
File: LowRes4.webm (2MB, 1344x756px) Image search: [Google]
LowRes4.webm
2MB, 1344x756px
>>158795318

You mean this webm? I also made this for gbjam, which is basically downgraded first person resident evil

https://virtuawave.itch.io/ultimate-evil
>>
>>158795901
Look where being obsessed with innovation led Nintendo to.
>>
>>158796018
You're right, I'll try to revitalize some of my old favorites that were forgotten by time.
>>
>>158793831
what game engine are you using?
>>
>>158796169
I think the Switch isn't actually that bad of an "innovation", its gimmick is not a gameplay/controls gimmick like the previous ones so it's already miles better.

It can go either way though, either we'll see a Nintendo renaissance or the dark ages will get only darker.
>>
>>158796019

So how did you get this jagged look? No AA and low res textures is all?
>>
learning famitracker is fun once you get used to the nuances. im recreated one of my older songs in it and im having a blast.
http://vocaroo.com/i/s1dFeFHJs8UP

>>158781592
you'll be a lot happier anon. scope is important and its really easy to lose it
>>
File: ladders.gif (195KB, 539x284px) Image search: [Google]
ladders.gif
195KB, 539x284px
I added ladders, but I don't have the climbing animation yet. They work like you'd expect: you can move up and down them, but not left or right. You can stand on the tops, but if you jump you'll fall through instead. You can also jump onto and off of them.
Also I've officially abandoned elevators because they are glitchy pieces of shit and I couldn't find a way to fix them. If I hadn't given myself such a strict deadline then I may have tried to make them work, but as it is they've been cut.
>>
>>158797465
you probably want to set the player x position to the middle of the ladder.
>>
>>158795269
>Sorry you have to hear this
no you're not, you massive faggot
>>
>>158797281

In Unity I render to a RenderTexture with ps1 resolution and the texture filter set to point.
>>
My game won't be finished in time for the Halloween jam. There are only 4 levels and a tutorial, the whole thing can be finished in like 5 minutes.
Should I upload it anyway?
>>
>>158797593
Am I wrong?
>>
>>158797680
no, but keep talking about it tho
>>
>>158796219
GMS
>>
>>158797680
Yes. Never give up anon! You put the work in, so see it through to the end! There's no point in developing something just to drop it because you don't think it has enough content.
If you're passionate about having more content, then just update it later. But make sure you submit it regardless!
>>
>>158797752
the veracity of your critique was not called into question
>>
>>158797946
Is nobody allowed to criticize Unity?
>>
>>158797919
It wasn't really supposed to be anything huge, I just wanted to take a break from my main game and make something for Halloween. I guess if it gets enough positive feedback >implying I might make some more levels.
>>
>>158788763
>the fuck you mean controls
how do you interact with the game
>ever played a roguelike?
honestly no, but you have to have some means of interaction
>>
>>158798042
he's going to keep playing dumb about why he (actually) replied to you because the only thing he explicitly addressed was whether or not you were sincerely sorry about telling that person that bit of information
>>
>>158782640
>>158778221
fuck I want to make a sailing game
>>
>>158799097
Make an ocean shader and then I'll tell you if you're allowed
>>
>>158799097
>>158799171
or just use superior engine with OceanProject plugin.
>>
>>158795269
That's not actually true, please refrain from spreading misinformation. You just need to right a simple class that handles turns as you would with any other engine.
>>
>>158795269
This is false.
>>
>>158794897
no, they dont have legs
>>
>>158798042
Most people that use unity don't know any better and defend it to death
>>
How should I set up my timestep?

Right now it runs 10,000 times per millisecond, as I understand it most games run at 64 or 128 tick. Does it matter at all? Game seems to be running just fine

I also remember you're supposed to separate your timestep from framerate but I am not sure how to test that
>>
>>158801180
>10,000 times per millisecond
Isn't that 10 GHz?
>>
>>158801303
I assume not since we aren't measuring frequency
>>
>>158778221
Does anyone need music? I'm looking for a project to work on. I'd prefer an RPG but anything would do. Here's my work:
https://soundcloud.com/soravme

Let me know friends. Been wanting to get back into games for a while.
>>
>>158800568
Most engines are just as bad, though. It's either you shoehorn your turn-based system into the real-time framework using e.g. an FSM, or you have your own main loop that means you now can't use a ton of built-in stuff.

You'd think Unity would have a leg up due to advertising "coroutine" support (as a MUCH nicer way to do a state machine) but they're not even real coroutines so too bad.
>>
>>158801586
great! what engine?
>>
>>158801180
1/60 seconds is mine

>10,000 per ms
Are you insane
>>
>>158800568
>>158801643
Also, I'm pretty sure there's nowhere you can inject code outside of a game object's component. So you have the choice between breaking OOP or having zero power.
>>
>>158801752
my understanding is that updates take longer than that but you just immediately call the next update function when the first is finished
>>
>>158802240
You do not need to do 10000 updates per ms, that's ridiculous
>>
>>158802597
that's just the default for xna
>>
Where's the spooky games
>>
>>158795269
Making a dungeon crawler is super easy in unity
>>
is the thread dead?
>>
File: scene_intro_2.png (37KB, 655x494px) Image search: [Google]
scene_intro_2.png
37KB, 655x494px
>>158804585
If you want a horror atmosphere game that's not a thriller, I'm making one.
>>
>>158805471
busy w/ dev
>>
>>158805526
Something looks wrong with the blade of that scythe.
>>
>>158805526
>Death listens to The Protomen
>>
>tfw lots of good ideas but no skills or resources to make them
>>
>>158805990
You are an idea guy.
>>
>tfw two shitty ideas and shitty skills but lots of time and resources
>>
>>158805526
I can't see the Reaper's head as anything except a cow head.
>>
File: vos-iyu-f.png (1019KB, 800x600px) Image search: [Google]
vos-iyu-f.png
1019KB, 800x600px
>>158805674
It's very fat bladed.

>>158806162
She looks like pic related from the front
>>
halloween jam was a mistake
>>
>>158806332
it's not over yet
>>
>>158790961
now how does that factor in collision detection, smart guy
>>
>>158805990
gamemaker and unity are both free to download and have vast libraries of tutorials available you retard
>>
>>158807138
Collision detection is separate from rendering
>>
>>158806332
>previous jam was a disaster
>the jam before that was a disaster
>the jam before that before was also a disaster
You really shouldn't be expecting anything good coming from here in the first place.

Speaking of which, it has been 2 years. Where are all the godly 1MA games? You did say that being 1MA was everything right? So where are the games?
>>
>>158807531
The only disaster was lewd jam.
>>
>>158807953
boatmecha jam is the definition of a disaster
>>
>>158808073
What about zelda?
>>
File: a_merry_man.gif (659KB, 167x167px) Image search: [Google]
a_merry_man.gif
659KB, 167x167px
holy fucking shit
30+ minutes of running around because my dumb ass did this:
step = {x = vertical, y = horizontal}
>>
>>158807409
bet you can't give proofs
>>
>>158808269
I'm not spoonfeeding
>>
>>158808335
Hah! I knew it!
>>
>>158808269
do you not know what a bounding box is? How exactly do you think collision detection is done?
>>
>>158808415
You tell me, professor
I'll wait
>>
>>158808552
no dude you are being rude
under normal circumstances I would be happy to help you though
>>
File: sfml_c++_10_29_16.webm (222KB, 640x480px) Image search: [Google]
sfml_c++_10_29_16.webm
222KB, 640x480px
new to programming, buddy told me c++ was good start off, I think i'm having too many classes.
>>
>>158808698
>dun dun dun
>ANOTHER ONE BITES THE DUST!
>>
>>158808779
Just use rpg maker
>>
>>158808149
I wasn't around for zelda, how bad was it?
>>
>>158808857
will that help me learn OOP?
>>
>>158808913
No it'll help you do exactly what you have in your webm in 5 seconds so you can make game.

>>158808903
5 entries
>>
>>158808779
>C++
roflmao
>>
>>158809026
i dont wanna use some cookie cutter fucking bs program that does all the magic behind the scenes without the fucking brain-dead user knowing at all whats going on, fucking A
>>
>>158809273
> the elitism of a nodev in full effect
>>
>>158809273
Okay then stick with c++ sfml, you'll learn a lot.
Go deeper and learn opengl if you really want to learn behind the scene stuff.
>>
>>158809026
I'm begining to think agdg is nothing but unity monkeys that think they can "program"
>>
>>158809402
That's not true!

Just don't look at all these Unreal blueprints.
>>
>>158809402
That's why RPGMG was kicked out into its own thread. Everyone railed on it constantly as a 'babby engine'.
>>
>>158809273
You're right

Start with Z80 Assembly my man
Don't listen to these memers
>>
>>158809492
To be fair, isn't RPGMaker a tool for putting out one game and one game only with a bunch of different dresses on?
>>
>>158809492
Which is amazing. Their thread is slow but have a good amount of passable to good games being created at a good rate.

Meanwhile, what do we have?
>>
>>158809642
>passable and good games
Name three.
>>
>>158809642
>Meanwhile, what do we have?
Source memes
>>
I can't draw for shit so relyon rpg maker tilesets, all the coding i do is purely c++/sfml lemme know if anyone wants to see what I got so far, trying to do a simple Resdien't evil-Like game
>>
>>158809774
Show me, daddy.
>>
File: 18_ground.png (171KB, 640x416px) Image search: [Google]
18_ground.png
171KB, 640x416px
>>158809593
RPGMaker is a tool for doing whatever you want as of RMMV and even in RMVXA there were lots of adventure games and even the occassional dance/rhythm/strategy/roguelike game.

It's only for putting out one game with a bunch of different dresses if that's all the creator wants to invest into it.

RM doesn't have to be ugly. RM doesn't have to be JRPG. Just like GM:S doesn't have to be Platformer and Unity doesn't have to be Slenderclone/FPS.
>>
>>158810095
>Unity doesn't have to be Slenderclone/FPS.
Gosh I hope so, since Yooka Laylee is being made on it.
>>
Can you guys stop shitting on Unity? There's NOTHING wrong with it, especially if you're a hobbyist.
>>
File: weightpaintspergroup.webm (2MB, 907x761px) Image search: [Google]
weightpaintspergroup.webm
2MB, 907x761px
>>158788356
I didn't yet scroll down to see if you fixed this yet anon, but two things;

1. Usually there are deformation bones near where the collar bones are in a human to help with the deformation in that area.

2. When you parent a mesh to an armature, blender automatically creates a vertex group with the same name as the bone. The weighting information for that bone is stored in that vertex group. I put together this quick webm to show ya.
>>
>>158809642
So, if I want my game to succeed (and if it will it's going to take a very long time) I should steer clear of here?
>>
>>158810186
I'm not shitting on Unity. I haven't really seen any 'more than one person' shitting on Unity in the last fifteen posts even. My post >>158810095 isn't shitting on Unity - it's shitting on people's expectations of Unity.
>>
>>158810186
Found our resident Unity shill
How much they paying you my man?
>>
>>158810286
I've launched a couple games onto Steam and have done a couple of okayish solo projects so it's not a requirement at the least.
>>
File: RE_c++sfml.webm (1MB, 640x480px) Image search: [Google]
RE_c++sfml.webm
1MB, 640x480px
c++sfml - I don't have any inhertiance, is that going to be a bad thing in the long run, or should I fix it now, I just have classes for various functions of the game, Room, Camera, Event, Item, et.c.
>>
>>158810186
The thing is, even with me being a Unity user I can clearly see how shitty the agdg unity attempted games are, with only maybe 2-3 exceptions during the past year.

I'd like to raise the Unity quality but I suck at drawing and modeling.
>>
>>158810502
Learn more programming, you seem like a beginner jumping into C++ enginedev without even knowing the language.
>>
>>158810567
I've considered making this game in Unity a few times now. Every time I consider it, I look at AGS and go 'oh right this thing is basically perfect already for making the game I want to make'
>>
>>158810574
Yes I have a lot to learn, I just can't seem to link classes well
>>
>>158810718
Start with a simpler game idea until you know how to separate functionality into objects.
Remember to avoid coupling as much as possible.
>>
>>158810502

Just learn it. Out of the classes you listed, none of them have any 'is-a" relationship so using inheritance for any of them would be unfitting.
>>
>>158781592
The important thing about open world games isn't having lots of space or lots of stuff, it's having really interesting, unique stuff that other games haven't done.
Plenty of open world games end up being bland even with a AAA budget and huge landmass because their worlds are generic filler that exist to give a bunch of missions space to exist in.
Being able to come up with mysterious points of interest and compelling twists on whatever basic setting you're working with will be the difference between making a game that has a village and some wilderness and a game that is special.
>>
>>158809642
That's an unfair comparison.
They're much smaller, so of course they have a higher concentration of progress posts. We have a larger community, so progress posts can have several discussions between them. That doesn't mean we have less progress, we just have more discussions on top of the progress.

There's basically no reason for any of them to give up on their games, because 90% of their game is already done, they just have to put the story together on top of the generic RPG. Meanwhile game engines only give a framework and some helpful tools to work with. You have to make 90% of the systems and mechanics to actually make a game work. So it's a lot more likely for a gamedev to give up. Leading to us looking worse even though it's not really that bad.
And of course, because they already have 90% of their game pre-built it's going to be passable at the very least. Meanwhile gamedevs using a game engine could just create shitty mechanics, making their game trash compared to a pre-built RPG.
>>
File: 1448568355127.jpg (3MB, 2560x2880px) Image search: [Google]
1448568355127.jpg
3MB, 2560x2880px
>>158809389
>opengl if you really want to learn behind the scene stuff
>>
>>158810943
Yea that's what I was thinking the class Item I think I can use inheritance to break it down, consumable items, keyItems, Ammo, etc.., we'll see it how goes
>>
>>158810286
Yeah man.
In fact steer clear of the whole internet, there's a lot of failures all over the internet, you don't want their laziness to rub off on you. Make sure you're in complete isolation so you can focus completely on your game.
>>
>>158810567
>how shitty the agdg unity attempted games are
Making pixel art games in GM is quick and easy, so inevitably those games will have a level of content and polish that 3d games won't have in general.
Also, unreal has a bunch of default shaders that are pretty good at hiding shit artwork and whatnot.
>>
>>158810502
Inheritance is generally a bad thing in the long run, actually. You're doing fine.

>>158811202
Be careful with inheritance. It only works for a system if you can plan that system out with high confidence that it will not change. In game development, this is rarely going to be the case. And that is all given that it is even going to be useful for that system.
>>
File: yareyare.gif (810KB, 373x526px) Image search: [Google]
yareyare.gif
810KB, 373x526px
>>158810270
Yeah, I did the vertex group thing!
Thanks for the actually great advice, though I had already fixed it!

I also ran into some major issues with two vertices in ONLY ONE shoulder, which would not stop moving despite being completely blue, but I fixed it (in the end) by deleting half of the object and applying a mirror modifier in weight paint mode.

FINALLY I can begin animating.
But damn, it is a hell of a lot more comfortable than 2D animation, so I'm all joy now.

Since some people kept saying the character looked like JoJo, I tried giving him some yankee attitude
>>
File: 20-1_ground.png (165KB, 640x416px) Image search: [Google]
20-1_ground.png
165KB, 640x416px
>>158811053
That's not really true though. There's lots of folks making non-traditional RM games that have to build the mechanics as they go. DiM for instance only used something like 60-70% of the engine. It had no combat section, it had a unique health/sanity/scene mechanic, and so on.

Even just the art for it took a long while to do.
>>
File: stemaicon.png (68KB, 192x168px) Image search: [Google]
stemaicon.png
68KB, 192x168px
Can anyone explain or link anything to help me understand UV unwrapping? I get it for simple objects like boxes and cylinders but it seems daunting and hard to visualize for character meshes etc.

I guess you could said I'm having a hard time wrapping my brain around it
>>
>>158811169
Fine, Vulkan if you can get the drivers.
>>
Why the fuck would you use RPG Maker for a game that isn't an RPG? Is there a single benefit?

>>158811427
UV mapping a person is like designing pieces of fabric to be stitched together. It's the reverse of stitching together, though - you mark seams where the "clothes" are cut into flat pieces.
>>
>>158811375
Would inheritance be good for my Item class, i'm thinking of making that abstract and having derived classes Ammo, KeyItems, consumables, etc..?
>>
>>158811398
They still have far more of the game already built for them than all game engines used here.
RPG Maker is more like modding. You can make a small game with basically no alterations, or you can make a more complex game with lots of alterations, but ultimately you're still building on top of lots of systems that are already built.
>>
>>158811427
someone needs to make an /agdg/ bingo
>>
>>158794431
Your gun viewmodel is like 2x too big. It's the same size most assault rifles are in FPS games.
>>
>>158811682
If you want to use inheritance, you have to plan it out. If you want to have that Item "branches" into Ammo, KeyItems, and Consumables, for example, consider what will need to happen if you want a consumable key item. Inheritance diamonds are not ideal.
>>
>>158811608
>Why the fuck would you use RPG Maker for a game that isn't an RPG? Is there a single benefit?
Circlejerking between the devs. Reminds me of the time I had the same exact argument on a french board and got lynched very hard for it. I've left the RPGM community since then.
>>
>>158811608
Because I hate I hate I hate fucking dialogue tracking I/O and script calls and blah blah blah.

RM takes that all away in an instant and so instantly puts itself above GM:S, Unity, Unreal etc in that regard. I want to make game, not make code. RM makes it the shortest line between those two points if I'm working on a game that's more visual than mechanical.

>>158811820
Unity is also like modding in that regard, if you consider the default assets that are provided.and often used.
>>
>>158811383
nice how many bones for the cape
>>
>>158812186
>Unity is also like modding in that regard
As somebody who used to do a shit ton of modding when I was younger, Unity has filled the void in my heart that a lack a robustly moddable games today has created.
>>
C++ Q: I generally want to be passing pointers as much as possible through arguments correct? I read it is significantly faster, and also I should use switch statements whenever possible as opposed to IF, can anyone comment on this?
>>
>>158794431
>>158811856
His view model is fine, it's just a bit too close to the camera. Compare the pistol in dishonored for a size comparison.
Also, flintlock pistols were usually pretty large compared to modern pistols on account of firing .50 cal shot.
>>
>>158811427
If you are using blender, Darren Lile on youtube has some nice video regarding this. I'm not sure of his credentials but he describes a lot of the functionality within blenders UI. I tend to play his videos at 1.5 or 2 speed because he has a low energy voice but the content is pretty good.

https://www.youtube.com/watch?v=f2-FfB9kRmE&list=PLyelx0TsmSpdSoVNlkGo7LAk3mhfxbMhd&index=1
>>
>>158812326
Thanks!

>nice how many bones for the cape
Only one. It's a cloth modifier, which simulates cloth physics in collision with the legs.
It worked surprisingly well, despite the low amount of polygons.
>>
>>158812601
Does it work outside blender or did you bake the physics into the animation?
>>
>>158812408
Const references, not pointers in general. If the type is one that fits in a register (so just primitive types most of the time), you pass it by value. If not, pass it by const reference. When in doubt, pass by const reference. Passing by reference when you should have passed by value is not going to be nearly as bad as passing by value when you should have passed by reference.
>>
>>158812601
I assume it's baked animation and not real time simulation?
>>
>>158812828
>>158813017
Currently just in Blender's own simulation, but I think it should be possible to bake it.
>>
>>158812408
>>158812891
There's obviously other factors that affect this choice but I would need to get into moving and rvalue references for that and it would just be too much.
>>
trying my hand at modeling

I'm not so good at it
>>
>>158812408
Is this ok as an example:

draw(camera->getCharacterX, camera->getCharacterY, imageManager->getRoomImage(2))
>>
File: file.png (749KB, 1306x564px) Image search: [Google]
file.png
749KB, 1306x564px
>>158813838
whoops forgot picture
>>
>>158811427
Hi Carlos,

I like to unwrap complex areas(face, front, back, hands) in a way that I can easily draw onto the texture without much visualizing.

The rest of the mesh I unwrap in a way that uses the texture space efficiently.

For blender: mark seams->face select mode->Press L within your seam space->unwrap->project from view

3d studio: This guy will show you what things you got to press, even if he goes on and on for 25 minutes. https://www.youtube.com/watch?v=wUvwuDbp-Ds

Do this a few times and immediately draw something onto the texture, it'll click eventually.

Use this texture to check for overlap/uneven distribution, resize it in an image program if you need to.
>>
>>158814007
whats the context here?
>>
>>158810659
what is AGS?
>>
>>158814706
Adventure Game Studio
>>
>>158814592
Mountain climbing lolis
>>
File: pinblastalphagameplay.gif (937KB, 510x380px) Image search: [Google]
pinblastalphagameplay.gif
937KB, 510x380px
Posted this in the last thread. I'm making progress, finalizing game conditions. Since this gif I've added some juice - bullets change size and color on impact, screen shake when destroying enemies... I don't know if I want a peggle stye system where you have to remove a specific number of things or if it should be strictly score and health based.
>>
File: BakaDev.png (91KB, 1122x803px) Image search: [Google]
BakaDev.png
91KB, 1122x803px
>>
>>158814007
http://terrain.party/

If you know where in the world you are trying to model, that link is a way to generate a heightmap of real world terrain. you can then subdivide a single plane and apply the map to it like any other image and have it displace the vertices.
>>
>>158815013
>gamedev college

what did he mean by this
>>
https://www.youtube.com/watch?v=eVTXPUF4Oz4
>>
File: Emo.png (23KB, 117x144px) Image search: [Google]
Emo.png
23KB, 117x144px
>>158815013
BokuDev please cut your hair. How will you present your game to suits like this?
>>
File: BokuLOL.png (40KB, 550x407px) Image search: [Google]
BokuLOL.png
40KB, 550x407px
>>158778221
>instead of calling us niggers and accusing us of having poor people hardware he actually optimized for the first time!
XD
>>
File: file.png (257KB, 1366x768px) Image search: [Google]
file.png
257KB, 1366x768px
>>158814592
the hope is to make a game where you climb everest

I only know how to program, have never touched anything with 3d at all before

have some good progress though

>>158815087
was considering using something like this maybe through google earth but am a bit worried about copyright and that sort of thing
>>
>>158814905
CUTE GIRLS CLIMBING CUTE MOUNTAINS?!

And I thought finally getting a manga about cute girls lifting cute weights was as crazy as it was going to get.
>>
>>158815364

>asian with cuck haircut
>/pol/ white supremacist

His game will fail.
>>
>>158815184
I dunno

I went a game school (went for production art) and while my degree probably isn't worth spit, since nobody gives a shit and just wants to see your portfolio, I at least learned some stuff. My final year I had to work with designers and fuck me if they weren't the stupidest, laziest, most worthless people on the team.

The artists and programmers probably would have done better alone.
>>
>>158815364
i want to fuck bokudev
she's cute
>>
>>158815007
Having a molyneux moment here, bare with me;

If the "main" pinball is going to have health, then consider making the opening smaller such that it can't fall out.

Defeated enemies become powerups, or additional pinballs small enough to fall out.

Perhaps consider eventually changing the boundaries of the pinball area visually to be more like an energy barrier, allowing shots to pass through but the main pinball can't.
>>
>>158816039
>Molyneux moment
What does this mean?

You weren't lying about features your programmers and artists will slap you for later
>>
>>158815747
BokuDev is my agdg waifu.
>>
>>158815364
Why is /pol/ turning all the cute guys into racists?
>>
>>158816814
Just cause he wants to Make America Great Again and exterminate the jews doesn't make him racist

Judaism is a religion.
>>
File: jam.jpg (117KB, 800x534px) Image search: [Google]
jam.jpg
117KB, 800x534px
strawberry jam when?
>>
File: uml-gj-f16_01.webm (889KB, 1360x768px) Image search: [Google]
uml-gj-f16_01.webm
889KB, 1360x768px
Haven't posted here in ages because of school.

My university's game development club is having a spoopy jam this weekend, and this is what I have so far.

Haven't made as much progress as I would have hoped because everyone in the club is an obnoxiously loud cunt and I keep running into engine-dev problems I haven't solved before. But I'm satisfied with what I have.
>>
>>158819163
Man I can taste the engine rerendering every line of the grid every time the play moves
>>
>>158819570
That's not a problem with speed. I put a delay on how often the player can move. I thought it would look retarded if he could zip across a long hallway instantaneously.
>>
File: uml-gj-f16_02.webm (575KB, 1360x768px) Image search: [Google]
uml-gj-f16_02.webm
575KB, 1360x768px
>>158819570
Case in point... this is with the delay set to 0.
>>
>>158820000
I'll say the original is just a bit too slow. Unless your game is too short (and being some sort of preserve, it's understanable) and you're trying to stretch it out
>>
>>158820130
I set it to 250 ms. Was previously 300 ms. Lowest I think I could set it without it looking weird is 200 ms.

And the graphics performance isn't going to be amazing regardless. It's fine now, but this is JavaFX. It wasn't meant for games. I should get off my ass and learn LibGDX.
>>
File: generic-zombie-shooter_104.png (152KB, 816x678px) Image search: [Google]
generic-zombie-shooter_104.png
152KB, 816x678px
>>158820130
And yeah, I do want the game slightly slow-paced. The idea is that you're stuck in a haunted house and you have to solve puzzles in each room to get to other rooms and find your way to the exit. There are plenty of features I won't even come close to by the deadline tomorrow, but I definitely want to come back to this.

Almost every game I've made has been a top-down shooter. The one in the screenshot attached is the one I advertised on AGDG about 3 years ago, Generic Zombie Shooter. It's time I moved on and made a different kind of game for once.
>>
File: 1477654154685.jpg (664KB, 1800x1200px) Image search: [Google]
1477654154685.jpg
664KB, 1800x1200px
So I heard slow draws porn.
Can anyone share a link?F-for research.
>>
>>158820000
as a roguelike player, I'd want a button to instantly walk down a hallway and stop at the first point of interest (item, intersection, npc, etc)
>>
>>158816932
>exterminate the jews
>Judaism is a religion
if you said exterminate Judaism that wouldnt be racist but Jew means both those who follow the religion and an ethnicity.
consider yourself redpilled, goyim.
>>
>>158820449
Yeah the issue is that since it's entirely gridbased it seems to be unreasonably slow

But maybe that's just my fatally alcohol poisoned mind interpreting the footage

I remember how my first game was a topdown. It was called Bum Rush since you killed oncoming hobos, but I was told that was too un-PC so I colored everything green (So they're zombies) and kept the name anyway.
>>
>>158813335
No such thing as too much. Lay it on me.
>>
Where2cop paid unity developer asset kits? I'm just making a horror game for fun.
>>
It's really hard to want to work on my own game when I could be playing games instead.
>>
File: rams.jpg (18KB, 480x360px) Image search: [Google]
rams.jpg
18KB, 480x360px
Is Rami Ismail the biggest asshole dev ever?

>hates the west
>supports Islamic terrorists
>thinks Islamic oppression of women is a good thing
>constantly uses ISIS attacks to promote himself
>does nothing but fly from conference to conference shilling the work that his partner (i.e. the actual dev in Vlambeer) does

People have shat on John Romero for almost twenty years for one stupid ad, and yet Rami does nothing but post on Twitter about how horrible all men are (except him of course) and how Islam is fantastic and really it's the West's fault that ISIS is killing children, and everybody loves him. What is the deal?
>>
>>158824945
>Rami Ismail
Never heard of him.
>>
>>158825079
That's agdg shitposters for you.

They'd rather focus on drama and e-celebs than work on their games.
>>
>>158825165
>>158825079
If you've ever been to GDC you'd know that this asshole is treated like some kind of gamedev Jesus. He has sycophants up the ass and is one of the most useless people in the industry because he does nothing but travel from conference to conference.

It's Saturday and it's 2am. I'm allowed to shitpost.
>>
>>158794431
Those barrel proportions are a bit weird mate. Don't just go and make models without correctly looking up some reference.
>>
Just submitted my game to the Halloween jam. I was in a HUGE rush to finish it, I really hope there aren't any problems.
I'm going to bed now. Goodnight /agdg/.
>>
>>158820946
Sure, here's the link: stop being a sex-driven pervert and go back to gamedev
>>
>>158825393
Sex drive drives my gamedev.
>>
>>158825318
>>158824945
Why would you give a fuck?
>>
Just installed GameMaker, time to make video games!
>>
>>158825547
>Why would you give a fuck?
Because it's 2am and I'm shitposting about drama, idiot.
>>
>>158825360
same. this must be how ubisoft feels it feels good to have finished a game
>>
File: screenshot.1477813345.png (9KB, 370x274px) Image search: [Google]
screenshot.1477813345.png
9KB, 370x274px
>level 0
>lose horribly
wow i suck
>>
File: screenshot.1477813676.png (12KB, 441x311px) Image search: [Google]
screenshot.1477813676.png
12KB, 441x311px
>>158825884
fuck it
>>
>>158825884
what is this? looks like a tower defense
>>
>>158824945
He's milking the persona he created. I'd say it's genius even. He's an arab so he's immune to a lot of criticism and he's successful so he can basically say what the fuck he wants.

His talks are also actually pretty good. He's a good speaker and his talks are about relevant shit.
>>
>9 months of no progress
>try to motivate myself to get back to dev
>need art to progress
>open up blender
>instantly get pissed and annoyed at doing art
>quit for the day

Holy fucking shit. I grew to hate doing art and artists so much that it all came down to this.
>>
>>158824945
muslims are generally human shit so no surprise
>>
>>158826242
Placeholders, use opengameart or fucking cubes even.
>>
>>158826242
>>need art to progress
No you don't you fucking moron
>>
File: 1.png (15KB, 736x489px) Image search: [Google]
1.png
15KB, 736x489px
>>158826210
https://cowthing.itch.io/mushroom-towers

Also I think the text is wrong. It's saying I win despite my HP depleting to 0 and not finishing the wave
>>
>>158826340
There's not a single game in here using art from opengameart, or only cubes. I'll let you figure out why.

>>158826372
Read carefully before replying please.
>>
>>158826242
>1 year of no progress
>spent entire time thinking of killer mechanic
>countless devs/blogs mention that trying to come up with a killer mechanic will result in you never finishing a game
>fuck them
>open up notepad
>instantly get pissed and annoyed at the fact everything is done
>quit for the day
>hate the fact they were right

good art/story > all
>>
>>158826648
I never said you have to finish with that sort of art. But you can't progress if you constantly procrastinate about art.
>>
>>158826675
Exactly. art > all.

The 2 baby-programmers over here will eventually understand that once they got enough coding experience.
>>
>>158826648
>Read carefully before replying please.
read it again. Still a moron. Play to your strengths and don't make a game that needs art, you simpleton. If everybody were like you we'd never have FTL or Dwarf Fortress.
>>
>>158826834
what makes it worse is that im a hypocrite. The only recent games I've enjoyed were the ones that had good art and a captivating story. The gameplay just felt like a chore that needed to be done in order to progress. a filler.

damn im fucked.
>>
File: gridLock.png (1MB, 1355x763px) Image search: [Google]
gridLock.png
1MB, 1355x763px
>>158826675

You think you've got problems?

Pic related.
>>
https://www.youtube.com/watch?v=rASHG99nwh4

video games are for the devil you fucks.
>>
>>158826675
Story is 99% of the time done wrong in videogames. Only retards who like "cinematic" games like that kind of take on game story.
>>
File: yosh.png (878KB, 1200x1200px) Image search: [Google]
yosh.png
878KB, 1200x1200px
Just wanted to pop in to remind everybody that:

>Video games are a business
>wanting to be an indie dev is the same as wanting to start a small business
>starting a small business is difficult and you will probably fail at first
>but succeeding in raising a small business is immensely satisfying
>you don't have to make millions to be successful
>carve out your niche and live in it
>following trends in a business where trends are measured in months and development is measured in years is absurd
>make what you want to play and you will find at least one other person that wants to play it
>don't give up
>I believe in you
>>
File: unnamed.png (379KB, 506x900px) Image search: [Google]
unnamed.png
379KB, 506x900px
>>158826869
Of course you had to bring up one of the few notable exceptions. Guess what Sherlock? Just because they got lucky doesn't mean that everyone will be, nor that I want to make that kind of game.
Rather than acting like a total asshole go have a proper look at the real number of "game that doesn't need art" that made it.

Also if you genuinely think that there is a large number of people who doesn't give a shit about art then you're deluding yourself. There's a reason why Dwarf Fortress have a hard niche playerbase, and there's also a reason why mobile games have atrocious gameplay but still manages to work because of the art. pic related.
>>
Added more stuff to the level and a new enemy.

https://youtu.be/ZXWaAA-YkXg
>>
>>158827356
>There's a reason why Dwarf Fortress have a hard niche playerbase
because it gives players who don't need art something that other games don't. It's found its niche.

What is your niche? Or are you just going to keep using lack of art as an excuse for why you haven't finished a game?
>>
Does anyone else just dev on weekends? I just can't force myself during the week.

Also why does /VG/ have best leads?
>>
>>158827259
A story doesn't need to be overly complex or 'cinematic'. It just needs to be captivating. Something that gives you motivation to progress, thus giving purpose to your gameplay.
>>
>>158827350
>you don't have to make millions to be successful
I just want to be able to afford to live tomorrow
>>
>>158827356
i would play this game just to see those cute anime character's reactions and possibly lewds
>>
>>158827474
>are you just going to keep using lack of art as an excuse
See? This is why I've said that you didn't read at all my first post. You missed the whole point.
>>
>>158827492
>A story doesn't need to be overly complex or 'cinematic'
To support this, I would like to use the example of the first 10 minutes of Up. Two normal, boring people living normal, boring lives, having normal, boring tragedies happen to them and one of them dies a normal, boring death.

And yet it hits you right in the gut and makes you cry.

It's a beautiful story because of the way it's told. A good story-teller can make a complex story about saving the world, a great story-teller can tell you the story of a guy buying milk and make it interesting.
>>
>>158827476
That was supposed to be best lewds.
>>
File: abilitiy icons.webm (2MB, 1032x524px) Image search: [Google]
abilitiy icons.webm
2MB, 1032x524px
ability icon animation
is this pretty neat or nah?

holding your finger on one and dragging to target location is how you'd use abilities, tapping would attempt to target things behind them so it doesn't matter that they're kind of big (need to be so touch registers easily) and covering up units
>>
File: CDq1jZJUUAABgB5.jpg (57KB, 600x350px) Image search: [Google]
CDq1jZJUUAABgB5.jpg
57KB, 600x350px
>>158827574
There are no lewd sorry
>>
>>158827712
texture is placeholder btw
>>
>>158827597
Reread again. you hate art, and you hate artists. Am I missing anything?
>>
>>158827802
>you hate art
I -grew- to hate -doing- art, difference.
>>
File: ledges.webm (2MB, 800x600px) Image search: [Google]
ledges.webm
2MB, 800x600px
I have ledges which allow to auto jump, like zelda, but I can't think of how I'd add he same code or a different ledge for climbing. I'd like to keep it all the same thing so if you run into a ledge at the bottom you climb but if you go off the top you jump.

I thought about checking for their isgrounded bool or maybe a raycast but I still don't know.
>>
>>158827887
So... making a game without art, is missing the point, how?
>>
File: 1477625413169.png (44KB, 254x252px) Image search: [Google]
1477625413169.png
44KB, 254x252px
>>158827758
>that gameplay
>something like that was successful

i'm switching fields!
>>
>>158827758

That's brilliant actually.

Waifu with costumes, simple game mechanics, static map, costume rewards.

Thanks for the inspiration.

https://www.youtube.com/watch?v=LNgalhhjc_A
>>
>>158828165
B O R I N G
O
R
I
N
G
>>
>>158828045
You're doing it on purpose but ok I'll humor you.
You're trying here to make a game you WANT or make a game you CAN? Sure anyone can make a pong game if that's your point.
>>
>>158827492
http://hitboxteam.com/designing-game-narrative

Here's a great blog post about how games do story wrong. And the vast majority of games do it wrong that way.

To me emergent gameplay or player stories are always better than the actual stories I see in games.
>>
>>158827758
There's no way some dev grew up playing games for 20 years then decides to make some garbage like that.

I guess throwing your models in some shit mobile game is more profitable than selling them on sketchfab/unity.
>>
>>158828276
Imagine you were out in the woods, unable to contact anybody. You have to build a shelter. The first shelter you build is likely a piece of shit made of leaves and timber because you have no idea how to build a shelter. But every night you HAVE to build a shelter because you're lost in the woods in Britain and it rains literally every night. You have no choice but to build shitty shelter after shitty shelter. Eventually, your shelters stop being so shitty, and you learn how to make decent and then great shelters. Your shelters become waterproof, and eventually you forget that building shelters was ever hard for you in the first place.

Is my point a little clearer now?
>>
File: triggered.jpg (18KB, 243x198px) Image search: [Google]
triggered.jpg
18KB, 243x198px
>>158827712
>holding your finger
>tapping
>mobileshit
>>
>>158828476
ill just quit then
>>
>>158828550
Just make it for PC instead and it's all good.
>>
>>158828687
maybe both
>>
>>158828713
Why would you waste your time trying to make something for mobile though?

Premium games don't work there and its impossible to get enough users on a freemium model to make more than a few dollars.
>>
>>158828431
So you're pulling the -practice makes perfect- bullshit when I specifically stated that I GREW to hate doing it, which means that I've been doing it for quite some time already. Besides I've never said anything about quality, I've just said that I hated it.

And for the last time just because you keep on doing something doesn't necessarily means that you're going to get good at it. I've lost the screencap of someone who explained it perfectly in here, even more when it comes to artistic things.
>>
>>158828824
i don't know ;_;
>>
>>158828843
You think the guy making shelters in the woods doesn't grow to hate having to make shelters before he gets good at it?

>And for the last time just because you keep on doing something doesn't necessarily means that you're going to get good at it
And yet, not doing something always means you will never get better at it.
>>
>>158828937
Wait a second. How effective do you think it is to make someone do something he doesn't like? Serious question.
>>
>>158827712
muh dik
>>
>>158829071
>How effective do you think it is to make someone do something he doesn't like
Serious answer. Being good at things is hard. Getting through the swamp of mediocrity and coming out the other side takes a lot of time and a lot of failure. There's a reason people start their kids out on classical piano when they're very young, because that allows them to ingrain practice into their minds like any other chore, like brushing their teeth. It becomes a part of their life and they go through the bullshit phase when they're to young to do anything about it.

I used to teach music. I've heard time and time again, kids who say they just hate practicing, that they don't want to play their instrument. But every single one of them who stuck with it, made it through the shit part, has come out the other side smiling from ear to ear. I have never heard an adult say "I wish my parents hadn't pushed me to learn an instrument". But I have heard many, many adults say "I wish my parents would've made me stick to it".

I don't only believe it's effective to make people do things they don't like, I believe it's absolutely necessary in order for them to become good artists.
>>
>>158828937
Hate to say it but this anon is right. If you don't try you fail.
>>
>>158829378
Not that guy but are you really implying that people don't have their own preferences, that they don't like some things less than others?

Are you really gonna tell me that every single kid pushed to learn something by their parents ended up enjoying it just because they got good at it? Because I'm a living example of the opposite, and no, not with music.
>>
>>158828884
Listen up. Developing for more than one platform is a pain in the ass and even more so as 1MA. Doing this for mobile would be okay if the year was 2010 but it isn't. Currently mobile is only realistic for the big players and the occasional lucky dude whose game goes viral.

If you are planning to make money off your games in the future you should concentrate on PC or one of the consoles. Consoles aren't as big of a markets but one of their benefits is that they're still curated markets which means not just everyone can go and upload their game to their platform. In comparison Steam has opened the floodgates and its really easy to get in but a lot harder to get noticed BUT it's still not mobile tier hard and you can actually charge a price for the game which makes even a smaller number of sales count.
>>
>>158829650
I'm saying that every single kid whose parents pussied out and didn't push them ended up regretting it when they tried to go back and learn that instrument as an adult.

Mainly, I'm saying that giving up on something when it gets a little rough is something children do. Adults should really know better. I know they don't, I'm just saying.

The regret of NOT having something is a helluva lot bigger than the regret of having it.
>>
File: trendyniga.png (16KB, 797x466px) Image search: [Google]
trendyniga.png
16KB, 797x466px
Is my niga trendy yet?
>>
>>158829776
maybe you're right
I didn't put much thought into it beyond "i want to make a simple game and mobile will force me to keep it simple"
I've been super motivated to work on this thing though, maybe I should put more love into it and go for PC after all
>>
>>158829378
Also this part
> I've heard time and time again, kids who say they just hate practicing, that they don't want to play their instrument. But every single one of them who stuck with it, made it through the shit part, has come out the other side smiling from ear to ear.

Of course the kids who stuck with it actually enjoyed doing it, that's why they came out smiling. The kids who didn't enjoy doing it dropped out because obviously they didn't enjoy doing it. I don't see what point you're trying to make using such biased information.

>>158829780
>I'm saying that every single kid whose parents pussied out and didn't push them ended up regretting it

Every single one? Really? Can you really make such a bold claim with a straight face?

>The regret of NOT having something is a helluva lot bigger than the regret of having it.

The regret of spending time on having something you don't enjoy and don't want, as opposed to spending it on getting what you actually want is even bigger. Again I'm not the original guy you are arguing with, I don't know what problems he has, but please don't claim that there is merit in learning something you don't want, especially when made so by other people(parents).
>>
>>158829896
Klocki has sold 38k copies on Steam. It's a solid game, but it's definitely more geared towards mobile than it is PC.

Still sold 3 times better on PC. Do not make the mistake of underestimating PC or thinking mobile will help you.
>>
>>158829378
Yeah no but I disagree with you. To extend what >>158829650 has said there are plenty of kids who never got good at something they tried to learn when younger. There's a reason why professors will suggest different school subjects to different kids, and there is also a reason why some kids or even adults will constantly fail at some contests because they just don't have any affinity with them even after practice.

As for me, first of all I'm not artist. Never had been, don't even plan to become one, I've learned modeling out of necessity. And I'm pretty sure I can at least guess what are my limits.
As a programmer I can see myself trying to learn hard shit and progress in one topic even if it would take some time because I like that shit. For art no, sorry, I don't see it, and when you don't like drawing trust me it instantly appears on your final result.
>>
>>158829896
You can still keep it simple going for the PC and beyond a playable prototype you should design a minimum viable product, make that and see if that was enough. If not then you can figure out what was missing and try to fix that.
>>
>>158824945
jealous much?

>>158826675
>killer mechanic
a killer mechanic or a shitty mechanic or an overused mechanic are all made great or worthless by gameplay.
>art/story
are also all made great or worthless by gameplay.
have you considered designing a game as a whole instead of it's building blocks?
>>
>>158829964
>Of course the kids who stuck with it actually enjoyed doing it, that's why they came out smiling
Absolutely not. They came out smiling when they saw the fruit of their effort. A child doesn't think about that beforehand, they just think about how they'd rather be playing video games or watching TV. Kids don't understand why it's important to stick to things because they have no frame of reference. They only get it when they see the results.

>>158829964
>Every single one? Really? Can you really make such a bold claim with a straight face?
I can. I have never met anybody who started learning an instrument as a kid and stopped, that didn't on some level regret quitting.

>The regret of spending time on having something you don't enjoy and don't want, as opposed to spending it on getting what you actually want is even bigger
You can spend 50 cents on a bag of shitty chips, or you can spend some more money and put effort into making a good meal. Which is more gratifying? The person who got the chips will say that's all they wanted, but that's because they don't understand the satisfaction that the good meal could give them.
There are parents that push their kids to do things they truly don't want, of course. i'm not saying that doesn't happen. What I'm saying is that people who give up on things because they are hard always, always regret it.
>>
>>158830309
>people who give up on things because they are hard
It is not about something being hard but disliking something.
>>
>>158830493
People dislike things that are hard. Had plenty of students say every time that they hated playing the piano, til one day they played something they liked listening to.

People are complicated and they don't always know what they really want. How do you explain to someone that if only they go through a decade of rigorous training, they will be a happier person? They won't believe you until they do it.
>>
>>158830309
>I can. I have never met anybody who started learning an instrument as a kid and stopped, that didn't on some level regret quitting.

Again using nothing but anecdotal evidence. If I claim to be one of those kids who stopped and is glad he quit, where would we take the conversation then? When you open that door you basically throw any chance of having a proper argument out, because it'd just devolve to us comparing our personal lives.

>You can spend 50 cents on a bag of shitty chips, or you can spend some more money and put effort into making a good meal. Which is more gratifying? The person who got the chips will say that's all they wanted, but that's because they don't understand the satisfaction that the good meal could give them.

You are completely missing the point and attacking arguments I've never made. To elaborate on your food analogy, you can spend money buying a food you enjoy or you can spend money buying a food you don't enjoy. Which is more gratifying?

I'm not telling you not to stick through the bad parts of learning something and become skilled at it. I'm telling you that not everybody enjoys doing everything. You used a very biased and anecdotal example of learning music, and my point is that not every kid wants to learn music. Some kids want to learn how to draw, some kids want to learn how to program, some kids want to learn how to carve wood or make sculptures. Forcing your kid to stick through learning music "no matter what" just because learning anything is hard, doesn't mean he'll actually be gratified when he goes past that barrier.

t. someone who perfected the craft his parents wanted him to and felt nothing and instead found happiness through programming.
>>
>>158830583
>People are complicated and they don't always know what they really want.
>But I know what they want.
>This man for example definitely wants to be an opera singer
>What's that? He dreams of being a professional diver? Pfft dude come on singing in front of a crowd is only hard at the beginning, you'll thank me once you're finished.
>>
>>158827712
>holding your finger on one and dragging
>tapping
shameful display, aggy-san
>>
>>158830770
>>158830662
You're both missing my point. I never said everybody has to like music. I said people who started and quit halfway through regretted quitting.

>>158830662
>you can spend money buying a food you enjoy or you can spend money buying a food you don't enjoy. Which is more gratifying
You can spend an hour cooking a meal, and 5 minutes ordering fast food. If you never take the time, how will you ever know which one you really prefer?
>>
>>158830910
ive already been shamed into changing my mind pls no bully ;_;
>>
>>158830989
On second thought the food flinging would work really well with touch controls
>>
File: FTC_gameMechanicsAttributes.png (3MB, 3233x1819px) Image search: [Google]
FTC_gameMechanicsAttributes.png
3MB, 3233x1819px
>>158827712

Very neat.

I was thinking of doing the same thing for my own game.


Pic related. Progress on core game mechanics. These will be all the attributes the player fleet will use. Most of these attributes are internal and not visible to the player, but can be figured out from simple calculations.
>>
File: 1472289144904.gif (415KB, 480x238px) Image search: [Google]
1472289144904.gif
415KB, 480x238px
>>158831108
fugg of
>>
>>158830983
>I never said everybody has to like music. I said people who started and quit halfway through regretted quitting.

No, you said that everybody who was forced to start music by their parents "regretted it". Which is akin to saying that parents and "you/other people" can judge what somebody likes and what he does not.

>You can spend an hour cooking a meal, and 5 minutes ordering fast food. If you never take the time, how will you ever know which one you really prefer?

By eating the food from other people. By smelling the food. Most people picking up art were inspired by other artists, most people picking up music were inspired by musicians.
You can spend 1 hour cooking a meal you enjoy, or you can spend 1 hour cooking a meal whose taste you hate. Which are you going to enjoy more?

You can spend 1 hour making strawman arguments and food analogies that have nothing to do with the point, or you can work on your game, which are you going to enjoy more?
>>
File: Capture.png (15KB, 197x58px) Image search: [Google]
Capture.png
15KB, 197x58px
>>158831205
typical ideaguy
>>
>>158831226
>You can spend 1 hour making strawman arguments and food analogies that have nothing to do with the point, or you can work on your game, which are you going to enjoy more?
I've worked on my game today. Have you? Honestly I'm getting a kick out of this.

Yes, you can eat other people's food. That's what inspired people to start cooking in the first place. But the problem is that most people don't want to put in the hours or the effort to be able to make that great meal they tasted. They expect to be able to pick up a microwave oven and become instant chefs, and then complain about how hard cooking is when they realise that is takes a lot of effort and time to get good at cooking.
>>
>>158781592
game sounds nice what are you gonna use to make it ?
>>
File: 1397215796927.jpg (78KB, 550x550px) Image search: [Google]
1397215796927.jpg
78KB, 550x550px
>>158831350

Explain this comment.
>>
File: Capture.png (11KB, 215x57px) Image search: [Google]
Capture.png
11KB, 215x57px
>>158831456
Just memeing on their lack of infographics skills
and lack of non-art/non-idea progress

For example what does morale do? What damages it? What happens if it drops to zero?
>>
File: 1393865496902.jpg (49KB, 340x460px) Image search: [Google]
1393865496902.jpg
49KB, 340x460px
>>158831205
>Logic
>Every 10 points in valour
>>
>>158831358
> But the problem is that most people don't want to put in the hours or the effort to be able to make that great meal they tasted. They expect to be able to pick up a microwave oven and become instant chefs, and then complain about how hard cooking is when they realise that is takes a lot of effort and time to get good at cooking.

Yeah I agree, there's no arguing that. People lack self-discipline.

As I said 2 times already I'm not the original guy so I don't know what he was bitching about, but the issue I had with your post was the statement that "everyone" who was forced by their parents to do something they didn't enjoy were happy for it. Or that everyone regretted stopping it, even if they didn't pick it up by their own choice.
>>
File: abilities.gif (2MB, 499x300px) Image search: [Google]
abilities.gif
2MB, 499x300px
maybe this is better
>>
>>158832610

What the fuck are you doing with your game, anon, first you had some kinda... zelda thing, then you had a cooking event, and now you have some weird turn based strategy thing
>>
File: 1477622742300.png (1MB, 1414x1339px) Image search: [Google]
1477622742300.png
1MB, 1414x1339px
>>158831685

Thanks for pointing that out.

>>158831639

Gearing up for a kickstarter so I need to finish my passive skill tree infographic. Can't finish my passive skill tree without having all the stats laid out.

I've done a detailed write up on morale, but haven't made an infographic for it yet.

Morale defines ship efficiency. Morale is a flat number (int). At 100% morale, all ship functions operate at 200%, this includes damage, accuracy, speed - everything. As a ship takes damage, crew members are killed or systems go down, morale takes damage. At 50% morale the ship operates at 100%, or normally. As morale drops, the ship becomes less efficient.

At 0% morale the ship is dead in the water. Low morale also causes ship or story events like fights, murders, mutiny and general unrest.

Morale is just as important as hull (hp), because without it the ship cannot fight. A good analogy to fantasy is stamina.
>>
>>158832697
was going to take a couple weeks off my other project because i was burned out
then i got all motivated to make a little mobile game, that's what this is/was
i don't know how far i'll take it
>>
>>158832734
How do you regain morale? Or can you not
>>
>>158832874
>burned out
Sorry to tell you that but this keyword is usually the trigger, the trigger that your main game will never be finished.
>>
File: USCN_characterTest2.png (434KB, 1121x1054px) Image search: [Google]
USCN_characterTest2.png
434KB, 1121x1054px
>>158833005

Morale has a passive regeneration rate, but there is another mechanic called morale boosts that assists in morale regeneration. On causing significant damage, such as a critical, taking down a system or destroying an enemy ship, the player ship that caused the damage has the chance to receive a morale boost, which is a short term buff that increases attributes, adds a flat morale amount and has other special effects (repairing systems, bringing turrets back online, etc.)

Morale boosts can be stacked and there is a special passive that allows morale boosts to be shared among the fleet (at the cost of effectiveness reduction).

In FTC, morale is important and a player can choose to specialise in it to give his fleet a permanent efficiency bonus, but at the same time a player can choose to ignore it or remove it completely (neural inhibitor) if they wish.
>>
How do I make Nvidia's FPS counter not show up on every subwindow of Unity?
>>
>>158833103
I hope you're wrong but I don't know
I still like the idea but it's a big project and I'm only one person, even this past month after making a ton of progress it's hard to stay motivated knowing I've been going at it for about a year now and don't even feel half done yet
>>
>>158827186
this gave me a feel
>>
I haven't been on agdg in a whIle cause I've been busy with midterms, can't believe I almost missed the Halloween game jam.

What should I make in the final 12 hours of the jam?
>>
>>158827186
>tfw you're contributing to the downfall of western civilization
feels indifferent man
the west is the best but i have nothing left to live for lmao
>>
>Game uses a total of 10 sprite sheets weighting a few megabytes
Any reason not to load all of the textures at launch?
>>
>>158827186
>tfw the video games you make help the devil take away people

Hope he saved a cozy chair for me in hell.
>>
>>158827186
This is amazing.
>>
>>158833937
It'd be good practice just to load what's currently being used. But honestly in this day and age for something that lightweight memory wise there's no reason not to.
>>
>>158833937
depends on how much ram you think you'll be using at the end. a 2d game probably won't use more than 1gb which is ok for today's average computer, but if it is a 3D game, you probably will need to stream o load things when needed.
>>
>>158833448
I've felt burnt out before and ended up not working much on my project for a month or so, and then picking it back up because it feels like the right thing to do. So I don't believe taking a break is the end of a project, but it could be. Although in my case I've been going for maybe 7 months or so by now.
>>
>>158829378
>But I have heard many, many adults say "I wish my parents would've made me stick to it".
This holy shit I wish my parents would've made me do something and not just let me sit on my ass all day. Sure, part of my affinity to logical thinking probably goes all the way down to playing with Lego but I sure wish I had some practical or mechanical skills and didn't just have to rely on my brain for everything.
>>
File: 1450283980305.jpg (3MB, 1800x1322px) Image search: [Google]
1450283980305.jpg
3MB, 1800x1322px
>>158832095
And then, there's that guy who tryharded all this life entering in. He thinks he's hot shit because he did so much work.

Everybody tells him "it's not that good" or worse. But the guy just keeps up in denial.

Now you can both continue speaking I just wanted to post that.
>>
>>158827186
Don't forget to protect yourself against Sexually Transmitted Demons, /agdg/!
https://www.youtube.com/watch?v=7NrS8B5glsw
>>
>>158827186
topcake
>>
>>158830089
>there are plenty of kids who never got good at something they tried to learn when younger
>There's a reason why professors will suggest different school subjects to different kids
True but for example a lot of girls' bad skills at math boils down to them being told from the get go that girls just aren't good at math. A bit of encouragement goes a long way especially for kids.

>As for me, first of all I'm not artist. Never had been, don't even plan to become one
Same could be said about me. However a story I've heard from my parents about my kindergarten days implies I maybe could've become an artist. I'm told I used to love painting shit as a kid until at some point I'd paint and once I was finished I'd take black paint and cover the entire thing with it. Turns out I was bullied. It also explains why I had absolute fucking hate towards any kind of drawing/painting/crafts shit we had to do in school.

Had things gone differently I might have continued to do art just because I enjoyed it so much and might have ended up being pretty good at it.

Sure, there probably are people too stupid out there to ever be good at math or those who have too bad eye to hand coordination to ever be good at drawing but for the rest of us it's all about our upbringing.
>>
>>158834639

> parents made me do Judo when I was 6
> wasn't allowed to quit
> started competitive Judo at 13
> made national team by 15
> started high school
> was allowed to stop Judo to finish studies
> start university, but feel like something is missing
> try karate, kendo, kenjutsu, shorinji kenpo, etc.
> find a bujutsu dojo and start training again
> 12 years later I'm a godan (5th degree black)
> start a dojo
> people don't stay because it's too hard/don't like getting hit
> only students I have left are ex-military/law enforcement
> don't even make enough money to cover hall hire costs

Just because you have stuck to something, doesn't make it great. So what if I can kill someone 50 different ways with a pen. Not like I can put that on a resume. Skills are great, but spending a quarter of your life on anachronistic outdated skills aren't going to make you a productive member of modern society.
>>
>>158835154

Yeah but if shit hits the fan you'll be fairing a little better
>>
>>158831226
>Most people picking up art were inspired by other artists, most people picking up music were inspired by musicians.
This in the ideal world but most artists have been doing art since they were young and most of them started it because they liked it. And most musicians got started by their parents forcing them to start it.

You can grow to like or even love something you didn't know you did before you learned to do it.
>>
>>158835154
Just because I'm good at jacking off doesn't mean I could start a company based around it.
>>
>>158835468
Are you REALLY good though or do you just think you're good because you're the only one who ever jacked you off?

You should test it on me to be sure.
>>
File: learnc.png (402KB, 1131x868px) Image search: [Google]
learnc.png
402KB, 1131x868px
Work hard and learn a bit of gamedev every day!
>>
>>158835535
A fair point. But to expand on that thought, not everything is a viable skill to make money out of. Playing an instrument for example is one of those things where a vast majority of people who try to make money out of it fail. The opportunities to make money out of playing an instrument are few compared to the amount of people who are good enough to have a chance at it. They're so few in fact that it goes way beyond one's skill at said instrument but also includes making the right connections and being in the right place at the right time. Though same could be said for many other things.

Now, making games is so popular recently not only because it's perceived as a fun activity but also because the opportunities are still seen as fairly numerous compared to the people trying to make it.
>>
>>158835720
What happens next? Does he get murdered?
>>
>>158836306
He gets fucked because girls dig programmers
>>
>>158836306
If I remember correctly it's about a loser who gets sent back in time into his younger self and decides to pick up programming to not be such a loser in the future. And he probably abuses his girl classmates on the side because he's an adult in a young kids body.
>>
File: top_game_maker.png (464KB, 1013x1102px) Image search: [Google]
top_game_maker.png
464KB, 1013x1102px
>>158836306
He gets distracted by loli ass.
>>
>>158836702
Sounds like a self-insert for the creator.

What was the game that made him want to learn programming anyway?
>>
>>158836702
>He gets distracted by loli ass.
The story of mankind.
>>
>>158825320
I did use a reference, but you're right, they look a bit thin.

Also, I fucked up the normals a bit
>>
>>158836702
manga's name, please?
>>
>>158836828
Biohazard aka Resident Evil.
It probably is, the author states it's a work that tries to capture chidhood nostalgia.
>>
>>158837086

Loli Slayer
>>
>>158837089
>Biohazard aka Resident Evil.
I expected something a bit more... complex, I guess?
>>
>>158837086
Mujaki no Rakuen
>>
>>158837086
By the way don't expect gamedev it's about cute lolis inadvertently doing perverted stuff
>>
>>158837551
>>158837408
im not into the lolis stuff. wanted to see if theres actual programming there. thanks anyway
>>
>>158837602
>im not into the lolis stuff.
kys
>>
roguelike + _________ = my new game
>>
File: jumping.webm (3MB, 800x600px) Image search: [Google]
jumping.webm
3MB, 800x600px
I have auto jump and climb working. I will need to fix it so you can't just run around everywhere and tighten it up later. Currently I have it poorly coded so it only climbs up something if the normal is 0,0-1 (because it was still jumping when going up slopes) so I will need to find a way to get around this while still preventing slope jump.
>>
>>158837765
Pedophile
>>
File: 1412480165314.jpg (138KB, 810x792px) Image search: [Google]
1412480165314.jpg
138KB, 810x792px
How can you say that you really made your own game if you didn't solder your own CPU?
>>
>>158837783
>roguelike + _________ = my new game
Fallout. Make a roguelike about surviving in the wasteland of a post nuclear war world. Make it well enough and you'll have a case like DF where the stories write themselves as the player plays the game.
>>
>>158779897
>Neo Geo shooter called Viewpoint

you realize that's literally a clone of a much older game called Zaxxon, right?
>>
>>158837783
roguelike + mecha
>>
>>158837783
>roguelike + cooking
Explore different kitchens, discover new recipes and ingredients, destroy the critics with new never seen before meals.
>>
>>158826451
Fixing that now, thanks.
>>
>>158837786
>auto jump and climbing
Why though? Doesn't that defeat the whole purpose of a 3d platformer?
>>
File: 1362960884712.png (102KB, 241x228px) Image search: [Google]
1362960884712.png
102KB, 241x228px
>that moment when you realize your project has actually and unironically evolved into an MMORPG with neural networks
>>
>>158838172

The other actions are more important. This is to simplify the jumping and climbing so that it does not frustrate the player because 3D platformers have a problem of timing a jump incorrectly going badly. Plus you can't really judge distance due to only having one eye, the camera. If the jump is automatic then the player will know they will always reach the platform that they wanted to reach.

I suppose I could always adjust that by changing it to a jump and double jump method but again the lack of perception makes it hard. The comparison I am thinking of would probably be Zelda versus conker's bad fur day. The former has the auto jumping system and you don't think much of it. The latter has several areas of the game I remember where because of the lack of depth perception you either constantly missed a jump or got cut up by fans.
>>
>>158837976
Ah shit I thought it was only a figurative clone
>>
The chests I currently have in the game can face either left or right since they are not facing the screen. Now player can open them even if player is not facing towards chest, which looks weird as shit. what do you think is the best way to gain items and such?
>from chests, just press down and chest opens, gain item instantly
>from chests, just press down and chest opens and spawns item over it, which you need to get
>from chest, attack chest and it gets destroyed and spawns item
>no chests, just items
>change chest sprite to face the screen, can be opened by just standing on it and pressing up/down and you get item
>something else?

Here's old progress so that people can know what game I'm talking about.
>>
File: silvio on the phone.jpg (37KB, 720x783px) Image search: [Google]
silvio on the phone.jpg
37KB, 720x783px
>>158838437
Very sassy, anon...
>>
File: rolling_spurdo.gif (646KB, 512x481px) Image search: [Google]
rolling_spurdo.gif
646KB, 512x481px
>tfw touching code for the first time in months
It's not even 100 lines but damn it feels good.
>>
>>158838419
>>158838172

Although I do like mario 64 a lot and jumping around so maybe I will change it back to what I used to have. it certainly solves other issues on its own...
>>
>>158838490
>>from chests, just press down and chest opens and spawns item over it, which you need to get
this, but remove the chests collider
>>
>>158837786
Crank up the gravity, real life value is too low for video games. Nintendo is using 20m/s
>>
>>158838490
Wouldn't making the chests face the screen solve your problem?
>>
>>158838912
I think it would.
>>
>>158837891
>tfw enginedev and nogame
JUST
>>
>>158838490
Depends on if you want the player to just be able to run in and grab items running past the enemies or any other obstacle. If you want that extra level of polish you could have the game temporarily take control of the character if you hit open in a certain radius. Then you could have 1) Move to chest position. 2) Face chest. 3) Open chest. All automated and can be canceled by the player or attacking enemy.
>>
File: ZBrush64_2016-10-30_20-55-44.png (159KB, 543x716px) Image search: [Google]
ZBrush64_2016-10-30_20-55-44.png
159KB, 543x716px
Who gives up? I give up! (<- this guy gives up)
>>
How to deal with hundreds of objects on screen in game maker without it slowing to a crawl?
>>
>>158839273
start with optimizing the draws and collisions
>>
>>158778221
If I wanted to get started at game development what skills do I need before I start and where do I start?
what engine is a good first time one to use?
>>
File: moody.webm (3MB, 1065x732px) Image search: [Google]
moody.webm
3MB, 1065x732px
added moody lights and fixed the barrels
>>
>>158839273
Use the flyweight pattern.
>>
>>158839510

Download Unity.

Read/Watch all the tutorials.

Go to local unity meetups.

Join a team.

Make a Game.
>>
>>158839530
Why is your game at 10 FoV? Does it have a FoV slider?
>>
>>158839616
it´s a console game, FOV is set to 65 :^)
>>
>>158839510
Do you already know how to program? That's probably the biggie. If so get unity, if not go for gamemaker to get a feel for what you hsould be doing,
>>
>>158839510
>what engine is a good first time one to use?
Just pick one from the OP. If you are doing 2D, Gamemaker is very easy to pick up.

>what skills do I need before I start
If you don't have an art guy, you need to be able to do art or able to live with placeholders until you get an art guy.
Musicbros are always dying to get their stuff featured, so that's nothing you need to do yourself.
Programming should be your main concern. With no experience you need to start small and learn by doing. Then start creating a prototype so when you need to get others on board you have something to show.
You need highschool+ level maths.
>>
>>158839674
Well I won't be buying it.
>>
>>158839210
It's not bad anon, just don't be afraid to really go in and sculpt out deeper forms, since it looks like you're afraid to potentially fuck up your current model
The area under the cheekbones being the most obvious
>>
>>158839859
of course not, I'm not pandering to gamergate scum like yourself, shitlord!
>>
>>158827758
>peg feet
>hidehands
disgusting
>>
File: screen.jpg (325KB, 1484x775px) Image search: [Google]
screen.jpg
325KB, 1484x775px
>>158839859
actually, the FoV isn't that low, it's just bad cropping and having the gun too near the player camera for showing purpose.
>>
>>158839756
>until you get an art guy.
For a small fee.
>>
>>158839748
I have a little experience with html, that's it.
>>158839756
>You need highschool+ level maths.
I suck ass at math honestly is it something I can make do with a calculator or do I just need to understand basic algebra?
>>
>>158840124
That's acceptable, I'll allow it.
>>
https://www.assetstore.unity3d.com/en/#!/content/21321

This asset was made paid a little while ago. Do anyone have the free version?
>>
>>158840160
>I suck ass at math honestly
You need to be able to abstract certain problems in order to program certain features, for example a simple physics behaviour. Remember the guy who bought an absurd number of melons in a math homework? You are very likely to become that guy.
>basic algebra
At the very least.
>>
>>158839987
I'll probably try to sculpt it from scratch a few more times before going into any detail. First time really doing it with reference.
>>
>>158840160
Some experience with any language is a big help, you'll understand the concepts of whichever language you use much faster.

Math-wise the hardest thing you need to already know is trigonometry, a lot of the other stuff is specific to devving so almost no-one knows before they start.
>>
>>158840358
I see, good anon, you'll get good in no time with that attitude
>>
>>158792983

Looks very proffesional.
>>
File: NewProject!.webm (157KB, 637x477px) Image search: [Google]
NewProject!.webm
157KB, 637x477px
Hey AggyDaggy!
Deppressed trap dev back from the tides of deppression to tell you two great news!
1) I've finished my studies.
2) I'm on a new project which goal is to be sold one day...


Basically here's the project:

-A sort of A-RPG which goal is to go to find a siren at the bottom of a temple, so basically half the game is openning the temple and half the game is going in the bottom of that temple.

-Where you're not forced to kill anyone: everything can be found classically on the map, and your basical attack makes the ennemies sleep for a short duration.

-No XP sh*t

-Black and white graphism. The grey wall aren't going to be visible since all the map aspect will be made in tiles.

-Short and probably cost something like 1$ to buy. I'm saying that just so you don't have too much expectations.

-For the music, meh, still have to think about it.

This webm is just here to show basics. It's the minimum viable project. I can also shoot but I haven't showed it in the webm because that doesn't make the cat fall asleep (due to the sprite not made).
>>
>>158813193

You can bake it into blend shapes. I think that works in Unity.
>>
>>158840353
>You need to be able to abstract certain problems in order to program certain features, for example a simple physics behaviour. Remember the guy who bought an absurd number of melons in a math homework? You are very likely to become that guy.
>>158840386
>Math-wise the hardest thing you need to already know is trigonometry, a lot of the other stuff is specific to devving so almost no-one knows before they start.
Er, is that only necessary for games that use physics engines? Or is there maybe references that could be used to make those problems simpler?
>>
>>158836702
>15 years of ideas
>>
>>158840540

>that ending
>>
>>158840582
Let's get specific. Tell us what you are planning to create and we may figure out what category of maths you'll need.
>>
>>158840124
FoV slider is some very basic first person game shit these days. Keep that in mind. Obviously you don't need to have it at this point in the development.

Also for webms 960x540 is a really nice resolution that is 16:9 and still very readable in terms of details. You might not have to crop the webms if you lower the resolution.
>>
>>158839530

Crosshair should be in the center of the screen. Come on man.
>>
>>158840295
It's fucking 3 dollars duud.
>>
>>158840692
Right now I have nothing in particular in mind I just want a starting place to begin learning.
Once I find a suitable starting place I will try to make something simple and expand upon it as I gain more knowledge about the subject.
>>
>>158840295
>https://www.assetstore.unity3d.com/en/#!/content/21321

You can't afford 3 dollars mother fucker? That's less than a big mac.
>>
>>158840160
Depending on what kind of game you want to make, you can get by with simple plus/minus/times. However if you have a character moving around on screen then it can get harder, like anon said, trig, vectors
>>
So guys help me out with some basic math.

If I'm lerping the player from point a to point b and I want the speed to be constant regardless how far the distance I'd achieve that by dividing the t of the lerp by the distance between a and b? Because I did that and it sure seems like it but I'm not sure if it's actually true or is it just close enough to seem like it.

Here's the line of code
>transform.position = Vector3.Lerp (transform.position, tar, (smoothing * Time.deltaTime)/(Vector3.Distance(transform.position, tar)));
>>
>>158840903
Then it's a pretty simple procedure. Pick an engine, do the tutorials, try to not just copypaste the code but understand it and thus build up a basic toolbox.
You should probably start with 2D in Gamemaker.
>>
>he didn't write his own compiler

scoff
>>
File: 1474416768214.gif (405KB, 359x371px) Image search: [Google]
1474416768214.gif
405KB, 359x371px
>>158840806
>>158840963
>Asset is free for years
>Start jewing it up out of the blue

No nigga. I do this for fun.
>>
File: BokuDEV.png (700KB, 645x527px) Image search: [Google]
BokuDEV.png
700KB, 645x527px
>>158815364
Reminder that this is what Bokudev looks like when he cuts his fucking hair.
>>
>>158841108
gotcha, thanks.
>>
>>158841206
Does he live in the early 2000s? His style is straight from the beginning of the millennia.
>>
>>158841206
Never thought he looked like such a faggot, Jesus Christ.
>>
>>158841206

Is this 2007 again?
>>
>>158841046
Why not just use movetowards?

https://docs.unity3d.com/ScriptReference/Vector3.MoveTowards.html

As long as you use time.deltatime you'll get a consistent speed
>>
>>158815013
>>158815364
>>158815379
>>158841206
Where is your game?
>>
>>158841046
Speed will never be constant that's the nature of lerp you cutie. Use Vector3.MoveTowards
>>
>>158841317
>making fun of someone with a game instead of working on your own game.

Classic agdg
>>
File: 1396396209713.jpg (282KB, 2048x1536px) Image search: [Google]
1396396209713.jpg
282KB, 2048x1536px
>>158841206

> I want to slam that boipussy.

I'm not even gay.
>>
>>158841403
>making fun of someone with a game
>with a game
That person is just posting pictures of Boku and making fun of him. What makes you think they have a game?
>>
>>158841206
This one is a twink


>>158841438
This one is a trap

I believe you may be queersexual. Not that there's anything wrong with that.
>>
File: 1405056625804.jpg (234KB, 500x738px) Image search: [Google]
1405056625804.jpg
234KB, 500x738px
>posting weird personal drama shit

and this is why discords and group chats are a mistake, you fucking fools.
>>
>>158841206
He almost looks like some kind of Final Fantasy character.
>>
>>158838490
Maybe you should change the "CRIT" to the actual critical damage number with a different font so that the player knows when he crits but still knows how much damage he is doing?
>>
File: ragnarok.jpg (100KB, 800x600px) Image search: [Google]
ragnarok.jpg
100KB, 800x600px
>>158841921
>>
File: 1406206520869.jpg (150KB, 1394x1315px) Image search: [Google]
1406206520869.jpg
150KB, 1394x1315px
>>158841731

I think you may be right.

My personal fetishes are muscle girls and tomboys.
>>
>>158841206
Where'd you get that?
>>
>>158842210
>>158841921
Yeah something like that <3
>>
File: IMG_0179.png (3MB, 1630x1244px) Image search: [Google]
IMG_0179.png
3MB, 1630x1244px
>>158816039
Hmm okay good feedback. Thanks. I have tried not letting the ball fall out but games play too long and it really defeats the purpose of the pinball field. I will be adding force field type animation to the top although letting the bullets exit the pinship would make it too easy for player to camp in one spot and not move around to reach enemy ships.

As of right now, hitting blue enemies give you health so there is abbot of a risk/reward thing going on.

Also check out my entry in the halloween jam! Pic related
https://tothdeck.itch.io/i-did-a-bad-thing
>>
>>158827912
yeah maybe check the character speed and height of the target surface, or even leave an is_climbable or is_climbable_only flags
>>
>>158841308
>>158841397
Derp. Well that solves the problem.
>>
>>158841921
Yeah I'll do that.
>>
File: 3-whitemagerefia-a.jpg (64KB, 400x700px) Image search: [Google]
3-whitemagerefia-a.jpg
64KB, 400x700px
Normals per face, or normals per vertex for terrain (like hills and plains)?
>>
>>158842223
A curse that afflicts a lot of us.

>Insert that qt pie Olympic weightlifter girl with the short pixie haircut that I can't find right now.png
>>
>>158841731
>queersexual

>>>/tumblr/ and stay there.
>>
>implement new feature for 15 minutes
>build and run
>it works just as intended
feels good man
>>
>>158843071
>sarcastic joke

>>>/dictionary/ and read it
>>
>>158843045
pixie strength
>>
>>158843286
>>158843286
My nigga

I've been looking for this for the last couple of days.
>>
>>158816814
It's not racism if it's for a good cause, then it's a civil service.
>>
http://www.cracked.com/blog/5-things-you-learn-when-making-modern-video-game/
>>
Redpill me on texturing
>>
>>158843640
Disgusting.
>>
>>158843640
>mobile games as parameter
stopped reading there
>>
>>158844190
just pirate substance painter, steal some smart materials from substance share, and pretend you're actually good at this
>>
>>158842924
I really like your game btw, keep it up <3
>>
>>158843640
mobile games was a mistake - the article
>>
>>158843640
>reading anything on Cracked not written by Seanbaby
>implying I'll open that link to see whether the article is written by Seanbaby
>>
File: 1477833305232.jpg (7KB, 320x180px) Image search: [Google]
1477833305232.jpg
7KB, 320x180px
>>158843640
>mobile
>>
are there any cool effects i can use in paint.net to compensate for my lack of shading and coloring skills?
>>
>>158844405
It was CRIT only because before always striking enemy that has frozen one shotted it. I changed it the way that striking frozen enemy deals 2x damage to enemy and if enemy doesn't die from that damage, it gets out of frozen state.
>>
>>158843640
>till, it taught me that being a man making video games is like a woman doing anything -- you can give the world nothing but a free supply of objective awesomeness, and you'll still have crusaders hellbent on destroying you.
Really?
>>
>>158844654
won't someone think of the poor women

*TL Note: all women are poor women because all women must endure constant suffering at the hands of men
>>
>>158843640
DUDE
QUIRKY POPCULTURE ARTICLE FUNNY MAINSTREAM MEME
LMAO
>>
File: 1474734985121.jpg (173KB, 601x665px) Image search: [Google]
1474734985121.jpg
173KB, 601x665px
>>158844654
>this is "the voice of the people" in 2016
>>
File: 345345.jpg (37KB, 605x454px) Image search: [Google]
345345.jpg
37KB, 605x454px
>>158844654

>using the word "awesomeness"
>ever

video game journalism is a fucking joke
>>
File: beautiful _gui.png (6KB, 816x519px) Image search: [Google]
beautiful _gui.png
6KB, 816x519px
progress is good
>>
>>158844654
I'm not gonna give them a hit, show me a screenshot of the "objective awesomeness" game they made.
>>
>>158844562
It is
>>
>>158844859
It's cracked AND it's video games journalism, so there wasn't any chance it was going to be good.
>>
>>158843421
now make a game where you make her happy
>>
File: 1444647559224.jpg (17KB, 377x303px) Image search: [Google]
1444647559224.jpg
17KB, 377x303px
>>158844910
Well...fuck.
>>
>>158797465
>can't climb left or right
I wouldn't really recommend that, it is definitely physically feasible to move left/right on ladders and most games with climbing bits allow it (for good reason).

I like that if you jump onto them you fall through, tho.
>>
>>158797680
>>158798152
Yes, definitely upload it if there's anything there at all. It's good to get feedback, as well as keep a record of your progress to motivate yourself.

>>158795269
Unless you had an incredibly static interface, why would you want your main loop to be exclusively turn-based? You'll want to update things like idle animations, input to the GUI, scrolling etc that happen in real time. Hell even if your game were so basic it was a starbucks simulator you'd still want to change the spotify playlist while you wait for the customer to make their mind up.
>>
>>158844654
why am i not surprised that came from someone working at cracked
>>
Why is coming up with a name so hard
>>
>>158845830
are you me
>>
>>158845830
It's not. Just pick your favorite consonant letters then choose a few vowels that make them sound right form a unique name and unique.
>>
>>158846023
I don't like when upcoming games have imaginary words in their titles, I always forget the word or how to spell it and can't find the game.
>>
>>158843640
This is honestly some bullshit with a sad lack of self awareness.

This dude writes on of the lowest forms of comedy on the internet and he's successful doing it. He knows his format (listicles are everywhere holy shit), his audience, he's established, it's formulaic at this point.

So he tries to break into another industry where he has zero connections, history, or understanding. On top of that he defies convention, on a platform (mobile) very inhospitable - people go to the app store for games to waste five minutes on. If they wanted a deep and engrossing experience, they'd go on a computer or console where the controls and environment are conducive to that, or read a fucking book! Do you read War and Peace on the train? No, you read a trashy romance novel or a comic book!

But if you see someone on the train reading a trashy romance novel and assume they don't have the intelligence to read War and Peace, does that make you an asshole? Maybe! It's certainly an assholeish thing to do but I'm not gonna assume that is indicative of your character because then I'd be doing the same thing as you!

Fuck!

Ok back to the article, I can't even anymore but the point is don't get mad when you make a game that totally defies all known conventions, with no support, reputation or groundswell, on a market very unfriendly to that in the first place, and be surprised when it fails! And if you write trashy comedy articles on the internet definitely don't moan about the state of society because you're no better!

You're also no worse! You're a part of the system, motherfucker!

FUCK THE DAKOTA ACCESS PIPELINE.
>>
>>158846234
https://www.youtube.com/watch?v=GIl_BNIJcFg
>>
>>158846126
That's too bad. I like made up names like Skyrim and such. I guess the only way for you is to grind on those dictionaries. Make a list of concepts related to you game or something.
>>
>>158846126
This makes me think, what are we gonna do in another 200 years when we run out of names to use for video games(or hell, even movies and books)?

I mean the only thing I can see is copyrights dying and people re-using names, stuff like Berserk, Battlefield, Mother, Diablo, Doom, etc. (general words) are probably gonna be re-used first.

This wasn't a problem for books and the such 200 years ago since content creation wasn't as large, but now the internet and (relative) lack of war really gave these creative industries a huge boon. (In quantity mind you, not in quality.)
>>
>>158846234
Indeed, the simple fact is that even I wouldn't play my game on mobile. I don't play them for longer than it takes to poop and the controls just aren't nice to use (though I don't have a commute)

I wonder if the Switch will open the door for higher quality mobile games, maybe some people will realise that they do want good games on mobile but don't want to carry another device
>>
>>158846605
New words.
>>
>>158846605
Movies do it like Lolita (1962) and Lolita (1997) all the time and there is no issue so I don't see why we can't do the same.
>>
>>158846605
In 200 years, we'll have new words, maybe lenny face will be in the dictionary

Apparently posting Lenny marks your post as spam
>>
>>158833937
In your case no.
If your game is going to grow and you need more and more memory your system should load and unload assets as needed.
>>
>>158846682
>>158846759

How many new words are made up per year, and how many video games, movies and books are released per year?

Unless you mean everyone just makes up their own words ala Skyrim and we end up with some garbled fictive alien language for every work we have.

>>158846719
Well didn't Bethesda send Notch a cease and desist for having "Scrolls" in the name of his supposed card game? And didn't Candy Crush Saga try to copyright the usage of "Saga" in video game titles? And didn't No Man's Sky had some supposed court battles over having "Sky" in the name with another company?

Seems like there's a lot more jews in this industry than the book one.
>>
>>158843640
>tfw that time before-until around 2010 when cracked was the shit
>it has now become a SJW BuzzFeed rip-off with "5 X YOU WON'T BELIEVE ARE Y" articles
>photoplasty sections are now almost entirely done by ONE dude only and the boards have gone to shit
>the youtube channel is some brownish guy constantly making unfunny jokes and using the words "white people" every 2 seconds
What the fuck, man...
>>
>>158846682
Or we can do it like
Devil May Cry
DmC: Devil May Cry
DmC: DmC
DmC May Cry (DmC)
>>
>>158847078
I think they've been downsizing for awhile, they've been cutting back across all their podcasts, videos, articles

Alot of the articles are rehashed last time I checked
>>
Discord link pls
>>
>>158846605
Also after 85 hours of game dev tycoon only spamming vampire and fantasy RPG's I can still come up with more names. Just vampire RPG's

Blood Court
The Castle of Count Valdmyre
The Man Who Became the Night
Blood Ties
The Witch, The Werewolf, and The Vampire
Born With Fangs
The Blood Bank Conspiracy
The Nightdancer
Fangs of Fury
Blood Hunt
The Red Prince

You also can literally run an entire series on the name of the main character.

The Curse of Lady Alice
Alice and the Man Named Warwick
Alice Nevermore
Alice at Castle Ravenrook
Alice and the War of the Cross
>>
>>158847013
There are apparently 171,000 words in the OED, so each new word creates 171,000 new possible game names containing 2 words, and 14 billion new names with 3 words
>>
>>158847013
>Well didn't Bethesda send Notch a cease and desist for having "Scrolls" in the name of his supposed card game
So what? https://scrolls.com/
>>
>>158847218
https://discordapp.com/channels/121565307515961346/121565307515961346
>>
>>158847327
Not a lot of those are usable though, unless you want to name your game Eating Shitting Drifting
>>
>>158846627
>I wonder if the Switch will open the door for higher quality mobile games
Switch would probably be fucking great on a plane, train or even a bus but fucking shit in a subway.
>>
>>158847456
The sequel to Enviro-bear?
>>
>>158847384
>completely dead

just like agdg
>>
>>158847384
>https://discordapp.com/channels/121565307515961346/121565307515961346
It isnt working.
I need an invite link
>>
>>158847456
I always liked the naming conventions for tabletop RPG adventures.

Keep on the Borderlands
White Plume Mountain
Ravenloft
Castle Amber
Isle of Dread
The Vessel of Stars
House of Harpies
Haunting Lodge
Temple of Redcliffe
Tigers Palace
Start at the End
The Eye of the Sun
Fallen Angel
March of the Sane
Primrose Path
War of Dragons

Literally poop them names out. The game/story is what makes the name good anyways.
>>
Prove that you are actually working on something and not just shitposting
>>
>>158848117
I'm too embarrassed to post art progress
>>
File: scene_im_working_on.png (23KB, 707x502px) Image search: [Google]
scene_im_working_on.png
23KB, 707x502px
>>158848117
Sure, anon.
>>
>>158848117
I'm working on something but it's not video games so posting it would be against the rules.
>>
twitchtv/flipswitchx
>>
>>158847856
https://discord.gg/DSzZa9K
>>
>>158846369
I AM the social engineer, I AM the conditioner
>>
File: Cap design.png (12KB, 320x320px) Image search: [Google]
Cap design.png
12KB, 320x320px
>>158848117
Idk how to make audio webms so i can't post sound progress
>>
>>158848117
I'm working on this
https://nhentai.net/g/177713/
>>
How could I make 5 sprites x 5 sprites procedural generated map?
>>
>>158848680
The same way you make audioless webms
>>
>>158848680
you record the webm with audio and upload it to a webm hosting site.
it isnt hard
>>
>>158848117

I'm working on this shit right here: >>158840540
>>
>>158848117
im actually embarrassed that i browse this general since its infested with fags

not posting progess
>>
File: secrits.webm (744KB, 960x640px) Image search: [Google]
secrits.webm
744KB, 960x640px
>>158848117
Well here's new chest and animation for it. Also coded in hidden rooms.

I need to code some script to change the images on map to connect secret rooms to other rooms once found.

Also been working on adding new sound effects.
Need to start working on adding more enemies and one boss. Probably going to die while making those boss animations.
>>
>>158849076
Looks good.
Demo day confirmed?
>>
>>158849076
unity?
>>
>>158849076
is that a custom character set?
>>
>>158849076
do you need any music?
>>
>>158849173
If Unity is your first guess for a low res 2D pixel game you need help.
>>
>>158849138
Yep. Demo will be on DD11. Gonna be important one because I think the core gameplay mechanics are in and if this feels good, I finally get to do actual levels and add more stuff.

>>158849173
Piece of crap called GM:S.

>>158849221
Almost all graphics are done by me. There's some stuff left from my artguy who left us, but other than that it's all me.

>>158849267
I have musicbro already. Sorry.
>>
>>158840540
>trap dev
which game was that?
>>
>>158828423
Not that person but I genuinely like dress up games. I dream of making a really cool dress up game where you can make clothes at run time via procedural techniques a la Spore.
>>
>>158849318
The new portraits were by you?
>>
>>158849332
A RPG engine for an association, to help them make kid read more...
Basically shitty, and I can't even share it for some reasons.
>>
>>158849076
anon im being honest, i feel more hype towards your game than most games coming out
im really looking forward to it
>>
does anyone need music for his videogame
>>
>>158849442
Did you just assume my gender
>>
>>158849318
Why is GM:S a piece of crap
>>
>>158849442
great! what engine?
>>
>>158849484
no i dont work with female video game developers because they are gay
>>
File: npcs.png (5KB, 280x160px) Image search: [Google]
npcs.png
5KB, 280x160px
>>158849398
Yes. These are made by me. The one on left is based on sprite my artguy did, but I did pretty huge overhaul on it.

>>158849436
I hope you will like the DD11 demo.

>>158849492
Because it has some twisted limitations that can't be bypassed and it's pretty slow.
>>
File: scene-1_result.png (47KB, 649x490px) Image search: [Google]
scene-1_result.png
47KB, 649x490px
>>158849442
Sure. I'm only capable of doing super simple minimalistic soundscapes myself so toss your Soundcloud/Bandcamp up.

https://soundcloud.com/firgof/ota-ambient-test1
>>
>>158849587
Looks good dude
>>
>>158848117
I did but people are shitposting instead.
>>
File: liath.png (3KB, 192x192px) Image search: [Google]
liath.png
3KB, 192x192px
>>158849587
Here's the one my artbro did for comparison.
>>
File: 1476183601131.png (246KB, 720x544px) Image search: [Google]
1476183601131.png
246KB, 720x544px
>>158849614
>person offering music doesn't post their music, but the person requesting music does
AGDG is weird

Those are pretty spooky
>>
>>158848893
>>158848765
Then i guess i just don't know how to make webms at all
>>
>>158849442
Are you willing to wait four to six months until I have something tangible?
>>
>>158849614
https://soundcloud.com/janbudd i haven't posted a lot nor i have posted music that might fit in your game, but i think i'm capable of doing something you might like
>>
File: SentinelSet.png (1008KB, 1072x720px) Image search: [Google]
SentinelSet.png
1008KB, 1072x720px
Making a new enemy/armor set
One model in and already straying away from the concept art.
Either way this shit's gonna take a week or two.

I'll try adding variants without the mask or just a leather armor or so.
>>
>Found an artist but she can't into UI or anything but portraits
>Going to ship the game with crummy programmer UI literally made in MS paint because fuck if I'm going to get a third person just to do the UI
This is fine, right? Right???
>>
Am I fucking stupid or are Interfaces useless?

Like what the fuck is the point if I can't share any actual code with them but have to define all those things separately for each class that implements them?

In what sort of situation would I use an interface over inheriting from a class?
>>
>>158850021
if you cant let go of her because shes a girl then youre just another cuck in the gaming industry.
>>
>>158850020
Sick concept art bro/sis/non-binary-comrade

>>158849587
Ditto
>>
>>158850021
what genre? if it's not RPG then anything goes
>>
>>158850157
I can't (shouldn't) let her go because where else am I going to find someone willing to draw 200 cards at a decent quality just for revshare?
>>
>>158849587
>>158849740
You don't need no artbro, famalam... I like your work much more. More fitting colors and shapes.
>>
>>158849614
>>158849998
give me a theme / what you are supposed to do in your game / what you want the music for and i'm good to go
>>158849920
if i'm still around sure
>>
>>158850128
For example you could have an interface for taking damage.

Then player, enemies, objects don't need to inherit from some base class, but you can call the same damage functions on them and then they can each deal with it in their specific way
>>
>>158850213
It's a card game.
>>
>>158849909
download webmcam.
click record audio
make webm
>>
>>158850157
ahh yes, the cut throat business environment of /agdg/
>>
File: blech.jpg (237KB, 1406x848px) Image search: [Google]
blech.jpg
237KB, 1406x848px
>>158848117
All my attempts at making a spaceship have ended as embarassing and have caused me to face the fact that I am not a 3d artist anymore. It feels like it's been 10 years since I model something in 3d and the combination of not wanting to put much effort into what's essentially programmer art and just being rusty led me to not accomplishing anything yesterday. I even spent a lot of time looking at concept art and even tried just straight up modeling some of those but that didn't work either.

I did get a decent rubber cake spatula though.

Maybe I just need to commit to something and stop stressing out over what at the end of the day is programmer art.
>>
File: in-game.png (118KB, 1291x992px) Image search: [Google]
in-game.png
118KB, 1291x992px
>>158849894
I'm only capable of ambient spooky stuffs and sound effects, sadly. That isn't enough to make decent music - also it helps musicians out if you can post examples of what the world is like and what sorts of sounds you're looking for.

>>158849998
>>158850357

I'd be interested in hearing you out, so to speak, and I can give you as much or as little details as you'd like. Come join me on Discord and we'll yack some. https://discord.gg/F7WfM
>>
>>158850346
Well he did really good designs and he was really nice when he let me use his assets. I've been working on this game several years now so I've improved a lot at art and programming.

I can't do music or sfx for shit which is why I have musicbro helping me out. He also helps ideaguying because I have noideas and he does really good documentations.
>>
VOTE FOR NEXT GAME JAM

http://poal.me/33ujzy
>>
>>158850358
Yeah but what is the point of using an interface there instead of just giving them their own TakeDamage functions that they need to have even with the interface? Sure having those at the top of the class might help you understand how they are built but I don't see the programming benefit from doing so.

In the case of your example all of them could inherit from Entity and could just override the function if need be.
>>
>>158850609
>using a trip

Why?
>>
>>158851030
So that it's harder to impersonate me on that particular front. I only put my trip on when I feel it's important to establish that I'm not anyone else.
>>
>>158846605
>gave these creative industries a huge boon. (In quantity mind you, not in quality.)
>not in quality

Quality has improved you fucking faggot. Not every game, but the tools to make games have been put into talented game maker's hands more then.

Take your shitty, never-pleased elitism back to >>>/v/
>>
Remember to be nice to each other, everyone.
>>
>>158850572
The yellow one has a pretty nice silhouette. Purple one could easily become some small enemy in a shmup
>>
Video game developers should unionize.
>>
>>158851102
not him but people make a big deal out of trips for some reason. as long as youre not like googs and only use the trip when posting progress to avert impersonation like you said, people should stop being bitches about it
>>
>>158850747
What was the theme last time that got pipped by lewd?

I want that
>>
>>158851102
>>158851316
Nobody should have any reason to bitch when for once someone is or at least claims to be using trips the correct way.
>>
>>158848117
I'm jotting down a few ideas of a game I wanna start on.
>>
File: AGDG Shield.png (13KB, 641x498px) Image search: [Google]
AGDG Shield.png
13KB, 641x498px
>>158848117

Sheld. I made Sheld.
>>
>>158850020
adjust the the darkness of those shadows, or are you using doom 3's engine?
>>
>>158851550
This is straight up just sad
>>
>>158851550
Runescape had better shields than that. Step it up, anon.
>>
holy fuck, 8bit nes style art is difficult to look decent.
like, i can fudge my way around the 16bit era art style, but fuck man, 16x32 sprites just look like a mess of pixels when i try it.
>>
>>158848117
Fucking gay problem solving shit, I fucking hate problem solving, fucking bullshit. I don't know how I want to store map data or even if I want to have a battlemap at all.

ConsoleApp game.
>>
>>158846605
If the english language only had 10k words (it has A LOT more), then you could feasibly have 100kk titles in a word + word format. Even if only 1% of those "sound good" that's still 1kk possible titles.

Not to mention you title can have made-up words in it like "Ragardarga Revolution"
>>
>>158791059
In general, asset generation is the true bottleneck. To make a truly beloved game on your own, not just some bullshit indie garbage, you have to be good at all of the following at least
>coding
>game design
>sound design
>musical composition
>plotting
>scripting
>editing
>cinematography
>art

And within the broad umbrella of art
>character design
>background/environment design
>if 3D, 3D modeling and texture design
>if 2D, pixel art
>animation

A game involves so many art forms. Even if you're good at all of these things (and I'm sure there are some I'm forgetting), the sheer amount of time to create all of them will delay your release by a huge amount even if you're exceedingly clever at using shortcuts.
>>
File: FTC_USCpassiveSkillTree.png (3MB, 3233x1819px) Image search: [Google]
FTC_USCpassiveSkillTree.png
3MB, 3233x1819px
Today's progress.

USC passive skill tree mock-up complete. I'm dreading transposing this into unity. The full skill tree will have over 600 nodes with at least 200 unique nodes.

I had to split up the tree into 4 parts because it was killing inkscape.

All the attributes have been coded into the game, all that's left to do is install the AI scripts and get a simple game scene going to demonstrate how it plays.
>>
> Models/art/textures/sprites
>opengameart.org
>blender-models.com
>mayang.com/textures

Add Turbosquid, blendswap and cgtextures to this list please.
>>
Is the Discord chat any good?
>>
>>158846234
This is a good rebuttal. Could use a little less exclamation marks though, I read it as if you were yelling all the way through.
>>
>>158851157
I was referring to books mostly, and the fact that for every good piece there's 1000 shitty ones, because back then you couldn't publish a book unless you were competent, nowadays everyone can release his fanfiction.

No need to get that triggered, you should return to whatever safe-zone you came from.
>>
File: FTC_USCpassiveSkillTreeNodes.png (3MB, 3233x1819px) Image search: [Google]
FTC_USCpassiveSkillTreeNodes.png
3MB, 3233x1819px
>>158852269

And the accompaniment to the passive skill tree, a list of all nodes in that section of the tree, including attribute effects.
>>
File: 1473105333513.jpg (183KB, 488x7664px) Image search: [Google]
1473105333513.jpg
183KB, 488x7664px
>>158849564
>>
>>158852352
half the shitposting is in the dedicated shitpost channel so it's mostly of ok
>>
File: 434.png (62KB, 1262x1160px) Image search: [Google]
434.png
62KB, 1262x1160px
Which method is better when making an interface?

The sugar cubes are actually buttons.
>>
File: FTC_splashPatreon.png (563KB, 1600x400px) Image search: [Google]
FTC_splashPatreon.png
563KB, 1600x400px
>>158852470

And my splash for patreon/facebook/twitter/whatever.
>>
>>158852629
>patreon

How jewish can you get?
>>
File: 1456301406775.jpg (5KB, 252x161px) Image search: [Google]
1456301406775.jpg
5KB, 252x161px
>>158842947
>Normals
>>
File: spess_ship.png (58KB, 705x990px) Image search: [Google]
spess_ship.png
58KB, 705x990px
>>158848117
>>
>>158852629
>can see jaggies around the sprites
>that deviantart tier art
>that nogameplay
>>
>>158852589
I guess I'm a nodev because your graph is confusing.
>>
>>158852847
cool crossbow
>>
>>158848680
is this mixels? i can't tell the difference anymore
>>
>>158852971
b-but it's not a crossbow
>>
>>158852939
Should each button listen for mouse presses individually and run its event when clicked, or should there be a manager who listens for mouse presses, and checks the mouse X and Y to see which button is pressed, and then tell it to run the event?

Yeah I'm not that good at explaining things.
>>
>>158852589
B, obviously
>>
>>158852589
is clicking?:
----is it in the correct position to activate a widget?:
--------execute action
----else
--------shoot, or whatever the default action

keep in mind the coordinates are rather simple, you can use bayesian coords for triangles or simple ranges for rectangles

these sorts of calculations are ridiculously fast even on hardware that's 10+ years old

Alternatively you could use your native library's equivalent of bounding boxes for widgets. For example UE4 will handle this for you

I wouldn't worry about this stuff slowing you down though, it's pretty much negligible in terms of performance
>>
>>158853001
anon are you alright
>>
>>158852589
B is retarded, you're literally just adding a Manager class that does nothing that couldn't be done inside the button, it just adds complexity to your code for no reason.
>>
>>158853050
You can have it this way:

>have the buttons listen for mouse presses
>if a button is clicked, it activates a flag that the manager catches
>the manager runs the event
>>
>>158853050
Let's say the user waits 100 frames and then clicks a button.

If it's A, every single one of those buttons checks for clicked every frame. So for 100 frames, you have 300 operations.

As opposed to B, where you check if there are any clicks. Assuming there's three possible buttons to click, and your choices are either if/else-if or switch statements, then you have a minimum of 101 operations to a max of 103. And the if statement will not slow down a game enough to be noticeable.
>>
>>158853001
It's not pixelshit in the first place so it doesn't matter.
>>
File: 1477575632260.png (171KB, 431x539px) Image search: [Google]
1477575632260.png
171KB, 431x539px
>tfw your lewd game gets uploaded to all those shady porn comic websites and reuploaded by russians
>>
File: Tiles.png (439KB, 1049x590px) Image search: [Google]
Tiles.png
439KB, 1049x590px
So today, for Exometric, I got in
- Destroying enemy ships
- Some tanks
- Enemy ships shooting and destroying you
- Collision damage

I found that if you use lines on the ground (like with tiles), your spatial awareness gets way better. You can align your shots way better and see where enemies are going.

It's good that I'm just slapping things together now, because after having tried it, I think I need to change my approach to deal with the isometric movement and stage planning.
>>
>>158853409
Show game. I'll judge if it's worth uploading on obscure russian porn sites.
>>
>>158853317
Solution A includes checking input once for every interface object. Reducing that to taking input just once and informing an object it was interacted with both reduces the complexity of the interface objects because they no longer all need to handle input, and improves performance for much the same reason.
>>
>>158853371
looks pretty pixely to me, what is it then?
>>
Who is this Australian woman on discord voice?
>>
>>158853616
It's just a drawing done with a binary pen.

Think of The Binding of Isaac: Rebirth.
>>
>>158852589
great illustration of current US ellections
if the joke is passing you, i'm saying both are shit
>>
>>158852589
>>158853050
If this is for physical buttons on the screen, in the event that the mouse is clicked you should check where it is. If it is on one of the buttons then you should fire the event of said button getting pressed.

If it's for keyboard presses/mouse input then you should have a class where you check for every possible input once per frame and if the input happens then fire an event accordingly.
>>
>>158853794

Are you trying to tell me this isn't pixelart?
>>
File: 1337738545639.png (271KB, 461x373px) Image search: [Google]
1337738545639.png
271KB, 461x373px
>>158850747
>Lewd Jam II
>>
>>158853881
>mixels

It's not.
>>
>>158853602
This does not improve performance at all, if you think this would have any change in performance, you're checking for button input the wrong way. And you're removing one method in your button object in favor of adding a whole new useless manager class, it clearly increases complexity.

I hate you people who need managers for every thing, then you need a manager manager and they're all singletons for some reason and your whole code is a mess
>>
>>158854086
Meant for >>158853931
>>
NEW THREAD WHEN
>>
>>158853317
And what, in your opinion, is the problem with manager classes?
This isnt a CS 005 project
>>
>>158850747
vn jam disqualified for not being video games
>>
>>158854205
I hope you enjoy being wrong because you're wrong.
>>
>>158854516
This desu
>>
Hey anons please help me out with some math/logic.

In GM, 60 steps are 1 second.

If every step I do irandom(59) (chooses random number from 0 to 59), I will have 1 in 60 chance each step for that to return 1. What is that in % chance? So every second what is the chance of returning 1? By that logic the chances are very high, like almost 100%. Eh, I'm a stupid fuck who didn't pay attention in school, can someone teach me this which I clearly don't understand.

How can I control this more? Say I want every step (or second) to have N% chance of something happening, how can I do that most simply without me having to calculate the chance every time? (which I don't even know how)
>>
File: Boss_The_Gate.png (3KB, 168x166px) Image search: [Google]
Boss_The_Gate.png
3KB, 168x166px
>>158854518
Tell me shit like this is pixel art. I dare you.
>>
>>158854594
>>158854594
>>158854594
>>
>>158854605
Ok, but you don't have to dare me. It's pixel art that's done in cel-shaded style. Just look at it.

Are you going to tell me Full Throttle is not pixel art?
>>
>>158854169
>I hate you people who need managers for every thing, then you need a manager manager and they're all singletons for some reason and your whole code is a mess

I've seen this line before, which leads me to believe you're just parroting someone else's opinion and don't know when to apply it. Probably watched or read some article on gamasutra or some youtuber programmer.
>>
idea guy here

feminist FPS
>>
>>158850747
>No comfy forest jam
>>
>>158854593
You have a 59/60 chance of it not happening, or 98.3%. This happens 60 times in 1 second, so put it to the power of 60, gives you a 36.5% chance of it not happening, or a 63.5% of getting at least one instance of 1.

Why not just do it once a second? it would simplify it massively.
>>
>>158855229
how about you just use a simple function for that.

warping absolutely everything in an object is a corporate meme
>>
>>158854169
Centralizing all input code seems less of a mess to me than having it spread out over everything that remotely deals with input.
The performance benefit is indeed insignificant, but dispatching events right as they're read from the event queue is definitely faster than saving input states and having everything poll that.
>>
>>158852589
B
>>
>>158849076
This looks real juicy
>>
>watch tutorial on how to make game
>have no idea what's going on and copy all the code word for word
>go back two weeks later
>understand everything
great feeling
>>
>>158855156
Thanks. Could you please tell me the math behind calculating that?

While AI is casting a spell over say 20-120 steps, it checks every step if conditions for that spell are still met, like whether the target is still in line of sight. That's why I'm checking this every step. I could potentially check it every 5 steps or so, but I still need to understand what irandom(N) need I put to get the desired percentage. I could say make a function that intakes % of something happening in that 1 step or over 1 second, but I don't know how.
>>
>>158856141
Quick explanation, I have to go to work:

The problem you have is that if you want a simple x% chance a second target you'll need to do 1-x, then 60th root that percentage (I'm guessing that's not very efficient), then subtract it from 1 again.
>>
File: 1474733726083.png (84KB, 256x256px) Image search: [Google]
1474733726083.png
84KB, 256x256px
I submitted my Halloween jam game and its a total piece of shit but I hope somebody enjoys something about it.
Thread posts: 774
Thread images: 133


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.