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AGDG - Amateur Game Development General

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Thread replies: 737
Thread images: 160

File: Nice.png (117KB, 338x190px) Image search: [Google]
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Nice posting edition

Previous Thread: >>158854594

> 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
discordapp.com/invite/0g6DnnHCw7KH2NzH
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
>>
I'll never make it
>>
>>158939750
>not posting a picture with aggydaggy logo in it
Nice.
>>
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>>158939886
mrw

Realtalk though, what is it you're working on and how much you have done?
>>
>>158939886
not with that attitude
>>
>>158939750
Finally finished all the stuff I had to do for work, now I can go back to making progress full time during this week. Sadly I missed halloween jam.
>>
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Which of your skills are you going to improve today, /agdg/?
>>
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Got a lot done this last few days.
>>
>>158940190
Bullshitting people. If NMS taught me anything, bullshitting people is the most important skill in game dev.
>>
>>158940190
+500 xp in sulking
>>
>>158940190
Drawing.
>>
>>158940271
That pizza looks tasty af
>>
>>>/v/356419807
>Since i know you can contact companies with ideas sometimes and they will give you some profit for giving the original idea.

is this real life
>>
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>>158940271
UV Map your stuff so that the distinct segments of the models have their own islands on the UV map. Right now colors are bleeding from the blade to the grip and stuff like that.

Enjoy this unrelated design document picture.
>>
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>>158940397
>I have an idea that is generic but I know it would do well
>contact companies with ideas sometimes and they will give you some profit for giving the original idea
>patent my idea
>>
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>>158940559
>>
>>158938176
How did they make two-shaded hair? Was that made by using normals too? I can't get anything even remotely close to that.
>>
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made some progress tonight, have a scale model. each coord is 1 meter

I guess I'll work on learning to texture tomorrow. Still procrastinating on modeling a body, I know the math on animation and rigging will be very difficult and probably take a week to work out

Also going to have to split up this enormous model soon, which will complicate things
>>
>>158940458

But that's the A E S T H E T I C
>>
How do I into isometric perspective games with sfml?
I'm going to make a WWI trench warfare isometric 2D game and I'm contemplating the possibilities of making it with SFML, since it's actually 2D I figure it makes absolutely no difference and should be possible, but I need your advice.
>>
>>158940674
low poly 3d with that "unpolished work-in-progress debugger-interface" vibe gets my dick fucking hard
>>
>>158940660
toon shader with 2-color ramp, though Guilty Gear does a lot of other shit to make their models look good with that shader
>>
>>158940812
How good are you with SFML? I'm just starting to learn it. Be my senpai PLEASE. Or just worst case scenario we'll learn together
>>
>>158940812
>sfml
Simply fuck my life
>>
Did PS1 graphics anon posted any updates?
>>
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>>158940674
What algorithm are you using for generating the terrain? I'm using Midpoint Displacement here.

May I ask what is your plan on applying the texture? I was thinking about having multiple layers of textures, and based on the height of the vertex, I would make one more dominant than the other to achieve smooth transition between them.

Also: may I ask why do you use normals per face instead of per vertex? It would be much smoother, imho.
>>
Give me ideas I will pay you in (you)s
>>
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>>158941027
I know about that part. What I'm interested in is marked in red - hair mesh doesn't seem to be as complex as the shading and looks very flat.
>>
>>158940660
They folded the shader a thousand times.

But no really they put a shitton of work to get that look in 3D, in both shaders and models. (And hell even in the game code)

https://www.youtube.com/watch?v=yhGjCzxJV3E
>>
>>158940458
Infinite runner game or a very interesting background technique? Both?
>>
>>158941353
p2w RTS

i mean how come we haven't seen one of those yet
>>
>>158941471
I've watched that video at least twice by now. But thanks anyway. I guess the answer really lies in correctly placing normals.
>>
>>158941603
>RTS
too complicated for niga like me. I was thinking about something simple mobile shit.
>>
>>158941353
>you're a detective
>small-ass open-world (1sqkm) neighborhood
>you gotta solva a crime by going around and asking people
>>
>>158941685
>I was thinking about something simple mobile shit.
KYS-simulator.
>>
>>158941276
I'm not using the midpoint displacement algorithm, this is intended to be a replica of everest so the coords are just put in manually
I may use that for doing the heavy lifting on slopes though, because actually modeling by hand would be way too much time. I think there is a better way of doing it than midpoint displacement, I would like to influence trends and create rifts naturally

I don't exactly know how I will be doing the texture. I'm a bit of a perfectionist though so I think I would make some rough approximation of where wind and snow are coming from and cover the mountain with a layer rather than painting it on by hand. I don't know anything about texturing though so I can't really be much help there. I don't have much gamedev experience so it's been fun reinventing all the wheels

last I did the vertex thing because I prefer triangles to sqares when modeling slopes. Subdividing a square would make it into smaller squares. I think triangles look more natural

>>158941353
game where you parasail with real-world physics
thank you and I'll be awaiting payment
>>
>>158939750
Have you guys played Google's Halloween game today? It's pretty cute.
How do shape recognition to make rune drawing game?
>>
How am I supposed to store data for say units in GM:S without being able to make our own data structures?

Like say I have 15 units which aren't on screen right now but I'll need them later on, and they all have Attack, Defense, Health, Magic, Magic Defense, Speed, etc. stats. They can't possibly expect me to make a list to store Attack, a list to store Defense, a list to store Magic and so on, right? How are you guys doing it?
>>
>>158941036
Sure, add me on steam, we can learn together
http://steamcommunity.com/id/xxzoltanxx/
>>158941153
Why tho?
>>
>Spend months doing design and programming
>Feel very little satisfaction
>Draw shitty placeholder UI in MS paint
>Suddenly super excited and energized because my game now looks like a game
help
>>
>>158939750
>Spend a day modeling a mesh, barely sleep
>Postpone rigging that could take an hour tops for a week
>>
lighting is everything boys
>>
>>158942235
My game is text only.
>>
Why is GameMaker Studio so expensive? Is there any discount code or something? I remember buying rpgmaker from humble bundle or other charity store for cheap, but can't see this one
>>
>>158942263
You can't see the text if there is no light.
>>
>>158940303
https://youtu.be/yvGXCisAaR4
Legends sit on a throne made of bullshit
>>
>>158941353
Sandwich stealing simulator 2016 pedwiepie approved
>>
>>158942301
There was a humble bundle for game maker a while back. That's how I got all of it. Might be able to see about a reseller, failing that just keeping an eye out.
>>
There has been 2 GM:S humble bundles already.
>>
>>158942445
>>158942469
Damn, I'll have to make humble bundle my homepage so I won't miss it, thanks
>>
>>158942630
You should lurk more here. The bundles lasted week or so and the deal was posted here many times.
>>
>>158942630
2's coming next month m8.
>>
>>158942379
I remember that huge campaign against fallout 4 about todd's lies

the game is actually really good though so I don't see what all the complaining was about

was a pretty bad port out of the gate though
>>
>>158942379
Todd is a dork, but he worked on Morrowind so I respect him for that.
>>
How to become EDITORS CHOICE on google play?
Do I have to pay jews?
>>
Are there any good video tutorials on how to stop diagonal movement from being faster than regular movement in a top down game? I retain information poorly through text.

I'm using game maker but I'm not really fussy about what the video uses, I just want to understand the theory of it so I can execute it myself.
>>
Prugress! (keep in mind that the project is born yesterday)

I've added:
-a shooting system (I'm gonna change it into a script system though)
-dialog system using script so it's pretty easy to use
-I'VE KILLED THE CAT!
-the dash now bounce of the wall instead of going through it. Gonna have to change the sprite xscale though.


Basically started to write the story. It's not gonna be complex at all, and basically the kind of game that you can either go through without minding the story or talk to pnj and learn a lot.

The main plot state in two lines:
>You want to find a mermaid
>The mermaid is in that direction.
And if you want to know anything more, then talk to pnjs and visit the map.

For the music, I'll search later.


Damn it feels great to be working on something you like...

(oh and I'm not deppressed anymore. Went to a psychiatrist, had a treatment, feels good to be able to be happy again. So guess I'm not "deppressed trap dev" anymore, just "trap dev".)
>>
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turns out I didn't need to get a cros sproduct of the intersecting vectors because the raycasthit.normal is the vector I can apply to the character to make it move int he direction I want...

On the plus side I now understand what a cross product is actually for.
>>
>>158943038
https://en.wikipedia.org/wiki/Pythagorean_theoremhttps://en.wikipedia.org/wiki/Hypotenuse
>>
>>158943038
difficult to explain something like that, I can't really wrap my brain around it either

here's my code though, and it doesn't go any faster when you press a and w concurrently

if (keyState.IsKeyDown(Keys.A))
{
DX += sideSlope * (float)Math.Sin(rotation.Y + Math.PI / 2);
DZ += sideSlope * (float)Math.Cos(rotation.Y + Math.PI / 2);
}
if (keyState.IsKeyDown(Keys.D))
{
DX += sideSlope * (float)Math.Sin(rotation.Y - Math.PI / 2);
DZ += sideSlope * (float)Math.Cos(rotation.Y - Math.PI / 2);
}

if (keyState.IsKeyDown(Keys.W))
{

DX += frontSlope * (float)Math.Sin(rotation.Y);
DZ += frontSlope * (float)Math.Cos(rotation.Y);
}
if (keyState.IsKeyDown(Keys.S))
{
DX += -frontSlope * (float)Math.Sin(rotation.Y);
DZ += -frontSlope * (float)Math.Cos(rotation.Y);
}
>>
>>158940660
I think I remember the guy mention something about using softimage to manipulate the direction of the normals.

Also something about how gator will save your ass.

It seems the main thing the shader was coded to do was tell the normals to be lit or unlit at specific angles.

They also used a color channel mask to darken certain parts on the model, or something like that.

BUT it's mainly softimage, you don't need the shader unless you're really gunning and overachieving.

Here, our friendly japanese 3d modeler will teach you about softimage and user normals.

https://vimeo.com/115104048

The whole video is great, but I guess you could skip to 4:20ish to see it in action on kawaii uguu waifu.
>>
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-------- AGDG WEEKLY RECAP

Do you have a game? Have you made progress this last week? If so, submit your game to the recap and be a part of AGDG history. Be sure to respect the format and pay attention to any customization options available.
Submissions will be accepted for roughly the next 36 hours.

-------- FORMAT

----[ Recap ]----
Game:
Dev:
Tools:
Web:
Halloween:
Progress:
+ ...
+ ...
- ...

* I've added four more options to the Halloween field. Your choices are now zombie, cat, devil, witch hat, bat, pumpkin, spider, skeleton, or ghost. Not case-sensitive.
* Images are scaled and cropped to fit 16:9.
* You do not have to reply to this post for the scraper to catch your entry.

-------- SCORES

1 .... Arborgore
1 .... Skylarks
1 .... Unnamed Pixel Platformer
1 .... Ancient Saga
1 .... Shiphack
1 .... PHANTOMa
1 .... Throbot
1 .... FPSpooky
1 .... Devil girl game
1 .... Dosh Jobs
1 .... Project Piktroid
1 .... Clarent
1 .... RPG Town Builder
1 .... Gogum's crazy adventure
1 .... Ctesiphon
1 .... Crystal Chrysalis
1 .... Monolith
1 .... Vampire's Bit
1 .... Catgirl Pool Party
1 .... Whimp the Bold
1 .... [Placeholder Title]
1 .... Project Retro (Working Title)
>>
>>158943192
>I retain information poorly through text
Dyslexia bro. I've been reading actual code examples. I've never actually had to apply trig before, which is funny because I did rather well with it in high school test-wise.

>>158943303
Yeah it's a bit tricky. Surgeon_ seems to explain it pretty well if you get get your head around stuff like this, even I understood it a bit

https://forum.yoyogames.com/index.php?threads/how-to-normalize-diagonal-movement-without-vector.1039/

Might just go grab somebody to read it out to me.

Is there much effort to work on the website? It would be great to get some tutorials up there.
>>
>>158943087
>-I'VE KILLED THE CAT!
WHY WOULD YOU DO THAT?!
I'm really happy to hear the news on your depression. Glad you could get rid of it.
>>
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>>158939750
happy spook day, /agdg/
>>
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>>158943829
>copying the HJ banner
shaking my head famalamalong
>>
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Throwing around some ideas for music direction.

What do you think about this for a space opera/space setting?

Classical

Crest/Banner of the Stars
https://www.youtube.com/watch?v=pdn3mcQ_fZg&list=PL4A53F74B3A8647A7

Rachmaninoff - Symphony No.1
https://www.youtube.com/watch?v=1q0t683xaWI

Gustav Holst - The Planets
https://www.youtube.com/watch?v=Isic2Z2e2xs
(Star Wars composer John Williams used this as inspiration for the music in Star Wars)

Chopin - Sonata No.2
https://www.youtube.com/watch?v=gHZHy2B6MCc

Tchaikovsky Symphony No.6
https://www.youtube.com/watch?v=yDqCIcsUtPI

Beethoven Symphony No. 3
https://www.youtube.com/watch?v=BNjCCEiCdzc

Tchaikovsky Slavonic March Op.31
https://www.youtube.com/watch?v=F0sgKCetlb8

Techno

Epicuros - Interstellar
https://www.youtube.com/watch?v=NpOtkhBcc8k

Generic Ambient Space Music
https://www.youtube.com/watch?v=8wLwxmjrZj8

Jazz (might be interesting)

Jazz Noir
https://www.youtube.com/watch?v=fMfGXHIM5vM

Space Jazz (This is the stuff Ron. L Hubbard came up with)
https://www.youtube.com/watch?v=9wZrPluKkJA

Synth

Synthwave (Retro 80s style music)
https://www.youtube.com/watch?v=KPa1_7AF1lM&list=RD85bkCmaOh4o&index=2


Or maybe some fusion of different genres? Tell me your thoughts?

What makes great ambiance for space?
>>
>>158943603
Because that cat was COMMUNIST!
That's why the sprite name is spr_communist_cat!

Happiness is something that's better shared!
>>
>>158943310
They wrote a lighting shader identical to the one they used in the actual game (UE3) to streamline development process and get instant visual feedback. Shading uses a very simple model - take light vector and use custom normals and 90 degrees as threshold for activation function. Softimage is not necessary for all that.

Also, two textures are used - one for the actual color and the one for tint.

Thanks for the video though, should help me out.
>>
this is spooky as fuck
>>
>>158942752
>>158942785
I'll try to sick around, thanks m8's
>>
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----[ Recap ]----
Game: Ouroboros: The Ascension
Dev: Firgof
Tools: AGS, Manga Studio, AESprite, FLStudio, Goldwave, Paul's Extreme Sound Stretch
Web: http://gamejolt.com/games/ouroboros-the-sacrifice/53869
Halloween: ghost
Progress:
+ First five minutes is about ready to begin production, thanks to various art assets having been completed
+ Produced temporary ambient music for the game
+ Recruited some outside help for the game's soundtrack
+ Created a VOX filter to make it easier to voice act for Voshim
- Due to time constraints, I'm switching back to first person perspective gameplay to decrease development time required for art assets
>>
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Got the zombies back. I really need to redo the sprites though and make their attack slower. I still have sprites for bats, knights that use spinning attack, blight knights (polearm guys), decapitated undeads, spiders, skeletons, druid guys and some others.

Most of them are designed to be low level enemies. I also have some enemy designs and sprites from my old artbro. Not sure how many of them I can put in the demo, since I don't have plans to expand the demo are much more since it's completely placeholder and just designed the way that I can have as many different areas for camera.

I'll try to get the redesigned red knight in the demo, but it will be animation hell since it came out pretty detailed. I'm going to use script I wrote years ago for GM7 to generate lightning effects so no one will be triggered.

I'm kind of looking for artist to do enemy sprites and background assets, so if anyone is interested, you can contact me on my twitter @ArikadoDev. I'll response only if you post piece of pixel art you've done. Obliviously art should be fitting to the game. I'm NOT looking for person who cannot do pixel art.

If the demo day build's gameplay feels good, we'll start to work more on story and areas, so tiles, backgrounds and enemy sprites are needed.
>>
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>>158943528
----[ Recap ]----
Game: RPG Town Builder
Dev: Shen
Tools: Game Maker, aseprite
Web: shengamedeveloper.tumblr.com, twitter.com/ShenDeveloper
Halloween: pumpkin
Progress:
+able to name yourself and town
+basic quest system is almost finish
-no other progress because busy preparing for interview
-game is terribly low on juice
>>
tfw I want to try and make a basic ray cast shooter akin to wolf3d or a term based roguelike but I lack all motivation to actually try

looking for a job while slowly dropping out of this master's gig is not helping, slowly losing all interest in programming since it's not like it's helping me find a job anyway
>>
:removeskeleton:
>>
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>>158944803
>>
>>158943137
I loved sliding like that in SM64
>>
>>158944059
While all that ideas are pretty good (I have a preference for the Jazz), I think that basically if you're doing a game in space, the "music" will shine more during the moment of silence than during the moment with music playing. And the music needs to be clear a not complex.

That's what's the space: silence. And the sound you're gonna add needs to give a feeling of silence.
No music, or music that is just flying over the sound effect.

Well, that's my point of view. I don't know what you want your game to feel like.
>>
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----[ Recap ]----
Game: Clarent
Dev: Arikado, PHI
Tools: GM:S, Paint.net
Web: https://arikado.itch.io/clarent-demo
Halloween: pumpkin
Progress:
+ grappling hook is no longer shit
+ expanded map system
+ added back old enemies
+ spell system got removed, replaced with weapon switching and weapon specials
+ new ice effects
+ new fire effects
+ hitting frozen enemies doesn't oneshot them
+ new chest sprites
+ new portraits
+ new sound effects
+ added graphics settings
+ added toggle fullscreen
+ added armors
+ removed relics
>>
>suddenly halloween theme
>cant read or see shit
t-thanks 4chan
>>
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>>158943528
Game: Saigo no Shinwa
Dev: Trap Dev
Tools: Game Maker
Web: Nope
Halloween: Witch hat
Progress:

+ Project started
+ Plot also started
+ Movement and dialog engine made

- Still a lot to do
- Gonna rework the "bullet" collision because I don't like it right now

= The cat is COMMUNIST! (I have nothing toward communist, just a pun)
= That's the story of two dyslexic that enter a bra.

(forgot pic on last post)
>>
>>158944980
>all this fucking progress
I envy you, Clarentdev. Wish I had 1/10 of your drive.
>>
https://www.youtube.com/watch?v=LG1CtlFRmpU
>tfw I want to make a vehicle game now
>>
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>>158945084
I spent 60-70 hours last week alone on deving. Longest time I dev'd straight was 15 hours.

Things are finally starting to look good so I'm motivated as hell.
>>
>>158945091
Damn that looks juicy as fuck and fun
>>
how do you do some actual game design? i feel like i read way too much stuff about this without doing anything practical.
>>
>>158945051
>mfw I actually like it, but the quick reply box is still white and burns my eyes.
>>
>Spook 2: Lords of Spook
Did I just download and run a 107 mb virus
>>
>>158945472
Game design is basically trying to think like the player so that you can foresee their actions and plan your game accordingly.

How to do it? Make someone else playtest your game and take their feedback.
>>
:startmusic:
>>
>>158945587
>current year
>how many years now since lostboy
>people still not running noname games from the internet in a sandbox
Jesus
>>
I made a sort of a SNES-tune cover of some song. If any of you guys need this kind of music, let me know - I write original tunes too.

https://soundcloud.com/krisena/nana-kitade-kibou-no-kakera-snes
>>
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What the fuck is up with all these moonrunes wapanese games?
>>
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Here's the progress I made last night. Changed the whole style since it was wayyy to busy. What do you guys think Do you think the ship is out of place?
>>
>>158945775
Don't dare to shit on Nurikabe, anon. He's a based yesdev.
>>
>Spook 2: Lords of Spook
Did I just download and run a 107 mb virus
>>
>Spook 2: Lords of Spook
Did I just download and run a 107 mb virus
>>
>Spook 2: Lords of Spook
Did I just download and run a 107 mb virus
>>
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>>158945587
>>158945918
>>158945950
>>158945992
>>
>>158945775
fear of unknown, etc, etc
>>
>>158946002
Uhhh I don't know why it posted that 3 times
>>
>>158945775
Basically we're tired of english name.
>>
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>>158943528
----[ Recap ]----
Game: Monolith
Dev: Monolith Devs
Tools: Game Maker: Studio, Paint.net, pxTone
Web: http://monolithdevs.tumblr.com/ , https://twitter.com/MonolithDevs
Halloween: ghost
Progress:
+ Tutorial mostly done.
+ Game is more blue
+ Two new room types: Vault and Secret
+ New weapons aquisition particle effect
+ More sprite tweaks for better visibility
+ Price fixin' (Shops)
+ More rooms
+ Stage 3 theme done
>>
>>158946071
fug, the spook ghost is haunting us.
>>
>>158943528
RIP scores?
>>
>>158945091
Entirely physics based? That's neat as hell for a racing game, but is that online or LAN? I'd assume physic simulation would be tough as fuck to synchronize across several clients, especially in such a fast-paced game.
>>
>>158939750
Aesthetics or functionality?
>>
>>158945680
>>>/v/356430016

These are the people you share the board with.
>>
>>158946339
Nutshack
>>
>>158945587
>>158945918
>>158945950
>>158945992
Yes.
>>
Wtf why did Bokudev make a separate gamedev general >>158946332
>>
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It's rough, but one animation down. Many more to go. I need some of that Arikado motivation.
>>
>>158946339
functionality. But there is never a time when you need to make this choice. You can always have functional systems that are aesthetic.
>>
>>158946612
Cause he's a fucking autist now get filtered
>>
>>158946612
He's mentally ill
>>
OH SHIT ITS HALLOWEEN 4CHAN REFRESH YO PAGE FOR SOME SPOOKS
>>
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How do you overcome the fear of drawing? It's hard to describe. I want to practice without any step by step tutorial, I was looking for reference images on what to do, but the thought of just doing it without any real purpose or goal just immobilizes me.
>>
>>158946641
Good to know the jiggle physics were top priority.
>>
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>>158946641
>>
>>158946641
Can we have a version with some nipple covers for those who have christian morals?

What kind of game is this for?
>>
>>158945051
>>158945513

set custom color/background-color for
input
#qr .field
span.quote
on the CSS to change the quick reply background and make the greentext readable
>>
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This is finally coming out, it's literally been in production for longer than I have been devving.
>>
>>158946791
Drugs? Fear can't stop you if you drug it into oblivion
>>
>>158946641
Now give her a nice cameltoe to got with those nips
>>
>>158946612
As much as I love his game I'm really thinking about filtering it because shitposters cling too much to him lately.
>>
>>158946942
>inb4 it's shit
>>
>>158944959

Going for roguelike meets ARPG.

Personally, I just play my own music. I never listen to game music.

Maybe just throwing in some simple ambiance would be best.
>>
>>158947059
It looks very derivative/average as far as mechanics go, so this might be a possibility.
>>
>>158945867
What the fuck are you doing...this is madness
>>
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>>158946641
>Samus clone with tit physics
I am surprisingly okay with this. Don't forget to add ass physics too.
>>
>>158946321
I don't really know much about networking, but from what I understand you just sync the position and rotation regularly. It should be fairly in sync most of the time.
>>
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Is Halloween Jam over?
>>
>>158947195
What should I do with my Excel game? Do I finish it there and leave it at work for someone to find or do I take it home and drop the development completely make even more improvements.
>>
>>158947415
Yes it is. Cute witch.
>>
>>158947415
It's abandoned due to an overflow of spoopyness.
>>
>>158947059
>>158947126
>Great art
>Subpar, generic gameplay.

Is this the new paradigm for indie platformers?
>>
>revers engineering someone eases game
>>
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>>158946870
Oh silly me. Of course nipple covers! Wouldn't want to make anything lewd here.
She's for a fighting game.
>>158946841
>>158946830
These are the trust priorities.
>>158947046
For sure! They just go hand in hand.
>>158947358
>ass physics
This is why I need this place. I completely forgot about that.
>>
>>158947415
C U T E
U
T
E
>>
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>>158945775
My game is based on a Japanese children's song. Inside the game I translated everything to English. Japanese usually does not say everything like in English so I could add some meaning.
>>
>>158947937
I thought that was just how it always was for people who are primarily pixel artists. They just want to make nice art and they just put it into a game to show it off.

I used to be like that. . . Or maybe I still am.
>>
>>158947054
>>>158946612
>tfw bokudev never posts here ever again because hes busy spear heading a new fresh general.

....I loved his game. I hope he will still post here this is like my parents divorce why did he do this?
>>
>>158947937
>new
Cave Story is pretty old
>>
>>158947937
>Is this the new paradigm for indie platformers?
Might be but Owlboy wouldn't really fit into that as a current example since it has existed since long before indie platformers were this big.
>>
>>158948210
I loved it, but I have a question: was the game supposed to close suddenly when I reach the exit? or did it crash?
>>
>>158948051
That webm made me laugh way too much...
>>
>>158948210
So you're actually Japanese then? Not just a wapanese pretender?

Also what do you mean by
>Japanese usually does not say everything like in English
English isn't my native language and I never noticed anything like that.
>>
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>>158943528
----[ Recap ]----
Game: tooryanse
Dev: nurikabe
Tools: Unity, Tiled, SAI
Web: https://nurikabe.itch.io/tooryanse
Halloween: ghost
Progress:
+ scrapped together halloween game out of beer and guts at last minute
- wasted most of two weeks making other things i did not use
- i had better work on jetpack robot game again
>>
>>158948651
>Also what do you mean by
Not him, but japanese is a really "indirect" language. A lot of stuff is never actually said directly but is implied through context intead. That's why automatic translations are shit.
>>
>>158948210
>>158948713

I also would like to ask something: is this shrine culture really this important in Japan and to the average Japanese people? I thought it's just for show in anime for the western audience.

I liked the game nevertheless. Your art style might be simple, but there's some charm to it which makes me like it.
>>
>>158948651
>Also what do you mean by

Not even that guy, but I'm sure he's referring to how some words in a language cannot be translated to another language properly, or how you cannot get across the same meaning with a literal translation.
>>
>>158948370
>people actually care about the tranny we bullied and said his game is shit for 6+ months he was here and he leaves and makes a new general.

What did you expect agdg? Hopefully this at best will make cross posters and not have people fully leave here.
>>
So i saw that leveling up in my game was boring
so i gonna put some status and points you win when you level up

Other than more speed and more health, what else would be nice?
>>
>>158948946
Depends on the game
>>
>>158948823
Huh, can't even imagine how that works. But then again I only know two languages and they aren't really all that different.
>>158948915
If that's the case I think I get it.
>>
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>>158949010
the versus muder simulator

i dont want to put extra inventory spaces or modify the damage of the weapons
>>
>>158947054
>filtering it because shitposters cling too much to him lately.
That was always a thing, though I have no idea why all he did ever was post so much progress I cant see why he got all the sourcedev-tier shitposting.
>>
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>>158948561
Thanks, I am glad that you enjoyed it! I ran out of time so it just quits at the end. I thought it would be spookier than saying the end.

>>158948651
I'm non-Japanese resident of Japan.
In English you need to say the subject and object but in Japanese you can leave it out. I also made some stretches because the song can be interpreted many ways even in Japanese.

>>158948906
Not anymore. People are not very religious and usually just go to temples or shrines on special days. Tooryanse is about a shrine visit for 7 year old girls which is special because it meant you are much more likely to survive into adulthood but also now gods make you responsible for your own sin. Thanks for playing!
>>
>>158949017
>Huh, can't even imagine how that works.
As an example there is no past or future tense, nor singular or plural. Everything comes from context.
In japanese you would say something like:
The 2 skeleton dance yesterday.
>>
>>158949193
>I'm non-Japanese resident of Japan.
Where are you from originally?
>>158949226
That's too spoopy anon, spoiler that shit.
>>
>>158949017
The easiest example I can think of to give you, if you're familiar with weeaboo shit, is stuff like "senpai" or suffixes "-sama/-chan/-kun/-san".

Most of the time you can shoehorn your way around it with stuff like "mister x" for x-san, "little x" for x-chan but it's really just a duct tape solution and doesn't always get across the real meaning. And that's not even getting into all the ways you can read something in japanese, like there's two different versions of "I gave something to him", one used for your in-group and one used for anyone outside your in-group, and though the meaning (of giving something) is the same, by using different words you can allude to whether that someone is close to you or not.
>>
>>158949273
USA. Sorry its not very cool.
>>
>>158939750
Anyone has any good ideas for assets packages for the unity store?
I need to practice and i want to test the waters with that
>>
>>158949142
Why do you even have a level up system?
>>
>>158950227
destructable barrels
>>
Why's it so hard to sit down and focus
>>
>>158950508
You rack disciprine
>>
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>>158946141
----[ Recap ]----
Game: Project Retro (Working Title)
Dev: Fuzzy
Tools: Unity, Photoshop, 3ds Max
Web: http://fuzzygamestudios.tumblr.com, https://twitter.com/FuzzyGameStudio
http://fuzzy.games
Halloween: cat
Progress:
+ Added ropes and climbing
+ Added moving platforms
+ Added pushable objects
+ Updated water visuals
+ Several bugfixes and adjustments
>>
>>158950575
How do I get discipline?
>>
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>>158950683
You just gotta think discipliney
>>
>>158950407
The kind that blows up?
>>
>>158950683
From the Asset store, of course!
>>
>>158950683
hire a mistress
>>
>>158950508
aspie here

I just shut off ALL sensory input, go to a building on campus that is completely empty after 9pm or so and get to work

usually work until 6 in the morning and go home

it's the only way I can get shit done. Obviously on school days have to adjust a little bit but I found that complete isolation works for me. I just can't handle being around other people esp. in the library where everybody is talking
>>
>>158950683
Buy it online. It cost something like 10$
>>
>>158950683
That, Detective, is the right question.
>>
>>158950394
to unlock the perks
you start with 3 but you can have up to 5. so you complete objectives to gain XP, XP levels you up and level ups might unluck perks
>>
>>158950854
Maybe I should try that. I'm not in uni anymore so I'd have to find someplace else.

Thanks for replying seriously, I really need help with this and I can't stand it anymore.
>>
>>158950768
all tipes
>>
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----[ Recap ]----
Game: Arborgore
Dev: polisummer
Tools: Unity, Aseprite
Web: https://polisummer.itch.io/arborgore
Halloween: witch hat
Progress:
+ finished dialogue system
+ finished second character sprite
+ added more enemy types
+ improved combat system to use dark souls scaling
+ hit points increment over enemies' heads like in dark souls
+ player health is now shown by a life bar
+ ui messages are now more rogue-like
>>
>>158950683
Become bipolar and you will jump between working non stop for days without sleep and wanting nothing but death with no in-between
>>
>>158951050
wtf i didnt realize your game had such a cute character in it
now i have to play it
>>
>>158950956
If it is actually hard for you to "just do it", taking meds can help. I'm on anti-depressants, because I couldn't stand being a lazy fuck anymore. Doc gave me something to boost my drive and I actually get stuff done now, at least concerning dev.
>>
>>158951063
I already sound like the latter, now I only have to find my other self.
>>
>>158951032
What about big cans and other cilindrical stuff?
>>
>>158951156
and wooden wine barrels
>>
>>158950508
>>158950683
Work hard to get a fantastic internship that makes you horribly depressed and terrified of that being your life. The fear will make you work.
>>
>>158950683
you don't

unless someone or something forces you to change you will always be lazy, lack motivation, etc
>>
2 years ago
>no skills
>motivation at max
>worked every single day
>even if I didn't manage to do much, it still meant one step forward on my path so felt proud and accomplished
>manage to put together the mechanics I wanted but with the most horrible, buggy code ever that broke the moment the player decided to do something else other than what I had in mind

Now
>average skills
>no motivation
>work one or two days a week
>no matter how much I do in a day always feel hollow and useless at the end before sleeping, feels like I'm going nowhere or walking in circles
>spend ages optimizing and polishing every single class as if it's the only one I'm going to work with in the next 100 years and have to be sure I can expand on it in the future, including interface, menu and button managers, text renderers and other irrelevant fluff
>always re-write everything from scratch every time I start a new project since I don't want to become a bad programmer

Where did it all go so wrong, I wish I could send my skills to my past self.
>>
>>158951370
Take a break and you will find out that the knowledge you already have but can't access to settles and you will come back stronger
>>
>>158925384
thanks anon, im glad you like the idea!
>>
>>158951370
>spend ages optimizing and polishing every single class as if it's the only one I'm going to work with in the next 100 years and have to be sure I can expand on it in the future, including interface, menu and button managers, text renderers and other irrelevant fluff
>always re-write everything from scratch every time I start a new project since I don't want to become a bad programmer

You'd be surprised how much more you get done when you just try to make things work instead of dwelling in this shit.
>>
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Dog stares into world portals
>>
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What's the funniest progress post you've seen on AGDG?
>>
>>158951370
make shit work before you ever optimize

"premature optimization is the root of all evil"

you'll spend more time fiddling with stupid shit in some vain effort to make it "better" when all you need is something that works, you can worry about how "good" it works later
>>
I think I'll focus on smaller fun games now, like the old Flash games I used to play as a kid, I'm having a hard time finishing bigger projects even though I assumed them to be within my scope.
>>
>>158951702
not a fan of that dof
>>
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>>158951779
>>
>>158945775
I lived in Japan growing up and the language stuck. Plus, I had a slight Cave Story inspiration.
>>
>>158952128
That fucking backflip
>>
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>>158951606
>>158951643
>>158951828
>>
remember kids, code structure first
that is critical
>>
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----[ Recap ]----
Game: totally-not-castlevania
Dev: MuscularHair
Tools: Game Maker: Studio
Web: n/a
Halloween: cat
Progress:
+ Movement working almost identically to the classics
+ Able to jump up through floating platforms from underneath to keep reliable movement
+ Health system is in
+ Magic (item consumption) system is in
+ Dagger and axe sub weapons in
+ Primitive enemy spawning system
+ Room transitions work (faster than the webms I've posted)
+ Recovery system in (will be carefully balanced as to not remove challenge)
+ Working on music
+ Working on character design and sprite making
- I'm shit at art.
>>
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How would I make paint splatters like Splatoon has?
>>
>>158952249
i havent slept in two days
first tie because my friends stole my prcious deving time by making me go outside
second time because i had to make up for it
>>
>>158952128
thats an assets flip if i hve ever see one
>>
>>158952765
Render textures and shaders
>>
>>158939750
Is there a game programming list like the /g/ programming project list?
>>
>>158952957
What about having the paint intractable? Such as making you walk slower when you go in the paint?
>>
>>158953192
dummo
check the color of the floor under you
>>
>>158953192
You write code for that
>>
File: Unity_2016-10-31_17-41-25.png (348KB, 788x442px) Image search: [Google]
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----[ Recap ]----
Game: FPSpooky
Dev: SquareDev
Tools: Unity, Blender
Web: squaredev.itch.io, squaredev.tumblr.com
Halloween: witch hat
Progress:
+ inventory actually works
+ medkits can be used
+ doors work
+ code input to unlock things works
- starting to lose motivation and direction
- will be busy in the coming weeks

>>158948051
kek
t. Bunnydev
>>
>>158953514
I know that. But I mean how do I detect what surfaces are painted and with which paint.
Like in Portal 2, it had paint that had different properties.
>>
>>158952765
Add 2nd UV to environment use it for literal splat mapping.
RGBA channels each individually used for a team color representation, pretty much like terrain shaders, just on top of the normal material.
In unity this can then easily be added as a 2nd material in the material slots.
also when using RBA channels individually you should probably check for the biggest number and not blend them together when calculating the final render color.
>>
>>158953658
Depending on the engine you can likely do traces to check for decals/render targets/whatever system you use
>>
>>158953658
portal 2 had a couple surfaces where you could paint. the only time you got to paint wathever you wanted was with the whitte painting
you didnt interact with the paint, you interact with a collission in the floor and walls
>>
>>158953192

>>158953680 here
with this system you can easily get the splatmap RGBA value at a certain position and do stuff with that i guess, just like you would detect what ground you're on on unity terrain.
There are google results for that.
>>
>>158953654
YOU'RE BUNNYDEV?
>>
>>158952765
You have several options. Decals, Vertexpaint or Texturepaint. If you want to make characters go slower in painted parts, make it so that raycasts that hit an "empty" area, it creates an areabox about as big as the splat, or some pre-adjusted area-chunks, so that slows the speed of the character when he comes into contact with it, in order not to overload the map with those areaboxes, make it so that it won't create areaboxes when there is already one in the near vicinity.

At least get to know some engine features and such questions will be solved easily by yourself.
>>
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>>158954495
Yep.
>>
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>>158941484
Both.
>>
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>>158954864
PLOT TWIST
>>
>>158953986
well lets come up with a new way of solving it then.
Could use bounding boxes that come into existence with the placement of a liquid

in my engine I know you can classify meshes based on their rgb attributes, so when you are running your collision detection you can also do a check to see if it's in the proper range to have some property.

that would link your draw function to your update though

I think simplest would be making some polygon and doing a calculation to see if you're in it. Moving water would be a headache though

Does anyone know how minecraft does their collision detection? They have some sort of surface checking that's very efficient
>>
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>>158943528

----[ Recap ]----
Game: [Placeholder Title]
Dev: Ogier
Tools: GM:S, Aseprite
Web: http://ogierdev.tumblr.com
Halloween: cat
Progress:
+You can now move while shooting in the air with the lightning weapon
+Bunch of boss work
+Refactored HUD a bit; added quickslots to it
+Implemented a new enemy tell
+Aseprite makes drawing rectangles and other basic geometric shapes easier
-Probably won't finish boss fight before DD11 due to distractions
>>
>>158955087
+1 for saying cacti instead of cactuses. You should have some random spawn events after certain lenghts in the grass fields, like:
>armadillos running, eagles soaring, snakes rattlin' 'n' shit
>black smoke coming out of the engine of a red car with a dude next to it waving at you
>some billboards with fake brands and funny messages on them
But make them very hard to happen, as in you're bound to see them all happen but not less than after a 1000 of runs.
>>
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Added some juice and particles this morning. Can a ninja get some feedback? Most importantly, does this even look fun?
>>
>>158945867
your game confuses me greatly but i like your progress posts
>>
>>158950683

>>158951210
This is the answer. I'm on the verge of becoming an hero. I spent 4 fucking years in uni for this.
>>
>>158943528
----[ Recap ]----
Game:September Sortie
Dev: Nun Dev
Tools: LibGDX, Eclipse, Aseprite
Web: NA
Halloween: zombie
Progress:
+Enemies now spawned by map location
+Enemies spawn with their according map tile when the game board scrolls up
+Beginnings of recruiting new units from cities
-showed to a few friends, one was 'triggered' by the loli class, the other laughed at the 'assman' name for the asset manager
+both thought it was a p. cool game
>>
>>158955968
Looks pretty neat, the physics of the ball seem a little off though, might be the way it slides down the wall instead of bouncing.
>>
>>158950683
Force yourself to do what you do not want to do but what needs to be done, ie. make it a habit. After a while you get more resistant to the pain/boredom.
>>
>>158956086
would you be happier today if you spent all that time being a neet isntead?
stop acting like a woman
>>
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>>158943528

----[ Recap ]----
Game: Rowan
Dev: Overman
Tools: Game Maker
Web: www.overman-gaming.com, https://twitter.com/OvermanGaming
Halloween: devil
Progress:
+ started a new game
+ announced a new game
>>
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playing with ideas
maybe if youre skilled, you can get a couple of extra free uses out of the boomerang. it gets really fast though so its not like you can freeload off it for more than two or three hits max
>>
>>158950683
Routine. It's about Routine and going with it no matter what. Don't say "i'll do it tomorrow", do it now.
>>
>could contribute to recap
>or wait a week and be finished
tig tog XD
>>
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>>158943528
----[ Recap ]----
Game: Maid Game
Dev: Anon
Tools: C++/DX9
Web: hexundev.tumblr.com
Halloween: cat
Progress:
+Started working on level editor
+Ground and platforms
+Object placement
+Object transformation
+Layers with parallax
-No gameplay progress
>>
>>158943528
How are the scores determined?
>>
----[ Recap ]----
Game: Catgirl Pool Party
Dev: Hik
Tools: SGDK, Paint.net, GIMP, Qt Creator
Web: hik.itch.io/catgirl-pool-party
Halloween: Pumpkin
Progress:
+ Made a background and some forground tiles
+ New character; Bunnygirl
+ Fixed an issue with soft reset
+ Start button also works for options now
>>
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>work a lowly pc repair job
>backed up because of people quitting
>now the most capable person there
>show up for work yesterday
>"Deal with customers today, I called in some extra help"
>he's a software engineer and does my job better than I could have ever hoped
>told to stay home today
AGDG, please stop cucking me
>>
>>158956809
youve been replaced anon. im sorry.
quit and find another place to work where youre not treated like dogshit.
>>
>>158951210
I got an awesome internship but its still terrifying to imagine working in that field for the rest of my life.
>>
>>158956778
>This game requires either a Mega Drive / Genesis emulator or a compatible console.
You madman
Nice to see homebrew devs
>>
>>158956663
It's how many times in a row you do recap.
Since the old recapper left last week, the scores were probably reset.
>>
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>>158956778
Forgot pic because halloween
>>
>>158956809
se engineer dude will quit the moment he finds something better

unless he's an idiot and actually stays to make $12/hr
>>
>>158956809
if several people have quit, and you weren't the best until after they left, a new more skilled person isn't going to end your job.
The boss is just giving you a reprieve.
Hopefully.
>>
>>158957019
He's a friend of the boss and just comes in from time to time when we get backed up and he's not busy with his real job. Every time I see him, I'm reminded about how much of a failure I am
>>
>>158956918
Thanks
I tried to do some parallax but when I got it working the game was super slow. Need to read more into it.
Going to focus more on the forground tileset and collision now so I can have something more playable for demoday 11. The background looks fine.
>>
>>158957160
oh then nevermind

same, i flunked from cs and had to switch it, the it program here is mediocre at best

all my friends found awesome jobs, or at least, they're making a real salary and have options, i'm making minimum wage at a help desk, no one seems interested in the shit i have on offer either

there are days where i legit think about buying a shotgun, easy as fuck because georgia
>>
>>158957160
out sort of PC repair stuff do you struggle with?
>>
when are we supposed to test all the Haloween games?
>>
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>when u finally eliminate a really annoying bug and you're so pleased with yourself you have to sit back and fondle your dick for a while
>>
>>158957472
when the clock strikes twelve
>>
>>158957347
The part where every time I walk in I have 40-50 units to try and get through because there's only 1 other person there who works on them instead of the 6 we had two months ago
>>
>>158957615
>I have trouble doing 6 people's jobs
Have you tried being 6 people? That might help.

Alternatively, do one person's job, and if the boss calls you a failure, ask about his other 6 businesses. If he has no less than that, reiterate his failures to him.
If I've learned anything nothing is more productive than a toxic workplace.
>>
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>>158957519
That's the best feel ever.
>>
>>158957746
I'm just going to like make game and hope that someone will hire me to code monkey for them because of it
>>
every time i see an artist that is struggling to make ends meet i just shake my head cause if they would simply go do some lewd work they'd make money.

would you rather starve or make a game with boobs in it?
>>
>>158957837
That's my plan too.
At the moment I'm just doing sole crushing retail work. ;___;
I go through so many shoes standing for 8 hours a day.
>>
>>158940190
Head anatomy, but there is some stuff ai have to take care of first
>>
>>158958056
>ai
>>
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>>158943528
----[ Recap ]----
Game: PHANTOMa
Dev: MazeDev
Tools: UE4, Audacity, Paint.net
Web: @J2r9Jess
Halloween: witch hat
Progress:
+ Added sound design
+ Added controller support
+ finished
- not sure how to go from engine to installer/.exe
>>
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This kick turned out pretty good, I think!
I knew those karate lessons would pay off some day
>>
>>158958365

Nice finish, can really feel the force. Shouldn't he be shorter and more firm on his stance? I didn't take karate lessons though.
>>
>>158958365
I think you need to texture his ass.
>>
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Do I go back and finish my raw JS 3 man chess game I haven't touched in over a year, or start something new?
>>
How people posts .mp4s on Twitter without Twitter raping the quality? I'm using ffmpeg and using libx264 as video codec and yuv420p as pixel format and the video quality is still fucked up. Video quality looks same as on MPC when previewing the video before uploading, but after upload it becomes blurry shit and you literally cant see anything. What am I doing wrong?
>>
>>158958517
Thanks, Anon!

>Shouldn't he be shorter and more firm on his stance?
Possibly, but this isn't meant to represent karate in any way. Also, the standard karate stance is very long, for some reason (though it's usually shortened in actual combat).
Does it look very awkward?

>>158958552
What have you got against his black ass?
Nah, you got me - I will do it later (I just thought the butt would never be visible when I first designed him with the coat hanging down.
>>
>>158958851
The quality on twitter should get better after like a minute
>>
>>158958851
Check this: https://support.twitter.com/articles/20172128#FAQ maybe it has the answer you're looking for.
>>
>>158957851
>indiedevs making lewd games
>having any money
WEW
>>
>>158959128
>maximum framerate: 40
kek
>>
>>158958123
Confirmed forest being skynet
>>
>>158957851
I don't want to disapoint my parents
>>
>>158959251
I'm 90% sure I uploaded a 60fps video yesterday, I tried it on the cheek and it worked for the first time.

Maybe they are finally in 2004
>>
>>158959464
I can't upload 60fps video. I get unsupported error. If I reduce fps to 40, there's no problem.

>>158959119
Okay thanks this is what I needed to know. I thought it will look like shit for eternity. Why the fuck twitter has so bad support for everything?
>>
>>158959571
Just downloaded it from twitter and it is indeed 59fps, though usually I do get that error.

Strange
>>
>>158959752
Sounds like normal twitter behavior. Nothing works, not even their limits.
>>
>>158940190
Art as usual
>>
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So what's the next Jam gonna be?
>>
>>158960226
Dinosaurs it seems
>>
>>158960226
why are jams happening back to back all of a sudden? they used to be rare things
>>
>tfw finally programming without a tutorial and slowly becoming more of a yesdev
>tfw finally doing something with your life
Feels good.
>>
>>158960390
Because people want them
>>
thaasophobia
>>
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Addition of the day:
Grab rings. (not sure if that's an english word for it)
Maybe i still need to do something about the animation.
But that'd be kinda difficult because he snaps to the ring position to be in right place and there's nothing like an IK system for sprites.
But DKC2 has some snapping, too.
>>
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>>158960585
My animator window is becoming a mess...
>>
>>158956662
>DX9

Why not just use OpenGL/Vulkan?
>>
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>>158943528
----[ Recap ]----
Game: Whimp the Bold
Dev: AttaBoy
Tools: GameMaker: Studio; GraphicsGale
Web: https://attaboydev.tumblr.com; https://twitter.com/AttaBoyGames
Halloween: Devil
Progress:
+ Gameplay for Swinging enemy feels nice and juicy
+ Placeholder animation is growing on me
- Dev is still minimal because of school work
- Need to design a logo
>>
>tfw you don't want to reply to weekly recap even though you've made progress because it's not good enough
>>
>>158961262
why use OpenGL/Vulkan?
>>
>>158961383
Do it anon. I wanna see what you did get done.

Any progress is a good thing and you should be proud of it.
>>
>>158961262
Because it's the best :^)
But really I've been asked a lot and don't feel like answering again.
>Vulkan
I'm reading up on this, I learned a lot
>>
>>158959806
>>158959752
taking into account that lately Twitter is increasingly riddled with bugs and their stock is continuously going down, this does not surprise me.

Honestly, I'm scared for Twitter. I know it as the major platform devs have for communicating with their audience. If it goes away I'll have to go to ... ergh... Facebook.
>>
>>158961383

this >>158961513
It's good if you have done something.
That's infinite times more than nothing.
>>
>>158955968

Don't listen to this guy >>158956285, I like the sliding, it makes sense iand gives the ball a lot of weight. Love what this game is doing to redefine a classic
>>
>>158944598
Isn't the lamp swinging a little bit too fast?
Looks sweet, tho, love the mist and grass movement
>>
>>158961383
If its better the elf guy it is good enough
>>
>>158961431
It's easier to deploy your game on platforms other than windows, as you won't have to rewrite your whole rendering engine.
>>
how do you change the theme? I can barely read this
>>
Who would like to do Audio dev jams?

What do you think of this idea, it being vidya related of course.
>>
>>158962538
i released a demo that got over 5000 downloads not too long ago, i released a windows, mac and linux build

150 mac downloads
11 linux downloads
the rest were windows

cross platform is a non-issue
>>
>>158962836
>>>/mu/prod exists m8, they have "jams" all the time.
>>
>>158962802
try :stopskeleton: or something similar, maybe :stopskeletons:
>>
>>158962973
But it's not vidya related
>>
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>>158943528
----[ Recap ]----
Game: [mage game]
Dev: mauldren
Tools: gamemaker studio, graphicsgale
Web:
Halloween: witch hat
Progress:
+ nonstop drawing, going through /ic/ sticky, learning to use tablet
+ can run around a room
+ basic metroidvania map layout finished, boss concepts finished, concept art of a number of them
+ some dialogue scripted
- barely anything done in game maker
- have a couple people offering to program game, considering just going full art+story guy and having someone else code game but I kind of want to one man army
>>
>>158962869
Sure it isn't, if you never expect your game to need console ports.

Also, you're not doing any extra work if you pick OpenGL over DirectX. Except with DirectX, all you have is Windows and Xbox, while OpenGL and Vulkan will run on not only both, but also everything else not covered by DirectX.
>>
>>158946641
What are you using to model and animate?
>>
>>158963258
vidya stuff is fine there.
a "jam" for music is not reakky /agdg/.
And I really can't be fucked listening to 13 generic tracker shit.
>>
:stopskeleton:
>>
:stopskeleton:
>>
:stopskeletons:
>>
>>158962836
We could have Art dev jams
>>
>>158963910
you know what would be even better?
A lewd jam, surely that will be great!
>>
>>158963827
>>158963734
>>158963668
lmao u cucks actually tried it
>>
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What's the best way to position the camera in Unity that doesn't make me want to blow my fucking brains out?
>>
>take a few months break away from AGDG
>getting back into deving
>stuff that I struggled with suddenly makes perfect sense now

Holy fuck. I was so retarded a few months ago
>>
>>158955710
>+1 for saying cacti instead of cactuses
Where do you think you are right now, reddit?
>>
>>158963980
Too niche to be honest fampai
Lewdevs can submit their lewd art to Art jam along with pure devs and averageobscenity devs
>>
>>158964457
every single day is art and music and gamedev jam.
We don't need an """official""" period to post it.

I don't get the dependency on silly jams to do work.
>>
>>158962836
Why?
I mean if it was rithmic games at least there would be a point to it
>>
>>158964457
/v/ has drawthreads. Those are enough
>>
>>158964514
I don't get them either
I mean if the idea is to make a game in under a week it could be an useful way of learning since you are forced to go barebones it can bring the best ideas and help you understand how to make a game fun and how to code/art fast
But these are month long
>>
>>158965046
I think the point is, at it's core, to complete games. This means that you'll have to make a UI, a failstate, menus, gameplay, things you might not actually do if you're taking the slow-and-steady approach to 1MA. And if you've already done all these things, then you can try to implement new systems effectively in new jams
>>
Handy Garbage Collection Tips:
If you have game objects that you need to disappear, set their position to NaN. Easier than removing them from update/draw lists and just as effective!
>>
>>158964407
>implying +1 doesn't mean "+1 (you)"
Are you new?
>>
When selling a game on itch.io, is there some minimal amout of cash that people are more or less guaranteed to pay? I mean, does the mobile market meme of 0.99USD apps that anyone can afford apply here?
>>
>>158943137
are you going to try to rotate the character to face the direction he is sliding at all? Glad to see the raycast thing worked so far
>>
i just beat titanfall 2 and was shocked to see that it was made in the source engine

????????????

also, that game feels so nice to play i wish my games felt like that
>>
I'm making a waifu AI that is able to form phrases on it's own.

For the answers, I wanted it to be able to analyze the structuring and words of what you wrote, and then form it's own answer. Could anyone give me an idea about how I should do that? Or should I just fill it up to the ass with templates for the answers?
>>
>tfw insanely focused on gamedev
>feel lonely and want to get a girlfriend but know it would take away ability to obsess

Kind of a painful existence haha
>>
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Progress on a party management screen. Now you can change the characters in your party, next are spells and items.
>>
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----[ Recap ]----
Game: Exometric
Dev: noid
Tools: Unity, 3DS Max
Web: none
Halloween: pumpkin
Progress:
+ Started with the plan to make a isometric shooter with a gimmick
+ Made two textures for the road
+ Made a player ship, enemy ship and enemy tank
+ Added basic shooting, destroying enemies, getting hit, dying
>>
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>>158967361
>I want to work on this cutting edge AI that professional giants like google and amazon are still trying to work on and perfect
>lmao how do I do it guys?
>>
>>158967439
>have girlfriend
>feel incredibly self-conscious whenever I'm drawing or coding
>can't dev when girlfriend is around
>we share a room

JUST
>>
>>158967361
natural language processing is super hard mang

go find some research papers/free libraries that do all the parsing and stuff for you, it would be silly to try to tackle what billion dollar companies are still working on
>>
>>158967361
- get NLTK
- read some papers or info on sentiment and subject analysis
- try implementing ideas
- fail
- give up and forget the idea altogether
>>
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Happy Halloween aggy, doodled something this year
>>
When is someone playing all the HJ games on stream?
>>
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Did a shoulder plate today.

Wish I had gone with handdrawn displacement maps for ornaments earlier already. Oh well. I can still easily change that.

Maybe a day of delay, not more. Otherwise still right on schedule.
>>
http://steamcommunity.com/sharedfiles/filedetails/?id=790944173
>>
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>He's making more money off his youtube and patreon than off his game if it releases
>>
>>158968984
>>158969006
Jesus christ both of these posts are depressing.
>>
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>>158969148
>>
Working in Unity (3D). Holy fuck how do you actually make multiple maps/levels for your game after hashing out the basics without pulling out your hair. Is there some technique I'm missing? An external tool? Because dragging and dropping objects one by one, even if grouped, and constantly manipulating objects for size and texture through unity to make even one area is fucking frustrating.
>>
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Trying to recover from a long nodev period. I made this little monster dude. This is my first original 3D model with my own textures, and it's pretty shit.

The legs are just placeholder, I'm still trying to figure out what to do with them. I mainly did this to practice UV unwrapping and i still fucked it up with a simple model like this. And yeah I turned off mipmaps because I think my texture style looks better pixelated
>>
>>158967842
>self-conscious around girlfriend
Either she's shit-tier and you deserve better or you have nothing to worry about friendo.
>>
>>158969458
Yeah Unity is the one engine in which I don't enjoy making maps.
>>
How do I get rid of this theme fuck
>>
>>158970017
>>158963668
>>
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>>158970017
gookmoot removed skins
>>
Also, I got a Vive early on to mess around with and hopefully gamedev for. Finally carved out some time to start doing it. Anyone else here go down that rabbit hole? In b4 dead platform
>>
>>158970331
VR is basically a free market right now, get away from all the "EXPERIENCE" and static shooters, and you have a gold-mine.
>>
>>158969006
he's never going to release this, watching the "making" of the game is what people are buying

i can't blame him if people are so stupid to throw their money away
>>
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made my first boss design. not sure how well ill be able to translate this to the nes style but thankfully he's huge so ill have room for detail.
and here's his boss theme. its style is based off the castlevania 3 soundtrack
http://vocaroo.com/i/s1Kbc2a3Jupk
it's compressed because 1 it's a compressed mp3 and 2 it's uploaded to vocaroo
is it good?

>>158967560
look at that smug shit eating grin! can i officially suggest that his name be Chad?
looking good, anon
>>
>>158970017
>not using 4chanX + Oneechan
How do you even browse 4chan without those.
>>
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>>158958365
Made a forwards spin kick, too.
The leg bends a bit awkwardly because of the hip/leg topology, though.
>>
>>158970919
Why do you need x and oc?
Also why aren't you using Appchan?
>>
>>158968481
Thank you! Happy Halloween to you, too! May the skeletons spook you!
>>
>>158970947
Hard to avoid that at low poly
>>
>>158970103
tried it, doens't work
>>
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----[ Recap ]----
Game: Succubus Caprice
Dev: Not Important
Tools: Game Maker Studio
Web: >>
Halloween: pumpkin
Progress:
+Found some time for the project.
+Finally thought of a name for the game.
+The character now has a hairstyle.
+The engine is pretty much done
+The graphic assets are getting remade.
+Rain!
-Mixels are still plaguing the fullscreen.
-The progress is slow.
-Having a hard time making the art direction consistent.
>>
>>158970756
So what you're saying is I should make a static shooter that's ALSO an experience. What if it were wave based.

No but really. This is probably the one time you'll hear this on gamedev but any game ideas would be appreciated. I'm not creative, I just know how to code and am $800 poorer.
>>
>>158971073
Yeah.

I could have sacrificed some polys from hat and head and instead given more to hip joints, though.
The whole thing is about 930 tris, and the hat + head takes over 300 of those.
>>
>>158971364
You live you learn.
>>
>>158971121
>that art
MUH.
Please make a blog
>>
>>158968881
That's really nice anon. Did you draw a grey displacement map or use a normal map?
>>
>>158970820
I like it, I can see myself jumping around like an idiot and failing to dodge his flail with that theme playing in the background

Will he have an eye attack too?
>>
>>158969458
prefabs and stuff can make it easier, but i feel ya man. I don't think I've seen any program make level layout easier unless its a tile based one like rpgmaker

also you can program your own editor tools to make stuff easier, since the editor itself is just a fancy unity game in the end.
>>
>>158969458
Should have coded your own engine, breh.
>>
>>158943087
>Went to a psychiatrist, had a treatment, feels good to be able to be happy again.
What kind of demonic ritual was this?
>>
>>158967610
Why does this remind me of Battletoads?
>>
>>158972409
thanks! the eye will be his weak point i think. ill have to sit on it more to make sure its balanced
>>
>>158947937
>Tfw shit art and shit gameplay
>>
>>158973115
Because red.
>>
>>158969006
>>158970767
>wiki page
>"The game is planned to be released in 2019."
ultrakek
>>
>>158968881
technically cool, design is shit tho
>>
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>>158970947
Improved the leg.
The ass-topology gets all jumbled up, but the fuckup is only visible for one or two frames, so I guess it's okay.
>>
>>158973693
what kind of references are you using m8?
Even for a stylized thing, those timings seem weird.
>>
>>158973693
You should focus only animation and work on a team with someone who models and someone who codes.
You could get really good at it, everything else is kind of wasting your time
>>
>>158974013
Really? I thought it was starting to look okay.

I never use references, and getting the timing right is proving very difficult. It's fun to try figuring out stuff, though.

>>158974276
Everyone seems to think my animations are wonky, though?
I get much more praise for the modelling and pixel work I do, usually.

I like all of it a lot, though, so I'll probably try to improve on all fronts. Working with a (functioning) team would be great, though
>>
>>158974567
its still wonky but you arent exactly making a walking cycle or some other basic stuff
>>
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>>158973693
>>158974013
>>158974567
Oh, and here's a version of that gif which actually loops properly.
>>
>>158974567
>i never use references
Well now's the best time to start.

Honestly the only thing I don't like is the kick looking like a flick instead of a fluid motion of force, but that could be just subjective.
>>
>>158968984
Fuck this. I'm putting my semi-finished game on greenlight. This is upsetting.
>>
>>158974567
>I never use references,
Even pros often use references, it should be mandatory until the point that you studied them so hard it's internalized.
>>
>>158974736
theres no force behind it. he lifts his leg up slowly then goes through with the kick. stop trying to ease the motion in. when his foot leaves the ground, the inertia should carry it all the wau through until it touches the ground at the end. once fluid motion
>>
>>158974998
sorry for the spelling. on mobile
>>
>>158974736
the kick should start fast,get rid of him lifting his leg
stand
kick
fall
>>
>ywn animate like this

https://www.youtube.com/watch?v=O_nqpHEXdWM&index=1&list=LLD5Wsn4RKmDg1O3Qg0as2Lw
>>
>>158975367
stop giving advice
>>
>>158974695
>its still wonky
Aw.
This is actually about 10 gorillion times easier than a walk cycle, though. Animations is strange that way - The most mundane looking shit can often be the hardest.

>>158974846
>Well now's the best time to start.
I'm silly and stubborn, so I'll refuse (for now).
I'd like to figure out how motion works by trial and error, to get a better "feeling" for it. I also prefer to make things I imagine, rather than things I have seen elsewhere.

>Honestly the only thing I don't like is the kick looking like a flick instead of a fluid motion of force
The flick is what gives it power (in my mind, anyway). A linear movement would look weak and also unnatural.
I agree that it probably needs work, though.

>>158974974
I know, I know. I will probably look up some references some day.

>>158974998
>the inertia should carry it all the wau through
You also want linear speed?
I find that very strange.
I agree that the leg lifting might be too slow, though.

>>158975367
I might try that
>>
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----[ Recap ]----
Game: Shiphack
Dev: Vestigial
Tools: Unity
Web: vestigialdevelopment.com
Halloween: bat
Progress:
+Addressbook
+More sounds
+danker background
+ui polish
>>
>>158975561
thats because you are learning how to animate in a 3d software instead of paer like you should
>>
what do you guys think of my first game?
>>
>>158970171
Thats disturbing
>>
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>>158975847
some more gameplay footage
>>
>>158975687
lol, next you'll be handing out links to Loomis
>>
>>158975561
>You also want linear speed?
yes. think about it. when you go to punch something, you dont slowly move your arm and build up speed for the punch. you start at zero speed and put all of your strength behind it. theres easing out in the motion because of the follow through, but the start of the action should be instant. i mean, why would people bother in hand to hand combat if it was as slow as power ranger fight scenes?
>>
>>158975847
I don't get it
>>
>>158975847
>>158976007
Hilarious. Genitals! Male genitals! Wow! I am stunned. And amazed. WOW! Just.. just how do you come up with this?! I mean holy mahagony, MALE GENITALS!
>>
>>158976007
>>158975847
not really funny, sorry to say

try /b/ or something
>>
>>158976190
>>158976493
>>158976549

its wipeout with dicks. Pretty fun to play
>>
>>158976023
How many animation directors who learned in 3d do you know? Do you have any idea how much money they make compared with someone who moves shit around on blender?
All the Pixar, Disney, wathever movies you know have someone who learned the propper way directing everything
>>
>>158976190
>>158976493
>>158976549

you are probably just pissy for not even having a game. atleast dick anon is posting progress
>>
>>158976007
>>158975847
the best part is all those can be replaced with normal assets with a simple prefab switch, you coulda submitted spooky dick obstacle course for the halloween jam

i'm sort of concerned with the first webm, is that possible to get through?
>>
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>>158976056
>>158975561
>>158975367
>>158974998
>>158974846
>>158974013
Here's a leg with linear movement speed (or, as near as I could get it, anyway).
To me, it looks like all the force is gone. It's now a dance-move, rather than an attack.

Do you guys feel differently?
>>
>>158976819
Actually I'm mad because I no longer have a dick
>>
>>158976819
>pissy
I bet you think urinals can be art.
>>
>>158976836
Less force but more realistic? Not sure anyone could move as fast as the previous animations.
>>
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----[ Recap ]----
Game: Elements Torn
Dev: Arkbrik
Tools: Game Maker: Studio, Paint.net
Web: https://www.tumblr.com/blog/elementstorn
Halloween: witch hat
Progress:
+ Items
+ Saving and loading
+ Party management screen
- So many nondev things to do
>>
>>158976743
Maybe you should learn the "propper" way to spell, before you begin imagining yourself working at Pixar ;^)
>>
>>158976836
Its because ot the type of kick, the force isnt directed fowards
>>
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>>158976889
im sorry

>>158976908
it is :^)
>>
>>158975447
Anticipation
Action
Reaction
Learn the basics bitch
>>
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Posted it last night but I'm posting it again
VR is fun as fuck
>>
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>>158976908
I'm working on a mobile urinal sim
>Games are art
>>
>>158976998
Most animators live in Korea and have never even heard a single word in English
Checkmate faggot
>>
>>158976979
Well, this is for a video game, Anon.
I'd always choose impact juice over realism, if I could.
In a real fight, you'd do everything in your power to not telegraph your attack, but in video games, the telegraphing is usually what you want.
Or, what I want, any way.

>>158977020
I don't see what that has got to do with it?

>>158977170
Everyone literally just told me to remove anticipation, Anon.
Also, any five-year-old can learn those concepts. The hard part is actually making them work for you.
>>
>>158943137
In this video, ill show the changes for overgrowth alpha 609.
>>
What is the best game to make?
>>
>>158977485
Kek.
Is that game even alive? He's been through thousands of alpha videos but it's just enginedeving
>>
>>158977356
You are going to nottice the force when the kick is fowards because the body is propelled with it because the person kicking is using his whole body and putting his weight in a single direction
Here he is spinning so you are going to nottice the acceleration and the reaction
>>
>>158977485
kek

>>158974736
Theonian y u do dis
Stick to one game and make it
>>
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>>158977317
>you have whipped this up in a disturbingly short amount of time
>you have that picture on your harddrive for some unholy reason
>you are actually working on a urinal sim
Every option is equally frightening.
>>
>>158977581
its still alive and still making progress surprisingly

enginedev is eternal
>>
>>158974736
There's no weight to this man
>>
I'm trying to make a slashing sprite that appears around my object in an arc in the direction of where the mouse is. I'm having a bitch of a time actually doing it. Can anybody give me a hand as to where to start with it? What I've got seems to be a dead end.

Game Maker by the way.

Don't give me the solution if at all possible. I don't know if people do that here but I'd like to work it out for myself.
>>
>>158977543
Yours.
>>
>>158977356
Do the following, punch the hair like you really mean it and nottice how you move and the. Swing your arm around like a madman and do the se and you will understand
Plus it looks wierd because the anticipation is him standing normal when he should be in some sorth of pose for that kick
>>
>>158977084
>dadaism
>art

Hitler was right.
>>
>>158978013
*He is not standing normal he is kneeling wich is wrong he should be standing with the not kicking foot facing forward and twisted looking at the side
>>
>>158977860
how are you currently trying to do it
>>
>>158971735
displacement map
>>
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>>158978304
Anticipation
>>
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If I had even rudimentary programming ability I'd be rolling in ez VR dosh right now. What is holding me back?

Did you guys know VR games go straight through Greenlight?
>>
>>158973602
The shoulder or the enemy?
>>
Thoughts on people using ue4 blueprints to build their game. I have monster hunter clone I've built with them. But ... im afraid to post it :3
>>
>>158977765
you control it with the accelerometer
>>
>>158978707
Just post it fr*gger
>>
>>158978572
How do you play this?
>>
>>158977715
>Theonian y u do dis
>Stick to one game and make it
I don't know anymore, man.
I figure I have to get good enough at something to be able to motivate a programmer to actually work with me.
I guess I'm just procrastinating learning programming at this point.
>>
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>>158977765
>>158978771
seriously though
>>
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>>158978572
I'm doing the same thing anon
>>
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>>158978861
It was a wizard dueling game. You had 3 different spells to push the opponent off, but they could also be used to control yourself while in the air.
>>
>>158979393
Cool background
>>
>>158979287
can you show some game footage?
>>
>>158979393
First peraon smash?
>>
>>158979393
looks sweet!
>>
>>158978572
>go straight through Greenlight
>rolling in ez dosh
That's not how it works.
>>
>>158978943
Theonian, don't you already have a programmer?

Either way, your art is stellar, I don't think you'll have to worry
Please work with me
>>
>>158979528
I would but I don't have a phone connected atm, but you just use the accelerometer to control the stream, the closer you hit the center of the urinal to more points you get, oh, and you can shake the phone at the and for a score multiplier
>>
>>158976836
I liked >>158958365
it had impact and as far youtube can teach me, nobody does this type of dance move after kicking because you would lose stability.
>>
>>158979843
you gotta have flies land on it and give you points if you hit them
>>
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so i decided fuck the point system and now you just gain one more hit point or more speed each time you level up

then i made a mounted gun
>>
>>158979519
>>158979660
thanks!

>>158979632
Kind of. Mainly inspired by warlock brawl from wc3.

>>158979371
Nice!
>>
>>158978316
Well I have a step that checks to see if the left mouse button is pressed.

If it is then I set a variable for the distance from the player to the mouse (mousedist). I also have another one for the direction (mousedir).

I then set two more variables (atx and aty) for the horizontal and vertical levels with x (and y, respectively) + lengthdir_x(mousedist, 40), mousedir)

I then use atx and aty as the spawn location for the object that is my slash, which gets created and then gets destroyed when it's animation is over.

There is also an alarm that provides a cooldown on the swing so you can't infini-spam it.

I tried to read somebody else's code work out my own but it seems I've both copied exactly what they'd done and fucked it up. As if that was possible.

>>158979632
Looks fucking beautiful m80. Keep it up.
>>
>>158979771
>don't you already have a programmer?
In theory, but the progress is so slow that it doesn't seem realistic to hope that I'm ever going to complete a game with him.

>Either way, your art is stellar, I don't think you'll have to worry
Thanks, Anon!

>Please work with me
Send me an email (name field), and tell me a bit about what you want and what you've done so far?

>>158979913
Thanks

>nobody does this type of dance move after kicking because you would lose stability
It's not uncommon when you miss (to let all the force go on and spin you around, instead of fighting it to stay put and keep your balance).
For a video game, I figure it would be no point in making a kick animation which stops at the impact point, because that would require weird programming and also ruin the flow of combat.
Migth not be the best solution, though.
>>
>>158979965
your game is a e s t h e t i c desu
>>
>>158979965
What's up with that 30cm draw distance?
>>
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>>158980580
thanks

>>158980723
the camera is not made to be first person
>>
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who else hornydev here?
>>
>>158980889
short for the horned reaper
>>
>>158980889
I fap first thing with morning wood so I can be a non-degenerate dev all day.
>>
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posting old progress.
>>
>>158981310
>wasting your best dev spell, which has a 1-day cooldown
Why?
Save it for when your eyes are bloodshot and you're about to faint from lack of stamina.
You can easily go two more hours after that!
>>
>>158981497
>old
>progress

what
>>
>>158981497
Looks neat but I think the shuriken should go faster.
>>
>>158981613
>1-day cooldown
I don't know about you but mine's 1 minute.
>>
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>>158981613
>1-day cooldown

MADA MADA
>>
do people seriously make animations by hand instead of using mocap? like even with cartoony characters it would make sense to use mocap to get more natural character movements. or do you just buy some animation asset instead of animating anything on your own?
>>
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>>158981617
something i worked on earlier

>>158981708
fixed
>>
>>158981858
me on the right
>>
>>158981798
>>158981858
You don't get it. It only gives you a power-boost the first time you use it every day. That's why you should save it.
>>
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>>158982268
You ain't shit
>>
>>158939750
What exactly is the difference between the free and paid versions of game maker studio?
I have heard people say that the free version severely limits the total number of objects,rooms and events you have but I have also heard that has since changed to being infinite in the free version.
Is it just the ability to port to android and consoles? is it just a splash screen, I seem to be getting mixed answers.
>>
>>158982985
If your game makes over a certain amount of money you are supposed to buy the paid version. You don't have to give any of your money away though.

Free version releases to windows only, paid version to port to any other platform
>>
>>158970820

REMEMBER ME EDDIE? WHEN I KILLED YOUR BROTHER!?

I TALKED
IN A VOICE
JUST
LIKE
THIIIIIIIISSSSSSSS
>>
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http://www.strawpoll.me/11547803
http://www.strawpoll.me/11547803
http://www.strawpoll.me/11547803
>>
Besides SotC, what are some other games where you kill skyscraper sized enemies?
>>
>>158983201
I want to make a THPS game where you grind dinosaurs
>>
>>158983370
Bayonetta, Asura's wrath, those sorts of games.
>>
>>158983370
maybe this, if I ever work on it more
https://dwgwgy.itch.io/shadow-of-the-cowlossus

I really should have dedicated more time to the halloween jam
>>
>>158983465
It already exists, it's called Monster Hunter.
>>
>>158983465
careful, someone might steal that idea
>>
Opinions on Cartrdge?
>>
>>158983679
wat
>>
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Going to make a PS1 era survival horror.

What are some things you like and dislike in the genre?
>>
>>158983465
>grinding dinosaurs
Fucking scalefags
>>
>>158984078
>What are some things you like and dislike in the genre?
Everyone trying to make their own silent hill instead of doing something different.
>>
>>158982014
h-hayai!
>>
>>158941353
I will give you my awesome idea as long as the game gets made.

online multiplayer 3rd person 23 against 1 kaiju combat game.
1 player plays as a giant monster and the other players play as different classes of people trying to kill it (Soldiers/Pilots/Scientists/Engineers/Sentai)
The goal of the kaiju player is to destroy several key buildings on the map
The goal of the humans is to kill the kaiju
The humans can infinitely respawn but the kaiju player has one life and a health bar.
The engineer characters play a slightly different game building walls,turrets,and force fields and other shit ala a tower defense and scientists play something similar to a rts securing funds and allocating them to the r&d of new upgrades for the other character classes who level up" going trough multiple stages of their character (sentai start as a highly mobile ninja that can toss energy blasts and do powerful melee attacks but at level 2 they can temporarily fly and fire even more powerful blasts and at level 3 they can temporarily grow to kaiju size ala ultraman and do massive damage. Pilots graduate from helicopters to power armor to mecha, etc).
Kaiju player is randomly selected each new round and the kaiju they play is also random, the different kaiju have different unique movesets.
>>
>>158984183
So Evolved but good?
Call me when it gets made.
>>
>>158983073
So windows only is the only restriction?
>>
>>158983679
fucking kek
>>
>>158984017
Oh I see now

Very good
>>
>>158984358
there used to be code restrictions in old versions, but yeah now the only real restrictions are the splash image, revenue issues, and export modules.
>>
My Unity asset ripper is working great. I can get out models, rigs, animations, textures, sounds, etc... reliably now. Can't wait to try it out on demo day
>>
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>>158983201
>November
Dino Jam
>December
Winter Jam

We can all agree on this, right?
>>
>>158984575
Too many jam
>>
>>158984575
It's not really a jam if it's a month long thing though, is it? A jam is a short event where you test your skills to make something quickly, something that doesn't happen often so its fresh and different. This is more like a rolling theme for a "game-a-month" thing.
>>
>>158984730
Let's make game-a-month things then
>>
ok fags, give me some 3D shit to model.

was planning on doing a box crate.
>>
>>158984807
Teapot
>>
>>158984807
Hulk Hogan
>>
>>158984807
18 year old consensual lolis
>>
>>158984872
>>158984923
>>158984990
>replying to someone who referred to repliers as fags
>>
>>158985423
Is this your first day on the chinz?
>>
>>158985476
the fuck is this? this isn't aggydaggy.
>>
>>158985476
>tries making a new thread 500 posts into the actual new thread

What's my reaction to this supposed to be?
>>
>>158985476
>think this is some ironic memeing shit trying to ruin some dev's reputation
>the jam https://itch.io/jam/gdfg-demo-day-1 was actually created by him
Jesus.
>>
>>158985476
>he unironically started a patreon for his game
wow
>>
>>158985538
ye
>>
>>158985861
Cool. Enjoy yourself.
>>
>bug that wasted two days of my time was literally because I named some files wrong

fml
>>
>>158984183
wtf is a kaiju
>>
I've been working on some shaders and small assets for the past 2 days trying to find something that's feasible of a 1ma, is this approaching something that might be acceptable or did I fall for a meme?

see that mountain? you can climb it!
>>
>>158986303
Can you really?
>>
>>158986303
looks like something I'd pass on 2bh
>>
>>158986303
You've ended up with untextured 3D models.

Very feasible for a 1MA to do since you're basically not doing half the work. It's like making a sprite that's just noodles, easy to do, looks like shit.
>>
>>158986303
Looks eh but it sounds like any other style you try to use will look eh so might as well stick with the quick one.
>>
>>158986303
your palette is fucking garbage but it might look OK if you got better colours
>>
>>158986303
It's not perfect (the colors) but I like it. If you like it then do it, DUMP the haterz.
>>
How to disable this halloween shit?
>>
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I guess i no longer have an excuse to not open up blender again.
time to spend weeks learning how to make legs independent from body..
also need to fix that stutter when i strafe backwards
>>
>>158986303
Dont listen to these haters. I find your unusual colours very charming, Anon
>>
>>158987179
Cut robot body in half to give him a "waist" that rotates. Kinda like making the top half a turret on a tank.
>>
>>158986457
yes

>>158986471
Yeah, I can see that

>>158986739
>>158986862
I agree it looks kinda, eh, atm, maybe there's no changing that, but I've only spend 1 day on the shader and I'm about to get texture and ao map support soon so that might help.
yeah the colour are shit, I just needed something bright that stands out to work with so I can more clearly see the changes I make, prob should have changed that before posting
>>
I thought that was a MAGA hat
>>
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Really proud of this polehammer here.
>>
>>158985476
>didn't notice posts way below 750
>thought this was a new thread
>went back in browser
>cancer theme toggled on
Fuck you and chinkmoot. He should sell 4chins to someone who is not a festering boil of shit.
>>
>>158987537
is this the new agdg meme
>>
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>>158987007
>>158987246
thanks, at least someone did hate the pallet
>>
>>158987575
Back in the moot days we had music too.
>>
>>158987675
Backpack looks like a nutsack though.

Sorry.
>>
>>158987259
do you know how to use the unity animator?

im guessing i would run the leg animations in a different layer
>>
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I think I lost faith on gamedevving

I never finished a single game and I feel like I never will. I've been in the dev rollercoaster for two years now, and this is the closest I ever got to a game
>>
>>158986303
>>158987675

A LOT of people think that untextured models look bad, but I think they look great. Simple and clean.

The color of the trees makes things a little exotic. Most importantly though; that walk animation and falling leaves are great touches that make the game look comfy as fuck already. Is it an exploration game? Because the slow walking speed could actually be a big advantage in a game like that.
>>
>>158987927

Consider doing something smaller in scale then.
>>
>>158987927
S C O P E

>seeing from his dick
>>
>>158988007
Like what?

Give me an idea
>>
>>158988248

Well let's start with basic shit: What are some arcade games you like
>>
>>158988248

Not that guy but;

take that idea you already have there, with the stealth and detection system, and make it a game about trying to sneak into a government base or something. Just one or two levels, one outside the base and one within with a new feature (like a security camera maybe?). Give yourself baby steps, ideas are fucking easy.
>>
Added the next boss attack. Like many of its attacks, it will only do it on specific parts of the room; It freezes itself in a giant iceblock in the center of the room. During this state, it takes reduced damage from Ice attacks, but Lightning attacks will still do full damage. It has negative fire resistance, but the fire weapon isn't implemented yet After that, it will do other attacks. You can switch sides with the lightning weapon.
>>
>>158988415
>ideas are fucking easy.
Not ideas you can implement.
>>
>>158988508

The idea I just gave you was perfect for what the user already had.

Make it so if you get caught, maybe the guard chases you and if he touches you its game over, otherwise you can run and hide again. Sneak past all the guards to win the game.
>>
>>158987675
is this a snufkin simulator? could end up being comfy
>>
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>>158988502

>filename

also I like how much utility you're giving to your magic, what sort of utility is fire gonna have?
>>
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>>158987107
>>
>>158986016
giant monster watch a godzilla movie damnit
>>
spent all day trying to get something simple to work.

https://www.youtube.com/watch?v=ngcotxUZA9E

guess I will spend all night. time just zips by working on this stuff.
>>
>>158984494
nice
>>
>>158987927
>dick scanner
You dropped the ball on this one. Stealing.
>>
>>158988115
SCOPE WEED EVERYDAY
>>
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>>158988707
Thanks anon. I was thinking it would focus on aerial combat, and probably have the longest reach. One of the moves would basically be a double jump before the double jump item itself, except you can use it whenever you have MP.
>>
>>158987179
Not gonna lie your placeholder models actually look really cool despite being pretty simple.
>>
>>158987797
Not this guy and don't really know Unity but:
Aren't all objects in Unity actually containers? You could make torso and legs (or wheels!) separate objects, both children to your Player object. Torso would face wherever your player is looking, legs would face whatever his direction is.
You could even do something like that with the enemies if they ever learned to strafe
>>
>>158987927
If it makes you feel any better, I was waiting for that game. Wondered where have you been.
>>
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>>158987979
>>158988674
something like that I just mainly tying to find a style that I like and that I can work with.
but yeah I feel like it's going towards a game where you explore people and places at your own pace with pointless minigames like fishing, some people might not even call it a game, but during the winter season I just really want to play a comfy game so maybe that's why I'm going in that direction.
>>
>>158989987
Much better
>>
>>158989987
Are you the same guy who was working on that Sillicon Valley-like game? Your styles are similar.
>>
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Check it out anons, I can use my "level editor" for basic UI placement.

The editor is meant to be generic for 2D games, you can use it to place any kind of image and transform it, then export that information. It could export json/xml/other in the future so you could use that data in any engine.

I might release it in the future for others to use, that would be a long time from now if I decide to do so.
>>
>>158980551
>theon66
sent it
>>
>>158989987
I liked the other trees better.
>>
>>158990196
not me, I'm actually do programing on a lager game with actual artist, this is just something I do on my free time to test out engines, concepts and stuff just for fun. it's not really that important if I end up being the only person that likes it in the end.
>>
>>158990920
>it's not really that important if I end up being the only person that likes it in the end.
That's a nice way to think. I personally like to think if I'd play a game then other people like me would play it too, and I know for a fact I'm not the only one who likes the kinds of things that I do.
>>
>>158989987
>I feel like it's going towards a game where you explore people and places at your own pace with pointless minigames like fishing, some people might not even call it a game, but during the winter season I just really want to play a comfy game so maybe that's why I'm going in that direction.

I love it. If it is a game or not is irrelevant, I really like concepts like this.
>>
What would be a good antagonist for a cyberpunk game that hasn't been done to death already
>>
>>158991552
Man with a hotdog stand.
>>
>>158991552
A guy who gave up his physical body to become a God in cyberspace, taking over both it and anything directly connected to it.
>>
>>158991552
A party of shadowrunners. You play as corporate security
>>
>>158991552
Ancient Aliens that are in control of the higher echelons of society and gave corporations advanced technology that was then reverse engineered and marketed to humans leading to mass augmentations.

The Aliens are trying to artificially speed up humanity's evolution because they think it's what is best for humans.
>>
>>158991876
I haven't seen it yet, but isn't this the plot to Serial Experiments Lain?
>>
>>158992296
I don't know, I haven't seen it either.
>>
So is it bad practice to try and make everything 'balanced'?
>>
>>158992649
Yeah, worry about that shit later
>>
>>158992649
I'd say try to get things to actually work before you try balancing your game.
>>
>>158992649
Aww, man, that is such a specific question.. I dunno how I could probably give the single answer this kinda question could have.
>>
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>>158989987
Go for it, Anon. Follow your dreams
>>
>>158991552
Some religion nut who gets transported to the future through failed time travel experiments. He finds the future unnatural, writes his own scripture and starts a cult to make things right.
>>
>copy paste game loop method used previously in an SDL2 project into a new one
>2k fps
panic
>>
>>158993049
Don't worry about it, the human eye can't perceive the difference above 16 fps.
>>
sriracha chips with red peppers sprinked on and booze
good idea for dev fuel or nah
>>
>>158993398
>booze
Nah
>>
>>158993443
how about coffee then
>>
Are there any game engines with high level networking other than Unity and Godot?
>>
>>158993572
UE4
>>
I have a question for Unity users:
My enemies drop items. Im thinking, why instead of having each enemy carry the item references in their script, I have a static reference to them in one object and have them call that.
The question being, is that smart performance wise?
>>
>>158990271
very nice anon,
I'm trying to make something like that too only mine is garbage.
Proud of u
>>
>>158994067
a global item list (of prefabs that can be instantiated) doesn't seem like a bad idea at all, especially if you make it a fancy data structure

you can also keep track of what items you've had spawned too
>>
>>158990271
>>158994071
here's my level editor
Sorry to the guy I ignored last thread, one free ticket to the space races for you.

I made very little progress today.

>>158989987
I told my Animal Crossing obsessed friend about your game

>>158993398
try tea with sriracha flavored honey
it's no good
But for serious, chips and booze are not dev fuel. Try some honeycrisp apples or fresh bananas
>>
>>158994071
Thanks anon, it took about a week on and off to get all the features so far so it does take some work.
Keep at it, you don't learn by giving up!
>>
>>158993531
Coffee is good while the high lasts but theres always the crash afterwards.. besides its too late at night for coffee, isn't it friend?
>>
>>158994345
What is it like to have friends?
>>
HOW DARK SHOULD SHADOWS BE
>>
>>158994475
0,0,0
>>
BLACKITY BLACK
>>
>>158994830
>>158994837
2SPOOPY
>>
What are the dos and donts of an open world game? Any advice?
>>
>>158945775
Hiro imported some Japanese refugees to AGDG
>>
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Have you ever had a sudden realization about a game you played? Like you suddenly understood how it works behind the scenes?

My recent experience:
>try to put shadows on my hills
>they look like ass
>log in to kronos wow
>suddenly realize the hills does not have shadows
>they only have a shadowy side
>this gradient transition from light to shadow means they calculate normals per vertex
>this is why every flat surface around the hill reflect light
>>
>>158995134
don't make it too big to fill with love and care

especially if you don't have a team
>>
>>158995553
How's 10000x10000 pixels?
>>
>>158995134
don't

open world games are boring shit even when made by AAAs so what hope does an indie dev have
>>
>>158964659
they don't do game jams in the drawthreads
>>
>>158995648
like 2d tile based?
1 pixel per tile or 16,32, what?
>>
>>158995134
while understanding quality>quantity also understand there are always fags playing your game that will think quantity=quality so you need to find a balance
>>
>>158989987
try less saturated colors, remember that the eye adapts
>>
>>158989987
This one is cozyyyy
>>
>>158995776
Yeah, 2d tiles.
Each tile is 32x32 pixels.
>>
How I make mmo lol?
>>
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Broke ground on a new project. Its going to be old school survival horror. Got tank controls and a fixed camera system in place.

Ignore all the assets. Its just different UE4 free shit as I was playing around.
>>
>>158995134
If it's not a proc gen minecraft survival clone then don't.

If it is then probably still don't unless you really want to.
>>
>>158996114
>MMO League of Legends

Idea guy here. Excellent idea.
>>
>>158996164
I think you should really take into account how you position cameras when transitioning.
It looks alright now, but the way you set up your control system can make it fall apart if the player has to reorient themselves every time they enter a new room.
>>
>>158995648
Assuming you're the same guy asking about the open world game, the way you phrase this makes me think you're not ready to make an open world game.

It doesn't matter how many pixels big the world is, it changes based on how big your sprites will be. And choosing an arbitrary size before ever even designing a single aspect of the game is pointless. You build the game and make the world however large it needs to be, that's it.

So how about you focus on a game that isn't open world yet, so you can get some real gamedev experience first.
>>
>>158996461
That goes without saying. This obviously is reflective of actual level design. I was just showing off my system.
>>
>>158996461
This is literally why tank controls were invented.
>>
>>158996164
I know its all dummy assets now, but prerendered backgrounds or bust, nigga
>>
>>158996735
Is the player driving a tank?
If yes, then use tank controls. If no, then don't.
>>
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time to make props for this guy, had fun incorporating some procedural stuff on something that's not a flat tiling texture
>>
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>>158996912
Hi it looks like you are new to videogames. Would you like some assistance today?
>>
>>158997001
those are some cute textures.
>>
>>158996841
Way too much work.
>>
>>158986303
Definitely looks more interesting than your usual flat shaded indie game, but I would turn down the bloom or whatever shader is making the white parts that bright.
>>
What's a good software to generated automatically photorealistic textures?
>>
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>>158991204
>>158991279
>>158992886
thank you, kind word are always a motivation no mater how much the game is 'for youself'

>>158994345
it's more a tech demo then a game at this point, but good to know that there are more people like me that like 'pointless' games, never play animal crossing tho.

>>158995919
I'll do a test later and see how it looks

>>158996025
thank you, that's what I'm going for
>>
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>>158994345
Forgot gif.

>>158994472
It's really good anon, very healthy.
Start going to a weekly meetup of something you're passionate about and you'll make them, too.

>>158995531
Nice, anon.
You are awakened.
>>
>>158998636
Buy someone elses pre-made assets.
>>
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>>158943528
----[ Recap ]----
Game: Spaceship Crew Self-Defense Simulator
Dev: ChaikaDev
Tools: GameMaker: Studio
Web:
Halloween: pumpkin
Progress:
+ Worked on the dash move
+ Fixed some bugs
+ Improved the camera
- Carpal tunnel syndrome is killing me
>>
>>158943528
Anyone have October 1/2/3?

Missed a month of archives while sick / computer was broken.
>>
>>158998701
Orange looks great for the leaves, but you gotta turn down that bloom. You can't even see the tree trunks against the skybox when they're in the light.
>>
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----[ Recap ]----
Game: Inchoate Wrens
Dev: wrendev
Tools: C++
Web: nop
Halloween: witch hat
Progress:
+ Title and title screen
+ Fleshed out area descriptions
+ Expanded explorable area
+ Look command implemented
+ Examine command implemented
- Still a shitty text adventure
- Still fragile as fuck
>>
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>>158943528
----[ Recap ]----
Game: Throbot
Dev: scarfdev
Tools: GM:S, Photoshop CS6
Web: http://scarfdev.tumblr.com/
Halloween: pumpkin
Progress:
+ improved camera tracking
+ added SCREENSHAKE
+ added some sound effects
+ made some checkerboard tiles for demoday
+ added spikes
- still no enemies for the demo
- player animations still not fully done
- not close to enough content for a meaningful demo
- oh god what do i do
>>
>>158998463
>>159000113
there isn't any bloom on atm, it's just a problem/feature of the shader I might change it later, but first I'll see if it becomes less noticeable when I get some textures in. I know what you mean tho
>>
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>have a cool concept character in my head for a game
>Can't draw at all
>>
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>>158943528
----[ Recap ]----
Game: The Foregunners
Dev: Kris with a K
Tools: VS2013
Web: TIGSource
Halloween: devil
Progress:
+ Back from the Dead
+ New Physics
+ Mediocre scripting
+ Some semblance of a design
+ Long ass story
+ Working on weapons
>>
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Progress, added sliders for convenience.
>>
>>159001089
Text box to enter an exact amount and toggleable snapping will be nice
>>
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>check if something is within bounds
>if so, it can move
>works just as expected
>remove check
>instantly moves to infinity
Did I accidentally put a loop somewhere???
>>
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Remember to vote for the next game jam.
http://poal.me/33ujzy
Dinosaur jam is currently winning.
>>
>>158952128
bugs look nice
>>
>>159001541
nip
>>
>>158943528
----[ Recap ]----
Game: card tactix
Dev: alloyed
Tools: love, aseprite, fear
Web: alloyed.itch.io
Halloween: skeleton
Progress:
+ add scarey pumpkin (explodes)
+ add scarey skeleton (dry-bones style)
+ Non-scarey slime king (spawns smaller slimes)
+ AOE spells
- not that scarey desu
>>
>>159001309
I'll consider textbox input.
Snapping for what exactly?
>>
>>159001541
>>159001591
I also only see nip
>>
>>159001659
glad to see you're still working on this
>>
>>159001810
Rotation, every 5/10 degrees (or lots of different options)
>>
'night daggy
>>
>>159001835
>>159001591
>nip

What?
>>
>>158999101
Dude, those dashes/bullets are juicy af. Do you have a flocking algorithm on the crew?

>>159001659
That wizards looks sly.
MtG/10
>>
>>159002012
That's a good suggestion, will add to the todo list.
>>
>>159002103
That's all the page is, just the word nip and no poll to vote on.
>>
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----[ Recap ]----
Game: 32-Adventure
Dev: Gibbyz (Nodev)
Tools: GM:S
Web: gibbyz.itch.io
Halloween: roastie toastie witch
Progress:
+ More resources
+ Added more tools
+ Added more creatures
+ Added armor
- very boring
- nogame nodev
>>
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>>159001810
here's all the controls unreal gives you. it's pretty handy. you can set snaps for scale, rotate, and translate all separately and turn them on/off if you want

you can also hold 'v' while dragging something and it will snap it's position to the side of another thing. very useful
>>
>>159002214
Weird, the number of votes is still going up, so some people have managed to view it.
>>
just realized something, hopefully will be able to code it good tomorrow

>>159002056
me too
>>
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>Dinosaurs winning
http://poal.me/33ujzy

Have fun animating those pieces of shit in a 3d game
>>
>>159002056
'Night babe
>>
>>159002056
Sleep tight boo
>>
>>159002387
That's a lot of options, thanks for the screenshot.
I'm only implementing as much as I really need right now so I can go back and work on the game, but I'll consider these later on.
>>
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>Everyone collab on the same game jam
>implying anyone here has the ability to manage that many people
>>
My game is horribly spaghetti coded. It still runs fine, and of course the user doesn't care about the code. It's sometimes hard for me to fix errors or read through my code, though.
Should I spend a few days fixing it, or should I just stick with it?
>>
>>159001835
>>159002214
>>159002103
>>159001591
I saw nip when I was on 4G on my phone
nodev phoneposters pls leave
>>
>>159003445
Spaghetti code is a bad habit to get into so I'd basically punish yourself for it.
>>
>want to make a 3d model
>can't draw

I'm fucked, my reference sketches always come out shit so I can't get the proportions I want. I need to become rich so I can just throw money at artists while I program, don't i?
>>
>>158996164
"cinematic" fixed camera angles died for a reason.
>>
>>159000713
make a 3d model directly then
>>
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No ideas? Vote for Generated Ideas Jam and let creativity fill your soul!

Vote here,
http://poal.me/33ujzy
And generate your game name here!
https://videogamena.me/
>>
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----[ Recap ]----
Game: Crystal Chrysalis
Dev: Kada
Tools: Unity, Blender, Gimp, Zbrush, Topogun
Web: NA
Halloween: Spider
Progress:
+ Add rough model for enemy
+ Trigger events based on parameters
+ Level Design
+ Fix weapon models + textures slightly
- Everything needs to be re-textured and models fixed
>>
>>159002707
>MMO jam
u wot

dinosaurs is the best of those anyway
>>
>>159003480
I am on browser. Chrome, if that helps.
>>
>>158996841
Because the horror genre died in favor of shitty arcade shooter horror games like RE4 and Dead Space
>>
I need some dystopian mini game ideas
>>
Stupid Blender question time:

How do you spread a tiled texture over a landscape and ensure that every face is filled with exactly one tile?
Also, if you had more tiles, could you make them spread randomly over a set of vertices (with one tile still corresponding to one face)?
>>
>>159003924
or just regular ideas
>>
>>159003575
Start with furniture and then go to real people.
>>
>You will never have comics, visual novels, and fangames based off of your game idea ;-;
https://www.youtube.com/watch?v=-X13K_DozK8
>>
>>159003575
just use real references
>>
>turn game on
>"press any key to continue"
>main menu
OR
>turn game on
>main menu

Which is best?
>>
>>159004479

what is the purpose of press any key?
>>
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After three weeks of no progress I finally got off my fat ass and made a basic pause/start menu
>>
>>159004573
No idea but lots of games do it now-a-days. Seems more professional.
>>
>>159004479
depends, if you want to get straight to it the later, but adding the "press any key to continue" is usually done for more cinematic games, or games in a pre-existing franchise.
Also I think it's a way for the player to check if their controller works
>>
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>>159004479
>turn game on
>window freezes for 10 secs while making your PC fans go crazy while attempting to go fullscreen
>loading bar starts
>obnoxious unskippable splash screens for each third party tool
>intro video
>press start/any key
>menu
>>
>>159003856
i tried different browsers and everything, i think the nip message is IP based because the site worked as soon as I switched from 4G to my home internet
>>
>>159004312

The problem with that is that my characters are cyborgs, sort of like Megaman. So for most of the model I'm not copying human anatomy, it's a lot more bulky and boxy.
>>
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>>159004587
a cutscene engine
>>
>>159002114
>Dude, those dashes/bullets are juicy af.
Thanks!

>Do you have a flocking algorithm on the crew?
Nah, they all just move towards the player as soon as they lose line of sight.
>>
>>159004479
If you want to eventually put your game on a console then you need to have a "press key to start" screen.
>>
reminder that only truedevs remain now that all nodevs shitposters have gone out for halloween
>>
>>159004959
Where's the cutscene?
>>
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Got the customizer menu working. Anyone have good ideas for parts or weapons?
>>
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>>159004959
and a save/load system
>>
>>158958365
>>158970947
>>158973693
>>158974013
>>158976836

Anon, I'm sorry but these are bad. When you throw a kick you need to see where your kick is going to be before throwing it.

Take your spinning back round kick, your character needs to set up with his feet first, then you twist your upper body basically halfway around with your feet still planted, then as you continue to bring your upper body around you bring your knee up, then the last thing you do is throw the kick out as you see the opponent in front of you.

Check youtube for Human Weapon videos, if only because the movements are clearly shown.

As for your front round kick, if you are going for more of a muay thai style kick the hip brings the leg around and through the opponent, like a sledgehammer, which then follows all the way through. If you want more of a tae kwon-do style kick the hip brings the front leg up knee first then the kick is snapped out as you twist your planted leg away from your opponent which allows the transition of bringing the leg back around after the kick is finished much smoother.

Most kicks start with knees bent, then the hips trace the direction of the kick, the knee usually stays bent and only snaps out when you are committing to a strike, and only if you can see where you are kicking. The arms are usually placed close to the body.
>>
>>159005101
Player moves right, player moves left, enemy is spawned. Nothing flashy, just something simple I wrote to try out the engine.
>>
>>158975429
If you download that video, then take a screenshot of each frame, and trace it in your program of choice ten times a day until you do the whole thing ten times, I bet you could do it.
>>
>>159005364
>Take your spinning back round kick, your character needs to set up with his feet first, then you twist your upper body basically halfway around with your feet still planted, then as you continue to bring your upper body around you bring your knee up, then the last thing you do is throw the kick out as you see the opponent in front of you.
That's literally exactly what he does though?
The timing might be bad and all, but that is literally the order of all the movement.

>Most kicks start with knees bent, then the hips trace the direction of the kick, the knee usually stays bent and only snaps out when you are committing to a strike, and only if you can see where you are kicking. The arms are usually placed close to the body.
This too?
I get that you think it doesn't look right, but you describe perfectly what I've been attempting to do.
(The arms flail more than a professional combatant's would, but that's intentional - I've seen plenty of beginners/semi-good people do similarly)
>>
finding sound effects

a fate worse than death
>>
>>158984514
Share? I've been wanting to get some assets out of a couple games to learn from them.
>>
>>159005804
I didn't fully elaborate on every portion I suppose, there needs to be a lot more movement with the feet in the set up, most of his kicks has all the momentum starting from the back leg, as if he is pushing off that back leg. when in reality the twist is generated by twisting the lead leg and feet, that allows the character to basically twist all the way around first, which winds up the hips, then the kick basically whips around as a secondary effect.

This man does a good job @ 0:38
https://youtu.be/VP7VPD359f0?t=38s
>>
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>finally get good idea for core mechanic
>spend 3 days planning and working on it
>works as intended
>suddenly lose all interest in it
>scrap it
>back to square one again

sigh
>>
>>159005804

Why don't you just use video reference? Especially if you took karate lessons, take a video of yourself performing the kick and copy it. This is exactly what many great animators do, even in high budget film.
>>
File: ggghaaaaaaaah.jpg (130KB, 1269x783px) Image search: [Google]
ggghaaaaaaaah.jpg
130KB, 1269x783px
>>159004910
This is not in any mean, intend to offend, shitposter, etc tone.

That isn't a problem, if you can't draw, and won't see how you can work the 3d - you'll fall into the I can't 3d because I can't draw, I can't draw so I can't 3d loop. You say you want to do it, then start something, you'll get better.

Here is something I did years ago when I was fascinated by mech games, I practically scribbled my mechs out with a giant brush, then got on to 3d'ing.

Look at how trash the drawing is, but it still got me some kind of model.
>>
File: load.webm (1MB, 868x693px) Image search: [Google]
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>instead of going to a new level, next level spawns around player when they finish the current one
y/n?
>>
>>159006728
That's pretty cool. Though wouldn't it look better if enemies showed up along with the ground?
>>
File: skylarks getting there.png (160KB, 1080x720px) Image search: [Google]
skylarks getting there.png
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>>158943528
----[ Recap ]----
Game: Skylarks
Dev: Mako
Tools: Rust, SDL2, Blender
Web: -
Halloween: Spider
Progress:
+ I got the design to look way more detailed just by messing around with the topology and separating random pieces into a different mesh and turning random edge loops into actual visible features
- I still have 4 million more ships to make and I'm goofing off writing about the fucking skeleton war
>>
>>159006828
I'll probably make the enemies spawn a second after the level so the player gets some time to move to a good spot, just wanted to get the level spawning work right before doing the enemies
>>
>>159005164
that door looks really awful, offset the bottom of the door from the frame by a decent amount and increase the width of the top of the door, be content with not having much detail on the face of the door
>>
>>159006728
y
>>
File: 2190416-peter_molyneux[1].jpg (74KB, 463x372px) Image search: [Google]
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Give me a game idea I could make in 2 days
>>
>>158986303
First and most importantly do not do flat shaded. That is the biggest turn off for a lot of people. It can look good in some cases but it's really hard to make a working game out of the style. If you want sharp edges use smoothing groups (aka. edgesplit in Blender).

Second you need better colors and stronger shadows or more contrast.

Get those two right and it could be a nice style.

This >>158989987 already looks a lot better though the ground texture is a bit weird.
>>
>>159006680

You inspire me dude, that's a clean looking mech. I can't do anything close to that right now but I'll keep at it, I'm just being impatient I suppose.
>>
>>159007149
All right Peter. How about...
A game where you play a magpie trying to make a nest. You find shiny stuff, preferrably in people's backyards. You get to observe their relationships while you steal shit.
>>
>>159007149
undertale
>>
>>159007149
pong where you are the ball trying to escape
>>
>>158999783
A-anyone?
>>
>>159007149

Open world fighting MMO
>>
File: 1464105782196.jpg (174KB, 602x375px) Image search: [Google]
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>>159007149
A game where you are given a random number generator and try to get repeating digits.
>>
So I gotta make music

Is there a tool I can get away with using for free to make music with actual instruments or am I doomed to midi unless I shell out some dosh?
>>
>>159006680

What kind of models did you practice on? I guess I'm a bit loss on how to progress as a 3D artist, that is what frustrates me.
>>
>>159008253
Find some concept art you couldn't imagine making a model of and then make a model of it
Learn things like how geometry interacts with animation (edge loops, sonnnn)
Keep looking for new tutorials to watch (seriously, I doubt you've seen all the zBrush ones at the very, very least)
Seriously just keep looking at tutorials
>>
>>159008180
a keyboard?
>>
>>159008483
C'monnn

I can play the violin, just not well enough to record anything
>>
>>159007149
bomb air hockey.
basically air hockey, except that ur ball will explode after a period of time and kill you.
>>
File: 2016-10-31 21-35-41.webm (1MB, 1120x700px) Image search: [Google]
2016-10-31 21-35-41.webm
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got a helpful game maker bro's dialog engine
working in my game.
>>
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>haven't deved at all in months
>decide to stop all bad habits, cold turkey
>smoking, drugs, alcohol, caffeine, etc.
>so much free time when I'm not wasted or wasting money/resources
>decide to write a small, ~20 line function for the ~2% done skeleton of a game you have
>it just werks
>mfw got my dopamine and serotonin from somewhere other than drugs/gambling/etc
>feelsgoodman.png
>>
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>>159008253
I had a gundam model that I would mess around with, those things are crazier now than they were back then.

Most of them are just like a 3d model, with a core skeleton underneath, and the chassis over the bone. Their range of motion isn't ideal but gives you a great idea how something so boxy should move.

I think I remember the guy who drew Knights of Sidonia mention something about how he sat in his room for days mixing and matching mecha models to build a prototype gardes model.
>>
>>159009152
>Alcohol
Let's not go crazy

I get my best work done with some of god's love in me.

Probably because it disables my internal filter that keeps me from vomiting ideas and code to print.
>>
>>159009284
Doing all kinds of stupid shit (especially MDMA) has fucked up my brain to the point that I'm now going through a severly apathic nihilist phase.
This gave me some new perspective on life, including that I most likely want to experience it sober. That means 100% sober.
Alcohol doesn't really offer me anything I'd want.
>>
>>159009490
Eh, I mostly drink because I'm a beer fiend. I don't think I've ever had a drink "to get drunk" but then, never waste an opportunity.
>>
>>159007868
That's actually a pretty novel idea for a mobile game.
>>
New Thread >>159009219
New Thread >>159009219
New Thread >>159009219
>>
>>159002707
>nip
>>
>>159004573
To determine controller type if any
Thread posts: 737
Thread images: 160


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