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AGDG - Autistic Game Development General

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Thread replies: 778
Thread images: 162

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Just like, make a game.

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

Add turbosquid, blendswap and cgtextures to the fucking list.
>>
How do you clear your mind when deving depresses you
>>
>it's an argue over what does and what does not constitute pixel art episode

W H O

C
A
R
E
S
>>
>>158854718
It's textures.com now anon
>>
>>158854687
>I've heard this argument before so you're wrong
>>
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Tell me, anon, what are you doing instead of working on your game?
>>
>>158854907
Watching youtube videos and crying
>>
>>158854907
Doing homework and shitposting.
>>
>>158854765
Play some vidya on the console, or take a hot bath wile listening to the Hotline Miami OST.
>>
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Does anybody else feel like a hack?

I got into game making to make games I would enjoy playing, or making things to imitate my favorite style or evens series of games.

Then I see these actual successful and famous game developers talk about the systematic themes and elements they add into their games to make everything redress the central point they are going for.

I feel like a hack- imitation without understand. I don't know how to create high concept original ideas, and I feel ashamed.
>>
>>158854907
watching a vidya stream while thinking how to redesign one of the systems in my game to avoid spaghettification
>>
>>158855127
Those big game devs talking about shit generally didn't come up with those things alone instantly.

They likely had a team coming up with a bunch of ideas and they iterated on them until they got what they wanted. There's a shitload of stuff that didn't work they often don't talk about, don't just assume they hit the jackpot on the first thing they tried.
>>
>>158855127
Think about it this way. If you're feeling like a hack you're probably past Mount Stupid. That's a good thing.
>>
>>158854169
Input manager is the perfect place to use a manager-like structure though. In the manager you check for each input once per update and scripts that need to do shit with input subscribe to the relevant events.

It encapsulates the checking of input into one place making it much easier to modify input related code and alter it to support different kinds of input for example.
>>
>>158854907
bullying VN "devs" in the discord
>>
>>158855669
We have VN devs? Post
>>
>>158854907
trying to convince myself to continue enginedev
>>
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>>158855880
Hi
>>
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>>158854907
I made a pumpkin for kids and this https://soundcloud.com/lemmyrodul/ed3/s-yKgx4
>>
>>158856031
Isn't that a point and click?
>>
the next themed game jam had better be dinosaurs
>>
>>158856031
Your art is bretty gud btw
>>
>>158856080
If it's mostly puzzle and dialogue and less a collect-a-thon mix-and-combine - isn't it more a VN than an Adventure game?
>>
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>>158856036
Fuck me that's rad anon
>>
>>158856240
I guess
>>
>>158856036
Very good! Try to make the synth louder and turn up the bass on that, it should sound even cooler.
>>
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Don't forget to vote for the next game jam.

http://poal.me/33ujzy
>>
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%. (I'm a stupid fuck who didn't pay attention in school)

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)

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.
>>
>>158856036
When are showing the Killing Floor track you shared on the Discord?
>>
>>158856727
It's actually only a 64% chance.
I don't know why you'd do something so convoluted or what its for but its not 100% at all.
>>
>>158856664
>VN
Why
>>
if you're making sprites that get flipped during the game (rather than drawing separate left and right facing sprites), how do you decide to put the sprite's light source? do you just put it in a neutral spot like above or pillow shade or something?
>>
>>158856727
>I will have 1 in 60 chance each step for that to return 1. What is that in % chance?
For every frame the % chance is the same. What you're looking for is probability. The probability to get 1 goes up the more frames you go through but it will never reach a 100% chance to get 1.
>>
>>158855127
most successful devs can't replicate their success
>>
>>158857039
I actually had an idea for a kinetic novel. My idea was a black comedy/mystery about a rookie detective investigating a murder. I jotted a few ideas down, but then I realized it was just another Ace Attorney case, except without the puzzles. Also I have 0 art skill.
I dunno, would anyone actually want to play it if I made it?
>>
>>158856727
If you want it to happen once every second, you could instead just roll for a random number between one and sixty and have whatever you want to happen happen that many steps since the start of a second.
>>
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followed Shaun Spauldings platformer tutorial.
I know its babies first game, but Im gonna try to make the enemy animate.
>>
>>158856575
I'll sure do anon!

>>158856794
It's finished but I'm not super satisfied with it. I'll post it one time to not spam. I'm making a youtube account with all my music, but it'll be on my soundcloud too. It's cool you remember it man!
>>
Will I get caught using pirated software?
>>
>>158858405
no
>>
>>158857391
Story can be as equally appealing as actual game play.

However I probably wouldn't play it if were a long title and I'd appreciate some eye-candy while I'm clicking/mashing through the dialog.

I guess it's about presentation.
>>
>>158856969
>>158857082
>>158857435
I just want to have arbitrary N% chance of something happening, but because I'm checking this every step I don't know what numbers to input to get desired percentage overall.

Say AI has a spell that takes 120 steps to cast. Each step it checks whether its target is still in line of sight and if it isn't it stops casting the spell. But it also has a chance to cast it anyway, even if target isn't in line of sight. So every step I have to do a check like "if irandom(N) { }", but since it is in steps and since in this case this check will be made 120 times over 120 steps (2 secs) I'm not at all sure what N should be to get the arbitrary desired percentage/chance. I could do this check say every 5-10 steps instead, but then the N needs to be different.
>>
>>158858405
Only if you actually make money.
>>
>>158858721
Like one of those anon said, why do you need to do it every step?
Why not just roll once at your desired odds, as and when you need it?

In your example you're constantly rolling for whether the spell is cast after the target is lost, without even knowing if that will happen. Seems silly.
>>
>>158859120
How do they catch you if you do make money?
>>
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>yfw the programming switch finally turns on and you start having fun
>>
>>158858721
why not do a single line-of-sight check at the halfway point with a 50% chance of failure, or something
>>
>can't decide on a dev name
>never able to show progress on other boards than 4chan/agdg

I feel like a complete retard. I can produce the finest progress but no name with a ring to it.

h-helb
>>
>>158859489
you are now called froggey blue
>>
>>158859489
"[name of thing/word you like]dev"
>>
>>158859489
You like frogs eh? Why not Keroppi?
>>
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>>158859489
Or rather Keroppepe. It's Keroppi + Pepe. Double the frogs.
>>
>>158859840
>MasturbateToChineseCartoonGirlsdev

that's too complicated anon.
>>
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im not sure if i should ditch the chaps.
this is my protagonist and his concept art as well. ive learned its very difficult to translate a full drawing to 32x16 pixels.
im not very good at art, but like programming and music im sure ill grow better as i do more of it
>>
>>158859489
don't post your game, keep blogposting tho
>>
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>tfw to intelligent to collab with anyone
>>
>>158859176
By auditing your ass
>>
>>158860164
Ok, how about OnanimeDev
オナニ + アニメ + Dev
>>
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>>158860339
>but like programming and music im sure ill grow better as i do more of it

i'm sorry m8
>>
Any ideaguy can help me for the plot of my game?
An A-RPG...
>>
>>158860339
Take advantage of stylization to better represent the important elements of the design. For instance I would make his head big so it can read better as a skull.
>>
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>>158860759
i think i made it worst
im already falling down the rabbit hole. send help
>>
>>158860718

>A-RPG

what's the point if you're never going to finish it?
>>
>>158861620
That's pretty fun that most of the time when you ask for help here, instead of answering, people say "whatever you're not going to finish it. It's useless to help you..."
>>
>>158861774
you picked one of the hardest genres to nodev, i hope you have a team of nodevs to help you otherwise you won't finish it.
>>
>>158860531
What is the likelihood of that happening?
>>
>>158854907
Woke up and modeled on blender for about 2 hours on a new character
Then my friend woke up and we bought some chicken to make curry, we cooked and woke up second friend to eat
Now I'm hanging with second friend and about to start modeling again
>>
>>158861774
dont mind the resident shitposter, please
>>
How do I make a Morrowind clone?
>>
>>158862068
Depends how much you make. If you make fuck all you won't be worth the effort.
>>
>>158862098

>new character

well where is it? all talk no show like a true nodev
>>
>>158861947
The difference is that I'm a dev. I've already finished a project, and I'm not only determined but I've also worked my project to make it doable and not overly complex. The only thing I lack is a story...

>>158862125
I do know that, but I'm sad that a full year later, shitposter are still the first to answer...
>>
>>158862231
a story? do you already have characters as a basis or are you starting from scratch here? story wise not gameplay wise.
>>
>you starving to death
>person gives you whole turkey
>you cant eat it all because youre not joey
>starve to death because there is no point in start eating since not gonna finish
>>
i really like bunnydev and want to be his friend
>>
>>158860339
1px outline at that resolution isn't a very good idea
>>
>>158862231
There is a bad guy, doing something bad. Perhaps he is installing smoke detectors without wiring them up correctly.

You, the good guy, have to stop him.
>>
>>158862202
It's not finished yet
It's missing both are and legs and has no textures
I'm kind of modeling and designing it at the same time too so I'm not sure what to do with the face either
It usually takes me at least 6 hours
>>
>>158862202
Your anger is not welcome here.
>>
>>158862434
the sprite will blend in if it doesn't have an outline at that resolution
>>
>>158862428
i used to like him but after the third autism fit i stopped
>>
>>158862390
Story wise, basically I have the main character being half scorpion half human...
That's it.
And the world is sort of a fantasy world, but not a tolkien fantasy world.
>>
>tfw google used you game idea

fug
>>
>>158862183
You take a first person camera, add some wonky physics and basic controls and then proceed to add dozens of work years worth of 3d models and writing and systems to it.
>>
>>158862538
Not if you don't suck at colors.

RoR for example.
>>
>>158862428
did you just assume my gender???
>>
>>158862427
>gamedev is life
>>
>>158862943
i don't see what your gender has to do with being friends
>>
>>158862427
>youre not joey
what did he mean by this?
>>
>>158862098
Dude what the fuck you ate your second friend in a curry?
>>
>>158856969
>>158857082
>>158857435
>>158858721
>>158859131
>>158859487
>>158859131
I'm going to go a bit more in depth as to how my AI spell casting and selecting system works. It is very possible I am doing it completely wrong.

When AI is not casting and if it has a target, it is checking every step for every spell it has whether it can cast that spell. So for every spell it goes through a list of conditions, like is the target in line of sight, is no ally affront of me, is ally near me, does that ally have low life, etc. Then it adds all the applicable spells to a list and then randomly selects one to cast (with some bias too but that's irrelevant). After it casts a spell it takes a short break before going through every spell again to see if they're castable, choosing one of them and casting it. This is just the spell selection part, but while it seems like there's way too much computing going on, especially with many AI instances holding many different spells, I don't know how else I can do this? For example one way I could think of is selecting a spell at random first, then afterwards checking its casting conditions and if they're not met selecting a different spell again. But what if AI has a healing spell that needs to check whether ally is low life? Then that approach doesn't work as what if AI chooses a different spell than a healing spell. There need to be casting conditions and priorities for all sorts of different spells and situations.
...
Continued in next post
>>
>>158863196
After the AI has selected its spell it begins casting it over 20-200 steps, or however long the casting time of the spell is. Then a step before it is finished casting the spell, it checks all the casting conditions of the spell again, because things could have changed, like an ally walking affront or the target hiding behind a wall. Here I want to have say 20% chance that the AI casts the spell regardless if it meets the casting conditions. Here I can do that by simply doing "irandom(4)", which equals 20% chance. The problem is that the AI is running the same casting conditions checks code every step while not casting for spell selection. This means that that "irandom(4)" is now 20% chance per step, so the chance of AI casting this spell regardless of the conditions is no longer 20% chance but much higher, practically 100% chance over the time it takes him to cast the spell. Instead of having 2 different conditions checks that take this into account, I perhaps stupidly decided to go with irandom() suitable for being run every step and change the conditions check to not only happen just before finishing casting a spell but also every step during casting. Now using this system, how can I correctly use irandom() to get the desired arbitrary percentage/chance? Or should I just have 2 separate conditions scripts, but that sounds impractical. I should probably just handle casting condition checking better, but I don't know how. Any ideas?
>>
>>158862854
RoR has a very simple artstyle that cannot afford an outline or even detail at all (at least on the main player)
>>
>>158863020
its not about my gender its about you assuming things you uncultured cis nigger *unsheates 1000 katanas*
>>
>>158854907
I've been wathing same KotH YTPs everyday for 2 months now.
>>
>>158863443
*teleports behind you*
>>
>>158863085
could have at least eaten him in his sleep, waking him up first is just too cruel
>>
>>158863196
why not
>when aggro is gained
>choose between cast/wait
>when cast/wait time is up, repeat
>>
So can someone help me finding a story? I can't find anything...
>>
>>158863913
An ancient evil awakens
>>
>>158863913
Baby shoes for sale never worn
>>
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>>158863913
>>
>>158864002
Well, that's still better than anything I could think of...
>>
>>158863913
Once upon a time a cuck ate a burger. He sued the evil cheesburger corporation for making him fat, but in a twist of fate he dies and the lawsuit is dropped. As this cuck's cute imouto, you must avenge your brothers death by killing the 9 corporate bosses of cheeseburger co.
>>
>>158863913
Read some mythology m8
>>
>>158863913
tvtropes.com, create random
>>
>>158863913

How can you be such a boring person that you don't have any ideas or storys to commuicate with people? You don't ever think about a re-visioned world, interesting concepts from religious texts and mythology that you would put in your game? Also, don't you have a character? Build a story around him, it's brain dead easy
>>
>>158863913
An ancient evil has gone back to sleep
>>
>>158863605
*stands on his ass so there is no behind*
heh.....
>>
>>158863913
Now this is a story all about how my life got flipped-turned upside down and I'd like to take a minute just sit right there I'll tell you how I became the prince of a town called Bel-Air
>>
>>158863913
Just rip off something you like, but gender swap the characters and change the setting.
>>
>>158864452
I have ideas, but they are way to complex for a first real game. I'm not incapable of writing a story, I'm incapable of writing a story that's not too big...

>>158864405
>>158864319
>>158864628
>>158864313
>>158864529
>>158864073
>>158864094
>>158864002
Thank you all for answering
>>
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>looking into getting Photoshop legally
>Adobe won't let me proceed because it thinks I am in Afghanistan
Back to piracy it is
>>
can a gamemaker bro help me?

I'm trying to have the enemy play a death animation when it gets jumped on but it will not play.

here's my code

//Enemy Collision
if (place_meeting(x,y,obj_player))
{
if (obj_player.y < y-16)
{
with (obj_player) vsp = -jumpspeed;
sprite_index = spr_enemy_death;
alarm[0] = 30;
}

else
{
game_restart()
}
}

after the alarm ends in another event the enemy dies so that works.
>>
>>158863913
What kind of game are you making?
>>
>>158864804
An A-RPG in a sort of fantasy world.
But I'm trying to make it simple
>>
>>158864751
Well? Are you actually in Afghanistan?
>>
>>158864781
sorry the braces got fucked up
>>
>>158864919
_No
>>
>>158863368
I don't know if this helps at all but in my game (which has pretty basic AI) doesn't randomly pick if this frame should cast a spell, but instead randomly picks a time to next cast a spell. So I start a timer and when the timer runs out, I set canCastSpell = true. If canCastSpell = true, I loop through all the spells, calculate which are castable, and pick one at random. You could probably do some weighting and stuff here to make the AI smarter. After they cast a spell, I pick a new random time and start the timer again.
>>
>>158864781
can you throw the code into a pastebin or hastebin? im on mobile so the formatting is fucked
>>
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>Going through old files
>Find old folder with progress webms
Damnit...why did I give up!?
>>
>>158865743
here ya go
http://pastebin.com/ZxCzAU33
>>
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>>158865880
I remember your game. It was neat.

I gave up because I couldn't figure out how to do targeting 5 years ago.
>>
>>158865920
and whats in alarm[0]?
>>
>>158866151
just instance_destroy() in the alarm event
>>
>>158864497
*stares and shudders in disgust*
>>
>>158866273
add some kind of debug message in the conditional and tell me if it triggers.
>>
>>158865880
I reached a point where I realized that I was in over my head though and my progress just dropped off. It's a shame too, because everything was built in such a way that it could actually be expanded into a real game. To this day I still reference code from this because it worked so well and was organized in a very robust and expandable way.

>its so dense, every single frame has so much going on
>>
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Hour and a half left to the jam and I just completed a file format for parsing and creating game objects to complement the tile map file format. Now I just need to create a demo level in 90 minutes.
>>
>>158866401
*absorbs itself through his ass so it appears behind you through a vortex full of shit*
You let your guard down!!
>>
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>>158865880
>>158866042
And I am disappoint in both. Keep on pushing. Wallow is for nodevs.
>>
I don't have Windows Movie Maker, what should I use for my trailer? Vegas? I don't need anything fancy but I made some videos before with avidemux and it was a nightmare.
>>
>>158864751
>default country is set to afghanistan
>it means they think i'm in afghanistan, it can't be that it's just on the top of the country list!
dumbass
>>
>>158866438
it triggers
>>
>>158867226
is the sprite changing? is the alarm triggering?
>>
Not many sounds in yet, but im working on sound effects for the first time so any critiques or suggestions appreciated. Especially for the dash sound.

https://webmshare.com/play/QxQ3R
>>
>>158866802
You've still got over 3 hours to submit a game for the Halloween jam.
>>
>>158867552
the sprite doesn't change but the alarm works because the enemy eventually dies.
>>
>>158865880
Shit, senpai, I was worrying about you, since I haven't seen you for some time. Even if you are not on it, I'm happy that you are still around here.

What are you working on now? As I remember, you've mentioned some sort of merchant game?
>>
How do I stop the desire to stop working on one game and start prototyping something else?
>>
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why isn't your halloween jam game as good as this one??
>>
>>158868280
You realize that anything you prototype will end up half finished just like the game you're working on now, so you decide to stick with it and actually finish a game.
>>
>>158868347
>your halloween jam game
?
>>
>>158867719
This isn't for the AGDG jam. This is for a jam my university's game dev club is hosting.
>>
Unitybros what's your level design workflow like? Do you make your levels in blender and import it in the engine or are you making them in Unity?
>>
>>158868494
that's my game btw
>>
>>158868159
Just the aggydaggy site, and I'm starting to collab with an artist to work on a shmup in unity. I'm not used to Unity at all because I've only used Monogame and SFML, so it's been slow goin.

My dream game is still roguelike with shop simultation/ shop building elements, though.
>>
>>158868280
Set the scope next time smaller. I usually start to lose interest when I don't see when will I finish it. Set up a small goal, estimate the maximum amount of time it could take, and tell yourself that you'll commit yourself to this project for this amount of time and/or until every part on your checklist is ticked out.
>>
>>158868495
Ah, okay. Good luck anon.
>>
>>158867883
is the image speed at 0?
>>
>>158866829
*punches out own eyes*
>>
>>158868280
remember that in a years time you may have a game or a dozen unfinished prototypes depending on your actions today
>>
So would a Mario party Roguelike game sell well? My newest concept.
>>
whats so bad about subdivisions?
>>
>>158869515
In what context?
>>
>>158869646
for modeling
>>
>>158869703
More context, because subdiv modelling is how you make highpoly stuff.
>>
>>158869515
>>158869703
nothing?
>>
>>158869515
>>158869703

While I'm a blender nooblet- seems to me subdivide makes a lot of unnecessary vertices especially if you only need a pair on one axis.
>>
Anyone know what tool I should use to write a program that makes animation files? My animation files are basically CSVs that box values, with animation box, hitbox and hurtbox. Basically, I want to make a tool where I select the box outlines for each frame and it generates a CSV for me. I was thinking about using Javascript and canvas.
>>
>>158869238
never mind created a new object to handle death animations.
>>
>>158857896
easy way to have the enemy face in the correct direction is to set it's image_xscale to be the sign of their horizontal momentum. also increase the strength of your gravity and increase the power of your jump, its insanely floaty right now
>>
Does your VR game have personal space bubbles to prevent rape?
>>
>>158871375
wtf?
>>
Has anyone here ever made money off their games?
>>
>>158872061
Hopoo
Gogem
Homph
Catmouth Dev
Vine
>>
https://youtu.be/4qIGctGFoyU
skooma
>>
>>158872153
Does Hopoo still post here?
>>
>>158868595
build pretty much the entire level in blender then i separate some parts that may have special properties.

E.g. I might have a couple of slopes that I want to be treated differently even though they're at the same angle. One might be made out of ice, the other is dirt, naturally the dirt one is easier to climb and i don't use rigidbodies and physics materials, I got my own character controller to handle collisions, slopes, ledge detection etc.
>>
>>158872720
he probably shitposts every once in a while but otherwise why would he
>>
>>158868595
levels constructed and layed out in blender provided I'm not using kits,

Then imported into blender for adding clutter and objects etc.
>>
What happens if our game isn't ready by the due date, are we disqualified?
>>
>>158873767
it means no one will ever play your game

not that anyone plays game jam games anyway
>>
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A lil bit more progress on the main menu and stuff
>>
>>158873767
I didn't finish my jam game, it can be completed very quickly. I submitted it anyways, though.
>>
>>158873992

good juice, just need to work on the background and it'll great.
>>
http://www.strawpoll.me/11539904
>>
>>158874816
That's a stupid question. If the game gives player control priority then that opens up the game to cheating.
>>
>>158874816
Both
>>
>>158874816
Here's a scenario to make this a little easier:

In a player control priority scenario:
Player presses attack button, attack animation plays instantly on client but the server might not play the animation for 100+ ms later. Hitboxes on the server are taken as the authority on whether there is a hit or not. (so it may appear you hit but did not)

In a game fairness scenario:
Player presses attack button but does not play animation until server relays "play attack animation" back to player. (so there would be a noticeable time difference between pressing button and actually getting a visual response) this would allow events to line up with the server better.
>>
>>158874816
Both
>>
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>>158856664
>dinosaurs is winning
>>
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>>158854594
So, Im going to learn basics of UE4, since I may need that knowledge in work, any good tutorials explaining basics (for game designers) fast enough (Im kinda in hurry)?
>>
>>158875959
https://docs.unrealengine.com/latest/INT/GettingStarted/index.html
>>
>>158875959
>learning UE4 in a hurry
>not even a programmer
typical "game designer"
>>
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Got options FOV. I dunno why anyone would go below 90, but it's there. 120 looks really high but in full-screen at native res it's not bad.
>>
>>158855121
>hot bath wile listening to the Hotline Miami OST

Wowsers, anon, that sounds like a recipe for suicide.
>>
I'm thinking of doing a beat em up, similar to Splatterhouse 3, but I'd liie more tactical combat. Are there any gsmes in thst style with good combat? I was thinking along the lines of having Heavy/Light attacks (Dark Souls), or High/Low attacks, with different enemies blocking in different ways etc.
>>
>>158855073
A-are you me? This is uncanny.
>>
>>158855127
Hacks never feel like hacks, yes they can factually know they are hacks just like retarded people can know they're retarded, but they never feel bad about it.

This doesn't mean you're some kind of genius either, but at least you're not a hack if you're having those feelings,
>>
>>158855127
Anybody can talk a load of bullshit about their product once it's finished. It reminds me of actor's being forced to market their shitty movies by talking about how deep they are.
>>
>>158874816
That really depends on whether it is a competitive game or mode
>>
>>158854907
Pretending I know javascript
>>
>>158854907
watching the latest jon tron
>>
>>158855127
the stage that you are at right now is a critical part of becoming a deeply creative person in the way that these famous developers are. nobody is born understanding the best way to implement a thematic relationship between gameplay and story, nobody is born with the ability to write strong systematic elements to tie into the greater moral of the game. These are things that take an in-depth knowledge of a lot of working parts. You have to be comfortable enough in writing stories to implement them into your gameplay, you have to be comfortable enough creating gameplay to implement it into your story, and you have to have played hundreds of games and made dozens of games before you will see that marriage clearly and understand how to do it well. The fact that you are aware of your own (current) creative limitations, and are questioning whether you are cut from the same cloth as these famous and successful game developers, means that you have the ability to get better and create the kinds of ideas that you want to.
>>
>>158854907
Self pitying over the fact that I don't know how to focus on something and that I get demotivated and tired easily.
>>
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Now when discovering secret area, the previous room "blends" into new area, making the entrance to secret room more clear.
>>
>>158878525
maybe you could overlay a treasure chest on the map for the hidden rooms. helps players feel like they accomplished something
>>
ok, i'm back working on game. does good to take a little time off.
>>
>>158878693
This is a good idea you should do this. It seems like the room is green already but showing the treasure chest would reinforce it.
>>
>>158878693
Yeah I could do that later in development. I'd probably have to make another ds_grid to keep count of chests.
>>
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Someday I will be the proud creator of my very own shitty text adventure!
>>
>>158879000
I'd play this
>>
What was Google's Halloween 2016 doodle made with?
Is it Unity3d version 5 Pro?
>>
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Is my randomly generated hillside with placeholder colors comfy?

Too bad I fuck up somewhere in the normal calculation process, and for some reason I have to place the light source under the terrain.
>>
>>158878693
Please make the treasure icon closed then change it to an open chest icon when the player loots it so they can tell whether they got the loot or not
>>
Anyone ever found a download for

GameMaker Language: An In-Depth Guide
by Benjamin Anderson

google and torrent sites arent helping
>>
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>>158879221
This is the first positive thing anybody has said about my game
Feels rad man
>>
>>158879476

>comfy
>those colors

no
>>
>>158879698
>not being a zombie mutant
>>
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>>158879603

>needing an entire fucking book to learn GML
>>
>>158867647
B-bump
>>
>deving while wearing headphone for 12 hours
>ears hurt
>realize I'm not/never was even listening to anything so there's no reason for me to be wearing a headphone
>post on agdg
>>
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added some gun mechanics and some kind of aim assist (?) till needs to ironing out to do
>>
>>158879649
you needa 'look' or 'examine' command though
>>
>>158880089
welp time to put headphone again
>>
>>158879937
id like to have one reference instead of having to google for every little thing
>>
>>158880281
Pimpbot takes no shit
>>
>>158880089
I think they're close but maybe a little too high-pitched. Harsh on the ears.
>>
>>158854907
Drawing monsters for my game.
>>
>>158880281

holy kek his walk is hilarious. Nigga don't give a fuck god damn what a player
>>
>>158880089
opinion is same as
>>158880449
especially bomb sound, is too sharp.
>>
>>158880304
>>158880141
i like this new headphone autist meme

*puts on headphones*
>>
>>158880281
Drop whatever idea you have and do a 3D re-imagining of the first Toejam and Earl
>>
>>158880540
my life is not meme
>>
>>158880393
the manual has literally everything you need, and i actually mean "literally" without memeing
use it
>>
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>>158854594
What's the sauce on OP's picture?
>>
>>158880702
*takes off headphones*
....excuse me?
>>
GameMaker problem here

I have a state machine for playing music. It's in silent mode until spacebar is pressed, which then goes to the song play state. The state checks if it's the first time it has been entered and then does this

audio_play_sound(snd_Drum_Loop_60BPM, 10, true);

However, it doesn't loop. What gives?
>>
>>158879343
>>158879343
also interested in this.
>>
>>158880302
That's what I'm doing right now, actually
It's a lot of writing, but that's the price I pay for choosing this format I suppose
>>
>>158880536
>>158880449
Alright thanks anons.
>>
What're the best practices for how to deal with unity prefabs for 2d games? All the tutorials I read are really basic and don't seem to go into detail about anything past "here's how you put something on the screen immediately" with no thought for expanding the scope of the project beyond player movement.

Is it best to just rely on unity's built in stuff as much as possible?
>>
>>158881208
yeah, it's rough. you can use it for more gameplay stuff though, like finding a key taped to the back of the book or something, then take key from book
>>
>>158880447
>>158880524
>tfw I'm the only one that doesnt see it

>>158880610
the game im planning on making will be vaguely similar to toejam
>>
Slack > Discord
>>
>>158881612
neat, just make sure the MC stays funky
>>
>>158881671
i unironically agree but there is no agdg slack as far as i know
>>
>>158881939
There used to be, but I believe it was deleted since no one used it.
>>
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>>158879000
>>
>>158854907
Today I spent all day pressure washing my driveway and painting one wall of my neighbors house.
Made $100 though so I guess that's alright.
>>
>>158878693
>>158878847
>>158879508

Well Metroid just uses a dot, right? We don't have pixels to create an icon.
>>
>>158882028
what a shame
>>
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Spiked Sheld.
>>
>Open unity
>play game as I left it yesterday
>ok everything works
>close unity
>rinse and repeat the day after
Help.
>>
How hard is it to modify animations from an incorrectly set bone-rig to a correctly set one?

I'm working on weighting bones now but most likely it will not be as perfect now as I will be able to do it a year from now. However I do want to start animating. Will I still be able to use animations I make now on a differently rigged model?

Would it make sense to use a correctly rigged model for animation so my animations aren't tailored toward a badly rigged model?
>>
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got some more basic stuff working.
>>
>>158880281
This shit has a lot of character.
>>
Does anybody need some horrifying monster sprites? I need some practice and I'm not quite ready to start on my own game yet.

Pic is last thing I finished before months of crippling depression set in.
>>
>>158883094
looks good. ditch that depression.
>>
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>>158880281
>>
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You can play my barely functional "game" for the fishing jam if you want to here:

https://virtuawave.itch.io/akmi-lake
>>
>>158883242
>ditch that depression.
Wow now I feel better!

>>158883094
That looks good. Maybe Arikado would use you.
>>
>>158883552
just trying to help, buddy, guy, pal
>>
>>158883651
maybe you can turn it into motivation. our get mad, our hyped our something.
>>
>>158883552
Thanks, I wanted to make a gory monster killing game, but I realized I really just want to do some sprites.
>>
>>158883470

>someone donated to my game

t-thanks, you are going to be disapointed though
>>
>>158884067
We're doing low-res but drop a line to https://twitter.com/ArikadoDev if you're interested.
>>
>>158883470
Is it actually going to be about fishing?
>>
>>158883094
tumblr?
>>
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More progress, controller support(!), ship scaling, camera movement. This gif is 2x speed for some reason
>>
>>158884574
No. I'm on DeviantArt, but I post pretty infrequently.
>>
>>158884619
I like this
>>
>>158884365

At the moment you can just drive around with the snow mobile and fish salmon(without any resistance and real gameplay involved) but I the idea was you can find pieces like keys and story relevant pieces in the lake (if you know the locations to fish for them in the lake) while some kind of moster or killer is chasing you, especially during the night, that's why there is a day night cycle.
>>
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>>158883094

Yeah, i need monsters for my game.
>>
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>>158884067
>>158884309
Oh and FYI it's a metroidvania about blood magic.
>>
>>158885587

The portrait of the player in the bottom left looks more spoopy than the monsters.
>>
>>158885587
Looks cool, I was messing with DOOM sprites not too along ago. Let me know what type of stuff you're looking for.

>>158885604
Looks good so far. I'm not even sure if I could do sprites that lo-res though. All the sprites I've done I do in PS and then just shrink it down.
>>
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tokoloshe
>>
>>158883094
Shit, senpai, I thought I was looking at a D3 concept art. It's pretty damn good!
>>
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>>158885898

I need concept art which i can base my 3D models on. Any type of none generic demon or Lovecraftian monster would be great. I can't think of any creative monsters.
>>
>>158885898
>I'm not even sure if I could do sprites that lo-res though.
It's fun. You should give it a shot sometime. It's cool if that's not what you're looking for though. You've got some nice work!
>>
>>158868280
You don't. You just learn from years of self disappointment in dropping shit that it will lead to nothing and force yourself to push through it. One thing that helps is to take a day MAX to write down all the cool little things/ideas you have for the new game in a text doc or a notepad and then you put that shit away and refocus on the main game.
>>
>>158884619
Wow. You're advancing the genre anon. No one has done this. Please keep adding stuff.
>>
>>158886002
L-Lewd
>>
>>158884619
what the FUCk is this shut up and finish this madness
>>
>>158885604
roflmao yeah okay Aria of Sorrow
>>
>>158886098
I'm actually in the same boat. If I had more ideas, I'd have more finished artwork. That's why I'm trying to do sprites for other people's shit.
>>
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>>158885885

Yeah, it's not very spooky.
>>
>>158886848
idk irl one of the scariest things is a naked dude runnin full speed at you
>>
write down all your ideas, and save all your work somewhere. I got about 100 games that I have no record of anymore.
>>
>>158887038
i've swapped between the same 6 or so projects for the last 10 years.
>>
>>158886795
Is that supposed to be an insult?
>>
>>158887363
sounds like you need to join a jam and finish something, its really helpful
>>
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>you have to actually design an engaging level that teaches players to use their abilities wisely, be non linear, encourage exploration, and fair spots for enemy encounters.

What the fuck? I don't know where to start.
>>
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>>158885604

Hmmm. I have seen this game before...
>>
>>158887562
If it was he is a dumb motherfucker. Aria wasn't perfect but it was goddamn fun as fuck.
>>
FOUR MINUTES LEFT TO HALLOWEEN JAM

SUBMIT YOUR SPOOKY GAMES
>>
>>158887835
That screenshot is an insult to 2D games.
Clarent at least has a consistent art style.
>>
>>158887835
What the fuck is wrong with those graphics?
>>
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There. I submitted my project. I want to sleep.
>>
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>>158887929

You were saying?
>>
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>>158887835
This shitting on Clarent meme has to die.
>>
>>158888086
Nice motion but the art style is garbage.
Mess of colors, blurry effects on what's supposed to be a pixel art game. Literally shit art direction.
>>
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>>158888086
>>158887835
What the hell is up with the scaling in this game? Why does this look like these kind of reaction pics? Are those mixels or what the fuck?
>>
>>158887823
I did that but forgot the part where you make it engaging and fun

at least I tried
>>
>>158887823
Come on, anon! Entitled indie developers and major software houses are too COOL for actual gameplay. Step it up!
>>
>just like make game on AGDG
>promotion, new job, lots of job offers
>hit $50k/year with benefits
>stop just like make game
>GeekSquad within a year

It's time to just like make game again. That or kill myself
>>
>>158887823
Doesn't always have to be non-linear, sometimes more focused linear levels are better for engaging the player
>>
>>158888514
dont do this to yourself.
MAEK GAEM :D XD
>>
>>158888198
Incorrect opinion.

>>158888086
Don't listen to them, it is looking great. They are just jealous of you.
>>
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What are some genre combinations that would make for interesting mechanics?
>>
>>158888698

Thanks :)
>>
turn based rhythm game
>>
>>158888795
necrodancer is old
>>
>>158888725
turn based stealth bullethell mmo rythm game
>>
>>158888725
Like Skyrim but Minecraft the MMO with guns
>>
>>158888086
looks p good, senpai
>>
>>158888873
>necrodancer

I never realized just how much a shitty story can ruin an otherwise good game
>>
>>158889089
are you suggesting you played necrodancer for the plot?
>>
>>158888725
Open world hunting sim fantasy rpg. Imagine creating and playing as The Predator and going around hunting species in open hunting grounds and shit.
>>
>>158888725
Horror RTS
>>
>>158889270
Not at all, I wasn't expecting it to have one. The cut scenes are so fucking cringe and shitty and they feel so incredibly out of place in the game, they completely contrast the feel of the gameplay.
>>
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> Halloween Jam 2016
> only two games for Linux
> only one for macOS
>>
>>158887823
honestly, copy levels from games you like until you understand exactly what it is you like about them
>>
>>158888725
Stealth racing.
>>
>>158889691
>expecting amateur game developers to spend time porting to niche operating systems within their own community
lmao
>>
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>>158889992
Going faster makes you less visible

It'll be like the opening of Drive https://www.youtube.com/watch?v=vdqbdEKeJ_4
>>
>>158888514
>work 6 years in high paying job as a mechanical engineer
>lose job to recession
>"time to make game!"
>enjoy NEET life, take it easy learning programming, practicing art, making game
>fast forward a few months, get a call offering job back
>refuse in favor of keep making game
>know better than anyone that you'll never make a living out of game
>>
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>>158889992
>giant monsters looking for you in a city
>they peak into buildings as you drive around
>start smashing shit and chasing you once spotted
>>
>>158887562
>it's a metroidvania about blood magic
it's literally Aria of Sorrow, not "a metroidvania about blood magic"
>>
>>158890193
what the fuck are you doing nigga
>>
>>158888514
>GeekSquad
enjoy your meme """""career""""
>>
>>158890193
i respect that desu
>>
>>158890313
But, anon, Aria of Sorrow is a "a metroidvania about blood magic", thus Clarent is also "a metroidvania about blood magic".

Ya' know. If A=B, and B=C, then A=C.
>>
>>158889691
jokes on them, im making a game for the chip 8
i hear its gonna be the next hot thing
>>
>>158888725
Competitive MMO dating simulator.
>>
>>158890559
yes
thank you for repeating what i said, for the retards that cant into reading comprehension, redundancy is a must
>>
>>158890481
Who the fuck considers GS a career
>>
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New status ailment: Wet

Cannot use items while wet, jumping helps shake it off
>>
>>158890820
dweebs who work at geeksquad
>>
>>158889691
OS X one is mine!
>>
>>158890908
you noscoped that bitch
>>
>>158885587
those sprites look awesome nice damage
>>
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And the jam (my university's jam, not the AGDG jam) is over. I didn't quite get in as many features as I wanted, but it was only 48 hours... I can only do so much.

Here's the entire demo level.
>>
>>158890990
Please don't impersonate me like that.
>>
>>158890908
Why the fuck would being wet prevent you from using items?
>>
>>158891234
because it's his game and he wants to invoke a penalty for being on water you bitch
>>
>>158891234
Because clothing is heavy.
>>
too much fighting
*puts on headphones*
>>
>>158891234

Character's hands are slippery.
>>
>>158888041
>tfw I will never gamedev as a cute girl
>>
>>158891206
Says there's 7 for OS X
https://itch.io/jam/halloween-jam-2016
>>
>>158891652
I was talking about agdg's. I guess I should submit mine in the big one too.
>>
>>158891234
>Why the fuck would a white box with a red cross on it give you full health after being hit by 3 rockets and 2 grenades
>Why the fuck would being shot in the foot kill you
>Why the fuck would waving a stick generate a giant fireball
>>
Anyone else want to make a village/town manager similar to Prison Architect
>>
>>158889691
I'll be honest, I'd love to export to linux and OSX. I have GameMaker Studio and already have the OSX export, but Apple makes you jump through a million fucking hoops to port to OSX that in the end it isn't worth the trouble. And YoYoGames has the linux export priced at a hundred motherfucking dollars which is way too much to pay for such a niche market.
I feel like the linux export should be free since Linux is fucking free.
>>
>>158890193
years in slave jobs. join huge multinational. laugh at how bad/inefficient other workers are. make major bank. bout it.
>>
>>158892339
whats a prison architect
>>
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Enough autism for today.
Tomorrow I'll hopefully finish head/shoulders and get far enough to finish the breastplate on tuesday.
Then I should have hands and feet by friday and rig the thing next weekend. Meaning that by the 11th I should have a working enemy.

I hope.
>>
>>158892616
if the armor body is supposed to look detailed it doesnt, if its supposed to look like worms are crawling all over it you did a good job
>>
Is it bad if I start my game development by copying someone's already existing game from github, modifying it a fuckload, then re-release? I'm planning on changing everything (graphics/levels/character/game design)
>>
>>158892339

I want YOU to make it, yes. Especially if its fantasy based, able to create mage guilds and artifact crafters and so on. Please make it.
>>
>>158892875
what everyone pretty much does.
>>
>>158892875
If you don't learn anything, then it's not worth it.
>>
>>158892616
Wireframe
>>
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>>158891119

Thanks. It was hard setting up.
>>
>>158893307
Damn that's alot of work for pre-render stuff but its worth it
>>
>>158893214
its on multiresolution currently but targeted vertcount is around 5k
>>
>>158886848
>>158893307

Why would you go to all this effort to 3d model these guys with all this stuff but make them into sprites?
>>
>>158893631
How well does blender sculpting measure up to zbrush? I want to go beyond box modeling but I'm not made of money
Are zbrush tutorials useful either way?
>>
>>158893990
Because then you can make a sprite from any angle possible you stupid fucking dumbass
>>
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hey y'all

just finished working for today on one of the enemies for my PS1-looking spooky gaem
>>
>>158894742
That's at least dreamcast level though, maybe early ps2.
>>
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I've started to upload NG's Archives to the Google Drive folder.
https://drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE

The first folder I've uploaded is named "Ancients". Since it's that time of the year when we remember the dead, the ones who are gone, the ones who we can thank so much and the ones who we miss, I would like to name all the games in that folder.

Witness them!

[SAHA]Broomsticks_and_Futa_Dicks_Ch, 8Bit Ginno, A Hat In Time, A Yawning Hen, Adventure Game, Adventures of Afro Girl, Aftermath Saga - Plesioth, Angry Maids, At Home, Atrophy, Autism Boxes, Avocado, Bear Game, Beep Beep Motherfucker, Berserker Quest, Blacksmith Simulator - aftercharlie, Blast Those Aliens, BOLT, Botany Dev, Brnkhy, Bro Quest, Brothel Simulator, Brothers' War - Venom, Buncha Cars, Cave Explorer, Cestus, Clarion, Class Bells, Coffee Table, Colorblind Bro, Cowboy Bebots, Cryomancy, Cubone lost in GameMaker Land, Daily Roguelike Guy, Dreamless, Drill It!, Ectoverse, Epic Pets, Fear Trigger - nogames, Fezimbo, Frain Game, From Dust, Generic Sci-fi Anime Character Goes for a Walk, Geospheres, Gifts 'n' Guts, GLOF, GRASS, Groove Bird & Jive Cat, Guru Guru, Hawt Flashes, Hokuto no Ken, Hollow, HONK, IMP, Industrious Flair, Iroquois, Joe Inky, Jump or Die, Karateman, Knytt Clone, Lambda, Life+, Lion Hearts - Pegleg, Lode, Lo-Res Loli, Lunarius, MAKE SCIENCE!, Martyr, Mean Mike, Megaman, Megaman Duel Network RPG, Microfightan, Micro-Nationbuilder, Mobias, Muscly Men on a Hill.
>>
>>158895012
>>158894742
Agreed. Textures are way too good for ps1.
>>
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>>158895050
Cont.

Node Alpha, Odonata, Paper Mario Project, Particle Bro, Pedonymous, Permanence, Pony Kart, Porridge Zone, Prizer, Procedural RPG, Quackball, Quakeception, Quarantine, Quicksand Coastline - [J], Red Tactics, RiCK, Robot Platformer, Roguelike with a Swordsman of sorts, ROOG, RPT_dion, RTSShootan, Runic, Scarf Squad, School Sim, Sea Farer - Vesch, Sector Sigma, Septentrion, Sewerbro, Sinistar Clone, Skuld, Slime Garden, Slow Island, Solar System Simulator 2013, Some Shmup Game, Some Sort of FreeRoam Motorcycle Game, Somebody get these motherfucking Snakes into some motherfucking Games, Sorethumbs, Soujourn, South Bro, Space Crocodile - Karuvitomsk, Space Explorer, Space Trader, Spaceman Sparkles bloom'n'juice, Spearlegs, Spessmehn 13, Spike Layer, StarShock, Steven M, Storybook, Super Bob-omb World, Sweet Home Remake, Tea, Teeny Tonks, Terraria Slime Lands, The Island, The One Thread Tower Defense, Tilebased - GOMADWarrior, Tingling Space Balls, Tits & Tyrants, Tribes RPG, Turbo Run, Vega Rift, Versus, Vine, Water Porn, Whynne, Wizard, YOLOventure DX, Zeusington, and 5 more games without a title.
>>
>>158895050
You will ride eternal, shiny and chrome.
>>
>>158895050
>>158895224
WITNESSED
>>
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run animation
>>
>>158890313
There's no vampirism.
>>
>>158895494
looks like running to me.
>>
>>158892616
Bane?
>>
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>>158888157
>Clarent is the only agdg game im actually looking forward to
>the dev gets shitposted more than bokube at this point

this is why we can't have nice things.
>>
>>158892339
That would be dope.
>>
>>158896026
>this is actually bait to bully him some more
I know your game.
>>
>>158856664
>voted minimal hard drive space jam
>3 people

Guys how did you take the news when you found out you were autistic?
>>
>>158896026
gonna bully your game now, fag
>>
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>>158896210
Maximum hard drive space jam when
>>
>>158896128
no im serious. i love metroidvanias and his actually looks good so im really looking forward to it. it confuses me why he gets targeted more than bokube dev at this point, not to shit on bokube either.
>>
>>158894742
Loving those Afraid of Monsters vibes
>>
>>158895050
>>158895224
>starshock is dead
>a hat in time got funded in 2013 and will release only in 2017 and it's basically dead
>turbo run is dead
>space explorer is dead
>roog is dead
>hollow is dead
>HOKUTO NO MOTHERFUCKING KEN IS DEAD
Damn...
>>
>>158896026
that's what happens when your game looks good
>>
>>158896301
Wait so if you buy it on consoles, it comes in what, 3 dual layer BDs? PS1 rpgs are back.
>>
>>158895050
we need more broomsticks and futa dicks
>>
>>158896773
nah, it will just download the rest the first time you try to boot it up, and if your console connected to the internet, you're left with a buggy mess
>>
>>158896026
>game gets more exposure
Please continue.
>>
How do I decide how big my sprites should be? What should I be looking at? I know it's not like a rule of "Oh it should be like 80% of the screen" but where do I even start thinking about this stuff?
>>
>>158896773
Console ver has half res textures, lower bitrate sounds, and lower poly models. So it'll probably require barely half the space.
>>
>>158897436
Depends a lot on your game, like say we're talking about a platformer, a game where your character walks around and slaps people with a sword can probably afford to have bigger sprites than a game with guns, where you need space to see the shots coming. Also if you want the game to be fast paced, with the characters running really fast you want to see more around them rather than have stuff blindside you all the time from popping up to close.
>>
>>158896773
>last good JRPG was Lost Odyssey
>had 4 discs
>you now realize that splitting up the story by disk probably forced the writers into properly pacing the story into Acts 1-3 of a story.

BRING BACK DISKS
>>
>>158897436
well what resolution are you working with?
>>
>>158897897
Thanks bruh. That's pretty useful.
>>158897949
That's the thing. I think part of my problem is that I have a bitch of a time thinking in terms of pixels and resolution. I've focused so much on programming and level design that I didn't realise how important that was. I wasn't expecting something like "How big should shit be?" to be such a roadblock, figured it'd just come to me as I was doing it. I suppose that might be what I should be focusing on huh? Any tips on how best to work towards that?
>>
>>158896463
I hope you like my metroidvania too anon.

I don't want to post it though because it's currently a pile of shit.
>>
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Maryo controls now. It's coming along nicely I think. I screwed up picking things up code I guess so I need to fix that too.
>>
Thoughts?
https://clyp.it/0icaggqm
>>
>>158898626
now this is -cute!- not that anime bullshit every weeb fawns over
>>
>>158860339
To be honest I really like your character, it's got a really nice arcade-y castlevania feel, and you can have more detail on him in cutscenes/dialogue
>>
>>158898715
i think the first flute part doesn't match the tone of the rest of the song, really cool though anon
>>
>>158883003
the character gives me a Lisa The painful vibe
>>
>>158899257
It looks like he used the lisa style template. I swear both those body types are in the game and look almsot exactly like that. Not a bad thing though, Lisa's a great game for people wiht great taste.
>>
>>158898463
youre making it a little too complicated. youve already worked on the gameplay and level design, yes? what resolution is it?

>>158898561
please post it anon.
>>
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I need some kind of advice.
I lost interest in gamedev, I not longer give a fuck about gamedev.
I not longer give a fuck about videogames.

What I mean is that I grow up from videogames, in the same sense you grow up from shit like barney.

I think this is something positive, because I not longer have expectations over gamedev and I not considers it just another type of job.

But, can you guys at least give me some advice on this?
I just want to make money.
>>
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>tfw so shit it art it literally makes your stop your own progress

i need an artist
>>
>>158899874
dumb frog poster
>>
>>158899874
>I not longer give a fuck about videogames.

I'm sorry to hear that. Video games are the currently most innovative and explosive market in terms of both storytelling, interactivity and entertainment. I think with time they will only get better and better, and I'm curious to see where they go.

>I do not consider it just another type of job
>I just want to make money.

These statements contradict each other. But seriously if you 'just want to make money' you're in the wrong fucking business kid.
>>
>>158899874
>tfw to intelligent for video games
>>
>>158899874
you dont make games for money
>>
>>158900064
Got a gimmick?
>>
>>158899874
Nobody here thinks gamedev is a good idea for making money, we just hope we can make money with it because we like video games. If you don't like video games then get out and find a better job.
>>
>>158900094
What I mean, is that I feel somehow more mature, like sure, games are cool, but is like an adult working on the show mlp, it doesn't mean you're interested in mlp or barney, but you simply see it as another type of job.

dunno how to explain it.

>>158900254
is the only thing I know how to do, I don't think I can change right now.
>>
>>158899701
I can't anon. MC is just a static sprite that slides around the screen. Everything is basic beginner stage

>>158900064
This. I've been hitting /ic/ sticky hard, almost all my make game progress is just me trying to improve art
>>
>>158900239
Up to 8 player split screen racing
One button gameplay
Race & Elimination modes so far

Basically each course is less than a minute, its more of a party game to play while you get wrecked with your mates. Super simple stuff
>>
>>158899874
>I just want to make money.
You're in the wrong business.
>>
>>158894742
Closer to PS2 but looks great.
>>
>>158900462
post a pic anyway. theres no shame anon. my game looks like shit too but that doesnt stop me
>>
>>158900416
I don't think you can be successful as an indie unless you consider it a passion. Making indie games you don't work 9-5 on a schedule doing other peoples work as a part of a team workflow. You don't just have some piece of a project that you need to get done and that you can focus on and just do your work. You have to have a vision for the whole project, you have to wake up every day and make everything yourself, be your own quality control, your own ideaguy, your own programmer, your own artist, your own slave driver etc.

I just don't see how it can be done without passion. It would be like a novel writer not caring about what he is writing. I'm sure there is a point after you release 40-60 novels that you can just rapid fire poop them out with a sort of mechanical certainty but at that point its more about the ability to fake passion on demand.
>>
>>158884619
Holy shit that's actually an amazing mix of pinball and blockbreaker.
>>
>>158884660
Not him but can I have a link? I love that style.
>>
>>158900416
>is that I feel somehow more mature,
>but is like an adult working on the show mlp, it doesn't mean you're interested in mlp or barney, but you simply see it as another type of job.

Oh yeah I see what you're talking about.

You're an edgy fucking young adult faggot whose embracing how 'grown up' he is, shames other people for what they enjoy, and acts like he's so 'above it all'. Please tell us more about how you're a nihilist, and that you won't be voting this election because 'both candidates are so bad, look at how smart and original I am.'

You are fucking scum cancer. Go away.
>>
Could a game with online multiplayer set entirely on a single server, so all players who are playing play on the same server at once, relying on mass combat, that is very cheap (like 2-3 dollars) be successful?

I honestly think it could become sensational or just complete trash. Not sure which. Depends if a youtube star picks it up I guess.
>>
>>158895494
Looks nice but are those lines on the legs motion lines or something attached to them?
>>
So is the next jam going to be Dinosaurs?
>>
How do I sketch 3D levels? I could always sketch my levels on paper pretty easily but I'm not very good at drawing in perspective. Is there any program that can help?
>>
>>158903431
Use legos like Kojima did
>>
>>158888725
Tower defence based shmup.
>>
>>158902607
You just described a game that's very expensive both to make and to maintain, and your catch is that you want to sell it really cheap?
>>
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>>158902638
thanks. they're supposed to be the back part of the native styled chaps
>>
>>158903431
I do it isometric or top view so perspective is easier
>>
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>>158895494
>>
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That feel when you should work on game and end up making Digit encoder-decoder for digital display.
Yes it does have moving text for overflow situations, yet it can display letters.
>>
>>158905013
thanks but ive already seen it
>>
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Some progress getting events working with triggers/defeating groups of enemies
>>
>>158905679
looks a lot like tower of guns, i like it
>>
It's amazing how some really simple stuff can end up with good vehicle physics.
https://www.youtube.com/watch?v=LG1CtlFRmpU
>>
>>158894438
zbrush is way better
>>
>>158905930
thanks I'll check out tower of guns
>>
>>158905679

Just curious, what are your texture res?
>>
>>158904306

Would a multiplayer game with like <100 people online at a time with shit graphics really be that expensive to maintain? Seems kind of negligable.
>>
>>158906758
each character is between 128^2 and 256^2
env textures are 512x512 or so
weapons/objects ~64x64
>>
>>158903431
source engine
>>
>>158906780
well if you give 5KB/s per client for bandwidth, that's 50MB/s (400mb/s) per server
>>
>>158855127
>developers talk about the systematic themes and elements they add into their games to make everything redress the central point they are going for.

That's pretty much a bunch of pretentious twaddle and there's a good chance that the person saying it feels like a hack because they would rather be making films or books, but can't.

Which is a bunch of pretentious twaddle. There are two types of people who say this sort of stuff: People are ashamed of making video games and would rather be making films or books if they had the talent and true believers who don't
>>
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I think game developers call this juice.
>>
>>158907494
nah that's just weird.
>>
>>158907494
No.
>>
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Walk cycles are always the hardest part of animation.

Tried looking in the mirror for reference, but naturally that just made his walk radiate social awkwardness.
>>
>>158907494
Pretty sure that's just player feedback
>>
>>158907730
there are so many professionally-made references online though
>>
>>158907840
I know.

I'll have to start over from scratch.
>>
>>158902265
http://johnmblaz.deviantart.com

That piece I posted is literally the only good thing I've done in months.
>>
https://soundcloud.com/janbudd/eerie did this today and it's pretty ok
>>
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AUGHGHGHGHG

grandpa simulator 2017 progress

please harshly criticize my programmer art
>>
>>158908919
Phone "games" are not gamedev.
>>
>>158909039
b-but its not supposed to be a phone game, senpai
>>
>>158902607
>so all players who are playing play on the same server at once

You would need to contract a data center to host your server unless you expected like 100 people to buy your game.

>relying on mass combat
This would exponentially increase the server power and bandwidth you would need.

>that is very cheap (like 2-3 dollars)

Most server providers will supply server slots at about $2 per month, so you would effectively wipe out your entire revenue within one month and that's not even factoring in the extra cost of hosting everything on one server.

You never host servers yourself unless you have a way of monetizing your player-base post launch.
>>
This is probably a stupid ass question, but I'm just starting in 3D: So do older games like Megaman Legends built their levels from small 3D tiles or are these large planes mapped with a repeating texture?
>>
>>158907730
Take a hint from this guy >>158880281.
>>
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I filled out the tips page. This is basically my user manual, I guess. At the bottom is a list of all the trainer locations and potion recipes.

The townspeople used to have the tips as their dialog but I deleted all that, so now I have to come up with something else for them to say.
>>
>>158900064
The boost coming out of the drift looks jerky.
>>
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Lets see 'em /v/.
You DID submit a game to the Halloween jam, didn't you?
>>
>>158908919
The art has its charm, but making a glorified flash game clone is probably not the best use of your time.
>>
>>158909528
Like I can afford to spare the slightest bit of motivation to work on anything other than my main game.
>>
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>>158909528
Someone posted my game on the Godot facebook group and I got a ton of downloads
>>
>>158909528
the only people who play jam games are other people who submit

which is like 10 people
>>
Nobody knows where to get a cracked version of Spine, do they?
>>
>>158909769
>tfw no sdl facebook group
>>
>>158909528
b-but it just ended. Let people wake up to play it tomorrow.
>>
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sup bb
check out my cool spaceship
>>
>>158910890
do you race in spes?
>>
>>158909316

answer me senpai
>>
>>158902446
>shames other people for what they enjoy
Everything after this statement is one big strawman

Where the fuck did he say any of this things? Quote them.
>>
>>158909528
B-but this isn't /v/
>>
>>158909273
>supply server slots at about $2 per month, so you would effectively wipe out your entire revenue within one month

>game is 2 bucks
>server is 2 bucks

>one customer?????????????
>what is math
>>
>>158909769
what the FUCK is a godot
>>
>>158911139
Where the FUCK is your game, anon?
>>
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>>158909528
Here ya go
>>
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>>158911359

>he still uses gaymaker
>>
>>158911423
what
the
F U C K
>F U C K
F U C K
>F U C K
is a godot
>>
>>158911359
>>158911367
FUCK-mind
>>
>>158911359
I think it's a guy who waits a lot.
>>
>>158911237
A server slot is one slot for one player. Every additional player costs another 2 bux and that price would increase substantially if the server had to be a farm capable of hosting 1000 players.
>>
>>158911237
a 100-person minecraft server is like $55
>>
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Sliding around is fun. I made it so it cross products the hit of the angle to the surface and adds that as speed, so a steeper face makes you slide faster (I think it works)

All I want to do now is try to make it so the rotation fo the character reflects the angle of the surface it's on but I may make it so it does this even when it's standing. so then f the ground is steeper than a hard limit you will slide down. Not sure yet.
>>
>>158911237

you're a fucking idiot man. a $500 person server costs like 5000 users/sec. therefore your revenue will be wiped out within one nanosecond.

so just get amazon servers they're like $15 per game engine if bought from the unity asset store
>>
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>>158909528
I don't deserve this
>>
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Working on battle scene a bit more lately, the background is a little empty so we are gonna add some pictures and more cracks.

What do you guys think?
>>
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>>158855127
At first I wanted to spite Square for C&Ding this: https://www.youtube.com/watch?v=YELRuYNBRDk

So I rebuilt their system and was going to duplicate that demo. I also cut up their precious Cloud Strife and stuck him on a touhou, as a placeholder(!)

Then I ended up wanting to spite Sony for canceling this guy: http://playstationallstars.wikia.com/wiki/Dart_Feld
so I rebuilt their system for no good reason. (probably because the classic 1 attack per turn seemed dull)

Now I'm somewhere in the middle, and currently rebuilding this game mode for fun:
https://www.youtube.com/watch?v=7soIdcfv6kw

I think I'm swimming in that hacklife - although, my livelihood isn't depending on indie gamedev, so that's probably why it's so fun to be a hack.
>>
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>>158909528
Even three people found it worth downloading. This brings me joy.
>>
>>158911810
Now use that knowledge to make a new Coolboarders game.
>>
>>158912027
It looks unique, like those old flash games. Though, some of the enemy art seems stiff. Love the hand selector.
>>
>>158895494
I really love this, it has a lot of character in it. Any place I could follow your game?
>>
Well, thank for all the good feedback today. here's my progress. Let e know what you guys think. Tomorrow I add more juice.
>>
>>158912523


wtf is that backgronud dude
>>
>>158905013
The problem with this image is that it's incorrect. For some reason the creator of this image felt that the fall down frame was an important one while completely neglecting the push off frame. It ends up making the animation look jerky.
If you want to look at a proper run cycle, look it up in the Animator's Survival Guide.
>>
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>>158909528
thx browser games
>>
>>158912523
can't see shit, captain
>>
>>158912523
the background is not working here, I think you are going for flying over a city, you might need to thin out the lit areas, and pick colors that don't clash with the HMS mean pinball wizard ship
>>
>>158880281
>well you can tell by the way I use my walk Im a ladies man

>>158907730
He's really jamming out
>>
>>158912523
Is this going to be a bullet hell type game?
>>
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>>158912689
iktf
I provided a download version which is much comfier than the browser version, but hey downloading is hard
>>
Someone show create scripts for Unity, Unreal, GM for emailing reviews/bug reports directly from demos to the devs

thinking of doing this before next DD, is there already a tool for this

like in the main menu select and option, a form appears and players can fill the form out?

maybe even send play time with the email?
>>
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>>158912491
thanks anon.
i dont have a tumblr or twitter yet (should probably make one at some point honestly). my game is the castlevania clone though. here's a webm of it thats sitting on my desktop
>>
>>158907730
>Walk cycles are always the hardest part of animation.
My instructors gave me so much shit over my walks and I still have no idea what I was doing wrong.

Good thing I hate animation and never want to do it professionally
>>
>>158912630
>>158912735
>>158912764
Shit yeah you guys are right. Maybe I'll turn down the opacity or find a darker one. I want it to be sort of cyberpunk

>>158912862
Not really. Think more casual speed but with all the screen management it is fairly challenging.
>>
>>158913050
The best part about this transitions is I can get up and go make a sandwich

The downside is I now have too many sandwiches to eat
>>
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>>158913050
I FUCKING KNEW IT

>>158899138 is also me, I could tell from your palette and style. Love this, he gives me a Western Skulduggery Pleasant vibe as well, if you ever read those edge-tastic books
>>
So would making a game and adding in a bunch of random shit suggested by the community be a bad idea?
>>
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>>158913050
that nigga runnin past
>>
>>158913381
Yes
>>
>>158913026
Unreal has a web browser widget you can use. Or you could just use https://forums.unrealengine.com/showthread.php?13509-Plugin-Http-s-REST-blueprintable-JSON-and-Parse-REST-API-manager-at-once-(VaRest) and set up a simple server to store the results from POST/PUT requests.
>>
>>158913050
ByeFelicia.webm
>>
>>158913381
Game design is hard, and most people don't know anything about it. Most people's ideas are terrible if you've ever browsed any game's forums before.
>>
>>158913328
oh fuck i never saw your other reply. thank you anon!
also i've never seen that character before but holy hell he is fucking beautiful and i want to read anything involving him now.
also thank you for the kind words.

>>158913381
yes. contemplating suggestions is fine (and recommended) but remember that you are ultimately the game designer here. nobody else has the same vision that you have and if you blindly implement other peoples' ideas without regard to the future, you'll lose sight of that vision.
>>
>>158854594
Ah I night of modeling and listening to 1984 audiobook
Truly practician, I feel sorry for people who will never know such pleasures
>>
>>158913879
Isn't that a book you read in middle school? that's not patrician.
>>
Making a font is suffering but the GM:S one is an auto anti-aliased piece of shit.
>>
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bake came out a little busted, but blocking in color for this lizard archer
>>
>>158911810
angles are hard

getting characters to match the angle of the underlying surface and then rotate around their axis is tough to do elegantly
>>
>>158914113
is that a thing that happns? i read boring shit at shool, cant remember a single book
>>
>>158914537
cute, is it rigged yet?

mind posting wireframe?
>>
I need to decide on how I'm gonna handle my camera, so I'll be playing with that tonight.

I'd like to give complete control of it to the player, letting them toggle between having their sprite in the center or on either edge of the screen.

But I could also write logic to automatically handle the camera so that when they are in melee mode it's in center, and when they are in ranged it's at left or right of character, depending on where enemies are.

And I need to figure out a system to keep the camera from going out of bounds. Thought it would be as simple as using Unreal's camera blocking vollume, but I just can't get it to work. The camera just hitches a little then passes right through.

I'll post a webm of my test level if I get anywhere.
>>
>>158914593

I think if I just make the player's rotation the same as the plane it should be fine. The problem is I need to figure out which way is up. I tried using transform.up but that did not go so well. I'll have to try something else.
>>
>>158914537
thats freakin cute
>>
>>158914537
is this for the ogre tactics like game
>>
>>158914537
Lizard archers are for ________.
>>
>>158914778
https://www.youtube.com/watch?v=aAKwZt3aXQM
>>
>>158914785
in unity you can literally set

transform.up = raycasthit.normal

where you'd get the raycasthit from a physics.raycast down.

but that doesn't respect the player's rotation around the y axis so it will reset that everytime you set the transform up (in my experience). Otherwise if you set that transform up like once in a while (an alignment function when ground normal changes?) you can use transform.RotateAround(transform.position, transform.up, turnspeed) to spin the character along their (local) y axis

I've had a lot of issues with this but I think I'm just dumb and I need to step back and try again
>>
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>>158914893
>>158914726
thanks, rigging is boring so saving it for later. its character practice, so i didn't worry much about optimizing (5k tris)
>>
>>158915232
other than the crotch area, that topo looks nice and is the kind of thing you could optimize super easily if you wanted to later
>>
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>tfw you find a bug that makes absolutely no sense and don't even have the slightest idea on how to trace it.
>it's late and you're tired.
>>
>assignment do in one hour
>keep getting distracted by deving
>>
If this gets on steam I will literally give myself 1 year to just like make game and submit or kill myself.
http://steamcommunity.com/sharedfiles/filedetails/?id=788661536
>>
>>158915232
Backlog of shit to rig is growing bigger
>>
>>158916510
This is steam. You can literally publish anything over there now.
If you think this is weird then you clearly need to dig deeper than that.
>>
>>158915537
>Tfw you're using c++ and get a header collision with your system path because you didn't know the ./configure script of the library generates an extra header file that you weren't including
>>
>>158913297
The problem with the background is that it has too much going on with it I think. It makes it really hard to make out small particles and details that you need to interact with. That and the catapult thing doesn't really come off as "cyberpunky". It's more spaceshipy than anything honestly.
>>
>>158916510
Pugdev's all over the place these days.
He needs to stop starting new games and just commit to one.
>>
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I'm starting to think that we don't have any good free art because of the end-users.

When shit like pic related or the whole kenney assets packs get constantly praised with
>"solid work"
>"awesome"
>"amazing!"
then no wonder why nobody is trying anymore.
>>
>>158917465
What are these from? Any particular website?
>>
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>>158907840
>>158913114
>>158912817
>>158909364
Tried again, but although I managed to soften it up a bit, it still doesn't look all that good.
Also looks more feminine because of the shoulders (I think).
>>
>>158917724
eh, good enough

no one really cares that much as long as it generally looks like the thing
>>
>>158917724
>clipping
reeingpepe.png
>>
>>158917465
There is no motivation to make something good if then you offer it for free
>>
okay, so i'm kicking around the idea a 2d rpg where you have a party of three or four characters, but the game would also have zelda style dungeons where you get items to help you solve puzzles

the problem i'm running into is that a good amount of the puzzles i can think of only require one person, or theoretically could be easily solved by the members splitting up (think of when link has to hit four switches at once to open a door). i guess i could just work out three or four man puzzles, but i'd rather not

just ideas-guying here, but would appreciate some feedback
>>
>>158914604
I definitely never read that or anything else good in school. Finally read it when I was 24 in the Army.
>>
>>158917908
What are fangames?
>>
>>158917792
Thanks, I guess.
I'd like to git gud, tho - If only to make it less of a hassle to create more walk cycles in the future.

>>158917891
Trust me, it looked worse when the shoulder things deformed with the arms.
Should probably try to find a solution somehow, though.
>>
>>158917724
If I saw this in a video game I would think to myself "That character is walking forward"

So I think that animation does its job.
>>
>>158917998
puzzles with multiple characters aren't fun anyway. just make good puzzles that the party does collectively
>>
>>158918091
Thanks!
I'd like to at least get good enough that all the animations won't stand out as particularly jarring.
>>
Reminder to spend a couple minutes doing hand exercises every hour during deving heavy days to prevent carpal tunnel
>>
>>158918091
true, you can critique those kinds of things forever, but in the end the game part is more important than the assets

you can always change it later or hire an artist with your game bucks
>>
>>158918042
>Fangames
>Good
I have no idea what kind of moron would spend years just to make a couple extra levels of ocarina of tkme
>>
>>158917998
Take a look at Monaco, it's a co-op mission/puzzle like game.
>>
>>158918493
Rock on dude! Looks very nice
>>
>>158918493
The sky is pretty, keep the progress coming anon
>>
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>>158918493
Nice.
>>
>>158918096
any particular games you think do this well?

>>158918474
thanks for the tip
>>
>>158917724
Not sure if it's the .gif or if there's a stutter in the loop. Anyway it's pretty good. What's more important in engine to get the walk match the speed so it doesn't look like your character is floating or skating on the ground.
>>
>>158911810
>slows down while in the air
>>
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>try to add shells when you fire
>add shells to list of objects
>bullets no longer spawn
????
>>
>>158918493
>thsi
Lol. Just Lol.
Are you fucking drunk again, rotatefam? Consider killing yourself, before one of us has to do it for you.
>>
>>158918493
I hope you release it soon, it looks fun c:
>>
>>158855127
Walk your own path, the path of your heart. Believe not in the world, but only in your heart. Be the light of your wisdom and your wishes will come true.
>>
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>>158919109
FUCKING WIZARDS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>158918975
well, grimrock. but those are thinking puzzles, not "you need this item" puzzles
>>
>>158919291
i'm not dead set on "items", just something i thought would make the game more interesting, but i'll for sure check out grimrock, thanks
>>
>>158919012
Thanks, Anon
I think hope it's just the gif, but I think I fucked up some symmetry, so I'll probably be remaking the whole thing again anyway.
>>
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>>158918493
>>
>>158919054

I already fixed it but I still can't get it to rotate to the normal of the boxes it slides on.
>>
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>Just fuk my shit up
>Tfw
>>
>>158919109
wizards with shotguns?
>>
>>158919646
there's a lot of literature on aligning with surfaces, all confusing but worth a google
>>
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>>158918493
AND THEN THERES THIS ASSHOLE
>>
I need an artsy fartsy game idea that I can make in 2 days.
>>
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I replaced all the dialog for each NPC. Most only have 1 entry to pick, though.
>>
So what's the next jam after halloween?
Not counting DD, of course.
>>
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>>158857256

This thread sparked my mind into writing this about success. Here it is if you guys want to read it: (sorry for formatting, wrote it in notepad and too lazy to fix it)

Why success cant be replicated

The first time around you are focusing on chasing the feeling of being sucessful. Your
mind is more open to possibilities, and is more likely to choose the best option.

The second time around, you feel you 'are' sucessful, so you think you don't have to chase it anymore,
so you do the things that you yourself want and enjoy, which obviously isn't always the case. In fact,
it is rarely the case that what you want is what would be succesful.

So basically, the first time around, you are thirsty. The second time around, you are quenched, and
simply want to prolong your current success. However this won't propel you (usually) to be succesful
again.

So basically, let yourself drink, and you be satisfied for ahwile, but then don't stop thirsting
for a drink. That is, if it is still success you truly desire.
>>
>>158862194

So what stops you from just buying the software once you make money and then not getting caught?
>>
>>158921738
Imperialism simulation where you trade useless shit for a mountain of gold to natives, you win by slaving them all
>>
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>>158921738
a game where you're just a simple geometric shape in a nearly empty world with simplistic platforming mechanics that were old in the early 90s but it's actually a metaphor for the industrial revolution's alienation of PoC proletarians
>>
>>158866042

That old man fuckin sucks in arkham.
>>
>>158894742
>PS1
Those textures are more like gamecube/dreamcast/psp tier. If you want ps1 textures you shouldn't go over 128x128 texture maps. Most ps1 games don't even go over 64x64. Polycount is acceptable, but could be slightly lower.
>>
How does it feel to know that a google doodle is better than your game?

https://www.google.com/?doodle=28464230&hl=en&source=sh%2Fx%2Fdo&nord=1
>>
>>158923354
It's all about the arts. Game is easy as fuck to code.

And why the fuck Rotate hasn't been banned yet?
>>
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So much easier to make animations which don't need to be symmetrical and/or loop
>>
>>158921738
Make a game about your pet dying. First though you have to take care of it, and it is mildly annoying to do so.

Later you play a bit of a platformer or puzzle game to make yourself forget about it, then at the end you retell your experience to someone else and remember your pet. All the minigames and sequences with the pet are now much easier and more enjoyable. Even the animal's sprite is much cleaner, no visible dog shit in the second sequence unlike the first, etc.

Optimistic people will see the game as how we remember the dead fondly, and hold on the good times. Everything is a more idealized form in our memories, we can control how we feel about the past through sheer emotional desire alone.

Pessimistic people will see the game as the nature of nostalgia and how we are blinded to bullshit of the past; tricked by blind loyalty to things just because they are older in our minds.

I am the ultimate ideas guy.
>>
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>>158924504

>that source
>>
>>158924927
What is the source?
>>
>>158880765

Major Kusanagi by katsuboshi

https://danbooru.donmai.us/posts?tags=katsuoboshi
>>
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>>158913050

You mean to tell me you're making a castlevania style game where you play as a western themed Skeleton dude that fights badguys with a whip?

FUCKING SIGN ME UP
>>
>>158860375
>normal sized head
lol what
>>
>>158924504
>finally come clean with a girl
>she hates you with the fury of the suns
O-oh okay.
>>
>>158925535
>>
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>>
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From yesterday. Passive skill tree for one faction of FTC.

There are going to be 4 factions and the skill tree will have over 800 passive nodes.
>>
>>158925694
Dayum, naga

How you gonna balance all that shit?
>>
>>158925728
he doesnt, hes an idea guy with a copy of unity ripping off already very popular games

>its literally even using the same font as FTL
>>
>>158924927
>>158925535
give me your fucking lunch money
>>
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well, I don't regret learning python now. Got a really good set of reference points now that I can scale down indefinitely

still took an hour and a half to write though...
>>
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>>158925728

I've written an internal set of rules that are balanced like a mathematical equation.

By design, all items have flat values and all passive tree nodes have percentage values. Say accuracy for instance, most ships have a hit chance between 5% and 50% depending on weapon (based on a value between 0 and 240). A player can boost their accuracy by 300%, but will experience diminishing returns over the mid point threshold of the attribute scale. So, a weapon with a base value of 60 (25% chance to hit) times 300% is not going to be 180, but somewhere around 150 (66% chance to hit).

This is further balanced out by item stats. Weapons for instance can only have a limited amount of points for attributes, a weapon can have high fire rate and damage, but if load rate and accuracy are very low, the DPS will balance out.

Obviously, being a roguelike, players will run into no-win situations or bad match-ups, but there is always the option to warp out.
>>
>>158925672
Look good! Love the clock icon this is starting to look like one of those special PS1 or N64 3rd party gems/cult classic already.
>>
>>158918493
can you fuck off please
>>
>>158925672
Why dont you post Bokube in the recap? You make so much progress.
>>
Anyone have concept art i could steal?
>>
>>158926810
I don't deserve it. Bokube gets enough attention and feedback, and the recap should belong to those that need that spotlight. I can post my progress here without even text attached and il get (You's) anyway (along with posting on the discord), I shouldn't be on the recap.
>>
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>>158926872
>>
>>158926160
kill yourself victoria
>>
>>158927042
That's kind of hot
>>
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Made it so the bomb reticule to follow the aircraft momentum instead of the aircraft direction.
>>
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Okay I changed...everything? I think this is a much better look. What do you guys think? Do I need to change the ship? and if so, how?
>>
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>>158927019
>I shouldn't be on the recap.
Based Bokudev
>>
>>158927326
>That Picture
Is she autistic?
>>
>>158926268
>damage is a flat value
shit
>>
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>>158927413
geniuses are emos
>>
>>158927326
>Racist/white supremacist asian mix.
>Comes up with a brilliant idea to look like an SJW emo dev to gain senpai within the Californian indie-dev scene.
>If anyone from agdg tries to tell the truth to the world that Bokudev is a racist shitlord nobody will believe 4chan.
>uses agdg to fix his game up and polish it before commercial success.

Genius.
>>
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Shaders are CUTE
>>
>>158918493
tHATS NOT A CUTE GIRL
>>
>>158927318
What's that box on the left doing?
>>
>Fully fleshed out game idea
>Open up engine to start coding it
>Realize you have no idea what you actually need to code

How much time do you guys actually spend in theory/planning vs actually coding?
>>
>>158928290
All i do is plan.
>>
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>>158907730

Oh my god you animated the virgin walk to perfection
>>
>>158927230
Looks awesome but it sucks to not be able to see where your bomb hit.
>>
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>>158928290

At least 2 months, depending on the project. Anons have been giving me flak for lack of gameplay, but my game development is going to be much more efficient because I have a solid development plan and all my game rules are written out.

At university I was taught to create the whole game on paper, before starting to code. This includes creating classes, functions and program flow.

Diving into a project half-cocked with no idea of what you are going to do is just going to result in failure. Also the same reason many anons with game creation aspirations on here fail.

If I learned anything in the Navy, it was SMEAC. Situation, Mission, Execution, Administration and Command.

Situation is your executive summary, Mission are your goals and milestones, Execution is a step by step plan (implementation), Admin is all the stuff you will need (libraries, programs, art) and Command is hierarchy and communications (if you are working in a team).

Approaching game development like a military operation will get things done fast and efficiently. Puttering along like a civilian with no direction will only result in failure.

Plan it out and carry on.
>>
>>158928697
why didn't you respond to this >>158927495
>>
>>158928290
Don't really know how much time, but my development cycle looks like this, after the initial planning:
Coding -> documentation -> realizing something is ill-designed -> revisioning -> coding...

No matter how much I think something through, there's always something that must be altered. Spending about 50-75% on actual coding.
>>
>>158928290
Right now I'm trying to make a ton of assets, that way when I give up it isn't a complete waste of time
>>
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>>158928839

Respond to what? A four letter response with no intent, explanation, extrapolation or interest in what I am trying to achieve.

If you had said 'I don't like flat values in games because of x and y', I would have graced with an engaging conversation, but instead I deemed your show of disrespect and lack of courtesy as a sign you were baiting me into wasting my time.

The lot of you need to learn respect and courtesy. You might be safe in your basement, but IF we ever meet face to face I will dress you down so hard you will want to crawl back into your mother's womb and never come out.

I don't expect much from civilians, but I do have standards.

I can't force you to change, but if you want to engage with me, you will do so with a courteous and respectful demeanor.

Is that understood.
>>
>>158928597
Yeah, I agree. I need to unclamp the camera rotation angle when in Virtual cockpit so you can view 360 degrees around you.
>>
Daily reminder if that your game is shit right now it will always be shit.
-AGDG
>>
>>158929152
are you autistic

serious question
>>
>>158929634
Not him but I think its more autistic to care about shit feedback that should be discarded. Fucking faggot.
>>
>>158929829
>>158929152
you're obviously 100% the same guy
>>
>>158929410
What if I don't have a game yet?
>>
>>158929935
Shit by default.
>>
Which is the superior 3 letter abbreviation for sprite? Spr or Spt?
>>
>>158930028

7UP
>>
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>>158913050
>That other Simon running like a fucking kenyan
>>
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Friendly reminder that gamedev is not like how it's portrayed in anime:
https://www.reddit.com/r/gamedev/comments/5a69ju/to_the_youngnew_devs_things_i_wish_people_told_me/
>>
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>>158927607
Hope Bokudev doesn't end like him, I guess.
>>
>>158930280
Game dev was never portrayed in anime.
>>
>>158930280
>7 years makes you a veteran

>getting carpal tunnel
I'm sure that's totally gamedev's fault and not you being a massive retard who can't sit at a computer properly.
>>
>>158930280
>gamedev is not like how it's portrayed in anime
NO FUCKING SHIT
>>
btn_prs
btn_rls

VS

button_pressed
button_released

?
>>
>>158905013
I hate this type of running, and you see it all over the place in other games. I prefer running animations where the character doesn't kick the air and hover for a split second before coming back down and doing it with the other leg.

Running should be a fluid motion. Olympic sprinters, or people just running in general aren't hopping like in that gif. You always have one foot on the ground and you want to stay as horizontal as possible without the hopping so that you have the least resistance moving forward and keeping as much stress of your ankles as possible. You shouldn't be stomping the ground or trying to jump.

I always think of Scott Pilgrim whenever I see that kind of run.
>>
>>158930280
>Likewise your desk should be high enough so you have elbows bent at 90, and shoulders relaxed.
What the literal fuck? My desk would have to be as thin as a piece of paper to have my elbows bent 90 degrees and not have it go through my legs.
>>
>>158930724
buttonPressed
buttonReleased
>>
>>158930724
no one has used underscores since C was popular
>>
>>158930724
I'd use more descriptive one since I don't use input in that many places. Also, in my input I had to make a distinction between is pressed and on press for things that only happen once per button hold.
>>
>Feedback on Halloween Jam
Please take the time to add at least one screenshot. A lot of people won't download your game if you don't specially when one of the games on the same jam seems to be just a rebooter.
>>
>>158930937
Underscores are irrelevant it was just an example, I'm asking if people use short or long names for variables.
>>
>>158930889
actually here's the superior setup:
wButtonPressed
wButtonReleased
>>
>>158930827
You are a tall motherfucker. I have the same issue with my desk
>>
>>158930280
i think you'd have to find a cute girl gamedev first to find out if it's really like anime or not.
>>
>>158930996
Why would anyone ever go for "btn_rls" that's so cryptic and it's not like naming something button_released makes anything slower, it just makes things much more readable
>>
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>>158931112
take your pick
>>
>>158931112
>letodev hasn't finished her game
>sugardev hasn't finished her game
Real girls never finish their games.
>>
>>158931126
As mentioned it was just an example, but sometimes you get stuff like buttonHoverImageX,buttonHoverImageY, buttonHeldImageX,buttonHeldImageY, etc. all one after another which becomes kinda cluttered and using "btn" and "img" instead makes it easier on the eyes.
>>
>>158931332
that's when you start doing stuff like http://pastebin.com/xxwLsHKR
>>
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>>158931291
>Anita on the list

[Triggered]
>>
>>158931332
>but sometimes you get stuff like buttonHoverImageX,buttonHoverImageY,
Struct time.
>>
>>158931291
doing a quick scan with my eyes i spot multiple stock photos of "girl gamers", multiple photos of "girl gamers", someone who is a "cultural critic", someone who is a "marketer", someone who is a "girl" gamedev and finally some fictional universe girls.
>>
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>the Halloween game on google front page is more fun than mine
>>
>>158930280
I don't want to shit on that, because he doesn't say anything wrong, but he basically just describes the workaholic developer, or hell, office worker in general.
>>
https://www.youtube.com/watch?v=HQa1a63XIOM

Someone actually took a video of my game...How weird...
>>
>>158931510
Where's your game?
>>
>>158932171
on itchio and steam
>>
>>158931071
Don't need to be tall. It just depends on your proportions. I'm a manlet and I have the same issue. Either the table and chair squeeze my legs or the table is too high.
>>
>>158932078
oshit, didn't know about that game. just tried it out and it's pretty damn fun
>>
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>>158931435
>>
>>158912683
>>158930743
>what is art direction?
obviously you 2 failed your art.
>>
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>>158932083
>>158930280
Turns out the OP is barely an adult. Like LITERALLY barely an adult. But he does have 7 years of experience in the industry so I guess he's still technically a veteran.
>>
it works, finally!

https://www.youtube.com/watch?v=AsUW8JcnzZs
>>
>>158932680
This really explains a lot.
>>
>>158932693
you can't see anything till it's done. :P

another bug in the bank.

https://www.youtube.com/watch?v=T6tIf8ZWSFc
>>
>>158932680
how does he have 7 years of experience if he's 18
>>
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Girl's Spooky Adventure dev I can't leave comments on your games page so I'll dump it here and hope you see it:

- Barely any of the screen is visible at one time. I'd recommend adjusting the flashlight size and moving the camera to make sure there is enough visual stimulus onscreen.
- Should probably slow down flashlight rotation speed since I was able to just go helicopter mode and basically see 360 degrees.
- I think I broke out of the level or something because everything was black and white outside and the UI flew off the screen.
>>
>>158932931

probably wrote hello world once when he was 11
>>
>>158933031
>>158932931
>>158932680
I have 15 years of experience, but I'm only 20

It can happen to anyone
>>
>>158932680
>>158932931
He doesn't have any industry experience, hes just a kid fucking around who has made about 2 hours worth of money through selling rpg maker sprites or some shit.
>>
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>>158933031
alright I had to go check it out myself

this is his fucking game:
https://imgur.com/a/fnPL6
>>
>>158932931
I made board games and an actual fully functional pinball machine made from only cardboard boxes, manila folders, and tape when I was in Kindergarten.

Therefore I have over 20 years of gamedev experience.
>>
>>158933206

Looks pretty neat, honestly. Lacks feedback with a lot of things but it's still neat
>>
>>158862183
Use that OpenMW engine.
>>
>>158933395
>>158862183
Might just be better starting with Unity. OpenMW is heavily geared for being exactly like olde morrowind...

Which may be something you want. But with how slow and janky(?) their progress is, I dunno man.
>>
>>158862183
openmw already is new clone with better modding potential and stability
>>
>>158933206
>https://imgur.com/a/fnPL6
If your game looks like this after over 1 or 2 years of experience, you should just give up.
>>
ideaguys lend me your power:

light blades can multiattack (which gets bonuses from agi)
heavy blades get bonus dmg from strength and can maim, permanently halving movespeed
polearms attack from a tile away and require some kind of check to close in
blunt weapons??

each weapon type will have further specific special abilities and can have elements of the others, but i'm just thinking of the basic defining features of each

what are some other general weapon types? i think 3 is too few
maybe i can split heavy blades
>>
>>158933509
It looks worse because I can't into art.
>>
>>158933509
to be fair, I would expect any "experience" you learn as a teenager to be relatively useless. so it's kind of like every game is his first game
>>
>>158933517
the usual bonus for maces is stun

in crawl, axes his enemies in all 3 tiles in front of you
>>
>>158933517
AOE
stun
knockback
>>
>>158933206
>https://imgur.com/a/fnPL6
>Uploaded 16d
this is his latest progress.
this is worse than most newgrounds tier game.

he need to team up with an artist.
>>
>>158932680
>AGDG will listen to reddit listening to a child before listening to your actual sound advice
dont listen to the advice of anyone with carpal tunnel, theyre not even aware enough of their body much less the rest of the world to know what they're doing.
>>
>>158934401
I don't think anyone was actually taking either seriously
>>
Where is the progress?
>>
>>158934717
I'm working on it
>>
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>halloween game dev did not post his game in halloween jam
>>
just posting that I'm looking for help and artists for this project if anyone is interested

http://www.thewaifuproject.com/

right now I'm really looking for someone who is an expert with texturing who can help me finish the model of my waifu I've been working on since I'm not as good at that part
>>
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>>158934861
i have to rememeber to use this, it's the perfect response.
>>
>>158935148
Post model
>>
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>>158934717
I just made a thing, but it's a clone so idk if it counts as progress.
https://github.com/slx7R4GDZM/Sine
>>
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I implemented the lightning into the VR game I'm working on
goddamn this is fun as fuck
>>
>>158934717
Nowhere lol kill me
>>
>>158935261
Is this not seizure inducing when using a VR headset?
>>
>>158934717
I don't feel like posting it until I have more shit going on
>>
>>158935321
It is not.
The webm is recorded at 25fps and the game plays at 90
>>
>>158935410
>The webm is recorded at 25fps and the game plays at 90
wtf are you doing
record at 30
>>
>>158935480
webm size limits m8
you only get 3mb and because it's VR almost every pixel is different every single frame so you get like 0 compression
>>
>>158933517
What kind of game? Blunt could be stun, knockback, maybe an accuracy reduction? You know like you get sorta dazed after a big hit.
>>
>>158935549
Just set a bitrate limit on it. I'd rather see a few artifacts than 25/90.
>>
>>158934291
I'm not sure he's good enough of a programmer to do that. Or mature enough.
>>
>>158917724
When animating males it's important to add some swagger, it looks better now.
>>
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>>158935710
roguelike (actual roguelike)

Stuns are usually boring. Maybe a short-duration confusion would be good.
>>
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>>158935716
How's that?
Can't run at the full 90 in debug mode while recording at 90, though. Only very close to it.
>>
>>158933206
That's actually pretty good. Not seven years experience good, but pretty good.
>>
>>158932078
>mfw is actually pretty fun
Wich one was yours?
>>
>>158927876
so this... is the power... of shaders
>>
>>158928290
The hardest part I have encountered as an engivedev is how to organize and structure the code well. You do not want to go for the easiest solutions as they would make implementation of new features harder in the future and it will greatly fuck you over.
>>
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Spent a lot more time doing smaller stuff - bugfixes, quality of life improvements, etc. I posted earlier today about re-doing all the NPC dialog. I just finished adding a hotkey to recast the last spell (per character). I tweaked the stats so now most of them only provided bonuses starting at 10 points, and I think I finally got the goblin stats where I want them. I added a 1.5s time limit to enemy turns in turn-based mode, as well as a hotkey to force it back to realtime, so hopefully there's 0% chance it will get stuck from now on. Productive day.

I'm still worried about how I'm gonna find ~40 more sound effects before demo day. I keep putting it off.
>>
>>158930724
camelCase for functions, under_score for variables.
>>
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>Make some shit in Gamemaker
>get annoyed with it's weird way of doing things, lack of component system and private functions
>switch to Unity
>dont understand the coordinate system at all
>nothing moves like i expect it to

goddamnit
>>
Just scrapped my 4th engine pre-alpha, got about as far as matrix transforms this time.

Starting work on my 5th one.
>>
>>158936740
>dont understand the coordinate system at all
>nothing moves like i expect it to
So you don't understand 3d maths? Start with the basic unity tutorials. They're pretty good.

https://unity3d.com/learn/tutorials/topics/scripting
>>
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>>158936740
here you go
>>
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>>158936867
Enginedevs
>>
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ability icons spicier
>>
>>158936880

I could probably understand the maths, I just don't wanna have to think about it. I don't wanna have to solve the problem of how to make stuff move one pixel at a time, or worry about how far I can make something go before it's off the screen. When I'm dealing in pixel coords none of this is an issue, it's very intuitive.

>>158936881
people make 2d pixelshit with this?
>>
>>158937091
>making pixel games in Unty
That's your mistake.
>>
Man, people are getting a lot more skilled and making much pettier games here these days, compared to when I lurked a couple of years ago.

Makes me envious and sad.

t. nodev
>>
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>>158937091
https://docs.unrealengine.com/latest/INT/Engine/Paper2D/

I'm not a 2d person, never tried it but it's there.
>>
>>158937134

Yyyyyup...
>>
>>158937091
>>158937134
>making pixelshit in the first place
>>
>>158937254

Looks like it does it the Unity way. Physics engines and shit.
>>
>>158937276

I just like it cause it's simple and lets me concentrate on gameplay.
>>
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Good news: I got the rotation based on the plane normal to work

Bad news: it completely and utterly broke the addfroce I had (which was based on calculating the cross product between the character's orientation and the normal of the plane.)

Guess I need to find a new way to calculated that but I have no idea how. Maybe I should change the way the raycast works maybe it should aim directly down regardless of any rotation.
>>
>>158937486
>maybe it should aim directly down regardless of any rotation.
well, that is how gravity works
>>
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juicier
>>
>>158937632

well I am calculating the angle it is on with a raycast which I have fixed so it is always facing vector3.down now instead of the object's transform.down. but now I need to remember what I did for the cross product because I sort of ruined it.
>>
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>started learning 3d asset creation months ago
>getting nowhere
>still no game
>>
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>>158900064
I like those type of games but I'm more into 3D. Do you have a Skype or something?
>>
>>158937850
I've seen a couple of these cars and they look fucking great.
>>
I'm playing around with game maker and trying to get a feel for it and I'm brainfarting superbad.

I'm trying to make the sprite flip to the left when the mouse is on the left of it. The sprite just ends up flipped to the left all the time now. What do I have wrong here?

if (mouse_x < object1.x)
{
image_xscale = -1;
else
{
image_xscale = 1;
}
}

I'm sure it's really obvious and basic but I've been staring at it for 5 minutes lads. Help.
>>
>>158937989
this doesn't give you compile errors? your else is embedded inside the if statement. maybe gml has some crazy syntax though, I dunno.
>>
>>158937989
I was an idiot and fucked up my braces. Disregard. It's always the simplest thing. Sorry dudes.
>>
>>158937897
Thanks. I'm hoping to show .webms sooner rather than later
>>
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>>158937091
Guilty Gear Xrd was made with Unreal.
>>
>>158937989
You need to practice basic coding. else goes outside the brackets.

Also if you are running that code on the very same object you try to flip object1. is unnecessary.

>if (mouse_x<x)
{
image_xscale=-1;
}
else
{
image_xscale=1;
}
>>
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>>158937753
>using that ugly as fuck tumblr style to represent hot russian chicks

plz no
>>
>>158938206
Oh. I didn't know that. Thanks guy. I'll keep that in mind in the future. I'm working on the coding thing.
>>
>>158938308
Good luck on that, and feel free to ask whenever you need. If I'm lurking I'll help.
>>
>>158909528
>tfw ue4
>tfw can't package game
>any attempts to do so only work on the machine I packaged them on
>>
>>158938351
Thank you very much. I'm trying to be self-reliant with it and google shit that I don't know but I will probably need a hand at times. Even if I don't you offering is a big help in a sappy sort of way.

I'm excited to get something playable together and let you guys play it.
>>
>>158938541
>something playable
See ya in 2017.
>>
>>158938176

that's a 3d game tho
>>
>>158938292
>ugly as fuck tumblr style
The artist have drawn them using their respective colors you retard

Have you even played the game?
>>
>>158938581
3017 at this rate to be honest. But progress is progress.
>>
>>158938834
>thinks it's the colors I'm complaining about

Get back to your shithole you tumblrina.
>>
>>158938834
Nobody mentioned the colors you retard.
He's talking about the awfull drawing style.
>>
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I heard you fags like charming GIF's.
>>
>>158938893
That's the spirit. Don't worry I'll wait to play it.
>>
>>158939031
>awfull
Not as awful as your grammar you braindead chimp
>>
how do you get ideas for games
>>
>>158939121
>Calling out bad "grammar", which is actually called spelling.
>Completely fails at punctuation.
whoa momma whatta cunt
>>
>>158939178
>play game
>like game
>would like game more if ...
Done.
>>
>>158939203
>thinks spelling is not grammar
You must have flunked out of elementary school
>>
>>158939308
Grammar is how you structure sentences.
Spelling is how you put together words using letters.

Good to see that social science degree put to use.
>>
New thread
>>158939750
>>158939750
>>158939750
>>
>>158939121
>>158939308
Why are uneducated people so proud of being uneducated?
>>
>>158907494
I think it's cool, just work on it abit more
>>
>>158912027
Looks interesting. Very Superstar Saga.
>>
>>158939178
read books, watch movies, play games, play board games, play pen and paper RPGs, hell even watching cancer animu can give you ideas if you stay away from moe harem shit.
>>
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>>158911064
that's a good question
I'm still working on the controls
>>
>>158938893
You should take a quick course on programming (even if it's just codeacademy or so, MOOC is always better)

It teaches a lot about basic fundamentals of programming and gives you ideas how to solve problems. It usually takes few days to few weeks.
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